Mechanic

A gearhead and Hacker   Whether it’s fixing up the ship’s engines or constructing a specialized safecracker to break into a Luxury Financial Group vault, a mechanic is an invaluable asset on most jobs. You might be the mousy one who has all the fancy toys, or more hands-on, lugging your gear to the job. Or you might prefer to literally make friends and specialize in Urbotic creation. When something breaks, you’re the one to call.

When you play a Mechanic, you earn xp when you address challenges with technical skill or ingenuity. 

Always look at the devices around you and be prepared to make them do what you want them to.   Did you make your own drone? How’d you learn your technical skills? Where’d you find your pet and what is it? Are you unassuming, fading into a crowd, or hard to miss, covered in tattoos?    

PLAYING A MECHANIC

Playing a Mechanic is foremost about your relationship with the ship. No one else will have the same ability to keep it flying, and when something breaks, all eyes will be on you. Look for opportunities to bring up what you’ve personally modified on the ship. Where do you get parts when the ship needs something repaired?   How did you become a mechanic? Were you mentored by one of your friends? Were you once a Guild trainee? Why did you leave and join the crew? Do you approach fixing the ship as a stop-gap solution, where you’re simply trying to find a patch until the next thing breaks, or is it a matter of pride that something never fails twice?   Familiarize yourself with the Crafting system. The ability for you to make new devices is very powerful, and the starting Tinker ability gives you an advantage that no one else will be able to match. Ask the rest of the crew what devices you might be able to create and get them to chip in for their development, either in extra downtimes to speed up design or with extra Cred to pay for assembly.   Action-wise, you may want to pick up Skulk if you tend to lurk in the background, or Attune if you expect to be working on Ur machines or Urbots. If you also serve as the crew’s foremost computer and system expert, you’ll want to stack some Hack.   Veteran ability-wise, the Speaker’s Old Friends ability can play up your connections among crafters and hackers. If you want to go full mad scientist, look at the Stitch’s Dr. Strange ability.  

XENO MECHANICS

Every species has Mechanics, so when playing a xeno, consider how that xenotype relates to machines. Some xenos have an unusual relationship with technology (particularly Ur-based technology), such as the Sah’iir, while others use unusual materials, like the Mem.   Does your species have an unusual adaptation for working on machines? Are they small and fit into ventilation ducts easily? Also consider how your xeno adaptations might reflect sides of you that aren’t directly relating to machines.   How does your xeno heritage fit into the story? Have the Guilds excluded your character from certain opportunities because you aren’t Human? Or have your people been embraced, perhaps because of an adaptation that the Union could utilize?
Type
Engineering

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