Hardware: Technical Agent

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Hardware: Technical Agent -By Zenvis-

The Technical Agent specializes in finding new and improved applications for existing technology. These characters at a first glance, may seem slightly untalented and backward compared to other hardware specialists, but closer examination reveals their unique talent in taking something that is large and clumsy, then reducing it's size while maintaining or even increasing it's performance. In some respects they are lazy and do not want to "create" in the traditional sense, because they prefer taking things that already exist and using them to create something better. The technical Agent is not interested in creating something that is overly new and untested for fear of it failing. They want to stick to what works.

Micro Technology Related Skills and Bonuses: Select 3 skills from the military or science section (+20%). The following are in addition to Scholastic and Secondary skills.

Electrical Engineer (+35%)
Mechanical Engineer (+20)
Weapon Engineer (+20%)
Robot Mechanics (+30%)
Robot Electronics (+30%)
Chemistry (+25%)
Advanced Mathematics (+26%)
Computer Operation (+30%)
Computer Programming (+20%)
Research (+16%)

Special Micro Technology Skills:

Micro technology: 84%+2% per level of experience. The character can re-make anything that exists to a reduced size while retaining all of it's functions. With this talent the character can reduce items to one tenth of their size without loosing any of their initial performance. Anything from modified cell phones and strap on gizmos to super powerful microscopes built into a pair of goggles. The power of a jet engine can be condensed to a jet pack with micro stabilizers and navigation display. Ark welding rings and micro adhesion shoes, gadgets for every eventuality, the micro technology skill draws on existing designs and seeks practical, convenient modifications and improvements. The character is so focused on their goals to micronize the worlds goods, that simple things they create can be missed (penalties to observation). Carried on the character at all times are the tools to make things tiny or just tiny things.
Other hardware characters may make servo robotic armor, while the Technical Agent would rather blow their time creating a motorcycle that is build into a suit case. If the character ever decided to create a robot, that robot would be no taller than a large action figure, but it would pack a lot of tricks into it's tiny frame.

Micro Chemistry: 72%+2% per level of experience. The character has an in depth knowledge of chemistry to help with creating his inventions. They are constantly trying to find the most effective elements to create the maximum result, using the least amount of material. Attempting to mimic super powers is usually their reason for creating the unique chemical compounds. An example would be creating a tiny, hand operated high precision spray unit and compressed storage for a super tough polymer which is highly adhesive for a few moments, then hardens with exposure to air. The number of charges usually does not exceed 2+1D4 but the items are always well constructed and based on similar (if much larger) designs.

Creation Penalties:

-5% simple item with no modifications
-5% item construction involves electronics
-10% item construction involves robotics
-10% simple item combined with another simple item
-10% reducing an item to 50% of its original size.
-15% reducing an item to 25% of its original size.
-15% characters own design
-15% design and create a simple Artificial Intelligence.
-15% modifying items to transform into one item (the items lock together to form something else)
-15% projectile or missile
-15% kinetic energy resistant material
-15% hide a explosive and trigger in a common item (item doesn't work but as a explosive)
-20% combining three simple items (-15% for each additional)
-20% reducing an item to 10% of its original size.
-20% micronize explosive with the same effects
-25% micronize gun or projectile of some type
-30% micronizing an A.I.

Time restrictions: The amount of time needed to work on reducing a device varies with complexity of the task. The player and the Game Master will have to work together how much time is needed to do the work properly. Also the hours will have to be spread out between meals, sleeping and rest. A fair formula for determining time is one hour for every penalty point. Two hours for each penalty point if it's the character's own design and add 10 hours for miniaturization. Quadruple the time for items reduced to 25% or less of their original size. Additional time must be spent in travel, research and acquiring resources. The best approach to budget for the items are the cost of the item times ten (x10).

Determining Equipment

01-15 $100,000
16-26 $200,000
27-38 $350,000
39-50 $500,000
51-60 $600,000
61-70 $700,000
71-80 $800,000
81-90 $900,000
91-00 $1 million

Characters will have to spend at least a quarter of their money on their gear. It is assumed that the character already has a shop of sorts in an apartment, basement or hidden base somewhere where they conduct their experiments worth 1.5 million dollars. The character will also carry a specialized portable tool kit with all sorts of items reduced in size and combined with other tools for greater effect and efficiency. Use of the portable tool kit provides a special skill bonus of +5% when performing any regular mechanics, robotics or electronics related task.

Other Stuff:

Alignment: Any alignment can be chosen, but heroes should be generally good alignment.
Other Skills: Only those from the Technical Agent and any learned though Scholastic education or picked up as Secondary skills. As a electronically inclined individual the character get a +10% bonus to any electrical skill, as well as mechanical and science skills.
Hand to Hand Combat: Hand to Hand basic; this skill can be upgraded to Hand to Hand: Expert at a cost of one skill or Martial Arts or Hand to Hand Assassin at a cost of two skills.
Attacks per melee: As with all super beings the Technical Agent character automatically gets two attacks per melee. Additional attacks must be developed though hand to hand combat and boxing skills.
Weapons and Armor: Unless the character is extremely wealthy, only conventional weaponry and equipment will be available, however, the Technical Agent is second only to the Weapons Expert in the array of modified weapons he may have and any armor worn will almost certainly include some sort of storage space for a few handy tools and devices..
Structural Damage Capacity (S.D.C.): All Technical Agents characters have a base of 35 S.D.C., plus any S.D.C. gained from physical training. Multiple hardware classification do not provide additional S.D.C.
Other Options: Characters may refer to any Palladium book with G.M. for their special design of micronized items that suit their fancy. Remember that this is a super hero game and its best to choose only those items that are really appropriate for the HU2 genre.