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mechanic

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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.
caret-right Adapter Make upgrades from keystones.
caret-right Chimerize Merge multiple vehicles into one.
caret-right Decentralized Give passengers access.
caret-right Engineer Add select non-weapon abilities.
caret-right Modular Reconfigure upgrades quickly.
Enterprises Garage
Hangar
Repair Shop
Shipyard
Mechanic School
Stardock

Mechanic

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.

plus-circleExcept 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.

minus-circleUpgrade 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.

minus-circleMaintenance: 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.

Adapter

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.

Chimerize

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 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.

Decentralized

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/Component Pack use 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.

Engineer

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)
- Captor: Captor, Entangle, Disarm
- Chronomancer: All
- Charlatan: Charlatan, Face Artist, Impersonation, Zero (disguise applies to vehicle)
- Powerhouse: Powerhouse, Berserker, Bouncer, Door Kicker, Personal Force
- Shieldbearer: All
- Smoker: All
- Striker: All
- Tank: All
- Wrestler: Wrestler, Clever Wrestling, Hostage Shield, Knockabout

Modular

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/Component Pack 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/Component Pack use and several hours worth of work as normal for new upgrade creation.
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.

Enterprises

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 (or synthetic creatures) in the settlement at a cost of 1 Supply per 3 Vitality restored instead of 1-for-1 as normal.
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: the first such keystone per session costs 1 Supply, the second 2, the third 3, and so on.
Stardock New spacecraft can be purchased in the settlement by anyone with the Astronaut class.
mechanic.1558102007.txt.gz · Last modified: 2019/05/17 08:06 by kyle