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Exert your Mind and spend 10 minutes to activate. Select a Object within arm's reach that is no larger than an SUV. You may target Alien technology, so long as you have an understanding of its intended function. More than half the target object must be present in order to begin repairs. Roll Brawn + Alertness at Difficulty 6.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
Sam holds up his smartphone and fires off a digitising laser out of it. The pieces of the object are converted into data, reconstructed, then projected back into the world.
Spend 10 Rounds. Select a Object within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. You must actively and obviously use smartphone to activate this Effect. More than half the target object must be present in order to begin repairs. Roll Intellect + Technology at Difficulty 6.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
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Spend 60 minutes. Select a Object within arm's reach that is of any size. You may target Alien technology, so long as you have an understanding of its intended function. When repairing Alien targets, you must Exert your Mind. This Effect cannot be used unless only works on Vehicles. You must actively and obviously use tools to activate this Effect. More than half the target object must be present in order to begin repairs. Roll Intellect + Drive at Difficulty 6.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target. If your target only requires fuel or power and is otherwise in working order, this Effect costs no Exertion, and the target is fueled/powered for the next 24 hours.
Archie spends a minute messing with an object, maybe using duct tape, getting into the settings, opening the battery pack. There always seems to be some simple thing wrong with them, regardless of the original problem; Archie hits it a couple times, switches the batteries around maybe, and it’s miraculously fixed. He looks at you like he can’t believe you couldn’t do it yourself.
Exert your Mind and spend 10 Rounds to activate. Select a Object within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. More than half the target object must be present in order to begin repairs. Roll Intellect + Investigation at Difficulty 6.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.
You may only use this Effect once per day.
When Seraphina Gearheart activates her power, her body glows softly as panels retract to reveal a hidden array of tools. Wrenches, screwdrivers, and multi-functional arms emerge and float around her in a graceful, controlled ballet. These tools hover and arrange themselves, ready for use at her command. The scene is highlighted by a rhythmic hum of machinery and a faint, ethereal light, showcasing the seamless blend of her celestial grace and mechanical prowess.
Exert your Mind and spend 10 minutes. Select a Non-Living or Animate target within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. More than half the target object must be present in order to begin repairs. Roll Intellect + Crafts at Difficulty 6 (or 8 for Sapient targets).
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.
If you are successful in repairing a Sapient Object, a single Injury on the target is reduced in Severity by your Outcome.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
With his knowledge of Engineering, and being a handyman for a couple months now at this point of life and the constant use of his knowledge has allowed him to transcend to a new frontier of repairing. Seeing the schematics in his mind and forming in front of him as he see's how to repair it easy peasy with seemingly any tool handed to him. From Wrenches, Pliers, Hammers, or Screwdrivers, anything a handyman use's can use now.
Spend 10 minutes. Select a Object within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. You must actively and obviously use Any tool a Handyman would use to activate this Effect. More than half the target object must be present in order to begin repairs. Roll Intellect + Crafts at Difficulty 6.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.
The hacker is capable of crafting bottles of nanites. When poured on a broken object, the nanites go to work restoring it to a functioning state. The goop shimmers and crawls, sparking with blue electricity as it reforms broken parts.
Spend 10 Rounds and use up this a bottle of metallic fluid. Select a Object within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. More than half the target object must be present in order to begin repairs. Roll 7 dice Difficulty 6, dice penalties do not apply.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.