TEXT:       the
  A-TECH
  LABORATORY
  Choose which of the following your laboratory includes. Choose 3: 
   a vehicle workshop
   a a-tech imagery department
   a hydroponic unit
   skilled interns (Carna, Thuy and Pamming, eg)
   a utilitary vehicle: truck, van or loading mecha
   a computer department
   a nanofactory
   a communication center
   a proving range
   some high-end A-tech prototype
   high end security
  When you go into your lab and dedicate yourself to making a thing, or to 
  getting to the bottom of some science, decide what and tell the Keeper. The 
  Keeper will tell you “sure, no problem, but…” and then 1 to 4 of the following: 
  • it’s going to take hours/days/weeks/months of work; 
  • ﬁ rst you’ll have to get/build/ﬁ x/ﬁ gure out ___; 
  • you’re going to need ___ to help you with it; 
  • it’s going to cost you a fuckton of T-notes; 
  • the best you’ll be able to do is a prototype, weak and unreliable; 
  • it’s going to mean exposing yourself (plus interns) to serious danger; 
  • you’re going to have to add ___ to your lab ﬁ rst; 
  • it’s going to take several/dozens/hundreds of tries; 
  • you’re going to have to take ___ apart to do it. 
  The Keeper might connect them all with “and,” or might throw in a merciful “or.” 
  Once you’ve accomplished the necessaries, you can go ahead and accomplish 
  the thing itself. The Keeper will stat it up, or spill, or whatever it calls for. 
  BUDGET
  When you’re charging someone for your service, 1-budget is the going rate 
  for: one piece of A-tech gear repaired, a week’s maintenance of a-tech stuff - 
  A-pods, mecha, Engel, the like; a month’s employment as technician on call; 
  one solid, reliable and true answer. 
  1-budget will cover a month’s living expenses, if your tastes aren’t too grand.
  As a one time expenditure, 1-budget covers the price of : a night of luxury 
  and company, one heavy hospital bill, any weapon, gear or fashion not 
  valuwable or A-tech, bodygard service for a week by a ronin, one year taxes 
  to the government, bribes and fees and gifts sufﬁ cent to get you into anyone’s 
  presence.
  For better stuff, you should make particular arrangements. You can’t just go 
  shopping around the archeology with a few thousand terranotes and expect to 
  ﬁ nd arcanotech prototypes and luxe eternal.
  THE ARCANOTECHNICIAN
  When Teresa Ashcroft unlocked the eldritch equations behind the D-engine 
  tech, she opened a whole new ﬁ eld of science dedicated to decypher the occult 
  knowledge of the past to produce the science of tomorrow : ﬂ ying cars, giant 
  robots, unlimited energy, breakthrough medecine. This is the ﬁ eld so many 
  great names ﬂ ourished in: Simon Yi, Golvash Czeny, Anton Myakame... Some 
  people think your name will one day belong amongst theirs.
  They all went ravingly mad, though. Pity.
  a character playbook for
  ADDITIONAL RULES
  BREACH
  When you use your contacts or your laboratory to open a breach to the other 
  side, roll +other. On a hit, you can choose 1:
  • Reach through the other side to something or someone connected to it.
  • Isolate and protect a person or thing from the other side.
  • Isolate and contain a fragment of the other side itself.
  • Insert information into the other side.
  • Open a window into the other side.
  By default, the effect will last only as long as you maintain it, will reach only 
  shallowingly into the other side as it is local to you, and will bleed taint (shock 
  as established when ﬁ rst seen). On a 10+ choose 2, on a 7-9 choose:
  • it’ll persist for a while without you actively maintaining it.
  • it reaches deep into the other side.
  • it reaches broadly into the other side.
  • it’s stable and contained, not bleeding (-1shock).
  On a miss, whatever happens, your lab or your contacts takes the brunt of it.
  GEAR AND WEAPON TAGS
  n-armor 
  n-harm 
  +nharm 
  +bonus 
  Alive 
  AP 
  Applied 
  Area 
  Autoﬁ re 
  Close 
  Close/far 
  Far 
  Hand
  Hi-tech 
  Implanted 
  Inﬁ nite 
  Intimate 
  Loud 
  Messy 
  Reﬁ ll  
  Reload  
  Remote 
  S-harm 
  Shock
  Tag 
  Valuable 
  Worn  
  Mech
  Size
  
  ARCANOTECHNICIAN MOVES
   PERCIEVE ETHERIC REASONANCE: whenever you handle or examine 
  something interesting, roll+other. On a hit, you can ask the Keeper questions. 
  On a 10+, ask 3. On a 7–9, ask 1: 
  • who handled this last before me? 
  • who made this? 
  • what strong emotions have been most recently nearby this? 
  • what words have been said most recently nearby this? 
  • what has been done most recently with this, or to this? 
  • what’s wrong with this, and how might I ﬁ x it? 
  Treat a miss as though you’ve opened yourself to the other side and missed 
  the roll. 
   BONEFEEL: at the beginning of the session, roll+other. On a 10+, hold 1+1. 
  On a 7–9, hold 1. At any time, either you or the Keeper can spend your hold 
  to have you already be there, with the proper tools and knowledge, with or 
  without any clear explanation why. If your hold was 1+1, take +1forward now. 
  On a miss, the MC holds 1, and can spend it to have you already be there, but 
  somehow pinned, caught or trapped. 
   ANALYTIC MIND: when a character comes to you for advice, tell them what 
  you honestly think the best course is. If they do it, they take +1 to any rolls 
  they make in the doing, and you mark an experience circle. 
   BREAKTHROUGH: some component of your laboratory, or some arrange-
  ment of components, is uniquely receptive to the other side (+breach). Choose 
  and name it, or else leave it for the Keeper to reveal during play. 
   SPOOKY INTENSE: when you do something under ﬁ re, roll+other instead 
  of roll+cool. 
   ARCANE INSIGHT: you get +1other (other+3).
  COOL
  HIGHLIGHT
  HARD
  HIGHLIGHT
  HOT
  HIGHLIGHT
  SHARP
  HIGHLIGHT
  OTHER
  HIGHLIGHT
  HARM 
  STABILIZED
  SHOCK 
  STABILIZED
  A-TECH SPECIAL
  Act under ﬁ re
  Help or interfere • Session end
  If you and another character have sex, you pick 
  up etheric reasonnance off them, as though they 
  were a thing and you’d rolled a 10+, whether 
  you have the move or not. The other player and 
  the Keeper will answer your questions between 
  them. Otherwise, that move never works on 
  people, only things. 
  Take by force • Go aggro
  Seduce or manipulate
  Read sitch • Read person
  Open to the other side
  SHATTERED
  -1cool
  TERRIFIED
  -1cool
  BROKEN
  -1sharp
  OBSESSED
  -1sharp
  CRIPPLED
  -1hard
  DETACHED
  -1hard
  DISFIGURED
  -1hot
  DELUDED
  -1hot
  Hx
  DESCRIPTION
  NAME
  OTHER MOVES
  IMPROVEMENT
  Experience:
  IMPROVE
  get +1cool (max cool+2) 
  get +1hard (max hard+2) 
  get +1sharp (max sharp+2) 
  get a new a-tech move 
  get a new a-tech move
  get 2 jobs (detail) and operation
  get a unit (detail) for security, and leadership
  add life pod to your workspace, and now 
  you can work on people there too 
  get a move from another playbook 
  get a move from another playbook 
  Get +1 to any stat (max. stat+3)
  Retire your character (to safety)
  Create a 2nd character for you to play
  Change your chararcter to a new type
  Choose 3 basic moves and advance them
  Advance the other 4 basic moves
  CREATING AN ARCANOTECHNICIAN
  To create an arcanotechnician, choose name, look, stats, moves, laboratory 
  and gear.
  NAME
  Choose.
  STATS
  Choose one set:
  • Cool-1 Hard=0 Hot+1 Sharp+1 Other+2 
  • Cool=0 Hard-1 Hot-1 Sharp+2 Other+2 
  • Cool+1 Hard-1 Hot=0 Sharp+1 Other+2 
  • Cool+1 Hard+1 Hot-1 Sharp=0 Other+2
  MOVES
  You get all the basic moves. Choose 
  2 arcanotech moves.
  Hx 
  Everyone introduces their characters 
  by name, look and outlook. Take your 
  turn.
  List the other characters’ name. 
  Go around again for Hx. On your turn :
  • Choose the character you ﬁ nd most 
  strange. Tell that player Hx+1. 
  • Tell everyone else Hx-1. You’re kind 
  of strange yourself. 
  On the others’ turns: 
  • Choose the character you ﬁ gure 
  for the biggest potential problem. 
  Whatever number that player tells 
  you, give it +1 and write it next to the 
  character’s name. 
  • Everyone else, whatever number 
  they tell you, give it -1 and write it 
  next to their character’s name. You’ve 
  got science to do and other stuff to 
  learn. 
  At the end, ﬁ nd the character with the 
  highest Hx on your sheet. Ask that 
  player which stat is most interesting, 
  and highlight it. The MC will have you 
  highlight a second stat too.
  LOOK
  Human, Nazzadi, Xenomix or White.
  Man, woman, ambiguous, or trans-
  gressing. 
  Utility wear plus tech, cool wear plus 
  tech, vintage wear plus tech, tech 
  wear. 
  Plain face, pretty face, open face, or 
  expressive face. 
  Squinty eyes, calm eyes, dancing 
  eyes, quick eyes, or appraising eyes.
  Fat body, slight body, hunched body, 
  wiry body, stumpy body, or strange 
  body. 
  GEAR
  In addition to your laboratory, detail 
  your personal fashion. You have 
  savings worth 3-budget, and any 
  personal piece or three of normal 
  gear or weaponry.
  IMPROVEMENT
  Whenever you roll a highlighted stat 
  and whenever you reset your Hx with 
  someone, mark an experience hex. 
  When you mark the 5th, improve and 
  erase.
  Each time you improve, choose one 
  of the options. Check it off, you can’t 
  choose it again.
  GEAR + HOLD
  BUDGET
  
SOURCE: textdata/thevault/Call of Cthulhu/CthulhuTech/Misc/CthulhuTech - Character Playbook - The A-Tech.pdf