Mechanic

Repairs and improves inorganic things.

Humanoid panda with a trucker hat using a wrench.

Mechanic mechanizing a mech.

Mechanics are personas with a deep interest in the workings of the inorganic physical world. The vocation of mechanic encompasses all tasks and knowledge of a technical nature, whether electronic, mechanical, structural, etc. By definition, mechanics are handy personas. Their knowledge can range from lazers to sink drains. Unfortunately, they only have bits and bytes of rudimentary knowledge at their disposal. Mechanics are exceptionally good at identifying artifacts. This vocation is essential if the expedition expects to repair equipment or create new contraptions.

If your table is using attribute-determined vocations, a mechanic must have a total INT and DEX greater than or equal to 18.

Knowledge

Mechanic knowledge focuses on the inorganic world. The mechanic is in tune with mechanical processes, and fixing/making things is their passion. Mechanics have areas of interest and expertise. These interests and expertise are combined to make the persona more likely to succeed at tasks.

Interests

Interests are broad approaches to the mechanical world that improve the chance of success when making task rolls. An interest in repair will help the player win any task roll that involves repair. If the mechanic is trying to make a better mousetrap, she would benefit from the enhance interest. When building something that does not exist, or when trying to combine equipment, a research interest is key.

At startup, the persona gets one interest per three points of Intelligence score. A persona with a 12 INT would get four rolls on the Mechanic Interests Table. Each interest roll has an associated expertise roll. After startup, the persona earns another interest and expertise with each new experience level.

Mechanic Interests Table
Broad areas of mechanic interest.

Die Roll

Interest

01-41

Repair

42-80

Enhance

81-89

Research

90-99

Extra Roll

00

Ref’s Own Table

Die Roll

Interest

Startup: 1 per 3 INT. +1 per additional level.

Player may choose their areas of interest.

Repair

The repair interest assists the mechanic in any task that returns a mechanism to its undamaged state. Maintenance of artifacts and toys is also assisted by the repair interest. By and large, a mechanic cannot repair an object that is destroyed. The persona could salvage parts from a destroyed object.

Enhance

The enhance interest assists the mechanic in any task where they are improving an existing artifact or toy. For example, improving the range of a crossbow falls under the enhance interest. However, if that crossbow is broken, the enhance interest does not benefit the task roll. Enhancement does not include miniaturization.

Research

The research interest is used to push the boundaries of engineering, fabrication, physics, and Sciency Fiction. The persona can use the research interest to create a new machine or process. The research interest can also be used to make a toy smaller or to combine two toys together.

Expertise

Mechanic expertise represents more specific areas of knowledge. The expertise can represent tasks or very focused processes. The player can stack expertise and interests.

At startup, the player gets one expertise per interest. A mechanic with repair 2 and enhance 1 would get three rolls on the mechanic expertise table. After startup, the persona gets one new expertise per new experience level. As described above, the player can roll or choose the new expertise.

Mechanic Expertise Table
Areas of expertise for mechanics to repair or enhance.

Die Roll (1d100)

Mechanic Expertise

01-02

Adhesives

03-04

Aerosols

05-06

Armour

07-08

Artillery

09-10

Batteries

11-12

Bombs

13-14

Buildings

15-16

Ceramics

17-18

Chemistry

19-20

Climatology

21-22

Communications

23-24

Computers

25-26

Detectors

27-28

Exatmo

29-30

Driving

31-32

Electronics

33-34

Engines

35-36

Explosives

37-38

Fuels

39-40

Geology

41-42

Gravetics

43-44

Grenades

45-46

Industrial

47-48

Jewelry

49-50

Leather

51-52

Leverage

53-54

Magnetics

55-56

Medical Machines

57-67

Mending

68-69

Metallurgy

70-71

Mining

72-73

Navigation

74-75

Plastics

76-77

Power Plants

78-79

Power Systems

80-81

Robotics

82-83

Shipmanship

84-85

Piloting

86-87

Vehicles

88-89

Weapons, non-powered

90-91

Weapons, powered

92-99

Extra Roll

00

Ref’s Own Table

Die Roll (1d100)

Mechanic Expertise

Startup: 1 roll per interest. +1 per addition EXPS level.

Players may choose their expertise.

Gifts

The mechanic’s gifts are tasks where the persona automatically succeeds.

Mechanic Gifts Table
Gifts are tasks that require no task roll.

EXPS Level

Gifts

Recommendation

1

One. Choose a Trivial task (<25DD).

Quick Repair

3

Two. Add a Normal task (<43DD).

Repair

6

Three. Add a Hard task (<85DD).

Repair, Hard

9

Four. Add a Tough task (<127DD).

Robot Override

12

Five. Add an Impossible task (<200DD).

ID Artifact, Alien

EXPS Level

Gifts

Recommendation

A mechanic gift was formerly called a knack.

A player may create a bespoke gift.

Tasks

Mechanic tasks involve anything inorganic or mechanical in nature. These tasks are all about fixing, modifying, and creating mechanical devices. Most mechanic tasks are knowledge, and Dexterity based. Task roll bonuses will reflect this.

A mechanic must have a tool to work with. This can be any kind of tool that is not improvised from the persona’s body (a slap does not equal a hammer). The referee may increase the task difficulty if the mechanic does not have a tool.

For details of how to resolve tasks in EXP, jump to Task Rolls.

Compendium

A non-exhaustive list of mechanic tasks arranged by increasing difficulty.

Mechanic Task Compendium
A non-exhaustive list of mechanic tasks arranged by increasing difficulty.

Task

Difficulty

Description

Trivial

Mechanical

12

Is it a machine? Yes/No.

Broken

12

Is it broken? Yes/No.

Easy

Quick Repair

24

Unbreak for one more use. Trivial or minor damage.

Bake a Pie

24

Make a pie from ingredients.

Normal

Mnemonic Trapping

42

Memorize a technical thing.

Scavenge Parts

42

Get some good parts from a machine.

Repair

42

Fully repair less than major damage.

Find the Data

42

Get needed data from data stream.

Terminal Access

42

Access a computer.

ID Normal-Tech Artifact

42

Identify toy, tech level 10.

Hard

Hard Repair

84

Fully repair less than critical damage.

Reverse Polarity

84

Make a machine go backwards once.

ID Low-Tech Artifact

84

Identify toy, tech level less than 10.

Tough

Robot Override

126

Temporarily block a robot goal.

Tough Repair

126

Fully repair less than Cataclysmic damage.

Compactify

126

Decrease wate by 2x.

ID High-Tech Artifact

126

Identify toy, tech level 15 to 19.

Priority Command

126 + CF

Damage a robot with words and sounds.

Multi-equip

148

Integrate two toys into one.

Impossible

ID Alien Artifact

168

Identify alien artifact or tech level 20+ artifact.

Sotto to Flotto

168

Move a gun to full auto.

Miniaturization

168

Decrease wate by 10 times.

Robotic Override

168 + CF0

Temporarily control a robot or part of a robot.

Bizarre

Robot Control

210

Take over a robot.

Fabricate

210

Create a new toy.

Task

Difficulty

Description

List

A similar list of tasks arranged in alphabetical order.

Mechanic Task List
A non-exhaustive alpha ordered list.

Task

Difficulty

Description

Bake A Pie

24

Make a pie from ingredients.

Broken

12

Is it broken? Yes/No.

Compactify

126

Decrease wate by 2 times.

Fabricate

210

Create a new toy.

Find Data

42

Get needed data from data stream.

Hard Repair

84

Fully repair less than Critical damage.

ID Alien Artifact

168

Identify alien or tech level 20 plus artifact.

ID High Tech Artifact

126

Identify toy tech level 15 to 19.

ID Low Tech Artifact

84

Identify toy tech level less than 10.

ID Normal Artifact

42

Identify toy tech level 10.

Mechanical

12

Is it a machine? Yes/No.

Miniaturization

168

Decrease wate by 10 times.

Mnemonic Trapping

42

Memorize a technical thing.

Multi-equip

148

Integrate two toys into one.

Quick Repair

24

Unbreak for one more use. Trivial and minor damage.

Repair

42

Fully repair less than major damage.

Reverse Polarity

84

Make a machine go backwards. Once.

Robot Command

126 + CF

Impair a robot with words and sounds

Robot Control

210

Take over a robot.

Robot Override

168 + CF

Temporarily control a robot.

Scavenge Parts

42

Get some good parts from a machine.

Sotto to Flotto

168

Move a gun to full auto.

Terminal Access

42

Access a computer.

Tough Repair

126

Fully repair less than Cataclysmic damage.

Task

Difficulty

Description

Experience

The benefits of increasing experience levels are more tasks, improved task roll success, and somewhat better combat tasks. Mechanics earn experience points for completing procedure rolls (80 EXPS per DD) and role-playing within their vocation. Only 20% of combat experience can go toward a mechanic’s experience point total.

Mechanics Experience
The more you do the more know, and sometimes the better you are.

Experience Points

Experience Level

Experience Points

Experience Level

0-1250

1

1251-2500

2

2501-5000

3

5001-10000

4

10001-20000

5

20001-42500

6

42501-70000

7

70001-110000

8

110001-220000

9

220001-450000

10

230000

Per level beyond 10th

Experience Points

Experience Level