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.