🔧 Tech

“If your refrigerator goes out, maybe you can wait a few days. Imagine the turrets that keep the boosters on the other side of your wall. This city’s held together with tech. And me? I’m the beating heart.” — João “Torch” Barbosa Alves


🎯 Identity

Play this if you want to be like… Q (James Bond)MacGyverTony Stark (without the money)The tinker in every heist movie

You’re the maker, the inventor, the one who keeps everything running. In a world where supply chains are broken and new tech is rare, you’re invaluable.

The Black Market Work

Legal repair work pays okay. The real money is in illegal weapons, stolen cybertech, and corporate espionage gear.

💡 Character Concepts

  • The Street Doc’s Right Hand — You do the cyberware installation, they do the surgery.
  • The Weapons Artist — Every gun should be a masterpiece.
  • The Junkyard King — Trash to treasure. Always.
  • The Corporate Dropout — You had the best training. Now you use it against them.
  • The Obsessive Inventor — There’s always a better way. You just haven’t found it yet.
  • The Arms Dealer — You build what people need. For the right price.

🎮 Role Ability: Maker

You create. The Maker ability lets you fix, improve, modify, and invent items. Each rank gives you points in Maker Specialties:

SpecialtyWhat It Does
Field ExpertiseIdentify, analyze, temporarily fix
Upgrade ExpertiseImprove existing items
Fabrication ExpertiseCreate items from scratch
Invention ExpertiseDesign new items

Each time you increase Maker Rank, you get 1 point in 2 different specialties.

Specialty Details

Field Expertise — Add your Rank to any Basic Tech, Cybertech, Electronics/Security Tech, Weaponstech, or Vehicle Tech Skill Check. Also, instead of a lengthy full repair, you can jury-rig an item to perfect condition as an Action (same DV). Jury-rigging holds for 10 minutes per Rank in this specialty, then reverts. Can’t be jury-rigged again until fully repaired.

Upgrade Expertise — Improve an item in one of these ways (1 upgrade per item):

  • Lower Humanity Loss of non-borgware cyberware by 1d6 (if typically 2d6+)
  • Increase option/attachment/program slots by one
  • Halve future full repair time
  • Make a non-concealable one-handed weapon concealable
  • Raise Average Quality weapon to Excellent
  • Grant Attachment Slot to an Exotic Weapon
  • Allow Exotic Weapon to fire one type of Non-Basic Ammo
  • Increase SP by 1 (if item already had SP)
  • Install a Moto Rank 1 vehicle upgrade
  • Install a Tech-invented upgrade (requires Invention Expertise)

Roll: TECH + relevant Tech Skill + Upgrade Expertise Rank + 1d10 vs DV based on item price. Requires materials of same price category.

Fabrication Expertise — Fabricate existing items or invented items from materials. Roll: TECH + relevant Tech Skill + Fabrication Rank + 1d10. Materials cost is one price category lower than the item. On failure, start over (materials uninjured).

Invention Expertise — Invent new items or upgrades. Describe the function to your GM; they determine the rules and price category (minimum Expensive). Roll: TECH + relevant Tech Skill + Invention Rank + 1d10. Once invented, use Fabrication or Upgrade Expertise to build it.

Upgrade/Fabricate/Invent DV Table

CostDVTime
Cheap/Everyday91 hour
Costly136 hours
Premium171 day
Expensive211 week
Very Expensive242 weeks
Luxury291 month
Super Luxury291 month per 10,000eb

Example: Tech Rank 4

You’ve put 4 ranks into Maker, so you have 8 specialty points total — maybe 3 in Field, 2 in Upgrade, 2 in Fabrication, 1 in Invention.


📘 How to Play

Roleplay Tips

Techs are the unsung heroes of every crew. Without you, weapons jam, cyberware malfunctions, and vehicles break down in the Combat Zone. Your value comes from:

  • Being irreplaceable. You fix what no one else can. That’s leverage.
  • Knowing what things are worth. Salvage, parts, rare components — you spot treasure others miss.
  • The ethical gray zone. Do you install stolen military cyberware? Modify a weapon to kill easier? Where’s your line?

Common Situations

SituationRoll ThisNotes
Repairing a weaponTECH + Weaponstech + FieldDV based on damage
Fixing cyberwareTECH + Cybertech + FieldDV based on price category
Rewiring a security systemTECH + Security TechAlarms, cameras, locks
Jury-rigging in combatTECH + relevant skill + FieldQuick fix, temporary
Fabricating an itemTECH + relevant skill + Fab Rank + 1d10See DV table above
Upgrading gearTECH + relevant skill + Upgrade Rank + 1d101 upgrade per item
Picking a lockTECH + Pick LockNon-electronic locks
Setting/defusing explosivesTECH + Demolitions×2 IP cost skill
General repairTECH + Basic TechCatch-all for non-specialized items

Tactical Tips

  1. Field Expertise first. The jury-rig ability is game-changing — fix anything as an Action in combat.
  2. Befriend the Medtech. You handle the chrome, they handle the meat. Together you’re unstoppable.
  3. Salvage everything. Parts and materials are currency. Strip downed enemies’ gear.
  4. Upgrade the crew’s weapons. Average → Excellent quality on a weapon is a huge boost.
  5. Carry a sidearm. You’re not the fighter, but you need to survive long enough to fix things.

🔑 Key Skills

🔧 Primary — Technical

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🛠️ Specialist

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⚔️ Survival

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📋 Quick Reference

Recommended STATs

PrioritySTATsWhy
HighTECHEverything you do
MediumINTUnderstanding systems
LowBODYYou work behind the lines

Starting Gear

  • Tech Bag — Basic toolkit
  • Agent — Portable computer
  • Light Pistol — Defense
  • Work clothes — Practical and stained

📜 Role Lifepath


🔗 Connections

  • Medtech — Medical counterpart — you fix chrome, they fix meat
  • Netrunner — Digital to your physical hardware
  • Nomad — Vehicles are your shared language

World & Lore

  • Tech Lore — History and details of Techs in Night City

Rules & Mechanics

  • Skills — Complete skill list and descriptions
  • Combat — Combat rules