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| jobs:rigger [2026/06/26 13:20] – [Love Tap] ms_ash | jobs:rigger [2026/08/03 14:17] (current) – [You'd Have To Be Mad] ms_ash |
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| //Riggers don’t study machines, they just get them. Hand one a busted relic from a long forgotten colony of extinct xenofauna and they’ll turn it over in their hands, squint a little, and tell you it was meant to scramble eggs or broadcast at 42.8 megahertz. Doesn’t matter how alien, ancient, or jury-rigged the tech is; they know what it’s for. Ask how and they’ll shrug, maybe say the universe told them. Truth is, nobody really knows. Maybe it’s Thool exposure, maybe instinct, maybe something else humming in their skulls. Whatever it is, a Rigger can look at a tangle of wires and see purpose where everyone else just sees smoke.// \\ | //Riggers don’t study machines, they just get them. Hand one a busted relic from a long forgotten colony of extinct xenofauna and they’ll turn it over in their hands, squint a little, and tell you it was meant to scramble eggs or broadcast at 42.8 megahertz. Doesn’t matter how alien, ancient, or jury-rigged the tech is; they know what it’s for. Ask how and they’ll shrug, maybe say the universe told them. Truth is, nobody really knows. Maybe it’s Thool exposure, maybe instinct, maybe something else humming in their skulls. Whatever it is, a Rigger can look at a tangle of wires and see purpose where everyone else just sees smoke.// \\ |
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| [[Game Mechanics:Ritual]].\\ | [[Game Mechanics:Definitions:Ability:Ritual]].\\ |
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| You gain the [[:Jobs:Rigger#Strange Knowhow]] [[Game Mechanics:Definitions:Ability]]:\\ | You gain the [[:Jobs:Rigger#Strange Knowhow]] [[Game Mechanics:Definitions:Ability]]:\\ |
| ^ Strange Knowhow ^ | <WRAP center 700px> |
| | [[:Skills#Study]] [[Game Mechanics:Ritual]] 80/[Turn]| | |< - 25% 50% 25%>| |
| | You immediately learn the purpose and function of a [[:Game Mechanics:Definitions:Perceived]] [[:Items|Item]]. \\ \\ However, if the [[:Items|Item]] you are attempting to [[:Skills#Study]] is [Unknown], the [Interval] of this [[Game Mechanics:Ritual]] becomes [Hourly].| | ^**Strange Knowhow**^^^ |
| | | [[:Skills:Study]] [[Game Mechanics:Definitions:Ability:Ritual]] 80/[[:Game Mechanics:Turn Order:Turn]] | | | |
| | |You immediately learn the purpose and function of a [[:Game Mechanics:Definitions:Perceived]] [[:Items|Item]]. \\ \\ However, if the [[:Items|Item]] you are attempting to [[:Skills:Study]] is [Unknown], the [[Game Mechanics:Definitions:Ability:Ritual#Interval]] of this [[Game Mechanics:Definitions:Ability:Ritual]] becomes [Hourly].||| |
| | </WRAP> |
| ===== Job Abilities ===== | ===== Job Abilities ===== |
| ==== Powered Whatsit ==== | ==== Powered Whatsit ==== |
| {{page>[[:Items:Equipment:Weapons:Powered Whatsit]]&noheader&inline}} | {{page>[[:Items:Equipment:Weapons:Powered Whatsit]]&noheader&inline}} |
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| At [[:Jobs:Rigger#Rigger]] ranks 3, 5, 7 & 9 the [[:Jobs:Rigger#Powered Whatsit]] gains 2 additional [[:Ratings:Hardpoints]] for a total of 4, 6, 8 & 10, respectively. | At [[:Jobs:Rigger#Rigger]] [[:Game Mechanics:Definitions:Rank|Ranks]] 3, 5, 7 & 9 the [[:Jobs:Rigger#Powered Whatsit]] gains 2 additional [[:Ratings:Hardpoints]] for a total of 4, 6, 8 & 10, respectively. |
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| ==== All Over The Place ==== | ==== All Over The Place ==== |
| [[:Traits|Trait]].\\ | [[:Traits|Trait]].\\ |
| \\ | \\ |
| You achieve [Automatic Success] any time you perform a [[:Game_Mechanics:Multitasking]] [[:Game Mechanics:Save]].\\ | You achieve [[:Game Mechanics:Success and Failure:Automatic Success]] any time you perform a [[:Game_Mechanics:Multitasking]] [[:Game Mechanics:Save]].\\ |
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| In addition, you can not provide the benefits of the [[:Base_Actions:Help]] [[:Game Mechanics:Definitions:Ability#Action]] or [Leadership] [[:Game Mechanics:Definitions:Ability|Abilties]] to others, nor can you receive the benefits from others.\\ | In addition, you can not provide the benefits of the [[:Basic Abilities:Help]] [[:Game Mechanics:Definitions:Ability#Action]] or [Leadership] [[:Game Mechanics:Definitions:Ability|Abilities]] to others, nor can you receive the benefits from others.\\ |
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| **Please Note**: You can still provide them to yourself, as [[:Game Mechanics:Definitions:Appropriate]]. (See [[:Races:Draeck]], for more information).\\ | **Please Note**: You can still provide them to yourself, as [[:Game Mechanics:Definitions:Appropriate]]. (See [[:Races:Draeck]], for more information).\\ |
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| Furthermore, you can maintain an unlimited number of [[:Game_Mechanics:Ongoing Projects|Projects]]. | Furthermore, you can maintain an unlimited number of [[:Game Mechanics:Project|Projects]]. |
| ==== Got A Screw Loose ==== | ==== Got A Screw Loose ==== |
| //Every Rigger’s got their thing. Some tap the hull three times before a D'jump. Some have to line up every bolt head in a perfect spiral. Some can’t start a repair until they’ve muttered their favourite cereal mascot's catchphrase under their breath. They know it’s strange — hell, they’ll be the first to admit it — but knowing doesn’t make it stop. When the urge hits, it’s an all-consuming compulsion. The world shrinks to a single unfinished ritual until it’s done, no matter how small or how long it takes. Most of the time, it’s harmless but when it isn’t, it can grind a Rigger to a halt, trapped in a loop only they can see. Other spacers envy their insight, their way of seeing what no one else can, but they don’t see the cost. For every flash of genius there’s a shadow of compulsion, and the Rigger lives between the two, trying to make peace with both.// \\ | //Every Rigger’s got their thing. Some tap the hull three times before a D'jump. Some have to line up every bolt head in a perfect spiral. Some can’t start a repair until they’ve muttered their favourite cereal mascot's catchphrase under their breath. They know it’s strange — hell, they’ll be the first to admit it — but knowing doesn’t make it stop. When the urge hits, it’s an all-consuming compulsion. The world shrinks to a single unfinished ritual until it’s done, no matter how small or how long it takes. Most of the time, it’s harmless but when it isn’t, it can grind a Rigger to a halt, trapped in a loop only they can see. Other spacers envy their insight, their way of seeing what no one else can, but they don’t see the cost. For every flash of genius there’s a shadow of compulsion, and the Rigger lives between the two, trying to make peace with both.// \\ |
| [[:Traits|Trait]].\\ | [[:Traits|Trait]].\\ |
| \\ | \\ |
| During [[:Character#Character Creation]] or when you gain your first rank of [[:Jobs:Rigger]], you must nominate a task or habit that you must perform every time you achieve a [[:Game Mechanics:Success And Failure:Critical Failure]] on a [[:Game Mechanics:Check]], [[:Game Mechanics:Attacks|Attack]] or [[:Game Mechanics:Save]]. This task should require an [[Game Mechanics:Definitions:Ability#Action]] and nothing further, but you may wish to decide on something more unique for the [[:Character]], as [[Game Mechanics:Definitions:Appropriate]].\\ | During [[:Character#Character Creation]] or when you gain your first [[:Game Mechanics:Definitions:Rank]] of [[:Jobs:Rigger]], you must nominate a task or habit that you must perform every time you achieve a [[:Game Mechanics:Success And Failure:Critical Failure]] on a [[:Game Mechanics:Check]], [[:Game Mechanics:Attack]] or [[:Game Mechanics:Save]]. This task should require an [[Game Mechanics:Definitions:Ability#Action]] and nothing further, but you may wish to decide on something more unique for the [[:Character]], as [[Game Mechanics:Definitions:Appropriate]].\\ |
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| Until you perform this [[Game Mechanics:Definitions:Ability#Action]], or the end of the [[:Game Mechanics:Encounter]], you will suffer the [[Game Mechanics:Definitions:Property:Disadvantage]] [[:Game Mechanics:Definitions:Property]] on all [[:Game Mechanics:Check|Checks]] and [[:Game Mechanics:Attack|Attacks]] you perform.\\ | Until you perform this [[Game Mechanics:Definitions:Ability#Action]], or the end of the [[:Game Mechanics:Encounter]], you will suffer the [[Game Mechanics:Definitions:Property:Disadvantage]] [[:Game Mechanics:Definitions:Property]] on all [[:Game Mechanics:Check|Checks]] and [[:Game Mechanics:Attack|Attacks]] you perform.\\ |
| * Pacing back and forth. | * Pacing back and forth. |
| * Fidgeting with an object or article of clothing. | * Fidgeting with an object or article of clothing. |
| * Casting an specific [Cantrip]. | * Casting a specific [[:Basic Abilities:Cantrip]]. |
| This is a detrimental effect, and a serious cost of being a [[:Jobs:Rigger]]. Have a discussion with the [[:Game Mechanics:Definitions:Player|Players]], to make sure that the effect is both disruptive enough to be a downside but also [[:Game Mechanics:Definitions:Appropriate]] for you, the party, and the narrative.\\ | This is a detrimental effect, and a serious cost of being a [[:Jobs:Rigger]]. Have a discussion with the [[:Game Mechanics:Definitions:Player|Players]], to make sure that the effect is both disruptive enough to be a downside but also [[:Game Mechanics:Definitions:Appropriate]] for you, the party, and the narrative.\\ |
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| You gain a D4 [[:Game Mechanics:Bonus Die]] to [[:Skills#Tech]] [[:Game Mechanics:Check|Checks]] and [[:Game Mechanics:Attack|Attacks]].\\ | You gain a D4 [[:Game Mechanics:Bonus Die]] to [[:Skills#Tech]] [[:Game Mechanics:Check|Checks]] and [[:Game Mechanics:Attack|Attacks]].\\ |
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| At [[:Jobs:Rigger]] ranks 4, 6, 8, & 10, the [[:Game Mechanics:Bonus Die]] is [[:Game Mechanics:Upgrading or Downgrading:Upgrading Dice|Upgraded]] to a D6, D8, D10 & D12, respectively.\\ | At [[:Jobs:Rigger]] [[:Game Mechanics:Definitions:Rank|Ranks]] 4, 6, 8, & 10, the [[:Game Mechanics:Bonus Die]] is [[:Game Mechanics:Upgrading or Downgrading:Upgrading Dice|Upgraded]] to a D6, D8, D10 & D12, respectively.\\ |
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| In addition, you gain 1 free rank in one of the following [Masteries]: [Fabrication], [Industrial], [Mad_Science] or [Mechanics]. This can't increase this [Mastery] to a rank greater than your current [[:Jobs:Rigger]] rank. | In addition, you gain 1 free [[:Game Mechanics:Definitions:Rank]] in one of the following [Masteries]: [Fabrication], [Industrial], [Mad_Science] or [Mechanics]. This can't increase this [Mastery] to a [[:Game Mechanics:Definitions:Rank]] greater than your current [[:Jobs:Rigger]] [[:Game Mechanics:Definitions:Rank]].\\ |
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| Alternatively, instead of gaining a free rank in the above [Masteries], you may choose to gain 2 [Abilities] from one of them instead. These [Abilities] must be of equal or lower rank to your new [[:Jobs:Rigger]] rank.\\ | Alternatively, instead of gaining a free [[:Game Mechanics:Definitions:Rank]] in the above [Masteries], you may choose to gain 2 [Abilities] from one of them instead. These [Abilities] must be of equal or lower [[:Game Mechanics:Definitions:Rank]] to your new [[:Jobs:Rigger]] [[:Game Mechanics:Definitions:Rank]].\\ |
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| **Example**: If you would advance your [Rigger] rank to 4, you could use your free rank to advance your [Mechanics] [Mastery] to rank 4 but you could not use it to advance your [Industrial] [Mastery] to rank 5.\\ | **Example**: If you would advance your [Rigger] [[:Game Mechanics:Definitions:Rank]] to 4, you could use your free [[:Game Mechanics:Definitions:Rank]] to advance your [Mechanics] [Mastery] to [[:Game Mechanics:Definitions:Rank]] 4 but you could not use it to advance your [Industrial] [Mastery] to [[:Game Mechanics:Definitions:Rank]] 5.\\ |
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| At [[:Jobs:Rigger]] ranks 4, 6, 8, & 10, you gain an additional free rank, or pair of [[:Game Mechanics:Definitions:Ability|Abilities]], in one of the above [Masteries], as detailed above. | At [[:Jobs:Rigger]] [[:Game Mechanics:Definitions:Rank|Ranks]] 4, 6, 8, & 10, you gain an additional free [[:Game Mechanics:Definitions:Rank]], or pair of [[:Game Mechanics:Definitions:Ability|Abilities]], in one of the above [Masteries], as detailed above. |
| ==== Upgrade Job Die ==== | ==== Upgrade Job Die ==== |
| [[:Traits|Trait]].\\ | [[:Traits|Trait]].\\ |
| \\ | \\ |
| You gain a [[Game Mechanics:Definitions:Job Die]]. A [[Game Mechanics:Definitions:Job Die]] is a [[Game Mechanics:Bonus Die]] that is added to [[Game Mechanics:Check|Checks]] or [[Game Mechanics:Save|Saves]] that you are [[Game Mechanics:Proficiencies|Proficient]] or [[Game Mechanics:Resistances|Resistant]] in, respectively. Your [[Game Mechanics:Definitions:Job Die]] is a D4.\\ | You gain a [[Game Mechanics:Definitions:Job Die]]. A [[Game Mechanics:Definitions:Job Die]] is a [[Game Mechanics:Bonus Die]] that is added to [[Game Mechanics:Check|Checks]], [[Game Mechanics:Attack|Attacks]] or [[Game Mechanics:Save|Saves]] that you are [[Game Mechanics:Proficiencies|Proficient]] or [[Game Mechanics:Resistances|Resistant]] in, respectively. Your [[Game Mechanics:Definitions:Job Die]] is a D4.\\ |
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| If you gain an additional instance of this [[Game Mechanics:Definitions:Ability]], and you already have a [[Game Mechanics:Definitions:Job Die]], you do not gain another; it is [[Game Mechanics:Upgrading Or Downgrading:Upgrade]] instead.\\ | If you gain an additional instance of this [[Game Mechanics:Definitions:Ability]], and you already have a [[Game Mechanics:Definitions:Job Die]], you do not gain another; it is [[Game Mechanics:Upgrading Or Downgrading:Upgrade|Upgraded]] instead.\\ |
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| At [[:Jobs:Rigger#Rigger]] rank 4, 6, 8 & 10, you gain an additional instance of this [[Game Mechanics:Definitions:Ability]]. | At [[:Jobs:Rigger#Rigger]] [[:Game Mechanics:Definitions:Rank]] 4, 6, 8 & 10, you gain an additional instance of this [[Game Mechanics:Definitions:Ability]]. |
| ==== Bonus Proficiency ==== | ==== Bonus Proficiency ==== |
| [[:Traits|Trait]].\\ | [[:Traits|Trait]].\\ |
| \\ | \\ |
| You gain the Love Tap [[:Game Mechanics:Definitions:Ability]]:\\ | You gain the Love Tap [[:Game Mechanics:Definitions:Ability]]:\\ |
| ^ Love Tap ^ | <WRAP center 700px> |
| |[[:Game Mechanics:Definitions:Ability#Action]] - [[:Traits:Tiring]]| | |< - 25% 50% 25%>| |
| | Until the end of the [[:Game_Mechanics:Encounter]], the [Vehicle] you are [Crewing], or a [[:Game Mechanics:Definitions:Perceived]] [Vehicle] you are [[Game Mechanics:Definitions:Adjacent]] to, may ignore the effects of a [Malfunction], including modifier. The [Vehicle] still has those [Malfunctions], even while their effects are temporarily being ignored, so should a [Vehicle] generate the same [Malfunction] on a [[:Game_Mechanics:Malfunctions|Malfunction]] [[:Game Mechanics:Test]], it will [[Game Mechanics:Upgrading Or Downgrading|Upgraded]] to the next [Malfunction] on the [Table], as normal.| | ^**Love Tap**^^^ |
| | | [[:Game Mechanics:Actions:Action]] | [[:Traits:Tiring]] | | |
| | |Until the end of the [[:Game Mechanics:Encounter]], the [Vehicle] you are [Crewing], or a [[:Game Mechanics:Definitions:Perceived]] [Vehicle] you are [[Game Mechanics:Definitions:Adjacent]] to, may ignore the effects of a [Malfunction], including modifier. The [Vehicle] still has those [Malfunctions], even while their effects are temporarily being ignored, so should a [Vehicle] generate the same [Malfunction] on a [Malfunction] [[:Game Mechanics:Test]], it will be [[Game Mechanics:Upgrading Or Downgrading|Upgraded]] to the next [Malfunction] on the [Table], as normal.||| |
| | </WRAP> |
| |
| ==== Machine Spirit ==== | ==== Machine Spirit ==== |
| //Some say it’s the Thool talking. Others swear it’s madness. The Riggers don’t bother explaining it, they just call it conversation. The veterans, the ones who’ve been elbow-deep in reactor cores longer than most spacers have been alive, start to develop a knack that no one can quite explain. They don’t operate machines anymore — they ask them. A seasoned Rigger can stroll through a hangar and tell which drives are sulking, which compressors are lying, and which old hammer’s in the mood to cooperate. They’ll mutter a few words, maybe give the casing a pat, and the whole system hums to life like it’s greeting an old friend. It’s not magic or Animism, just that the boundary between person and machine wears thin after enough years soaked in Thool fumes and static. You can scoff if you want, but when your engines are dead and your comms won’t answer, it’s the Rigger you’ll call. And somewhere in the background, you’ll hear them talking to the hardware — soft, calm, patient — until the ship starts talking back.//\\ | //Some say it’s the Thool talking. Others swear it’s madness. The Riggers don’t bother explaining it, they just call it conversation. The veterans, the ones who’ve been elbow-deep in reactor cores longer than most spacers have been alive, start to develop a knack that no one can quite explain. They don’t operate machines anymore — they ask them. A seasoned Rigger can stroll through a hangar and tell which drives are sulking, which compressors are lying, and which old hammer’s in the mood to cooperate. They’ll mutter a few words, maybe give the casing a pat, and the whole system hums to life like it’s greeting an old friend. It’s not magic or Animism, just that the boundary between person and machine wears thin after enough years soaked in Thool fumes and static. You can scoff if you want, but when your engines are dead and your comms won’t answer, it’s the Rigger you’ll call. And somewhere in the background, you’ll hear them talking to the hardware, soft, calm, patient, until the ship starts talking back.//\\ |
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| <wrap preview>[[:Traits|Trait]]</wrap>.\\ | [[:Traits|Trait]].\\ |
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| You can talk to <wrap preview>[[:Items]]</wrap>, [Vehicles], [Cyberware] or technology in general (or its spirit), without the need for <wrap preview>[[:Skills]]</wrap>, [Abilities] or [[:Ratings:Presence]]. It will simply act as if it has a personality of its own, able to answer questions and even have wants or desires. It can even perform functions within it's power if you ask, such as turn on or perform it's purpose, as [Appropriate].\\ | You can talk to [[:Items]], [Vehicles], [[:Cyberware]] or technology in general (or its spirit), without the need for [[:Skills]], [[:Game Mechanics:Definitions:Ability|Abilities]] or [[:Ratings:Presence]]. It will simply act as if it has a personality of its own, able to answer questions and even have wants or desires. It can even perform functions within it's power if you ask, such as turn on or perform it's purpose, as [[:Game Mechanics:Definitions:Appropriate]].\\ |
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| You may need to convince the piece of technology to talk to you, just as you might a living person, but most are excited to just be heard for a change and will likely divulge any information or perform any task within their power, if asked, without the need for a <wrap preview>[[:Game Mechanics:Check]]</wrap>, <wrap preview>[[:Game Mechanics:Attacks|Attack]]</wrap> or <wrap preview>[[:Game Mechanics:Save]]</wrap>.\\ | You may need to convince the piece of technology to talk to you, just as you might a living person, but most are excited to just be heard for a change and will likely divulge any information or perform any task within their power, if asked, without the need for a [[:Game Mechanics:Check]], [[:Game Mechanics:Attack]] or [[:Game Mechanics:Save]].\\ |
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| <WRAP notice> | <WRAP notice> |
| ===== Changelog ===== | ===== Changelog ===== |
| <WRAP changelog center 800px> | <WRAP changelog center 800px> |
| __Version 0.5b - Dec 2025__ | Version 0.5 - Nov 2025 |
| * Wording updated. | |
| __Version 0.5 - Nov 2025__ | |
| * **All Over the Place** | * **All Over the Place** |
| * No longer prevents giving self the Help Action. | * No longer prevents giving self the Help Action. |
| * **You'd have to be mad** | * **You'd have to be mad** |
| *Mad Science added to the list of Mastery choices | *Mad Science added to the list of Mastery choices |
| | Version 0.5b - Dec 2025 |
| | * Wording updated. |
| | Version 0.5c - June 2026 |
| | * Wording updated. |
| | * Balanced Budget removed |
| | * Self Invested Budget added |
| | * Strange Knowhow reworked to have a variable Interval |
| | * Strange Knowhow now always has a Severity of 80 |
| </WRAP> | </WRAP> |
| |