Engineer

#skill #rules_analogue #character_option
TL; Must specialise; IQ/Hard; Defaults: Special.
Prerequisites: Mathematics (Applied) at TL5+, plus others as noted.

This is the ability to design and build technological devices and systems. A successful roll lets you design a new system, diagnose a glitch, identify the purpose of a strange device, or improvise a gadget to solve a problem. Time required for each attempt is up to the GM.

Note that engineers are designers and inventors; they are not necessarily skilled at the routine operation or maintenance of the things they design! For instance, Engineer (Small Arms) lets you design a new assault rifle, but you need Armoury skill to maintain it and Guns skill to shoot it.

You must specialize. Possible fields include:

Engineer specialties normally default to one another at -4; however, the GM is free to rule that in his campaign, there is no default between exotic specialties (Nanotechnology, Parachronic, Psychotronics, etc.) and more mundane ones (Civil, Combat, Mining, etc.).

Modifiers: Equipment modifiers (p. 345). Up to +5 to build a gadget if you can give the GM a good description of what you want it to do.

This skill can also be found on B189-B190