vaelora/Rules/Ability Trees/Skills/Knowledge/Mechanics (Focus).md
2025-08-01 09:16:36 +02:00

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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, tinkers 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 allys 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.