Viewing Effect - Repair
Fix broken things

Create a Repair Power

Description

Using your tools or materials, you are able to repair a broken or damaged object or machine such that it is once again functional.

System

Roll [[repair-roll]] to repair a Non-Sapient Object. After [[cast-time]] work, it is repaired back to a functional state. If you fail the roll, use 1 as your Outcome when determining Cast Time, after which you realize you cannot repair the object. Must have [[required-supplies]] on hand in order to complete your repairs.

Cannot be used on an object larger than an SUV, and more than half of the target object must be present to repair it. Cannot be used on Alien technology.

Eratta

Requires the use of either tools (a la Focus Drawback) or materials (a la Fuel Drawback), specified at Power creation.

Enhancements

Giant Machines (You may repair items of any size.)

MacGuyver (You may repair an object without access to any supplies or tools.)

Mystery Machine (You may Repair Alien technology. You must have some understanding of its purpose to repair it.)
This does not allow you to repair sapient targets unless you have an Enhancement that allows you to do so.

Weird Science (You may Exert your Mind to repair any non-living targets, including Animate targets and Constructs. Your repair roll is at +2 Difficulty, and if you are successful, a single Injury on the target is reduced in Severity by your Outcome.)

Drawbacks

Conditional (This Power is only available when a certain condition is met. This condition must be severe enough that this Gift is unusable the majority of the time.)
Condition must be significant. Subject to GM approval.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen. You must use / wear this item as intended to use this Power.)
Once per Day (You may only use this Power once per day.)
Focus (Using this Power requires a specific kind of item.)
Subject to World Leader approval. Drawing an accessible object (such as one in a holster) counts as a Quick Action (-2 dice), and removing something from a backpack or luggage requires a full Action.
Traumatic (You must make a Trauma roll when you use this Power.)
Exhausting (After you finish activating this Power, 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 penalties stack. If you activate this Power or another Power with Exhaustion, your penalty will continue to worsen.
Simple Blacksmith (This power may only be used to repair simple objects.)
Cannot repair machines of any kind.
Sacrifice (Activating this Power requires you to take a Severity-1 Injury instead of Exerting your Mind or spending a point of Source.)
You cannot use Armor to soak this damage.
Mage (Activating this Power requires at least two committed Actions and involves intricate use of the arms, hands and either the voice or an object. If interrupted during activation, the Power Fails.)
Just about any attempt to interrupt the ritual should be successful. Even neutral events (like a cat wandering up) may cause it to fail. GM's discretion. If the cast time for the Power is longer than the minimum two actions required, the ritual must last for the entire cast time.
Maddening (Possession of this Power causes a Trauma that cannot be cured by any means. The chosen Trauma must be particularly dangerous and/or restrictive.)
This Trauma should require a Mind roll to avoid serious issues and loss of Character control. For example, "you must roll Mind to surface from any body of water," or "you must roll Mind to avoid jumping into fire when you see it," or "you cannot trust your life to someone else without rolling Mind." etc.

Parameter - Cast Time

Default Level: 1

Seasoned Threshold: 4

Veteran Threshold: 6

  1. (60/Outcome) Minutes
  2. (10/Outcome) Minutes
  3. (10/Outcome) Rounds
  4. 1 Action

Parameter - Cast Time

Default Level: 1

Seasoned Threshold: 4

Veteran Threshold: 6

  1. 15 Minutes
  2. 1 Minute
  3. 2 Rounds
  4. 1 Action

Example Powers