Special Abilities:
Percussive Maintenance X: X times per encounter, a gearhead may use both their hand actions to roll the damage of whatever weapon they are holding against the ship they are on, ignoring the ship's size modifier. Rather than dealing damage to the ship, for every 5 points of damage this attack would deal, the repair difficulty of a ship system of the gearhead's choice lowers by 1. If the system is not fully repaired during the encounter, the repair difficulty subtracted this way is restored at the end of the encounter.
Hotwire +X: By spending 5 MP and two hand actions, a gearhead may increase the power output of a single system by putting another system at risk. When they use this ability, they choose a system to reroute power to and a system to reroute power from. The system to which power is being rerouted has all of its abilities increased by one step--weapons deal damage as though they were the next better type, engines can push themselves 1 faster and increase their maneuverability by 1, and so on. Systems which are already at the highest level function as if they were mounted on a ship 2 sizes higher when this would be beneficial to the system, but not when it would be detrimental(for example, weapons would deal 2 more points of damage to their target but not suffer the -2 penalty to hit). Other beneficial effects may function at the GM's discretion, such as life support being able to handle additional beings, sensors gaining a +2 bonus to detect things, and so on. After the first round of this ability, the gearhead makes a science/intelligence roll with the difficulty being the number of rounds the hotwire has been in effect, with a +X bonus to this roll. If this roll fails, the system power was rerouted from immediately takes critical damage at random and the beneficial effects are ended.. The Gearhead may spend a hand action to end this effect prematurely.
Tool Mastery X: As a gearhead gains levels, they may choose a number of tools that they have gained proficiency in equal to X. Like weapons, tools may be given superior quality enhancements, but they function differently. Each point of superior quality enhancement put into a tool gives a normal effect specific to that tool that can be utilized by anyone who is using that tool to do repairs, and a combat effect specific to that tool that only functions when that tool is used as a weapon, which requires that the gearhead choose that tool as one of their mastered tools. Below is a list of tools usable with this ability, their price, the weapon they function as equivalently in combat(with the exception that the skill is changed to Science), and which normal and combat abilities are granted through superior quality enhancements.
Giant Wrench:
Price: $450
Weapon: Warhammer
Normal Ability: Grants its enhancement level as a bonus to repair rolls made to the Weapon or Countermeasure areas of the vehicle.
Combat Ability: Its equivalent enhancement level in Damage Up.
Drill:
Price: $50
Weapon: Spear
Normal Ability: Grants its enhancement level as a bonus to repair rolls made to the Engine or Biowarp areas of the vehicle.
Combat Ability: Its equivalent enhancement level in Piercing.
Hammer:
Price: $150
Weapon: Hammer
Normal Ability: Adds double its level in damage to your Percussive Maintenance ability.
Combat Ability: Its equivalent enhancement level in Dazing.
Soldering Iron:
Price: $50
Weapon: Rapier
Normal Ability: Grants its enhancement level as a bonus to repair rolls made to the Power or Shield areas of the vehicle.
Combat Ability: Its equivalent enhancement level in Precise Hit Up.
Nailgun:
Price: $300
Weapon: Modern SMG(The nails it uses can be enhanced with combat enhancements as well)
Normal Ability: Grants its enhancement level as a bonus to repair rolls made to the Life Support or Sensor areas of the vehicle.
Combat Ability: Its equivalent enhancement level in Fast Hit Up.
Welding Torch:
Price: $225
Weapon: Scythe
Normal Ability: Grants its enhancement level as a bonus to repair rolls made to the Armor or Structural areas of the vehicle.
Combat Ability: Its equivalent(one third the superior enhancement level, rounded down) level in Supplemented.
Using these tools as guidelines, the GM may create additional tools.