Post by gloom on Mar 14, 2004 16:06:50 GMT -5
Mechanics
Cost: AN +2
Combines Technology and Invention but only applies to vehicles (GM always has final say).
Even though it combines both actions it is limited in scope, hence the reduced cost.
The individual with this action can repair and even build vehicles of almost any type. The technology level is limited by the AN as listed on the Vehicle Operation Row of the D&R Chart. Example: Joe Fixit has a Mechanics of 3 and can only modify/build vehicles of level 3 (Basic Planes, Tanks) or lower.
This action does come with an Intelligence bonus (just like Invention and Technology) that can be applied to the action. This bonus applies to knowledge checks (hell, even someone who can’t fix a helicopter might know a few things about it) and to the actual act of repairing and building. This action only applies to normal repairs or modifications, such as a performance boost. This does not allow the addition of weapons or abilities not normally associated with the vehicle being build/modified. When building/Modifying vehicles the normal rules of Invention apply.
For a cost of +1 off the rack weapons (as listed for sale in the guide book) can be added to vehicles. Type of vehicle is still limited by the Vehicle Operation Row of the D&R Chart. The rules of Invention apply.
For an additional cost of +2 GM approved actions can be added to vehicles (such as an invisible jet or force blast). Type of vehicle is still limited by the Vehicle Operation Row of the D&R Chart. The rules of Invention apply.
Vehicle Operation can be bought at a –1 cost.
Cost: AN +2
Combines Technology and Invention but only applies to vehicles (GM always has final say).
Even though it combines both actions it is limited in scope, hence the reduced cost.
The individual with this action can repair and even build vehicles of almost any type. The technology level is limited by the AN as listed on the Vehicle Operation Row of the D&R Chart. Example: Joe Fixit has a Mechanics of 3 and can only modify/build vehicles of level 3 (Basic Planes, Tanks) or lower.
This action does come with an Intelligence bonus (just like Invention and Technology) that can be applied to the action. This bonus applies to knowledge checks (hell, even someone who can’t fix a helicopter might know a few things about it) and to the actual act of repairing and building. This action only applies to normal repairs or modifications, such as a performance boost. This does not allow the addition of weapons or abilities not normally associated with the vehicle being build/modified. When building/Modifying vehicles the normal rules of Invention apply.
For a cost of +1 off the rack weapons (as listed for sale in the guide book) can be added to vehicles. Type of vehicle is still limited by the Vehicle Operation Row of the D&R Chart. The rules of Invention apply.
For an additional cost of +2 GM approved actions can be added to vehicles (such as an invisible jet or force blast). Type of vehicle is still limited by the Vehicle Operation Row of the D&R Chart. The rules of Invention apply.
Vehicle Operation can be bought at a –1 cost.