Requirements: Seasoned, Smarts d8+, Repair d8+, Knowledge (Engineering) d6+, and at lest one other Scientific Knowledge skill at d6+
Your character may not be a Techno-Wizard, but she is still incredibly valuable where machines are concerned. This techhie savant may make permanent, non-arcane modifications to mechanical devices by rolling the lower of her Repair, Knowledge (Engineering), or Knowledge (Science) which is called a Build Roll. To add a Minor Upgrade, she makes her Build Roll at -2. To add a Major Ugrade, she makes her Build Roll at -4. On a success, she installs the Upgrade as planned. On a raise, she may install an extra Minor Upgrade for free, assuming the device has room for one (see below). Unlike a Tecnho-Wizard, a Tinkerer may not add any arcane trappings or powers to a device, nor may she install any Edge that requires an Arcane Skill or Background as a Prerequisite. All Upgrades installed by a Tinkerer must have science-based trappings and be approved by the GM in advance.
Any device may have up to 2 Minor and up to 3 Major Upgrades (though the Tinkerer may exchange Major Upgrade spaces for additional Minor Upgrades, provided no Minor Upgrade may be taken more than twice), which do not stack with Upgrade slots available for Techno-Wizard or Super Tech devices. Any device Upgraded by a Tinkerer suffers a -2 to any Repair roll made to repair it.
A Techno-Wizard may not take this Edge.
Minor Upgrades
Adding a Minor Upgrade to a device costs 5,000 credits in parts and requires 4d6 hours.
- +1 to a specific Trait roll appropriate to the item.
- +1 damage to a weapon.
- +2 armor to armor, shield, or clothing.
- +1 Parry to a shield or close combat weapon.
- Halve the weight of the item (quarter if taken twice).
- Apply a mundane Trapping to the device (silver, fire, electricity, etc.)
- Apply a tech Trapping to the device (laser, ion, plasma, etc.)
- +2 to Stealth checks in a single environment such as urban or woodlands (body armor only, can be taken once for each environment but switching takes an action)
- +1 embedded Toughness to a suit of body armor
- Add Full Environmental Protection to a suit of body armor.
- Reduce a Strength Minimum of armor or weapon by one die type.
- +1 to Pace for a suit of body armor.
- +2 AP to a weapon (Special: may only be taken once).
- Other Minor Upgrades as allowed by the GM
Installation takes 2d6 days + 1d6 per 10,000 credit cost of the Major Upgrade. Cost depends on the specific upgrade (listed below).
- Add an Edge to device (Cost: 20,000 credits per Rank of Edge. No Edges requiring an Arcane Background).
- +1 die type to a specific Trait appropriate to the item (Cost: 10,000 credits).
- Add a Cybernetic System appropriate to the device (Special: For every Stain above 1 of the Cybernetic, add 1 die type to the Minimum Strength of the item. For example, a cybernetic with a Strain of 2 installed into a suit of body armor would raise the Minimum Strength rating of that suit by 1 die type. Most Cybernetics will also require the addition of a battery pack to power the device, which does not use up an upgrade slot. Battery life is 96 hours of continuous use before needing to be recharged (taking 2 hours at any power source). For an additional fee this can be upgraded to an e-clip port that can use standard e-clips to power the suit systems and be swapped out as an action. While powered, Minimum Strength increase is ignored.) (Cost: Varies by cost of cybernetic, plus 10,000 credits for battery pack, 25,000 to upgrade to an e-clip port) On Cybernetics
- Add an embedded personal weapon or gear to a device. For every twenty pounds (round down) add one die type to the device's minimum Str rating, and multiply the cost by 1.5 to get the implanted version cost. The weapon comes with it's own E-Clip or ammunition port, which may be logically located anywhere on the device.
- Other Major Upgrades as allowed by the GM (Cost: Varies)