The Strange
Almost every recursion contains workers who are proficient with a narrow field of skills and techniques, and who have a solid grasp of the underlying the oretical principles required to do their work.
Motive: Accomplishing a given task or set of related tasks
Health 6
Damage Inflicted: Minor wound (3 points)
Movement: Short
Modifications: Level 5 for all tasks related to the technician's job.
Combat: Technicians are not typically armed, but if encountered within the area where they conduct their duties, a technician can find a tool that serves in melee or ranged combat, or even as a ranged explosive weapon. Most technicians don't expect to take part in a fight, and they surrender or flee unless they believe their only viable option is to fight for their lives.
Interaction: Technicians tend to ignore strangers while they are working directly on an apparatus, experiment, or ritual that bears on their area of expertise. If a tool, piece of knowledge, or ingredient is provided that can aid in a task, technicians may focus on that rather than the larger context of the visit, if any, and treat the gift-giver as a friend for a time.
Use: Technicians are everywhere—in a way, they're the archetypical human worker found in post offices, libraries, labs, factories, cold forges, sorcerer's towers, faction houses, and similar places where skilled and knowledgeable labor is required.
Loot: Any given technician has 2d6 units of currency appropriate to the recursion, and possibly a tool or two suited to accomplishing his job.
GM Intrusion: The technician pulls an item from a pocket, lab bench, or ritual circle and tosses it at a PC. The item glues, entangles, or incapacitates with caustic fumes so that the PC cannot take her next action.