Mechanic

Blood, Sweat & Gear

AgentChemistDragoonEngineerHuntsmanInsurgentMachinistSavant

“The Frontierland won't adapt to make things easy for us. We're going to have to work with what we have.”

~ Copper, Krone Agent

Mechanics have great intuition for machines and devices, leaning on their abilities to utilize technology and interact with machines to survive. A Mechanic is an instinctive manufacturer able to craft instruments, repair objects, and bind machines and other mechanical creatures to their service. The trademarks of the Mechanic include command over a customizable Drone, seizing control of machines, and remotely accessing security systems and digital networks. A Mechanic often chooses a position that allows them to capitalize on their technical expertise, often as a practiced technician, a supportive foreman, or a secretive hacker. A Mechanic can be alert, agile, and precise, making them ideal as support or in specialist roles in Companies.

Cypher

A Mechanic understands the code that drives various machines and digital systems of Salt. A Mechanic is frequently solicited for their services as hackers and administrators to attack or defend critical digital assets. The Mechanic can turn to electronic gadgets to disrupt, distract, or intercept incoming threats. Many Mechanics have practiced using the Lumen Driver, a hand-mounted light projector that acts as an adaptive and tactile digital interface. Others choose to specialize in the Matrix Controller, deploying versatile Drones and Bound Machines to act on their behalf. Mechanics can bypass security, disturb operations, and deploy electronic gadgets to accomplish their goals. 

Engine

The thoughts and actions of a Mechanic are tangible and methodical. Spring-loaded gearheads turn to all contraptions and machinations to alter themselves or their environment when their lives are on the line. Mechanics are talented constructors, able to build, repair, and fortify objects, structures, vehicles, and machines. The Mechanic relies on their Omni Kit to meet their tooling needs for construction, rehabilitation, and crafting. The Omni Kit is a multitool with an altering shape and function that the Mechanic can effortlessly adjust as needed. While acting as the tools of their trade in their traditional use, in the hands of a talented Mechanic, an Omni Kit becomes a lethal Weapon able to cut, burn, and weld targets at a Melee Range.

Class Features

The Mechanic’s Class Features are built around seizing control of machines, upgrading and commanding a Drone, and rapidly creating or destroying structures. Therefore, the Mechanic Class benefits from having a high Will Attribute.

Vitals

Hit Points Per Rank: +5

Action Points Per Rank: +4

Equipment Training

Weapons: Hammer, Launcher, Lumen Driver, Matrix Controller, Omni Kit

Armor: Cloth Armor, Light Armor, Energy Shield, Light Shield

Elements: Electric, Pyrotic

Class Abilities

At Mechanic Rank One (1), a player selects Three (3) Class Abilities from the list below. They gain a bonus to Class Ability Checks equivalent to half (½) of their Mechanic Rank. An additional Class Ability is chosen at Mechanic Ranks Three (3) and Seven (7).

Class Abilities: Arcana, Drive, Electronics, Engineering, Investigation, Perception

Mechanic Ranks

When distributing a Class Rank, remember that a Character’s Base Class Rank cannot exceed a Character’s Tenderfoot Class Rank.

Mechanics benefit from a high Will Attribute, enhancing the effectiveness of their Drone Control, Digital Collar, and Create & Destroy Class Features; bolstering the Duration of their abilities and their Force Armor; and increasing their Repair Modifier, and Apothicine, Investigation, Nature, and Perception Ability Checks. Additionally, Mechanic players should consider the benefit of investing in their Focus Attribute to increase their pool of Action Points and their available Action Slots, as well as to enhance their Arcana, Electronics, and Engineering Ability Checks.

Rank-by-Rank Attributes/Features

Rank One (1). Power (+1), Focus (+1), Will (+1)—Drone Control, Digital Collar

Rank Two (2). Pick (+1)

Rank Three (3). Will (+1)

Rank Four (4). Pick (+1)

Rank Five (5). Power (+1), Will (+1)—Hack Savvy

Rank Six (6). Pick (+1)

Rank Seven (7). Will (+1)

Rank Eight (8). Pick (+1)

Rank Nine (9). Focus (+1)

Rank Ten (10). Will (+2), Power (+1), Grit (+1)—Create & Destroy

Drone Control

Beginning at Mechanic Rank One (1), the Mechanic has access to an upgradable Drone, a Tiny-sized machine that acts as an extension of their Character. The Drone is not a creature and does not have Hit Points, nor can it be the target of a direct Attack. However, the Drone does qualify as equipment and can be targeted by effects that break or destroy objects or sever the connection between digital devices.

The Mechanic may choose several Drone Upgrades from the list below, up to an amount equivalent to half (½) of their Will Attribute. Additionally, as a Move Action, the Mechanic may utilize a Matrix Controller to issue a Drone Assist Command to their Drone, causing it to pair with a comrade, activating one of the installed Drone Upgrades to provide bonuses through the Assisted Condition. The Drone can only use a single Drone Upgrade to assist a single comrade at one time for as long as the Drone remains within the Mechanic's Effective Matrix Range. The Mechanic cannot inherently benefit from the bonuses of Drone Assist.

Drone Construction

Prerequisite: Mechanic

Action Type: Ritual (4 hour)

The Drone can be rebuilt or upgraded by the Mechanic as a four (4) hour Ritual at a Forge during Downtime. As the Mechanic develops into their Hybrid Class, they can heavily modify their Drone into a more advanced model through a secondary four (4) hour Ritual. The Mechanic can swap out individual Drone Upgrades as a one (1) hour Ritual at a Forge during Downtime.

Drone Upgrades

Archive Chit. The Mechanic can utilize their Drone to perform Arcana Ability Checks to recall information or identify a creature, object, or location in the field.

Attack Amplifier. While assisting a comrade, the Drone provides a bonus equivalent to half (½) of the Mechanic’s Will Attribute to their Attack and Damage Rolls.

Barrier Projector. While assisting a comrade, the Drone provides a bonus equivalent to half (½) of the Mechanic’s Will Attribute to their Physical and Force Armors.

Copilot Protocols. The Mechanic can utilize the Drone to perform Drive Ability Checks to operate or control a ship, vehicle, or mundane machine.

Defensive Algorithm. While assisting a comrade, the Drone provides a bonus equivalent to half (½) of the Mechanic’s Will Attribute to their Physical and Force Saves.

Fusion Anvil. The Mechanic can utilize the Drone to perform Engineering Ability Checks to perform basic construction and repairs, or to craft items during Downtime even without a Forge present.

Hackerjack. The Mechanic can utilize the Drone to perform Electronics Ability Checks to interact with terminals, security assets, and other digital systems or devices.

Haste Thruster. While assisting a comrade, the Drone provides a bonus equivalent to half (½) of the Mechanic’s Will Attribute to their Speed.

Imprint Scanner. The Mechanic can utilize the Drone to perform Electronics Ability Checks in place of an Investigation or Nature Ability Check to track a Character or creature.

Loudspeaker. While assisting a comrade, the Drone increases the power of their speaking voice and provides a bonus equivalent to half (½) of the Mechanic’s Will Attribute to their Intimidation and Tact Ability Checks made to influence others.

Medical Implements. The Mechanic can utilize the Drone to perform Apothicine Ability Checks to administer an apothical treatment to a Character in the field.

Offensive Algorithm. While assisting a comrade, the Drone provides a bonus equivalent to half (½) of the Mechanic’s Will Attribute to their Physical and Force Impacts.

Privacy Cloak. The Drone passively retains the Invisibility Enhancement while not acting. Any attempts to detect the Drone’s presence are made at a penalty (-20).

Smart Targeting. While assisting a comrade, the Drone provides a bonus equivalent to half (½) of the Mechanic’s Will Attribute to their Armor Penetration.

Strike Cannon. The Drone functions as a Weapon, capable of facilitating a Mechanic’s Cast Attacks on targets within the Effective Range of their Matrix Controller.

Digital Collar

Beginning at Mechanic Rank One (1), the Mechanic can use an equipped Omni Kit, Lumen Driver, or Matrix Controller to attempt an override of a machine’s programming, binding it to their control. As a Standard Action, the Mechanic utilizes a Force Impact to inflict the Possession Miscognition on a compatible machine within the Effective Range of their equipment for the Mechanic’s Effect Duration in Rounds. A Force Save negates the Miscognition.

As a Move Action, the Mechanic may use their equipment to issue a Command to a Possessed Machine. The Machine performs to the best of its ability to carry out its given Commands on its turn. Commands made during combat are limited to six (6) words. As a Standard Action, the Mechanic can utilize a Matrix Controller to facilitate a Cast Attack through a Possessed Machine, inflicting the Mechanic’s Weapon Damage on a successful hit.

Machine Binding

Prerequisite: Mechanic

Action Type: Ritual (2 hour)

A Deactivated Machine can be permanently bound to the Mechanic’s Matrix Controller as a two (2) hour Ritual during Downtime. The Mechanic may only retain Bound Machines that their Matrix Controller’s Bandwidth can support. More powerful or useful machines may require a greater Bandwidth to operate.

Machine Tune-up

Prerequisite: Mechanic

Action Type: Ritual (1 hour)

As a Ritual at a Forge, the Mechanic can perform a Tune-up of a Bound Machine over one (1) hour during a Downtime. Tuning up a Bound Machine allows the Mechanic to make modifications and upgrades to their Bound Machines, allowing their functionality to mirror the Mechanic’s experience. Bound Machines without a custom statistics sheet can use the Mechanic’s Statistics when determining Armor, Saves, and Impacts during a Tune-up. A Bound Machine’s Attack and Damage rolls are always made using the Mechanic’s Matrix Controller Attack and Damage rolls. When performing a Tune-up, the Mechanic may readjust the Bound Machine’s Hit Point total to the following amount:

Tune-up Hit Point Calculation

(7 + Mechanic’s Will Attribute) * Character Level

Hack Savvy

Beginning at Mechanic Rank Five (5), a Mechanic with a Lumen Driver can utilize a Cast Attack roll in place of any Electronics Ability Checks to access a system asset or terminal. Additionally, as a Standard Action, the Mechanic can attempt to remotely access electronic devices and terminals up to the Effective Range of their Lumen Driver.

Create & Destroy

A Master Mechanic alters the environment around them to accomplish their tasks. Once at Mechanic Rank Ten (10), the Mechanic may construct or demolish simple structures. As a Standard Action, the Mechanic can utilize their Omni Kit to generate a new fundamental structure, such as a wall, ladder, or bridge. The basic structure may occupy a number of cubic paces equivalent to half (½) of the Mechanic’s Will Attribute. When creating the construct, the Mechanic can perform an Engineering Ability Check to determine the structure’s Hardness. Any Attack rolls or Athletics or Engineering Ability Checks that exceed the Hardness of a construct will destroy it outright, rendering it functionally inoperable. Additionally, as a Standard Action, the Mechanic may utilize their equipped Omni Kit to instantly break or destroy an object or structure they have manifested through Create & Destroy.

Mechanic Perks

Complex Commands

Prerequisite: Digital Collar

Increase the word limit of issuing a Matrix Command by plus Three(+3) to a total limit of Nine(9) words.

Enhanced Collar

Prerequisite: Digital Collar

Machines Bound to your Matrix benefit from the Upgrades of Drone Assist at all times. 

Extended Control

Prerequisite: Digital Collar

Increase the Effect Duration of Digital Collar from Rounds to Minutes.

Assist Link

Prerequisite: Drone Command

Whenever you assign your Drone to Assist a Comrade, you also gain the benefits of a single Drone Assist Upgrade.

Drone Assault

Prerequisite: Drone Command (Drone Strike)

Your Drone Strike Matrix Attacks bypass all forms of Damage Resistance.

Remote Command

Prerequisite: Drone Command

Your Drone can continue to Assist a Comrade outside of your Effective Matrix Radius. Additionally, you can Recall your Drone to you as a Rapid Action.

Alacritous Hacker

Prerequisite: Hack Savvy

You can Access a Terminal through Hack Savvy as a Move Action instead of a Standard Action.

Failsafe

Prerequisite: Hack Savvy

You can never set off an Alarm as the result of failing an Electronics Ability Check. 

Machine Menace

Prerequisite: Hack Savvy

You receive a plus Five(+5) bonus to Force Impacts that Target Machines and other Mechanical Creatures.

Instant Setting

Prerequisite: Create & Destroy

The building or destroying a structure through Create & Destroy can now be performed as a Move Action instead of a Standard Action.

Bigger Is Better

Prerequisite: Create & Destroy

Increase the Size limit of your Constructs to your Full Will Attribute. 

Mechanic Heroics

Cypher

Data Transfer

Prerequisite: Mechanic(Rank 1) & Driver (Any Rank)

AP Cost: 5

Action Type: Interaction

Range: Driver Range

As a part of an Interaction, you can instantly transfer vast amounts of Data between your Lumen Driver and a Target Storage Device within your Effective Driver Range, such as a Terminal, Monitor, or System Asset. 

Instant Message

Prerequisite: Mechanic(Rank 1) & Driver (Any Rank)

AP Cost: 5

Action Type: Interaction

Range: Driver Range

As a part of an Interaction, you can secretly manifest a subtle text projection to a Target within your Effective Driver Range, delivering a short message up to Six(6) Words in length that only your Target can see. 

Rapid Reassignment

Prerequisite: Mechanic(Rank 1) & Matrix (Any Rank)

AP Cost: 5

Action Type: Rapid Action/Reaction

Range: Matrix Range(Radius)

As a Rapid Action or a Reaction to the Target of your Drone Assist leaving your Effective Matrix Radius, you can reassign your Drone to a new Target within your Effect Matrix Radius.  

Drone Barrier

Prerequisite: Mechanic(Rank 2) & Matrix (Any Rank)

AP Cost: 10

Action Type: Standard Action

Range: Matrix Range(Radius)

Effect Duration: Rounds

As a Standard Action, Command your Drone to deploy a protective field over the current Target of your Drone Assist as the Barrier Enhancement, granting a bonus equal to Half(½) of your Will Attribute to their Physical and Force Armors for the Effect Duration in addition to the other benefits of Drone Assist. 

Sever Asset

Prerequisite: Mechanic(Rank 2) & Driver (Any Rank)

AP Cost: 10

Action Type: Interaction

Range: Driver Range

Effect Duration: Rounds

As a part of an Interaction, you can attempt to knock a Security Asset within your Effective Drive Range temporarily offline by integrating an isolating script into its programming, inflicting the Jammed Condition for the Effect Duration. Then, the Target can attempt a Force Save against your Force Impact to Negate the Condition.

Wireless Tap

Prerequisite: Mechanic(Rank 2) & Driver (Any Rank)

AP Cost: 10

Action Type: Ritual(One Hour)

As a Ritual during a Rest Period, spend One(1) Hour programming your Lumen Driver to intercept any broadcasting communications signals. You can eavesdrop on any Commlinks, Radios, or other communication devices within your Effect Driver Range until your next Rest Period. 

Encrypted Chatter

Prerequisite: Mechanic(Rank 3) 

AP Cost: 15

Action Type: Ritual(One Hour)

As a Ritual at an Archive Link during a Rest Period, you can recalibrate your Company’s current communications systems, making your Commlinks and any other digital conversations between Company Members unable to be infiltrated or eavesdropped on by any would-be interlopers until your next Rest Period. 

Reverse Trace

Prerequisite: Mechanic(Rank 3) 

AP Cost: 15

Action Type: Full Action

Range: Adjacent

As a Full Action, you can trace a Lumen Driver or Matrix Controller interacting with an Adjacent Terminal, System Asset, or a Dead/Deactivated Bound Machine. If the Equipment still exists, you manifest knowledge and direct coordinates of the Equipment’s current location. 

Technobabble

Prerequisite: Mechanic(Rank 3) 

AP Cost: 15

Action Type: Interaction

As a part of an Interaction, you can alter your hearing frequencies to pick up patterns of electrical activity in normally non-responsive Mechanical Devices and Creatures, allowing you to speak with Machines. You may ask a Machine a number of questions equal to Half(½) of your Will Attribute before it can no longer communicate. Keep in mind that simple machines may not have much to offer insight but are objective observers of their environment.

Counter Assist

Prerequisite: Mechanic(Rank 4) & Matrix (Any Rank)

AP Cost: 20

Action Type: Reaction

Range: Matrix Range(Radius)

As a Reaction to a Comrade within your Effective Matrix Radius becoming the Target of an Attack or Heroic Action, you instantly deploy your Drone to them, granting the benefits of Drone Assist before the results of the triggering Action. 

Hologram

Prerequisite: Mechanic(Rank 4) & Driver (Any Rank)

AP Cost: 20

Action Type: Standard Action

Range: Driver Range

Effect Duration: Minutes

As a Standard Action, you can manifest a Large-sized or Smaller Illusion within your Effective Drive Range that is indistinguishable from reality, with Targets that observe your Hologram becoming inflicted with the Delusion Miscognition. If anything touches the Hologram, it will instantly dissipate into nothingness; else, the Hologram will vanish at the end of the Effect Duration. Affected Targets can attempt a Force Save or Investigation Ability Check (whichever is greater) against your Force Impact to Negate the Miscognition.

Private Meeting

Prerequisite: Mechanic(Rank 4) 

AP Cost: 20

Action Type: Interaction

Range: Will Attribute

Effect Duration: Minutes

As a part of an Interaction, you deploy a small device that ensures conversational security. The device inflicts the Jammed Condition on all recording and communication devices within a Radius equal to your Will Attribute. Additionally, sound Vibrations within the Affected Area are dampened, granting all Targets within the Muffled Enhancement for the Effect Duration.

Drone Repair

Prerequisite: Mechanic(Rank 5) & Matrix (Any Rank) 

AP Cost: 25

Action Type: Standard Action

Effect Duration: Rounds

As a Standard Action, if the Target of your Drone Assist is a Bound Machine or Mechanical Creature, you can Command your Drone to begin facilitating repairs to your Target, restoring 1D10 Hit Points for every Two(2) Points of your Will Attribute plus your Repair Modifier each Turn for the Effect Duration. 

Fake Credentials

Prerequisite: Mechanic(Rank 5) & Driver (Any Rank) 

AP Cost: 25

Action Type: Interaction

As a part of an Interaction, as an Electronics Ability Check, you can attempt to instantly manifest a high-quality forgery of any digital documents or identification in response to an Investigation Ability Check made against you. 

Invisibility Cloak

Prerequisite: Mechanic(Rank 5) & Driver (Any Rank) 

AP Cost: 25

Action Type: Full Action

Range: Self

Effect Duration: Minutes

As a Full Action, you activate a translucent light field that grants you the Invisibility Enhancement for the Effect Duration. You receive a plus Ten(+10) bonus to your Stealth Ability Checks. If you were to Interact with a Device, Object, or Creature, your Invisibility would break; however, you can Access Terminals and Issue a Command to a Bound Machine without interrupting the Enhancement. You can reinitiate your Invisibility as a Standard Action until the end of the Effect Duration. 

Simulation Theory

Prerequisite: Mechanic(Rank 6) & Driver (Any Rank) 

AP Cost: 30

Action Type: Standard Action

Range: Driver Range

Effect Duration: Minutes

As a Standard Action, you can manifest a Large-sized or Smaller Illusion within your Effective Drive Range that is indistinguishable from reality, with Targets that observe your Simulation becoming inflicted with the Delusion Miscognition. Delusional Targets can Interact with and touch the Hologram. The Hologram will vanish at the end of the Effect Duration. Affected Targets can attempt a Force Save or Investigation Ability Check (whichever is greater) against your Force Impact to Negate the Miscognition.

Pulsar Beam

Prerequisite: Mechanic(Rank 6) & Driver (Any Rank) 

AP Cost: 30

Action Type: Full Action

Range: Adjacent/Driver Range(Line)

As a Full Action, you can harness the remaining internal power from an Adjacent Bound Machine, instantly killing it and destroying its remains, to power a burning electricity cannon that strikes all Targets in a straight line up to your Effective Driver Range for 1D8 Electric Damage for every Point of your Will Attribute. 

Hole In The Wall

Prerequisite: Mechanic(Rank 7)

AP Cost: 35

Action Type: Interaction

As a part of an Interaction, you can Access a Terminal or a System Asset while bypassing any Passwords or Firewalls without an Electronics Ability Check. 

Matrix Relay 

Prerequisite: Mechanic(Rank 7) & Matrix (Any Rank) 

AP Cost: 35

Action Type: Standard Action

Range: Adjacent

Effect Duration: Hours

As a Standard Action, you can plant a remote Matrix Relay that you can link to your Matrix Controller. You can treat the Relay as a Point of Origin for any Matrix Commands or Heroic Actions for your Effect Duration.

Node Mapping

Prerequisite: Mechanic(Rank 8) & Driver (Any Rank)

AP Cost: 40

Action Type: Ritual(One Hour)

As a Ritual during a Rest Period, you can spend One(1) Hour programming your Driver to run a cartographical mapping software whenever you Access a Terminal or System Asset as part of an Electronics Ability Check, providing you with a visual map of the facility with any connected System Access points you can access. 

Virtual Self

Prerequisite: Mechanic(Rank 8)

AP Cost: 40

Action Type: Ritual(One Hour)  

As a Ritual during a Rest Period, you can spend(One Hour) plugging into a virtual reality as you project your Soul into a System Network. You can freely perceive the entirety of the Network and control its Assets as if it were an extension of your body. You can also project into a Machine's systems to seize control and inflict the Possession Miscognition on them. Be warned, your vacant body is an ideal Target for malignant Possession, and if your body is Possessed, you will be unable to re-enter until the Possession is reconciled. Each Hour after the first spent as your Virtual Self will require you to attempt an Essence Save or lose One(1) Essence. Without Essence, your body dies, and your Soul is trapped as your Virtual Self. 

Ghost

Prerequisite: Mechanic(Rank 9) & Driver (Any Rank) 

AP Cost: 45

Action Type: Full Action

Range: Self

Effect Duration: Minutes

As a Full Action, wrap yourself in a flawless translucent light field that renders you completely transparent with the Invisibility Enhancement, granting a plus Twenty(+20) bonus to Stealth Ability Checks for the Effect Duration. This Invisibility is perfect and does not fail when you Interact with Devices, Objects, or Creatures. 

Unscheduled Reboot

Prerequisite: Mechanic(Rank 9)

AP Cost: 45

Action Type: Interaction

Effect Duration: Rounds

As a part of an Interaction, you can attempt an Electronics Ability Check to initiate a temporary Total Shutdown into a System by interacting with any Asset linked to the Network, even if that Asset does not provide access to the System Core. The System Shutdown ends after the Effect Duration.

Built To Last

Prerequisite: Mechanic(Rank 10)

AP Cost: 50

Action Type: Free Action

As a Free Action, you can increase the Effect Duration of any Heroic Action of Class Feature Effect by a single stage. (Rounds → Minutes → Hours → Days)

Simulated Reality

Prerequisite: Mechanic(Rank 10) & Driver (Any Rank)

AP Cost: 50

Action Type: Full Action

As a Full Action, you maintain any number of Large-sized or Smaller Illusions within your Effective Drive Range that are indistinguishable from reality, with Targets that observe your Simulations becoming inflicted with the Delusion Miscognition. You can create a new Illusion as a Standard Action at any time during the Effect Duration. Delusional Targets can Interact with and touch the Hologram. The Hologram will vanish at the end of the Effect Duration. Affected Targets can attempt a Force Save or Investigation Ability Check (whichever is greater) against your Force Impact to Negate the Miscognition.

Engine

Field Repair

Prerequisite: Mechanic(Rank 1) & Kit (Any Rank)

AP Cost: 5

Action Type: Ritual(One Hour)

As a Ritual during a Rest Period, you can spend One(1) Hour creating a proper workspace, allowing you to attempt Engineering Ability Checks to Craft, Modify, or Repair as though you were at a Forge even without access to one. 

Mechanical Minion

Prerequisite: Mechanic(Rank 1) & Matrix (Any Rank)

AP Cost: 5

Action Type: Interaction

Range: Matrix Range(Radius)

Effect Duration: Minutes

As a part of an Interaction, you can manifest a Tiny-sized Mechanical Creature that will act on your behalf to Interact with any Device or Object within your Effective Matrix Radius. Your Mechanical Minion can fly or traverse walls and ceilings with ease and fit into incredibly tight spaces. In addition, you can use your Mechanical Minion to perform any Electronics or Engineering Ability Check as if you were Adjacent to your Target. At your dismissal or the end of the Effect Duration, the Mechanical Minion dissolves into nothingness. 

Eye Spy

Prerequisite: Mechanic(Rank 1) & Matrix (Any Rank)

AP Cost: 5

Action Type: Exploration

Range: Matrix Range(Radius)

As a part of Exploration, you can manifest and link a direct feed with a Micro-sized Invisible floating Spy bot that you can maneuver into incredibly tight or out of sight places with your Matrix Controller, like under doors, through vents, or around corners to extend your Perception Radius by your Effective Matrix Radius. You can attempt a Perception Ability Check that is unaffected by your current Line of Sight. 

Hover Plate

Prerequisite: Mechanic(Rank 2) 

AP Cost: 10

Action Type: Exploration

Range: Adjacent

Effect Duration: Hours

As a part of Exploring, you can manifest a semi-sentient mobile platform that gently floats a small distance off the ground. The Hover Plate can follow simple commands or be piloted using a Lumen Driver or  Matrix Controller more carefully. The Hover Plate can support the weight of One(1) Massive-sized Creature or Object, with the occupancy limits Doubling(2*) for each decrease in Size Category. The Hover Plate cannot fly and is subject to Fall Damage, but is also unaffected by Difficult Terrain and can not trigger pressure-based Traps or Abilities. 

Instant Barricade

Prerequisite: Mechanic(Rank 2) & Kit (Any Rank) 

AP Cost: 10

Action Type: Full Action

Range: Adjacent/Half(½) Will Attribute(Line)

As a Full Action, you can rapidly construct a metal wall that is Two(2) Paces in height in a straight line up to Half(½) your Will Attribute in length, beginning in any Adjacent Space, providing total coverage and completely breaking Line of Sight with anything on the opposite side. At the time of its creation, Roll 1D10 for every Point of your Will Attribute and add your Repair Modifier to determine the amount of Damage your wall can withstand before collapsing. Thus, the wall has Damage Resistance against all types of Damage equal to your Will Attribute. 

Jump Assist

Prerequisite: Mechanic(Rank 2) & Matrix (Any Rank)

AP Cost: 10

Action Type: Exploration

Range: Matrix Range(Radius)

Whenever the current Target of your Drone Assist attempts an Acrobatics Ability Check to Jump, increase the distance of their Jump by a number of Paces equal to Half(½) of your Will Attribute. 

Emergency Bracer

Prerequisite: Mechanic(Rank 3)  

AP Cost: 15

Action Type: Reaction

Range: Adjacent

Effect Duration: Rounds

As a Reaction to an Adjacent Structure collapsing, you apply a rapidly extending critical support that delays the collapse for the Effect Duration. This delays any Damage from an Environmental Hazard that inflicts Crush Damage. 

Glider Suit

Prerequisite: Mechanic(Rank 3)  

AP Cost: 15

Action Type: Reaction

As a Reaction to free falling, you can activate an emergency flight suit that allows you to control your descent as a Drive Ability Check. The Glider Suit is unable to hover and will maintain a constant drop until landing.  

Spinner Skates

Prerequisite: Mechanic(Rank 3)  

AP Cost: 15

Action Type: Move Action/Exploration

As a Move Action or a part of Exploration, your boots extend a set of high-speed rollers during your movement that rapidly propels you forward with the Hasten Enhancement, increasing your Speed by Half(½) of your Will Attribute. During your movement, you can use your momentum to travel horizontally along a wall or vertical surface. 

Balloon Ascent

Prerequisite: Mechanic(Rank 4)  

AP Cost: 20

Action Type: Standard Action

Range: Adjacent/Will Attribute

Effect Duration: Rounds

You can attach an inflating balloon lift with a powerful adhesive to an Adjacent Target as a Standard Action. Once activated, the balloon expands, carrying the Target upward a number of Paces equal to your Will Attribute before it halts, hovering in place for the Effect Duration. Alternatively, you can manifest a balloon lift to gently move yourself vertically a number of Paces each Round equal to your Will Attribute for the Effect Duration. While using the balloon as transport, you can choose to ascend or hover in place each Turn. After taking any Damage or at the end of the Effect Duration, the balloon lift pops, sending its passenger plummeting to the ground. 

Craft A Ride

Prerequisite: Mechanic(Rank 4) & Kit (Any Rank)

AP Cost: 20

Action Type: Ritual(Four Hours)

As a Ritual at a Forge during a Rest Period, you can spend Four(4) Hours designing and manufacturing a Vehicle as a part of an Engineering Ability Check. The Quality and Size of your Vehicle will be dependent on your Engineering Ability Check.

Dash Jets

Prerequisite: Mechanic(Rank 4)  

AP Cost: 20

Action Type: Move Action/Rapid Action

Range: Will Attribute

As a Move Action, you activate a set of boosters to rapidly propel yourself in a straight line a number of Paces equal to your Will Attribute in any direction you choose. After your initial movement, as a Rapid Action for Half(½) of the Action Point Cost, you can activate your Dash Jet an additional time to travel again in a direction that you choose. This movement does not provoke an Attack of Opportunity from Threatening Creatures. 

Full Throttle

Prerequisite: Mechanic(Rank 5) 

AP Cost: 25

Action Type: Full Action/Exploration

Range: Double(2*) Speed(Charge)

As a Full Action, while piloting a Mount, Vehicle, or Ship, you can crank the throttle to ramming speed, driving forward in a straight line up to Double(2*) your Vehicle’s Speed away as a Charge. Any Targets within your Vehicle’s Path of Travel are run over or roll over the top of your Vehicle, suffering 1D10 Crush Damage for every Point of your Will Attribute. Affected Targets can attempt a Physical Save against your Drive Ability Check to cut any Damage in Half(½). Alternatively, as a part of Exploration, you can use Full Throttle to clear Jumps or Difficult Terrain with your Vehicle. 

Good As New

Prerequisite: Mechanic(Rank 5) & Kit (Any Rank)

AP Cost: 25

Action Type: Ritual(Two Hours)

As a Ritual at a Forge during a Rest Period, you can spend Two(2) Hours attentively repairing a single Machine, completely restoring its Hit Points and removing any adverse Effects. 

Jetpack

Prerequisite: Mechanic(Rank 5) 

AP Cost: 25

Action Type: Move Action

Range: Self/Drone Assist

Effect Duration: Minutes

As a Move Action, attach and activate a back or foot-mounted thruster pack that grants you or the Target of your Drone Assist the Flight Enhancement for the Effect Duration. While Jet Pack is active, as a part of a Drive Ability Check, you can fly up to your Speed or Hover In Place, but keep in mind that poor piloting skills can result in a crash or other potential hazards. 

Bulldozer

Prerequisite: Mechanic(Rank 6) & Kit (Any Rank)

AP Cost: 30

Action Type: Full Action

Range: Adjacent/Half(½) Will Attribute

As a Full Action, you can shift the foundations of any Structure, Object, or Device that has been constructed as the result of a Class Feature or Heroic Action and forcefully push it a number of Paces equal to Half(½) of your Will Attribute in a direction you choose, moving along with your Target. Any Creatures or unattended Objects are forcefully moved by the wall, with those being smashed between the wall and a solid surface suffering 1D8 Crush Damage for every Point of your Will Attribute. Affected Targets can attempt a Physical Save against your Force Impact to cut any Damage in Half(½). 

Pocket Space

Prerequisite: Mechanic(Rank 6) 

AP Cost: 30

Action Type: Ritual(Four Hours)

As a Ritual during a Rest Period, you can spend Four(4) Hours crafting a portable personal dimension that can hold an infinite number of Medium-sized or Smaller Devices, Objects, or Creatures. Functionally, a Pocket Space is an unassuming container that, even when opened, appears ordinary, but when applied with your unique signature, activates into a Small-sized Portal to your Pocket Space, allowing you to place or retrieve contents. Contents are typically itemized and retrieved via an input console using a storage system similar to a simple vending machine. A Pocket Space takes a single slot in your Inventory and will only respond to your input. You can not place non-compliant Creatures in the Pocket Space. Organic Creatures suffer a loss of One(1) Essence for Each Minute spent in the Pocket Space. You can perfectly preserve dead Creatures within the Pocket Space. You may only have a single Pocket Space created at a time. If your Pocket Space is destroyed, the contents within are shredded across Timespace. Removing Pocket Space from your Heroic Slots will prohibit you from accessing your currently manifested Pocket Space until it is returned to your Heroic Slots.

Instant Bridge

Prerequisite: Mechanic(Rank 7) & Kit (Any Rank)

AP Cost: 35

Action Type: Full Action

Range: Adjacent/Will Attribute

As a Full Action, you can manifest a rapidly extending platform that can bridge any gap in a straight line equal to your Will Attribute. However, you can not use Instant Bridge to close a gap with more vertical spaces than horizontal spaces in distance. 

Overdrive

Prerequisite: Mechanic(Rank 7) 

AP Cost: 35

Action Type: Full Action/Move Action

Range: Adjacent/Matrix Range(Radius)

Effect Duration: Minutes/Rounds

As a Full Action, you can place a Mount, Vehicle, or Ship that you are Piloting into high gear through the Hasten Enhancement, increasing its Speed by Half(½) your Will Attribute for the Effect Duration in Minutes. Alternatively, As a Move Action, you can use Overdrive to grant the Hasten Enhancement to a Machine Bound to your Matrix for the Effect Duration in Rounds. 

Slither Mine

Prerequisite: Mechanic(Rank 8) 

AP Cost: 40

Action Type: Full Action

Range: Adjacent

As a Full Action, you can attempt an Engineering Ability Check to rapidly construct and plant a proximity mine that lightly burrows into a surface and arms itself once you are no longer in an Adjacent Space from it and remains Hidden from Passive Perceptions. Once armed, a Slither Mine will indiscriminately launch itself at the next Creature to move into an Adjacent Space, exploding for 1D8 Slash and 1D8 Pyrotic Damage for every Point of your Will Attribute against the Target and any Creatures Adjacent to the Target. Adjacent Creatures can attempt a Physical Save against your Force Impact to cut any Damage in Half(½). The Creature that triggers a Slither Mine is not afforded an attempt at a Physical Save. Any Target attempting to detect the presence of a Slither Mine will need to try a Perception Ability Check against your established Engineering Ability Check.  

Waste Disposal Unit

Prerequisite: Mechanic(Rank 8) 

AP Cost: 40

Action Type: Exploration

Effect Duration: Minutes

As a part of Exploring, you can quickly manifest a Small-sized Machine Creature that travels forward at a slow pace while clearing any Difficult Terrain or Environmental Hazards within their Path of Travel, such as Debris or a Chemical Spill, and leaving behind a trail that is clean and clear. After the Effect Duration, the machine dissolves into nothingness. 

Instant Bunker

Prerequisite: Mechanic(Rank 9) & Kit (Any Rank)

AP Cost: 45

Action Type: Full Action

Range: Half(½) Will Attribute(Radius)

As a Full Action, while in an open area, you can deploy an instant, enclosed bunker, consisting of Four(4) walls erected between any Four(4) Points within a Radius equal to Half(½) of your Will Attribute, a domed roof, Three(3) Tiny-sized Windows and One(1) Doorway. At the time of its creation, Roll 5D10 for every Point of your Will Attribute and add your Repair Modifier to determine the amount of Damage your bunker can withstand before collapsing. The bunker has Damage Resistance against all types of Damage equal to your Will Attribute. 

Repurpose Machine

Prerequisite: Mechanic(Rank 9)

AP Cost: 45

Action Type: Ritual(Two Hours)

As a Ritual at a Forge during a Rest Period, you can spend Two(2) Hours completely dismantling and rebuilding a Compliant or Deactivated Machine without any Engineering Ability Checks required. You can completely alter any aspect of the Machine you choose, including but not limited to its components, mode of transport, utility, or overall purpose or function. Increases power, size, or functionality may increase the Bandwidth demands to Command the Machine through a Matrix Controller. 

Arsenal

Prerequisite: Mechanic(Rank 10)

AP Cost: 50

Action Type: Ritual(One Hour)

As a Ritual at a Forge during a Rest Period, you craft a unique metal suit of fitted battle armor that is perfectly fitted to your body. You receive 2D10 Temporary Hit Points for every Point of your Will Attribute at the time of the suit’s creation, with the suit dissolving to nothingness when the Temporary Hit Points have been extinguished. As long as you retain these Temporary Hit Points, you will receive a bonus equal to Half(½) of your Will Attribute to all Attack and Damage Rolls and as Damage Resistance against All types of Damage. In addition, you can switch to a different Weapon as a Free Action for as long as you maintain your Temporary Hit Points.  

Reinforcement

Prerequisite: Mechanic(Rank 10) & Kit (Any Rank)

AP Cost: 50

Action Type: Free Action

As a Free Action during the construction of the Target, you can permanently reinforce a Structure, Object, or Device with the Indestructible Enhancement.