Repairing



p. 158 (expanded)


About Repairing

At the Game Master's discretion, it may be impossible to complete a repair without the necessary tools or components. Alternatively, the Game Master may choose to apply additional to represent temporary fixes.

All equipment can be repaired with the Mechanics Skill.

More sophisticated equipment that rely on programming, circuitry, or electronics can also be repaired with the Computers Skill.

Weapons can also be repaired with or the corresponding Combat Skill used to wield the weapon.


Repair Difficulty

Repairs are generally classified as Minor, Moderate, or Major. The magnitude of the required repairs indicates two things — the severity of any penalties applied to the user when trying to operate the defective equipment, and the difficulty rating of the necessary repairs.

Repairing equipment requires adequate time and tools, generally one to two hours per difficulty level. If a character attempts repairs in less time, they increase the difficulty by one. Likewise, if the character lacks the proper tools, they increase the difficulty by one. These factors are cumulative, so when repairing without the proper tools and in less time, the difficulty is increased by two.

Repair RequiredDifficulty RatingPenalty For Use
MinorOne additional Setback() die.
ModerateOne additional Difficulty() die.
MajorUnusable.

Repair Cost

The cost of the repairs is equal to a percentage of the item's base cost, 25% if it's a Minor repair, 50% if it's a Moderate repair, and 100% if it requires Major work.

Reduce the total by 10% for each received on the Repair roll if the character is doing it themself.

This does mean it's sometimes easier to buy a new weapon, armor, or piece of gear than fix an existing one, but that isn't always possible. Repairs also don't include the price of any modifications that have been made.


Repair Bonus Symbols

  • Success: Each additional may be used to reduce the time required to make the repairs by 10-20%.
  • Advantage: generated can mean especially high-quality repairs, possibly making the item even higher quality than it originally was. This may grant when using the item, or even make it count as having the Superior quality for a session.
  • Triumph: earned may give a device an additional function, which is only good for a single use. Examples might include a temporary engine speed boost or a more powerful blaster shot. The nature and precise details of this temporary function are subject to the Game Master's discretion.
  • Threat: may represent particularly shoddy repairs or temporary measures. The GM may spend to cause the target object or system to malfunction shortly after the repair is completed.
  • Despair: may be spent to cause further harm to the target object or system, or to cause other components of the target to begin to malfunction.