This part of the char-gen process should have actually been up earlier, but I’ve been playing around with how it will work as an Upgrade, not just a one off purchase. After getting through a big chunk of Upgrade writing this week, I think I have a better handle on this now so I’m ready to give it a shot. In game terms, after picking a chassis model for your Automaton, you next pick a Career Pack. A lot of these will compliment certain chassis types better than others, but there’s no reason at all why you couldn’t go for tow options that don’t seem to make sense, as long as you can come up with a reason why a human would put together such a creation. Although I have been trying to write as such, I’ve never been explicitly clear in this until now: The player character Automata were all created by humans before the war, to fulfill certain tasks that humans didn’t want to do.

Anything added with character or experience points, are things that the Automaton has picked up themselves, or added to itself during the course of its existence. What this means for Career Packs is that the Automaton will ship from the factory with one installed, but can purchase an extra one as a Processor Upgrade. This would be the only Processor upgrade allowed, and would be recorded on the character sheet with all of its other Upgrades. Experience points can be spent to increase the Rank of any Career Pack, much like other Upgrades, with a standard cost in Points, with standardised Complication points too. Basic package: Points: 5 Complication: 5. MK II; Points: 10 Complication: 6. MK III; Points 15 Complication: 7. MK IV; Points 20 Complication: 8

  • Assassin Perfecting the art of the silent kill. MK I Plus one to Melee and Stealth checks. MK II Heat sensitive vision; the Automaton can spot living creatures by their heat signature. MK III Plus two to Melee and Stealth checks MK IV When fighting against humans and using a Melee weapon, any successful attack automatically hits a vital location.
  • Batman Not the caped crusader, rather a military Valet of a commissioned officer, and only available during character creation. MK I Plus one to Brawl and Knowledge: Tactics checks. MK II Being friendly with the military establishment has its perks. Gain one rank in, and access to, a specialised weapon of your choice. MK III Plus two to Brawl and Knowledge: Tactics checks. MK IV Once a week, the Automaton may radio for military support. The type of military sent, and the speed with which it arrives is at the GM’s discretion. 
  • Chauffeur There are those in this life who are driven, and those who drive. MK I Plus one to Drive and Pilot checks. MK II If the Automaton is in a vehicle, it always goes first in a combat round. MK III Plus two to Drive and Pilot checks. MK IV Automaton may fire ranged weapons from any moving vehicle without suffering the related penalties to its roll.
  • Doctor From the days when a Human would trust an Automaton to heal their wounds. MK I Plus one to Knowledge: Medicine and Notice checks. MK II Once per combat round, the Automaton may re-roll one damage dice when attacking humans. MK III Plus two to Knowledge: Medicine and Notice checks. MK IV When fighting against humans and using a Melee weapon, any successful attack automatically hits a vital location.
  • Frontiersman Although these Automata rarely see service in the British Isles, they perform valuable services in the empire. MK I Plus one to Climbing and Knowledge: Geography checks. MK II Automaton chooses two non-English languages to be fluent in. MK III Plus two to Climbing and Knowledge: Geography checks. MK IV Automaton may be completely submerged in water with no ill effects.
  • Infiltrator Not just getting behind enemy lines, but into their buildings, and destroying them while you’re there. MK I Plus one to Forced Entry and Explosives checks. MK II Double throwing range and area of effect for all grenades and incendiary thrown weapons.  MK III Plus two to Forced Entry and Explosives checks. MK IV Environmental scanners show the best point of entry, reducing all Forced Entry rolls by two ranks of difficulty.
  • Maintenance Designed to keep any Automaton running, no matter what the condition or circumstances. MK I Plus one to all Repair and Salvage checks. MK II Half all penalties to repair severely damaged Automata MK III Plus two to all Repair and Salvage checks. MK IV Ignore all penalties to repair severely damaged Automata.
  • Ranger Ideally adapted to survive behind enemy lines while avoiding capture. MK I Plus one to all Stealth and Tracking checks. MK II All Salvage checks are one rank of difficulty lower. MK III Plus two to all Stealth and Tracking checks. MK IV Automaton may repair self with no penalties.
  • Salesman Ideal for when a face to face meeting just isn’t possible. MK I Plus one to Bargain and Intimidate checks. MK II Humans meeting this Automaton will always begin in a Neutral stance. MK III Plus two to Bargain and Intimidate checks. MK IV Humans meeting this Automaton will always begin in a Friendly stance.
  • Sniper Specialising in the long ranged kill. MK I Plus one to Ranged combat and Notice checks. MK II Automaton gains knowledge required to upgrade a weapon of choice; Double range and clip size of one model of Ranged weapon. MK III Plus two to Ranged combat and Notice checks. MK IV Reduce all Range penalties by two ranks.
  • Technician Some faults run deeper than external damage, and if your Automaton suffers from such things, you need to call in a professional. MK I Plus one to Difference Engine and Repair checks. MK II All other Automata in the group treat their Malfunction score as one less with regard to critical rolls. This cannot take the score below one. MK III Plus two to Difference Engine and Repair checks. MK IV Once a day you may attempt a  Difficult Difference Engines check, if successful, you negate one of an Automaton’s faults for 24 hours.

Edit: The career pack taken by an Automaton during the relevant phase of character creation does not add Complication points to the character.

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