Space Patrol: The Engineer
Patrol teams rely on their ships, and it’s the engineer’s job to keep the ship in the best condition possible. If the crew engages pirates and the force shields overload, the engineer is there to reroute power through the secondary conduits. If the ship gets a distress call that is just a bit too far out of range, the engineer teases just a little more speed out of the engines. It’s a thankless job sometimes, but if the engineer wasn’t there to do it, the rest of the crew would be dead in space.
Attributes: ST 11 ; DX 10 ; IQ 12 ; HT 10 .
Secondary Characteristics: Damage 1d-1/1d+1; BL 20 lbs.; HP 11 ; Will 12 ; Per 13 ; FP 10 ; Basic Speed 5.00 ; Basic Move 5 .
Advantages: Artificer 2 ; Legal Enforcement Powers ; Luck ; Patrol Rank 0 . • A further 40 points chosen from ST +1 or +2 [10/level], DX +1 , IQ +1 , Per +1 or +2 [5/level], Artificer 3-4 [10/level], Cybernetics [Varies], Efficient (Armoury, Electrician, Electronics Repair, Machinist, or Mechanic) , Equipment Bond , Gadgeteer , Gizmos [5/level], High Manual Dexterity [5/level], Less Sleep [2/level], Patrol Rank 1-4 [5/level], Reputation (Patrol commendations; Large group; All the time) [Varies], or Versatile .
Disadvantages: Duty (to the Space Patrol; 15 or less) [-15]. • A further -25 points chosen from Addiction (Coffee) [-1], Chummy [-5] or Gregarious [-10], Compulsive Inventing , Curious [-5], Cybernetics [Varies], Honesty [-10], Loner [-5], Post-Combat Shakes [-5*], Sense of Duty (Crew or Patrol) [-5 or -10], Stubbornness [-5], or Workaholic [-5].
Primary Skills: Computer Operation/TL11 (E) IQ -12; Electrician/TL11 (A) IQ+1 -13†; Electronics Repair/TL11 (Computers), Electronics Repair/TL11 (Force Shields), and Electronics Repair/TL11 (Sensors), all (A) IQ+1 -13†; Engineer/TL11 (High-Performance Spacecraft) (H) IQ+2 -14†; Machinist/TL11 (A) IQ+1 -13†; and Mechanic/TL11 (High-Performance Spacecraft) (A) IQ+1 -13†. • Three of Computer Programming/TL11 (H) IQ-2 -10; Electronics Operation/TL11 (Force Shields, Security, Sensors, or Surveillance) (A) IQ-1 -11; or Scrounging (E) Per -13.
Secondary Skills: Spacer/TL11 (E) IQ -12; Vacc Suit/TL11 (A) DX+1 -10. • Six of Piloting/TL11 (Aerospace, High-Performance Spacecraft, or Vertol) (A) DX -10; Current Affairs/TL11 (Science & Technology) (E) IQ+1 -13; Armoury/TL11 (Force Shields, Heavy Weapons, Small Arms, or Vehicular Armor) (A) IQ+2 -14†; Cryptography/TL11 (Code-Breaking) or Research/TL11, both (A) IQ -12; Mathematics/TL11 (Applied) or Metallurgy, both (H) IQ-1 -11; or Search (A) Per -13.
Background Skills: Area Knowledge (Federal Space or one planet) (E) IQ -12; Beam Weapons/TL11 (Pistol or Rifle) (E) DX+1 -11; Law (Space) (H) IQ -12; Wrestling (H) DX -10. • Brawling (E) DX+2 -12 or Karate (H) DX -10. • Six of Free Fall/TL11 or Stealth, both (A) DX-1 -9; First Aid/TL11 or Savoir-Faire (any), both (E) IQ -12; Criminology/TL11, Fast-Talk, or Photography/TL11, all (A) IQ-1 -11; Astronomy/TL11, Chemistry/TL11, Diplomacy, or Forensics/TL11, all (H) IQ-2 -10; Physics/TL11 (VH) IQ-3 -9; Carousing (E) HT -10; or Detect Lies (H) Per-2 -11.
* Multiplied for self-control number; see p. B120.
† Includes +2 from Artificer.
The miracle worker is dedicated, thorough, and fast. They are more interested in keeping things working well than in making them do more. Invest in advantages like Efficient, Versatile, and Reputation, and disadvantages like Chummy and Workaholic. Important skills include Armoury and science skills like Chemistry and Physics.
The tinkerer wants to take things apart, make adjustments, and put them back together in ways nobody else imagined. Key advantages are Gadgeteer, Gizmos, and Equipment Bond. The tinkerer basically demands Compulsive Inventing, and they’re probably a Loner too. Take Current Affairs to keep up with how legitimate tech is advancing and Criminology to know how the underworld is using the latest toys.