Hardware: Mechanics (Revised)
From The Black Vault
Jump to navigationJump to search
Hardware: Mechanics by Fermat
Skills
- Chemistry: Basic (+20%)
- Computer Ops (+15%)
- Electronics: Basic (+15%)
- General Repair and Maintenance (+15%)
- Math: Advanced (+20%)
- Navigation (+15%)
- Read Sensory Equipment (+20%)
- 2 Pilot skills of choice (+20%)
- 3 Pilot, Science, or Electronics of choice (+15%)
Special Skill: Mechanical Mastery (50/5%)
- The Hardware: Mechanics genius is a master of force and motion; they understand the wide expanse of the Mechanics skill. The HW character would use this skill to build, evaluate, or hotwire any vehicle. Simply put, the character no longer requires other Mechanical category skills, because this skill supersedes them. Just as before, their skill may go over 98% to handle penalties.
- Despite the fact that all HW: Mechanics characters are masters of their craft, each character has specialties where they shine brighter than others. This allows a broad range of possible mechanics, including the ultimate thief, the wacky racer, or the naval engineer. At first level, choose two specialties. Whenever seeking to perform something in that specialty, treat their Mechanical Mastery score as +20%. At every third level, the player can elect to add another specialty instead of a secondary skill.
Specialties
- Aircraft: Propeller craft, Jets, Helicopters, etc.
- Automotive: Cars, Trucks, Motorcycles, etc.
- Cybernetics: Limbs and Armor (Does not cover surgery)
- Exotics: Powered Pogo Sticks, Tunnel Borers, Cable Systems, etc.
- Hotwiring
- Hover Vehicles
- Personal Propulsion: Jetpacks, Monocycles, etc.
- Rail Systems
- Robotics
- Spacecraft (Starcraft mechanics is commonly reserved for Galactic Heroes)
- Submersibles
- Systems: Anti-theft locks, Auto-repair tires, Stereo system, etc.
- Tracked Vehicles: Tanks, Construction equipment, etc.
- Watercraft: Boats, Ships, Water-scooters, etc.
Other Skills: +10% Electronics and Machine based skills
Options: With the GM’s permission, if the hero has chosen the Cybernetic Specialization, they may trade in all their budget to instead have up to two cyberlimbs, the appropriate reinforced exoskeleton, and a set of cyber armor (AR 11, SDC 120). An arm has PS and PP of 19 and $750,000 of features. A leg has a PS 22, Spd 188 (if there are 2 legs), and $500,000 of improvements.