Craft Power Armor

Craft (Power Armor): This skill allows a character to build and repair high tech power armor. Power armor is the domain of bastions with a high tech level, so a character must be from a bastion of said level to even take this skill at 1st level. Unlike other craft rolls, power armor is so advanced, that the player must replicate an existing armor offered in the book and cannot design one totally from the ground up.

Special: A character without a mechanical and electronic tool kit cannot make Craft (power armor) checks. A player from a lower tech level CAN select this skill at further levels granted he has had enough exposure to the technology (GMs discretion).

At 5th character level, a character is able to ignore this tech level penalty up to a difference of 1 tech level. At 10th character level, this increases to 2. At 15th level, it increases again to 3. At 20th level, it increases to 4. The penalty for foreign bastions is never nullified. (Eg: A 10 level mechanic from TL2 dealing with a TL4 from a foreign bastion only suffers the +2
penalty to craft DCs, not +12)

Recovering Object Hit Points: An appropriate Craft check may be used to recover lost hit points from damaged items.
The DC to repair an item's hit points is a base DC10 to recover 1 hit point in 10 minutes. With modifying the DC, this recovery increases. Every time the DC is increased by 5, an additional 1d4 hit points is recovered. The time also increases by 1 hour by every 5 DC raised. The repair costs = 5 UC/Tech Level for every hit point attempted to recover. If the roll fails, the DM may roll the hit point recovery anyway to incur a cost penalty to wasted supplies.

Eg: A Craft (Power Armor) check is made at DC20 to recover 2d4+1 hit points of damage on an Apostle motor slave (TL5). Succeeding, the rolls results in 7 hit points recovered, costing 175 UC.

Repairing Jams and Breaks: Most repair checks are made to fix complex electronic or mechanical devices. The DC is set by the DM. 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. If the DM decides this isn't necessary for the type of repair the character is attempting, then no cost is needed.

Broken items are reduced to 0 hit points if they have listed hit points. Items with no hit points listed that are repaired require no additional work. Items with listed hit points are raised to 1 hit point and may require additional work to recover lost hit points

Repair Task (Example) Cost* Repair DC Time
Moderate (mechanical or electronic component, minor jam by EDF) 10% 15 10 min. Complex (major jam by EDF) 25% 20 1 hr. Advanced (cutting-edge mechanical or electronic device, broken technology by EDF) 50% 25 5 hr.

  • Percentage of original value of item being repaired.

Try Again:Yes, though in some specific cases, the DM may decide that a failed repair check has negative ramifications that prevent repeated checks.

Special: A character can take 10 or take 20 on a repair check.

Time: See the table for guidelines. A character may attempt fast repairs but the DC increases. Reducing the repair time by 25% increases the DC by 5. Reducing the repair time by 50% increases the DC by 10. Increasing the repair time by 75% increases the DC by 15. Time is rounded up to the nearest round.

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