Vehicle & Tech Repair
Unlike organic creatures, vehicles and
technologicals do not heal over time; they must be repaired in a long
and involved process, with no easy organic "shortcuts" like arcane or
elixir-based healing. In ancient times, large portions of Alacrian
military personnel and resources
were devoted to vehicle repair, and immensely powerful adamant entities
called Weavers handled the maintenance of the tech armies.
Requirements
To lead or participate in a repair, you must have Repair Competence
(Technology), your basic tech kit, and a quantity of certain repair
materials. The severity of the vehicle failure or tech injury will
determine if you can repair it in the field, or if you must bring it
back to a city. Without progression in Repair Competence, you can only
repair 1st-degree failures/injuries (of any type) in the field; see Technology. Any degree of failure is
repairable in a city.
Bound techs can be repaired by characters who are
not the tech's owner, so long as the owner deactivates them for the
repair.
Repair rules may be used for certain PCs, such as revenants or bionic
device users. Such characters may repair themselves using these same
rules, providing they have at least one working hand.
Tech Dismemberments
A technological that has had an arm or leg
dismembered follows the same rules as any other repair, with one
exception: it cannot be repaired in the field, regardless of Repair Competence progression. Repairing the injury down to
3rd-degree Hand/Arm or 4th-degree Mobility will restore the lost
appendage.
"City"
Lur-Asko cities contain the necessary repair
workshops to complete complicated repairs, so the term "city" is used
in these rules. Faction bases, ships or airships with a repair bay, or other
plot-important locations may also contain equivalent resources.
Repair Materials
The various replacement parts, specialized tools, energy
sources, and technical manuals required to complete a repair are
generalized as repair materials. Repair
materials are divided into two categories: materials for
technologicals, and materials for vehicles. The only other detail of the materials you
need to track is their total weight in pounds. It's common for
necromancers to simply carry tech repair parts on the techs
themselves, or vehicle technicians to stock their party's vehicles with
vehicle parts.
Vehicles require 5 pounds of repair materials for
every 1 point of damage repaired. Techs require differing amounts of
repair materials, depending on their type. Repair materials (of
either category) can be purchased in cities at a rate of 1 coin per 2
pounds.
Repairing
If you have Repair Competence and the necessary materials, you
may begin the repair. Repairs are handled in 4-hour "chunks," like many
other long-term activities in Legends.
Each 4-hour repair requires a d12 repair roll on INT at the end,
which is performed by the character with sufficient Repair Competence
progression; if multiple characters are qualified and all are
participating, select the character with the best TN. If you are
repairing in a city, you gain 1 Easing. Other characters who are
helping you each provide 1 Easing as well. Characters without Repair
Competence cannot participate at all. A maximum of 5 characters may
participate.
A successful repair
roll repairs 5 damage, plus additional damage equal to the
amount by which the repair roll succeeded (for example, a roll
result 10 under the TN would repair 15 damage). The necessary poundage
of repair materials are expended at this time; if the materials are
insufficient, the full amount of damage may not be repaired.
A failed roll has no effect beyond wasting the
repairing characters' time; no damage is repaired and no materials are
expended.
Repair and Failures/Injuries
If you are the
character making the repair roll, you choose the degree of vehicle
failure or tech injury to be removed if the amount of damage passes
below a multiple of failure/injury factor.
Remember that if the
repair takes place outside of a city, the maximum degree of
failure/injury you can repair depends on your progression with Repair
Competence. If you are unable to remove any more
failures/injuries on the vehicle or tech, you can only repair its
damage down to the next multiple of failure/injury factor.
Interrupted Repairs
Characters may leave a repair at any time and pick up again
where they left off; the repair roll and actual removal of damage does
not occur until the end of 4 total hours. Both techs and vehicles must be shut down and partially disassembled in order to repair;
this means, for example, that you will not have use of the tech or
vehicle to fight off a mid-repair ambush. Regaining use of the tech or
vehicle requires completing the 4-hour repair. Severe damage may
require several consecutive 4-hour repairs, but you at least get the
choice to reassemble and use the tech or vehicle every 4 hours.
Paying for Repair
If no one in your party has Repair Competence, or you simply
want a potentially faster repair that doesn't rely on a die roll, you
may pay city mechanics to fix your vehicles or techs for you. You
must still have (or obtain) the required materials, and must pay a
coin amount equal to the damage to be repaired. City shops will
generally repair at a minimum rate of 30 damage per 4 hours; you may pay a double fee for a doubly fast repair of 60 damage per 4 hours.