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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.
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.
Mechanic | Upgrade vehicles. | |
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caret-right | Adapter | Make upgrades from keystones. |
caret-right | Chimerize | Merge multiple vehicles into one. |
caret-right | Decentralized | Give passengers access. |
caret-right | Modular | Reconfigure upgrades quickly. |
Enterprises | Astronaut School Stardock |
Utility | plus-circleVehicle-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. plus-circleDriver's Power: When the vehicle's driver attacks using a vehicle-mounted weapon, they use their own actions and combat statistics. plus-circleVehicle'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 projectile weaponry. plus-circlePlug 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. minus-circleLevel 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. minus-circleMechanic's Knowledge: The vehicle's mechanic cannot add an ability to a vehicle unless they personally know it. The sole exception is abilities from the Trampler class, which every mechanic can add to a vehicle without actually knowing any Trampler abilities themselves. minus-circleUpgrade Costs: Adding a new ability to a vehicle (or replacing an old one with something different) costs 1 Supply and a few hours worth of work. minus-circleMaintenance: The installing mechanic must spend at least a few minutes every game day tuning up their handiwork. If you're not around, nobody can use your vehicle upgrades either. |
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Utility | plus-circleRepurposed Knowledge: You can create a vehicle upgrade from any eligible class or ability, not just the ones you know personally. minus-circleKeystone 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. doubledScholar 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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Utility | plus-circleFunction 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. minus-circleCompatible 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. minus-circleSingular 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. minus-circleMaintenance: The installing mechanic must spend at least a few minutes 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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Utility | plus-circleExtra 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. minus-circleCounts 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 and a few hours) and counts against the total maximum limit of upgrades a single vehicle can have at a time. minus-circleLimited Access: Every additional control station can only be used by a single passenger per turn. |
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Utility | plus-circleNon-Weapon Upgrades: You can add various non-weapon classes and abilities to a vehicle as upgrades. Non-weapon abilities that require an action to use still need to have said action provided by the vehicle's pilot (or a passenger if the Decentralized ability is in play). doubledEngineer Options: - Adamant: Poisonproof, Radproof (protects all passengers from external sources; the vehicle naturally has these effects in regards to itself) - Charlatan: Charlatan, Face Artist, Impersonation, Zero (disguise applies to vehicle) - Shieldbearer: All - Smoker: All |
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Utility | plus-circleReplaceable 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. plus-circleFast Swap: You can add or replace an upgrade on a vehicle as a single action with no Supply cost. plus-circleTransferable: You can move upgrades from one vehicle to another. minus-circlePersonalized: 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. minus-circleSlow 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 and several hours worth of work as normal for new upgrade creation. |
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Utility | plus-circleEfficient Packing: You can fit two modular upgrades into a single inventory slot. minus-circleInefficient Help: Your friends and assistants can only fit one modular upgrade into an inventory slot as normal. |
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Astronaut 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: the first such keystone per session costs 1 Supply, the second 2, the third 3, and so on. |
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Shipyard | New watercraft can be purchased in the settlement by anyone with the Sailor class. |