System
Roll Intellect + Culture ( dice) Difficulty 6 to repair a Non-Sapient Object. After (10/Outcome) Rounds work, it is repaired back to a functional state. If you fail the roll, use 1 as your Outcome when determining Cast Time, after which you realize you cannot repair the object. Must have on hand in order to complete your repairs.
Cannot be used on an object larger than an SUV, and more than half of the target object must be present to repair it. Cannot be used on Alien technology.
Enhancements
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MacGuyver
(You may repair an object without access to any supplies or tools.)
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Mystery Machine
(You may Repair Alien technology. You must have some understanding of its purpose to repair it.)
Drawbacks
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Exhausting
(After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.)
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Focus
(Using this Effect requires a specific kind of item.)
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Object - Fingerless glove
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Supernatural
(This Power causes a mutation (passive) or an effect (active) that marks it or its owner as a supernatural being.)
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Effect - green eyes cover the object glowing green
Parameters
Cast Time:
2 ( (10/Outcome) Rounds )
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