Cold and Dark / The Big Empty
You have always loved electronics, mechanics, and computers. Not only have you always loved these things but you were also born with a knack to fix and understand them. You got a degree in engineering but working as one seemed way too boring. Staying on one ship or a station, or fixing broken reactor shields in Claret City, didn’t really appeal to your sense of adventure. So you decided to become a site engineer.
You’re shipped off all over the galaxy to different jobs. Sometimes you get to help the fleet out, or get a derelict ship going again. The money is good and you also got a special education involving advanced explosives that came with the job. Money, engineering, travels AND you get
to blow things up. What’s not to love?
Site engineers are not some grease monkeys or egghead types. They’re smart, quick on their feet and very tough. They’re sent to fix all manner of things, often in the middle of nowhere. Their job is highly dangerous as they seldom know what to expect. Their expertise in explosives lets them blow sections of hulls and separate ship segments. In many cases they’re on call in a certain area, commissioned by their employer to respond to any emergency call coming from one of their ships. If the call is unspecified (just a beacon) or involves any type of engineering problem they’re expected to be Johnny on the spot. Many site engineers run their own businesses.
Technologic Insight: Can count all repair times (not jury-rigging) as one level less in
Explosives Expert: +1 to all Explosives rolls and can never botch these.
Engineer Training: +1 to all Repair rolls and can never botch these.
Important Aptitudes: Brains, Attention, Quickness.
Abilities: Athletics, Computers*, Explosives*, Repairs**, Scanners, Security.
E&R Engineer: As an E&R engineer you’re the classic version of the site engineer. When all hell has broken loose they send you in. At times you arrive in the aftermath while you at other times show up minutes before the reactor goes critical and it’s your job to fix it. You might work for the GIC, the corporation or freelance.
Engineering Executive Officer: The Marines need their gear to run smoothly and you’re the one who sees to that. You travel with them or other military outfits in the field, a capable soldier yourself, and you handle all the technical aspects of their job. When it comes to technical decisions you’re the top dog.
Explosives Expert: You know all there is to know about explosives. Your skills involve planning all manner of jobs relating to detonations. You might travel to mining outposts, be a part of a bomb squad or you might even be the one setting the bombs in order to get your point across. You can
be freelance, corporate or have any type of affiliation. You’re still a capable engineer but you have devoted your learning to the art of demolitions.
Spending Credits: 3000
Start-Up Credits: 1000 + 1D x 400