Engineer

"I thought our engineer had sacrificed himself for us. The engines were going to blow unless that retainer pipe got welded back on but that was a death sentence. Power came back on at full and we were able to blast away, but then the smug bastard strolled onto the bridge, smoking a cigar. I asked him what he did and he just told me 'I implemented a nano-mollecular adhesive, leveraging the plasma injector's auxiliary power to reestablish a stable quantum flux in the retainer pipe's crystalline matrix. The resulting quantum-synclastic infundibulum allowed me to temporarily bypass the safety interlocks and reboot the fusion reactor, thereby restoring power and enabling our escape... Yeah, I put duct tape on it. We've got six hours to get to a stardock or we're all gonna die.' I thought about reminding him that smoking isn't allowed on the bridge but... I figured he'd earned that one."   ~Captain Solomon Zinge, SDF   

Doers

In a way, engineers are the backbone of PSC society. They keep all the cogs running, they repair the technology, they improve the technology, they invent new things to solve new problems. Every starship needs an engineer or it won't last long. Every combat squad needs an engineer to keep their gear working and to counter the genius of the enemy engineers.  

Acta Non Verba

Engineers might do back of the napkin math, they might contemplate problems, but they aren't formulating complex theories. They are solving problems. They are plotting out the schematics of the device that will do what they need it to do. They are figuring out what broke so they can fix it. They are technicians and mechanics.  

Miracle Workers

In the Age of Convergence, engineers have a lot to work with. Nanofab Tubes, Fitch Tunneling, Atomic Restructuring, and good old Carbexene and Fabricators mean that an engineer's Tuesday would have started a religion in the Bronze Age.

Template 49 points

Primary Skills 20 points

  Primary Skills: Spacer (E) IQ+2  4 points. Any two of: Armoury (any), Electrician, Electronics Repair (any), Explosives (any), Lockpicking, Machinist, or Mechanic (any) – all are (A) IQ+2 8 points, or Computer Programming (H) IQ+1 8 points

Secondary Skills 26 points

  Electronics Operation (any) (A) IQ 2 points, Hazardous Materials (any) (A) IQ 2 points, and either NBC Suit (A) DX 2 points or Vacc Suit (A) DX 2 points, Computer Operation (E) IQ+1 2 points; Free Fall (A) DX 2 points; Vacc Suit (A) DX 2 points; and any four of Armoury (Heavy Weapons), Armoury (Vehicular Armor), Electrician, Electronics Repair (Communications), Electronics Repair (Computers), Electronics Repair (Medical), Electronics Repair (Sensors), Machinist, Mechanic (Aerospace Craft), Mechanic (High Performance Spacecraft), Mechanic (Jump Drive), all (A) IQ 2 points, or Computer Programming or Engineer (Starships), both (H) IQ-1 2 points.  

Background Skills 3 points Computer Operation (E) IQ 1 point, First Aid (E) IQ 1 point, Scrounging (E) Per 1 point 

Lenses

Inventor +29 points: add Gadgeteer 25 point, Administration (A) IQ-1 1 point; Carousing (E) HT 1 point; Guns (any) (E) DX 1 point; Savoir-Faire (Merchant or Military) (E) IQ 1 point Combat Engineer +14 points: add Soldier (A) IQ+2 8 points as a primary skill, as well as Explosives (any) (A) IQ 2 points, and either Beam Weapons (any), Gunner (any) or Guns (any) as a Secondary Skill (E) at DX+2 for 4 points as a Primary Skill.
Type
Engineering

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