This ability involves hands-on creation, construction, and repair of things that are directly related to technology. Technology allows a character to create functional tools and sometimes groundbreaking new inventions.

You must take an expertise in technology at the first dot/rank. A character may have multiple expertise in technology, but any beyond the first are going to be scrutinized heavily by your application wizard. For example, an expertise in computer hardware might employ a secondary expertise of electrical engineering.

Note: This skill can fake such abilities as Security and Demolitions, albeit at GM discretion and likely at higher difficulties. Making flash bombs or cutting power to a detonator, for example, can be argued as well within a Technician's realm of ability. Setting dynamite in the right place to cause structural collapse, however, is likely not.

Unskilled: You can put together a computer with basic parts, given that you have a guide. With pictures. How these parts work internally is something else entirely, however.

• Novice: You can produce something basic, but efficient and functional.

•• Practiced: Your are known as a solid technician or perilous inventor.

••• Competent: Other technicians are familiar with you, and they praise your skills, perhaps in spite of any odd inventions.

•••• Expert: Unique and practical items you make are highly desired for the field, laboratory, and commercial sale.

••••• Master: You are among the greatest technicians in your field.

  • Possessed by: Technicians, Inventors, Engineers, Handymen.
  • Expertise: Electronics, Computer Hardware, Smart Gunsmithing, Securities Devices, Communications.
  • Specialties: Imitation/Forgery, Invention, Military Grade, Alloys.

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