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Patchers are the best Archetype to play
because they are very individualistic, and
fill an important role as team enablers.
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The best Shooters, Scrappers, and Boomers
in the world get shot up from time to time
and a medic able to patch them up can keep
them in the fight.
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Similarly gear is a crucial ingredient for
many Runners, and someone that is able to
soup up, augment, and other wise trick out
that gear can be very helpful indeed. |
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ROLE |
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Patchers are primarily support types that
excel at keeping either Runners or their
gear or both in good working condition in
the field and in the rear with the gear. |
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Some Patchers are medics while others are
mechanics or gunsmiths, and some others
are both such as cyberdocs.
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Most such people are purely in the rear
support types, and are neither involved
with Runs or directly affiliated with Runners;
they usually work in or operate Hospitals,
Garages, machine shops, or the like.
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A few are independent and do their work
in the field however. Any Runner team going
into a lead storm is more confident if they
have a combat medic among them, and some
mechanical types like to field test their
gear, filling the role of a Driver, Shooter,
Boomer, or Scrapper depending on what they're
currently packing. |
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FOCUS |
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To be viable Runners, Patchers need to bring
Skills that are directly and clearly beneficial
to the other Runners on a job. They're taking
a cut of the payout, and they've got to
pull their own weight. The best Patchers
are fantastic force multipliers and worth
every tenth-credit of their share. Experienced
Runners generally know and recognize this
fact, but more green Runners often fail
to comprehend it; thus starting Patchers
often have a difficult time finding acceptance
and might have to go above and beyond to
prove themselves. |
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What is useful to a Patcher varies widely
since this is sort of a ex miscellanea collection
of specialists, however those looking to
serve the role of medics should have a very
good Paramedics roll and a respectable first
aid kit or docbag. Those looking to fill
in as armorers, mechanics, or general gadgeteers
must be good at their specialty and be able
to lend a real benefit to other Runners. |
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WRENCH MONKEY |
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Of principal importance to a Runner group
or Driver that relies on a lot of Vehicles,
Wrench Monkeys are good at fixing and tuning
machinery. However, to make themselves more
generally useful and hirable as Runners
most usually have some secondary skill set;
the two most typical sub sets being some
kind of Driver or a Scrapper. |
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Some Wrench Monkeys own their own Vehicles,
whether they double as Drivers or not, and
part of their hiring price is founded on
the idea of their motorpool being available
for a team's use. |
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GUNSMITH |
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Some Runners are skilled Armorers and Gunsmiths.
Most are content to master the care and
maintenance of professionally made weaponry,
and some excel at modifying such to make
them more effective, but a few go so far
as to make weapons of their own design. |
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Gunsmiths can be a useful addition to a
heavily-armed Runner group, but most need
to bring something else to the table to
be in demand for contracts. Many Gunsmiths
keep a huge arsenal of weaponry that they
bring with them and provide for the team's
use to make themselves a more marketable
commodity. Some double as Suppliers, maintaining
contacts with all the right arms dealers
and black marketeers. Still others have
a secondary skill set covering one of the
more traditional roles, most frequently
doubling as a Shooter or Boomer or something
somewhere between them. |
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CYBERDOC |
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It's very rare, but some Runners are skilled
CyberDocs, combination doctors and engineers
that know everything there is to know about
Cyberware, including its installation, care,
and maintenance.
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Most CyberDocs practice their profession
in established venues like any other doctor
/ mechanic would and make a lot of money
doing it.
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However, some are street docs that don't
have the necessary sheep skins for a legitimate
practice, others have been discredited and
forced onto the street, and still others
are unhinged inventors that like practicing
their craft freestyle and / or use Runs
as a combination R&D budget and opportunity
to field test |
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Whatever their malfunction, their ability
to customize, install, repair, maintain,
and upgrade cyber makes them a very valuable
asset to some Runner teams.
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While most CyberDocs prefer to stay back
in the rear with the gear, or at least stay
off the front lines, a few are more adventurous
and have some other skill set that they
employ to participate during Runs in progress.
Since most CyberDocs are highly educated,
some of them can serve as decent Facilitators,
but most lack the people skills necessary. |
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COMBAT MEDIC |
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One of the most sought after and useful
types of Patchers are Combat Medics, people
that know a lot about triage and emergency
care that are willing to go into the line
of fire. For a fee or a cut of the profits,
of course. Some Combat Medics mix another
skill set, typically some capacity as a
Shooter, but others are purely non-combatants
and can often get away with it due to the
high demand for their skills on Runner teams.
Not that the SecForce goons necessarily
care if they are packing heat or not, of
course. |
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