Hardware: Electro-Mechanical Genius
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HARDWARE: ELECTRO-MECHANICAL GENIUS by Severus Snape
This character isn’t a genius in one area, but more of a jack-of-all-trades for all areas. They are highly proficient in electrical and mechanical skills – not so much as the other genius types but definitely above the level of the ordinary person. This character lies somewhere between one of the mechanical geniuses and the electrical genius, able to draw upon multiple areas of expertise to figure out the best way to solve problems.
Electro-Mechanical Related Skills and Bonuses
- The following skills are received in addition to Scholastic and Secondary skills. Note that this character loses two skill programs due to receiving these and the special skills.
- Advanced Mathematics (+25%)
- Basic Electronics (+10%)
- Basic Mechanics (+10%)
- 3 Communications Skills of Choice (+5%)
- 2 Computer Skills of Choice (+5%)
- Electrical Engineer (+10%)
- 2 Electrical Skills of Choice (+5%)
- Mechanical Engineer (+10%)
- 2 Mechanical Skills of Choice (+5%)
- 2 Pilot Skills of Choice (+5%)
- Read Sensory Instruments (+25%)
Electro-Mechanical Special Skills
- Unlike the other areas of expertise, the Electro-Mechanical Genius does not have any special skills that are specific to them. Instead, they get to choose 4 special skills from any of the other areas of expertise of their choice (no bonus to these skills). This is to show that the character is skilled in many different areas crossing both electrical and mechanical while not being a specialist in either.
Budget
- As per the original rules, the character starts out with a set amount of cash with which to purchase electronic equipment. However, the character is not limited to just electronic equipment – he or she can also purchase any mechanical, bionic, robotic, or vehicular equipment that he or she wishes. At least 80% of the starting budget must be spent on the equipment, while the remaining 20% can be spent on other weapons and equipment, spare parts, or saved for future repairs.
- It is assumed that the character either has, has access to, or at one time had access to such a facility that is/was outfitted with 3d4 x $10,000 in equipment and tools needed to work on whatever projects the character has in the works. If the facility is owned by the character (see Sponsoring Organizations above), then it is assumed that the character has spent 2d6 x $10,000 on the location of the facility itself. Any money left over from the budget can be used for additional items for the facility, such as security or additional equipment.
- Roll once on the following table to determine budget. Alternatively, you can select whichever amount you feel is adequate for the character’s concept.
- 01-10 $100,000
- 11-20 $200,000
- 21-30 $300,000
- 31-40 $400,000
- 41-50 $500,000
- 51-60 $600,000
- 61-70 $700,000
- 71-80 $800,000
- 81-90 $900,000
- 91-00 $1,000,000
- You’ll notice that the budget amount for the Electro-Mechanical Genius is actually rather small when compared to the other areas of expertise. Again, the Electro-Mechanical Genius is a jack-of-all-trades, not specialized in one area. This character is presumed to bounce from idea to idea all the time, building up small stores of supplies for each project. It is also noteworthy that electrical and computer components are not that expensive, and with just a little cash this character can purchase vast amounts of stuff.
Other Stuff
- Alignment: Characters can be of any alignment, but heroes are generally good people.
- Other Skills: For starters, the character receives a bonus of +10% to any electrical or mechanical skill. The character may use his or her Secondary Skills to pick any skills normally available as such, as well as using Secondary Skills to select any that are not normally available as long as they are electrical or mechanical in nature.
- Hand to Hand Combat: Hand to Hand skills must be selected by the character. If not, the character will have only the 2 Hand to Hand melee actions per round that all heroes receive.
- Actions/Attacks per Melee Round: As stated, unless Hand to Hand skills are selected, the character will only have 2 melee actions per round.
- Weapons and Armor: Unless the character is extremely wealthy or has ties to the military, he or she will only have access to conventional weapons and armor.
- Structural Damage Capacity (S.D.C.): As with all Hardware characters, the Electro-Mechanical Genius starts with 35 SDC, plus any SDC gained through physical training/skill selection. Selection of multiple Hardware areas of expertise does not provide additional SDC bonuses.
- Other Options: Unlike the other areas of expertise, the Electro-Mechanical Genius is not allowed to give up 3 hand to hand attacks to select a second area of expertise. This is due to a number of factors, most importantly that this character already gets to select special skills from multiple areas of expertise during character creation. By allowing the character to select a second area of expertise could greatly unbalance this type of character.