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 mundane object or machine such that it is once again functional. You cannot repair injuries on robots or sentient machines of any kind. This Power is not obviously supernatural.

System

Roll [[repair-roll]] to repair a mundane 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. This Power is not obviously supernatural.

Eratta

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

Enhancements

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

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

Mystery Machine (Exert your Mind to repair supernatural, non-sentient objects and machines. You must have some understanding of their purpose to repair them.)
This does not apply to cyborgs, droids, etc. Artificial intelligence counts as sentient.

Weird Science (You may repair sentient machines, robots, and androids. Exert your Mind and target an Injury on the machine with this Power. Make your roll at +2 Difficulty. The Injury is reduced in Severity by your Outcome on the roll.)

Concealed (This Power is not obvious. Bystanders must roll Perception + Alertness, Difficulty 7 to determine the Power's Source and Target. You must still exhibit some tell that you are using it such as a small gesture, an intense stare, or a bloody nose.)
As per the standard rules, a complete success (Outcome of at least 4) is required to determine the source and target flawlessly. Lower outcomes may result in partial successes.

Drawbacks

Focus (Activating this Power requires a specific kind of item.)
Subject to GM approval.
Once per Day (May only use this Power once per day.)
Conditional (Only usable when a certain condition is met. This condition must be severe enough that the Power 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.)
Supernatural (This Power causes a mutation (passive) or an effect (active) that marks it or its owner as a supernatural being.)
Traumatic (Make a Trauma roll when you use this power)
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.
Exhausting (All Actions are -1 die after this Power ends. Lasts for either 24 hours, or the duration of this Power, whichever is greater.)
Exhaustion penalties stack. If you activate this Power or another Power with Exhaustion, your penalty will continue to worsen.
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.
Sacrifice (Activating requires you to Exert your Body instead of Exerting your Mind or spending a point of Source.)
You cannot use Armor to soak this damage.
Simple Blacksmith (This power may only be used to repair simple objects.)
Cannot repair machines of any kind.
Draining (You must Exert your Mind in order to use this Power.)

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

Example Powers