Technological warrior

Some men are just inherently dangerous. Anything in their hands is a weapon. 
You are not that man. 
But give you twenty minutes alone with that pile of old junk, some bubblegum, and some bailing wire, and you'll make a weapon so damned nasty that those other men will be wetting themselves. 
They'll have to. The shockwaves produce uncontrollable urination to anyone within a fifty yard cone of the barrel when it fires. And that's just a side-effect. 
Boom, baby.
Skill cost: 13
Requirements:
Exposure to technomancy background	
==Skills==
Any hand-to-hand I
Any one additional weapon proficiency
Any one armour use skill or Shield I
Battle Cry apprentice
Boasting
Drawing apprentice
Horsemanship: Basic -OR- Running
Hunting I -OR- Tracking I -OR- Trapping I
Insults I -OR- Intimidation I -OR- Glare I
Literacy (choose one)
Load Firearm (any three)
Mathematics apprentice
Melee Weapon (mass) I
Ranged Weapon (longarm -OR- pistol) I
Ranged Weapon (phased plasma rifle in 40 watt range) I
Rear Defence -OR- Emplace Explosives -OR- Chemistry I
Scrounging I -OR- Field Improvisation I
Select any one Engineering or crafting skill I/apprentice
Survival (any one terrain, including urban) I or Streetwise I
Travel Sense I
Walking I -OR- Swimming apprentice -OR- trade Horsemanship: Basic for any other riding skill
Weapon &/or armour maintenance—choose any three
==Level bonuses==
Percussion Cap Maintenance: Threaten a nonworking device with severe violence to scare it into operation. Scream cursewords at it for a few minutes like some bald madman. Roll your level or less on 2D20 (like it was an attribute check). This ability works about as well as you'd expect, which is to say, barely and only on occasion, and may well damage the device further (especially if it doesn't comply). Appropriate statuses may be added to this check. 
Combat Rock: +2 to initiative, attack, and damage
Alright You Primitive Screwheads: Guns speak louder than words. By firing a shot, you can quiet a crowd and gain attention for a moment to speak. Animals are also panicked by this ability. Also add 1D6 to your break point. 
Fear Is for the Enemy, Fear and Bullets: Immunity to fear and intimidation
Shoot the Door Panel: An all-too common trope of science fiction, you can shoot or otherwise attack a door to either lock or unlock it. Needless to say, this trick only works once; the door is broken thereafter, and stuck in the configuration you left it. For purposes of this ability, locks have an armour class of 17 and eight hit points; few doors will have any damage resistance or reduction. 
Metal Militia: Gain a +4 morale bonus to any one action per round whenever you can hear loud music—not just you singing or drumming on something. If it's good, it pumps you up. If it's bad, it'll piss you off, and rage will be your fuel (though you may take a few stress points afterwards). 
And Shepherds We Shall Be, for Thee, My Lord, for Thee: Once monthly, one of your contacts (chosen by the Game Master) may show up in the nick of time to help you out right in the middle of combat or other time of great need. You also gain another 1D6 to your break point at this level. 
Bloodbath & Beyond: When using any mechanically complex killing implement (such as a crossbow or chainsaw) you cause an additional die of damage. 
Death or Glory: You can live to old age, or go out great. This ability lets you sacrifice points of reputation for double that in a bonus to hit with one attack. 
Starr's War: "Huh… good God y'all/What is it good for?/Absolutely nothing": Figure out what a device is used for, or at least the possible uses; different from HOW it works; a tech may guess wrong—you have found A use for the item, even if not THE intended use. Yep, we totally stole this level bump from the technomancer class. It really works well here, though. 
Not Swamp Rats: Fire any gun whatsoever—from holdouts to howitzers to motherfucking lasers—without non-proficient or familiarity penalties. You can use this ability on any weapon more mechanically complex than 'hit it with the sharp and/or heavy end'. 
I Am the Law: You can use applicable statuses for combat bonuses. Each is usable only once per combat, and only if your opponent rolls a successful reputation check for you. You can call for such a roll however, if you clearly let them know who you are. For example elite might be used for an attack roll, or feared makes a nice damage bonus. You also gain another 1D6 to your break point at this level. 
Awesomizer: You can break shit. You can break shit but good. When you break something, it isn't just sitting there like some oversized paperweight. It isn't even smashed to bits or mangled into a jagged lump. It is broken in the most spectacular way possible, maybe even an epic fiery Baysplosion, if you're really lucky. Awesomizer uses only simple tools, and no accelerants or explosives. Just pure heavy metal science, baby. 
Vulgar Display of Power: Once per battle, you can lay the smack down in a terrorising fashion. If your attack connects, you automatically do full double damage. Furthermore, everyone within ten yards who witnesses this carnage must make a saving throw versus fear equal to the attack roll or move at least thirty feet the Hells away from you. 
Guns of Brixton: When, after being severely wounded, you fail a Willpower or system shock roll to stay up and fighting, you can instead choose to go out guns blazing. You get three more rounds of combat, or three more rounds fired off from your gun, whichever would be greater. Then you're dead. 
Per additional level: +1 to saving throws against: crushing, fire, and sonic attacks
Per additional even level: Upgrade any three technical skills, and add +1 to your break point. 
Per additional level divisible by five: Pick any technical skill; any one, and don't worry about prerequisites; you just figure stuff out.	
==Level bonuses==
Percussion Cap Maintenance: Threaten a nonworking device with severe violence to scare it into operation. Scream cursewords at it for a few minutes like some bald madman. Roll your level or less on 2D20 (like it was an attribute check). This ability works about as well as you'd expect, which is to say, barely and only on occasion, and may well damage the device further (especially if it doesn't comply). Appropriate statuses may be added to this check. 
Combat Rock: +2 to initiative, attack, and damage
Alright You Primitive Screwheads: Guns speak louder than words. By firing a shot, you can quiet a crowd and gain attention for a moment to speak. Animals are also panicked by this ability. Also add 1D6 to your break point. 
Fear Is for the Enemy, Fear and Bullets: Immunity to fear and intimidation
Shoot the Door Panel: An all-too common trope of science fiction, you can shoot or otherwise attack a door to either lock or unlock it. Needless to say, this trick only works once; the door is broken thereafter, and stuck in the configuration you left it. For purposes of this ability, locks have an armour class of 17 and eight hit points; few doors will have any damage resistance or reduction. 
Metal Militia: Gain a +4 morale bonus to any one action per round whenever you can hear loud music—not just you singing or drumming on something. If it's good, it pumps you up. If it's bad, it'll piss you off, and rage will be your fuel (though you may take a few stress points afterwards). 
And Shepherds We Shall Be, for Thee, My Lord, for Thee: Once monthly, one of your contacts (chosen by the Game Master) may show up in the nick of time to help you out right in the middle of combat or other time of great need. You also gain another 1D6 to your break point at this level. 
Bloodbath & Beyond: When using any mechanically complex killing implement (such as a crossbow or chainsaw) you cause an additional die of damage. 
Death or Glory: You can live to old age, or go out great. This ability lets you sacrifice points of reputation for double that in a bonus to hit with one attack. 
Starr's War: "Huh… good God y'all/What is it good for?/Absolutely nothing": Figure out what a device is used for, or at least the possible uses; different from HOW it works; a tech may guess wrong—you have found A use for the item, even if not THE intended use. Yep, we totally stole this level bump from the technomancer class. It really works well here, though. 
Not Swamp Rats: Fire any gun whatsoever—from holdouts to howitzers to motherfucking lasers—without non-proficient or familiarity penalties. You can use this ability on any weapon more mechanically complex than 'hit it with the sharp and/or heavy end'. 
I Am the Law: You can use applicable statuses for combat bonuses. Each is usable only once per combat, and only if your opponent rolls a successful reputation check for you. You can call for such a roll however, if you clearly let them know who you are. For example elite might be used for an attack roll, or feared makes a nice damage bonus. You also gain another 1D6 to your break point at this level. 
Awesomizer: You can break shit. You can break shit but good. When you break something, it isn't just sitting there like some oversized paperweight. It isn't even smashed to bits or mangled into a jagged lump. It is broken in the most spectacular way possible, maybe even an epic fiery Baysplosion, if you're really lucky. Awesomizer uses only simple tools, and no accelerants or explosives. Just pure heavy metal science, baby. 
Vulgar Display of Power: Once per battle, you can lay the smack down in a terrorising fashion. If your attack connects, you automatically do full double damage. Furthermore, everyone within ten yards who witnesses this carnage must make a saving throw versus fear equal to the attack roll or move at least thirty feet the Hells away from you. 
Guns of Brixton: When, after being severely wounded, you fail a Willpower or system shock roll to stay up and fighting, you can instead choose to go out guns blazing. You get three more rounds of combat, or three more rounds fired off from your gun, whichever would be greater. Then you're dead. 
Per additional level: +1 to saving throws against: crushing, fire, and sonic attacks
Per additional even level: Upgrade any three technical skills, and add +1 to your break point. 
Per additional level divisible by five: Pick any technical skill; any one, and don't worry about prerequisites; you just figure stuff out.
Category:Class
Category:War