Over the course of thirty seconds, Bryan folds the paper he holds in a patchwork-like fashion to mend the damage of a broken object. The paper folds, bends, and morphs to replace any necessary components of the object. Focusing his mind into the paper for the effect to take place and partially merging it with the object has a chance of damaging Bryan's psyche in the process.
Exert your Mind and spend 10 Rounds. Select a Object within arm's reach that is no larger than an SUV. You may target Alien technology, so long as you have an understanding of its intended function. You must use up folding paper in order to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. More than half the target object must be present in order to begin repairs. Roll Intellect + Crafts at Difficulty 6.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.
D.Y. opens up their User Interface and connects directly into the Game's logbook, checking for the specific item in question. Spending a couple of minutes reconfiguring the spawn time, damage or status effects, D.Y. directly finds the problem in the code and backs out to summon red holographic mechanical arms to jumpstart the repair. Of course it only lasts as long as they are directly logged into this account, but that's just a price in the journey towards perfection.
Intellect - Mechanical Engineering: (Difficulty is not decreased)
Spend 10 minutes. Select a Object within arm's reach that is no larger than an SUV. You may target Alien technology, so long as you have an understanding of its intended function. When repairing Alien targets, you must Exert your Mind. You must actively and obviously use Bifocals to activate this Effect. More than half the target object must be present in order to begin repairs. Roll Intellect + Technology at Difficulty 6.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target. If your target only requires fuel or power and is otherwise in working order, this Effect costs no Exertion, and the target is fueled/powered for the next 24 hours.
When Seraphina Gearheart activates her power, her body glows softly as panels retract to reveal a hidden array of tools. Wrenches, screwdrivers, and multi-functional arms emerge and float around her in a graceful, controlled ballet. These tools hover and arrange themselves, ready for use at her command. The scene is highlighted by a rhythmic hum of machinery and a faint, ethereal light, showcasing the seamless blend of her celestial grace and mechanical prowess.
Exert your Mind and spend 10 minutes. Select a Non-Living or Animate target within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. More than half the target object must be present in order to begin repairs. Roll Intellect + Crafts at Difficulty 6 (or 8 for Sapient targets).
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.
If you are successful in repairing a Sapient Object, a single Injury on the target is reduced in Severity by your Outcome.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
Almost instantaneously, Chimney Sweep rushes in with a 2d cloud. SFX texts start floating about, and when the smoke clears, the target is repaired.
Spend 1 Action. Select a Object within arm's reach that is no larger than an SUV. You may target Alien technology, so long as you have an understanding of its intended function. When repairing Alien targets, you must Exert your Mind. You must actively and obviously use Hammer to activate this Effect. More than half the target object must be present in order to begin repairs. Roll Dexterity + Crafts at Difficulty 6.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target. If your target only requires fuel or power and is otherwise in working order, this Effect costs no Exertion, and the target is fueled/powered for the next 24 hours.
Merlin uses his toolbox or any sets of tools appropriate in repairing the item, he will spend great lengths of time concentrating on said repair, before it is finally repaired.
Spend 60 minutes to activate. Select a Object within arm's reach that is of any size. Cannot be used on Alien technology. More than half the target object must be present in order to begin repairs. Roll Dexterity + Crafts at Difficulty 6.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Penalty ever exceeds 5.
Mike takes about half a minute inscribing or engraving his first rune on the device to be repaired. If the repair attempt is successful, the rune and tool glow with werelight as breaks seal, bends straighten, and in general the object reforms itself to it's functional state. At the end, the rune changes to be an intrinsic part of the repaired object, seemingly embossed, printed, or engraved there "from the factory". A failed attempt sees a misshapen form of the rune which sparks out and does nothing of value.
Flavor rewrite only.
Spend 10 Rounds. Select a Object within arm's reach that is no larger than an SUV. You may target Alien technology, so long as you have an understanding of its intended function. When repairing Alien targets, you must Exert your Mind. You must actively and obviously use a tool marked with the bindrune he uses to repair to activate this Effect. More than half the target object must be present in order to begin repairs. Roll Dexterity + Crafts at Difficulty 6.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.
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.
The hacker is capable of crafting bottles of nanites. When poured on a broken object, the nanites go to work restoring it to a functioning state. The goop shimmers and crawls, sparking with blue electricity as it reforms broken parts.
Spend 10 Rounds and use up this a bottle of metallic fluid. Select a Object within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. More than half the target object must be present in order to begin repairs. Roll 7 dice Difficulty 6, dice penalties do not apply.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.