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 a piece of machinery to determine its stability, usability, and structural weak points. This takes 1 minute or more, and the DC is 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 a significant amount of 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.
Critical Success: Your invention is incredibly effective. Add +1 to all checks made with your invention.Success: You build the tool and anyone can use it as normal.Failure: You build the equipment, but it is Fragile--the tool stops functioning when someone achieves a failure with it.Critical Failure: You fail outright, and you are left without the tool you wanted.You can attempt jury-rigged, or temporary, repairs to an object. A jury-rigged repair can only fix a single problem with a check, and the temporary repair only lasts until the end of the current scene or encounter. The jury-rigged object must be fully repaired thereafter. A character can also use jury-rig to hot-wire a car or jump-start an engine or electronic device. The DC for this is at least 15, and it can be higher depending on the presence of security devices.
Critical Success The jury-rigging is especially robust, and lasts for 1 day, instead of 1 scene or encounter. You restore 5 Hit Points to the item, plus an additional 5 per 5 ranks you have in Technical Science.Success You restore 1 Hit Point to the item, plus an additional 1 per 5 ranks you have in Technical Science. This is usually enough to temporarily negate the broken condition.Failure The jury-rigging doesn't work, but it can be attempted again.Critical Failure The object becomes unusable and cannot be made functional again without full repairs.You attempt a skill check to try to remember a bit of knowledge regarding engineering and mechanics. 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.Most Repair checks are made to fix complex electronic or mechanical devices. The DC is set by the GM. In general, simple repairs have a DC of 10 to 15 and require no more than a few minutes to accomplish. More complex repair work has a DC of 20 or higher and can require an hour or more to complete. Making repairs also involves a monetary cost when spare parts or new components are needed, represented by a Wealth check. If the GM decides this isn't necessary for the type of repair the character is attempting, then no Wealth check is needed.
Critical Success You restore 10 Hit Points to the item, plus an additional 10 Hit Points per 5 ranks you have in Technical Science.Success You restore 5 Hit Points to the item, plus an additional 5 per 5 ranks you have in Technical ScienceCritical Failure You deal 2d6 damage to the item. Apply the item’s Hardness to this damage.You can use Research to learn information from books, the Internet, or other standard sources. Research allows you to navigate a library, an office filing system, a newspaper morgue, or the the Internet. 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. 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 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 specific information you were searching for, such as a specific record, map, or article.Success You discover useful and relevant information that advances your research.Failure You fail to make any progress on your research.Critical Failure You are lead wildly off-tangent in your research, and undo 1d4 previous successful research checks related to this topic.