18 lines
No EOL
1.4 KiB
Markdown
18 lines
No EOL
1.4 KiB
Markdown
You know how to make, fix, and exploit machines.
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## Tier 1 (Mechanics 1+)
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* Quick Fix – Mark a die as Persistent; on success, repair a broken item or device temporarily.
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* Spot Weakness – Once per scene, identify a structural flaw, granting +1 die to disable or break the target.
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* Basic Tools – You may declare you have a simple tool needed for a job (rope, hammer, tinker’s kit).
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## Tier 2 (Mechanics 2+)
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* Improvised Device – Mark a die as Risky; on success, jury-rig a simple device (trap, pulley, door lock). Failure = 1 Injury from mishap.
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* Saboteur (Mechanics/Tactics) – You may disable a device or machine; mark one die as Effectful to delay discovery.
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* Reinforce – Grant +1 die to an ally’s repair roll by bolstering their work.
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## Tier 3 (Mechanics 3+)
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* Advanced Repair – You may fully repair complex machines given time and materials.
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* Siege Savant (Mechanics/Siegecraft) – You may reroll one failed die when building or firing siege weapons.
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* Trap Engineer – You may prepare a mechanical trap during downtime; it triggers automatically with success margin 2+.
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## Tier 4 (Mechanics 4+)
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* Masterwork – Once per session, you may declare an item or machine you worked on is of exceptional quality, granting +1 die to all uses.
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* Bypass Security – You may automatically defeat mundane locks and simple traps.
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* Demolitionist – Mark a die as Powerful; on success, demolish a structure, siege engine, or fortified device. |