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mechanic [2019/10/31 11:35]
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-~~NOTOC~~ 
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-//It's a conclusively proven fact that welding a bunch of spikes to your motor-car both looks totally badass and is an effective way to ward off witches.// 
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-If you only want to use a vehicle for transportation, you might never need a Mechanic. If you want to use it as an effective combatant or otherwise expand its capabilities, then a good Mechanic becomes absolutely necessary. You don't need to actually have levels in a vehicle-owning class or personally own a vehicle in order to upgrade it via Mechanic, but you do need to be in regular contact with the vehicle in question. 
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-^[[#Mechanic]] ^^Upgrade vehicles. | 
-|{{fa>caret-right?24}} |[[#Adapter]] |Make upgrades from keystones. | 
-|{{fa>caret-right?24}} |[[#Chimerize]] |Merge multiple vehicles into one. | 
-|{{fa>caret-right?24}} |[[#Decentralized]] |Give passengers access. | 
-|{{fa>caret-right?24}} |[[#Engineer]] |Add select non-weapon abilities. | 
-|{{fa>caret-right?24}} |[[#Modular]] |Reconfigure upgrades quickly. | 
-^[[#Enterprises]] ||Garage \\ Hangar \\ Repair Shop \\ Shipyard \\ Mechanic School \\ Stardock | 
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-====== Mechanic ====== 
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-^ ^^^ 
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Vehicle-Mounted Weaponry:** You can mount weapons to a vehicle, effectively giving the vehicle levels in a weapon-using class. Vehicle-mounted weapons can be used by whoever is driving the vehicle. \\ \\ {{fa>plus-circle?24&align=left}}**Driver's Power:** When the vehicle's driver attacks using a vehicle-mounted weapon, they use their own actions and combat statistics. \\ \\ {{fa>plus-circle?24&align=left}}**Vehicle's Size:** Vehicle-mounted weaponry counts as an attack from a creature of the vehicle's size, not the pilot's size. This is important for purposes of determining size-based failure chance with most Melee and Remote weaponry. \\ \\ {{fa>plus-circle?24&align=left}}**Plug And Play:** The driver does not need to have levels in the appropriate classes in order to make use of a vehicle-mounted weapon. For example, if you mount a gun on a vehicle the driver does not need to be a Gunslinger in order to fire it. \\ \\ {{fa>minus-circle?24&align=left}}**Level Limited:** You can add a total number of abilities to a vehicle equal to that vehicle's level. For most vehicles, this means a total of five; vehicles owned by those who have invested in an appropriate ability might have higher-level vehicles capable of holding more mechanical upgrades. \\ \\ {{fa>minus-circle?24&align=left}}**Mechanic's Knowledge:** The vehicle's mechanic cannot add an ability to a vehicle unless they personally know it. \\ \\ {{fa>plus-circle?24&align=left}}**Except Trampler:** The sole exception is abilities from the Trampler class, which every mechanic can add to a vehicle without actually knowing any Trampler abilities themselves. \\ \\ {{fa>minus-circle?24&align=left}}**Upgrade Costs:** Adding a new ability to a vehicle (or replacing an old one with something different) costs 1 Supply or one use of a Component Pack item and a few hours worth of work. \\ \\ {{fa>minus-circle?24&align=left}}**Maintenance:** The installing mechanic must spend at least a single procedure every game day tuning up their handiwork. If you're not around, nobody can use your vehicle upgrades either. | 
-^ ^^^ 
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-====== Adapter ====== 
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-^ ^^^ 
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Repurposed Knowledge:** You can create a vehicle upgrade from any eligible class or ability, not just the ones you know personally. \\ \\ {{fa>minus-circle?24&align=left}}**Keystone Dependent:** Creating an upgrade from an ability you don't personally know requires you to have a keystone of the appropriate type. Making the upgrade consumes the keystone. \\ \\ {{ra>doubled?24&align=left}}**Scholar Synergy:** If you also know the Comprehensive ability from the Scholar class, its chance to retain used keystones applies to any keystones consumed via Adapter. | 
-^ ^^^ 
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-====== Chimerize ====== 
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-^ ^^^ 
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Function Fusion:** You can combine two or more separate vehicles of different types into a single vehicle. The chimerized vehicle acts as whatever vehicle type is relevant to its current circumstances. For example, you could chimerize a wheeled vehicle and a watercraft to make a car that turns into a boat when you drive it into water, or chimerize a spacecraft and an aircraft to make a vehicle that can fly around freely while both inside and outside of an atmosphere. \\ \\ {{fa>minus-circle?24&align=left}}**Compatible Forms:** The vehicles to be chimerized must be purchased separately and be of the same size category. The new chimerized vehicle is the same size as its constituents. \\ \\ {{fa>minus-circle?24&align=left}}**Singular Source:** All vehicles to be chimerized must be owned by a single creature (which does not have to be you). The new chimerized vehicle has a level equal to whichever is lowest among its constituent vehicles. \\ \\ {{fa>minus-circle?24&align=left}}**Maintenance:** The installing mechanic must spend at least a single procedure every game day tuning up their handiwork. If you're not around, the vehicle is trapped in whatever mode it's used in first. | 
-^ ^^^ 
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-====== Decentralized ====== 
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-^ ^^^ 
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Extra Controls:** You can add extra control stations to a vehicle. This allows passengers other than the pilot to also access the vehicle's mounted weaponry. Passengers using a vehicle's mounted weaponry to attack use their own actions and combat statistics to do so. \\ \\ {{fa>minus-circle?24&align=left}}**Counts As An Upgrade:** Every additional control station requires the same amount of time and effort to add to a vehicle as an ability upgrade (1 Supply/Component Pack use and a few hours) and counts against the total maximum limit of upgrades a single vehicle can have at a time. \\ \\ {{fa>minus-circle?24&align=left}}**Limited Access:** Every additional control station can only be used by a single passenger per turn. | 
-^ ^^^ 
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-====== Engineer ====== 
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-^ ^^^ 
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Non-Weapon Upgrades:** You can add non-weapon classes and abilities to a vehicle as upgrades. This applies all of their effects to the vehicle they are installed on. \\ \\ {{fa>minus-circle?24&align=left}}**Active Role:** Abilities that require their user to spend actions or Supply in order to use must have all such costs paid by the pilot instead. Endurance costs are paid by the vehicle itself as normal. \\ \\ {{fa>plus-circle?24&align=left}}**Non-Weapon Upgrades:**  | 
-^ ^^^ 
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-====== Modular ====== 
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-^ ^^^ 
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Replaceable Parts:** You know how to make your vehicle upgrades in light, replaceable form. Modular upgrades can be stored in your/your friends' inventory when not in use. One ability is equal to one upgrade and occupies one inventory slot. \\ \\ {{fa>plus-circle?24&align=left}}**Fast Swap:** You can add or replace an upgrade on a vehicle as a single action with no Supply/Component Pack cost. \\ \\ {{fa>plus-circle?24&align=left}}**Transferable:** You can move upgrades from one vehicle to another. \\ \\ {{fa>minus-circle?24&align=left}}**Personalized:** You can only change upgrades into modular form if they are your own upgrades. Only you can add one of your modular upgrades to a vehicle or remove it again, and doing so requires you to have it in your personal inventory. \\ \\ {{fa>minus-circle?24&align=left}}**Slow Creation:** While the Modular ability affords you much more flexibility in terms of upgrading vehicles, it does not reduce initial costs. Creating a new upgrade from scratch requires 1 Supply/Component Pack use and several hours worth of work as normal for new upgrade creation. | 
-^ ^^^ 
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Efficient Packing:** You can fit two modular upgrades into a single inventory slot. \\ \\ {{fa>minus-circle?24&align=left}}**Inefficient Help:** Your friends and assistants can only fit one modular upgrade into an inventory slot as normal. | 
-^ ^^^ 
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-====== Enterprises ====== 
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-^Garage |New wheeled vehicles can be purchased in the settlement by anyone with the Driver class. | 
-^Hangar |New aircraft can be purchased in the settlement by anyone with the Aviator class. | 
-^Repair Shop |Lost points of Vitality can be restored to vehicles in the settlement at a cost of 1 Supply per 3 Vitality restored instead of 1-for-1 as normal. Creatures with the Synthetic weakness can treat Repair Shops as Clinics for purposes of repairing injuries or restoring Vitality. | 
-^Shipyard |New watercraft can be purchased in the settlement by anyone with the Sailor class. | 
-^Mechanic School |The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Supply each. | 
-^Stardock |New spacecraft can be purchased in the settlement by anyone with the Astronaut class. | 
  
mechanic.1572543319.txt.gz ยท Last modified: 2019/10/31 11:35 by kyle