This skill represents your training in the technical sciences, such as engineering and architecture. It also represents your know-how regarding the maintenance, repair and upgrading of mechanical and electronic devices.
You can use Engineering to assess a structure or piece of machinery to determine its stability, usability, and structural weaknesses. Spend 1 minute or more, depending on the size and complexity of what you're assessing, and make an Engineering check against a DC determined by the GM.
An Invention check lets you build an electronic or mechanical system from scratch, or modify an existing device to perform a new function.
Using this skill requires significant time. Modifying an existing item to do something just outside its current capabilities may only take a minute or so, but all other aspects of Invention require hours, days or weeks of work, at the GMs discretion. After sufficient time has passed, make an Engineering check against the DC of the set by the GM.
Critical Success: Your invention is flawless. Add a +1 Item Bonus to all checks made with it.Success: You build the tool and it functions normally.Failure: You build the tool, but it is Fragile (it breaks permanently the first time someone rolls a Failure while using it).Critical Failure: You fail outright.You can attempt jury-rigged or temporary repairs to an object. A jury-rigged repair can fix only a single problem, and the temporary repair lasts only until the end of the current scene. The jury-rigged object must be fully repaired thereafter. A character can also use jury-rigging to hot-wire a car or jump-start an engine or electronic device. To Jury Rig, a character spends 3 actions and makes an Engineering Check. The DC for this is at least 15, and it can be higher depending on the presence of security devices.
Critical Success: The repair is incredibly robust and lasts for 1 full day. You restore 5 HP, plus 1 HP per Proficiency Tier in Engineering.Success You restore 1 HP (usually enough to temporarily remove the Broken condition).Failure The jury-rig fails, but can be attempted again.Critical Failure The object shorts out, becoming completely unusable until it receives a full Repair.You attempt a skill check to remember a bit of knowledge regarding engineering and mechanics. Spend 1 Action and make an Engineering check to Recall Knowledge related to your Engineering. The GM determines the DCs for such checks.
Critical Success: You recall the knowledge accurately and gain additional information or context.Success: You recall the knowledge accurately or gain a useful clue about your current situation.Critical Failure: You recall incorrect information or gain an erroneous or misleading clue.Fix complex mechanical devices with a repair kit and a stable surface. Spend 10 Minutes to make an Engineering check. The GM sets the DC, but it’s usually about the same DC to Repair a given item as it is to Craft it in the first place. You cannot Repair a completely destroyed object (0 HP).
Critical Success: You restore 10 HP to the item, plus an additional 2 HP per Proficiency Tier you have in Engineering.Success: You restore 5 HP to the item, plus an additional 1 HP per Proficiency Tier you have in Engineering.Critical Failure: You deal 2d6 damage to the item (apply the item's Hardness normally).You can use Research to learn information from books, the Internet, filing systems, or other standard sources. It doesn't include talking to people and asking questions; that's handled by Interaction or roleplaying encounters.
Researching a topic takes time, skill, and some luck. Spend 1 Hour to make an Engineering check to Research and attempt to learn about a topic you specify. The GM determines how obscure a particular topic is (the more obscure, the higher the DC) and what kind of information might be available, depending on where you are conducting your research. Different locations will adjust the DCs, and allow you to reroll a failed Research check.
Information ranges from general to protected. Given enough time (usually 1 hour) and a successful skill check, you can gain a general idea about a given topic. This assumes that no obvious reasons exist why such information would be unavailable, and that you have a way to acquire restricted or protected information.
Critical Success: You find the exact, specific records or blueprints you were looking for.Success: You discover useful information that advances your research.Failure: You make no progress.Critical Failure: You are led wildly off-tangent, undoing 1d4 previous successful research checks related to this topic.