The Techie

DATATERM DISPLAY SYSTEM

Topic: Edgerunners: Techie
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Techie

Techies are the tinkerers and fixers of the Cyberpunk world, always ready to disassemble and reassemble anything that crosses their path. With screwdrivers and wrenches always at hand, they can solve any technical problem—whether it's a downed computer, a malfunctioning hydrogen burner, or a glitchy interface plug. Their skills are essential in a world where few understand how technology truly works. While fixing everyday items pays the bills, real money comes from big jobs: illegal weapons, stolen cybertech, corporate espionage gear, and gadgets like thermite bombs and hunter-killer robots. Successful Techies reinvest their earnings into new gadgets and hardware, always looking for innovative applications. However, their black market work also earns them enemies, necessitating strong defense systems and occasionally calling in favors from Solos.

Skill: Jury Rig

Effect: Allows the Techie to temporarily repair or alter anything for 1D6 turns per level squared. This repair is not permanent and will break down after the elapsed time.

Bonuses:

  • Skill Enhancements: Gain a bonus equal to one-third of the Jury Rig level added to the following skills:
    • Aero Tech
    • AV Tech
    • Basic Tech
    • Cyber Tech
    • Electronics
    • Gyro Tech
    • Weapon Tech
  • Tech Tools: Access to tech tools valued at 500 eb per level of Jury Rig.
  • Contacts: You receive Contact points equal to Jury Rig squared. These points are used to create NPC contacts, distributed across the following areas:
  • See Also

    DN
  • Repair Costs: Can buy broken goods and repair them for 3/4 price or less, with the cost determined by the complexity and assigned difficulty number by the referee.
The Techie