You know how to make, fix, and exploit machines. ## Tier 1 (Mechanics 1+) * Quick Fix – Mark a die as Persistent; on success, repair a broken item or device temporarily. * Spot Weakness – Once per scene, identify a structural flaw, granting +1 die to disable or break the target. * Basic Tools – You may declare you have a simple tool needed for a job (rope, hammer, tinker’s kit). ## Tier 2 (Mechanics 2+) * Improvised Device – Mark a die as Risky; on success, jury-rig a simple device (trap, pulley, door lock). Failure = 1 Injury from mishap. * Saboteur (Mechanics/Tactics) – You may disable a device or machine; mark one die as Effectful to delay discovery. * Reinforce – Grant +1 die to an ally’s repair roll by bolstering their work. ## Tier 3 (Mechanics 3+) * Advanced Repair – You may fully repair complex machines given time and materials. * Siege Savant (Mechanics/Siegecraft) – You may reroll one failed die when building or firing siege weapons. * Trap Engineer – You may prepare a mechanical trap during downtime; it triggers automatically with success margin 2+. ## Tier 4 (Mechanics 4+) * Masterwork – Once per session, you may declare an item or machine you worked on is of exceptional quality, granting +1 die to all uses. * Bypass Security – You may automatically defeat mundane locks and simple traps. * Demolitionist – Mark a die as Powerful; on success, demolish a structure, siege engine, or fortified device.