Special Ability: JuryRig
Allows the Techie to temporarily repair anything for 1d6 turns per level of skill.
Career Skills: Awareness/Notice, Basic Tech, CyberTech, Teaching, Education, Electronics, Any three other Tech Skills (Aero, Gyro, AV, Weapons, Electronic Security)
Electronic Security is the technical skill required for fixing, maintaining, or jamming electronic security systems.
For other skill descriptions please see Skills.
Playing the Techie in FFRP:
Techies are the true geeks, finding nothing more fun than fooling with some doodad. However, they are rarely made fun of, since everyone wants to have the techie for a friend...after all, when your cyberware or gadgets break down, who are you gonna call?
Earnings:
|
Local Fixit |
Private Operator |
Corporate Tech |
Jr Engineer |
Engineer |
Sr Engineer |
|
1,000/month |
2,000/month |
3,000/month |
4,000/month |
5,000/month |
8,000/month |