I think we are all natives of Autochtonia. It's just a profession choice for where we emphasize our skills and a few free pieces of equipment, though Im sure we'd have to talk with TGT about the gear.<br/><br/>Cosmonauts are probably guys that regularly explore the reaches,<br/>Doctors are always needed in society. Some may be hedge wizards, others are actually practioners of the hypocratic oath<br/>Hierarchs are village leaders or prominent villagers<br/>Machinists are your grease monkies and duely needed in this metal world<br/>Soldiers and Peacekeepers are warriors, though Peacekeepers tend to be lawmen<br/>Renegades are the truest of the fringers, what with hacking the cthuputer and all<strong>btw, TGT, hacking aint in your list of skills. what's the base % ?</strong><br/>Scientists... seem... smart... and such... Im sure their useful, taking abilites from Machinists and being able to discern archaeotech.<br/><br/>yea, I know what you mean, SomeGuy. I figure just go big in 3 areas and hope someone else can cover for your shortfalls.<br/>My stat lines are 10/13/10/20/17/17/10<br/><br/>currently he's pretty math with autocthonian lore, demolitions, repairs, and electronics, but he aint a social butterfly. Looking at that spider walker,<br/>Im thinking of making my guy have Invader Zim qualities and having a couple legs 'assist' him with his gattling gun (mechanics are unaffected, but the fluff seems cool)<br/>