Rust Devil.



Masters of the Mechanical.


Who are The Rust devils.

Rust devils are mainly lawful evil, Humanoid Races but can be any race or alignment.

 

When Creating a Rust Devil here are some things to consider.
Why did you Become a Rust devil?
What lead you into the employment of a Raider Gang? Are you still in the Gang?
If you have left the gang, why?
What happened to you once you left?
How did your Gang take the news?
How has this influenced your relationship with family or friends?
Are you well know among the Raider clans? Do people of the Wasteland know about your work?
What is your greatest work or greatest failure to Date, how has this impacted the Wasteland?

Trait.

You can pick one trait from the list below that best suits your character, or roll 1D6 to randomly choose.

1. When I see a scrap of metal or wood, I can't help but pocket it.
2. I can't help myself around complex objects, I just want to find out how they work.
3. Most of the words I say sound like complete gibberish to those who know nothing about science.
4. I'm constantly sketching or taking notes about my surroundings.
5. "If Increase the Torque by 3Nm then the blade should swing fast enough to... sorry? Just set the damned trap?"
6. When excited I tend to start speaking faster, and tend to get a bit jittery.

Ideal.

You can pick one ideal from the list below that best suits your character, or roll 1D6 to randomly choose.

1. Organization. Everything has it's place and everything should be in it's place.
2. People. All of my inventions are made to help people who can't help themselves.
3. Freedom. I invent what I want, whether my inventions are "legal" or not.
4. Greed. Everything I make I sell, I don't care who it hurts.
5. Community. I invent to help myself, my friends, and my family, and other people can do the same if they want inventions.
6. Safety. I build so that harm may not come to myself and those I care about.

Bond.

You can pick one bond from the list below that best suits your character, or roll 1D6 to randomly choose.

1.I once made a child very happy with an invention, I wish to do so again.
2.My inventions are like family to me, so I protect them as best I can.
3.I seek to blend technology with Biology, and create a perfect harmony.
4.My old settlemet/camp is now in ruins due to an accident, I will never make that mistake again
5.Anytime someone is hesitant or scared of my inventions I get a kick.
6.All the profits i make from selling my inventions go to my Boss.

Flaw.

You can pick one Flaw from the list below that best suits your character, or roll 1D6 to randomly choose.

1.I enjoy my more dangerous inventions a little too much.
2. Caps are the only thing that motivates me
3. The best inventions are the ones that harm others.
4. I always over analyze any and all situations
5. Explosions are awesome.
6. One of my inventions horribly mangled someone influential, and they hunt me to this day.


Bonuses & starting equipment.

Important skills.
The 5 main skills for a Rust Devil are.

Engeering +5
Traps +5 
Weapon smith +5
Tinkering +5
Robotics +5

Starting Gear.

Toolbag 35lb capacity (2lb)
Empty 1.5 litre plastic Bottle 0lb when empty
Mess Tin 0.25lb
& 1 Tools pack


Tool packs.

Tinkerers Tool Set.
1. Precision Tweezers Set
2. Clockmakers  pliers set
3. Clockmakers Files set
4. Precision screwdriver set
5. Tinkerers hammer

 

Electricians Tool set.
1. Voltometer
2. Electricians screwdriver
3. Soldering iron
4. Battery Pliers
5. Wire strippers

 

Weaponsmiths Tool set. 
1. Chamber Brush
2. Precision screwdriver set
3. Split pick
4. Ar Wrench
5. Pipe Cutter

 

Robotics Tool set.
1. Soldering iron
2. Voltometer
3. ROBco heavy Screwdriver
4. Wire strippers
5. Needle Nose plyers

 

Vehicle maintenance kit.
1. Socket set
2. Cross head screw driver
3. Common Pliers
4. Flat Bar
5. Adjustable wrench


Perk & disadvantage.

Jury Rigging.

Your Mechanical Training has made you an expert at improvised Repairs, you do not Suffer disadvantage when attempt to Jury Rigg Robots, traps, weapons, armour, vehicles or machines in the Wasteland.

This perk only applies to the Engineering, Robotics, Tinkering, weaponnsmith and Traps Skills.


Cold Touch.

While you are an expert engineer and a master of Machines, your not adept at dealing with Biological Repairs as a Result all medicine skill Rolls you make have Disadvantage, additionally all medicinal items you administer to yourself or others also gain Disadvantage.