Tinkering
The Broken Do Not Bleed
Skeletons do not mend as flesh does. They do not sleep, nor eat, nor dream. Their wounds are not softened by time nor prayer, but remain. Etched into metal and memory, until cold hands and clever tools set them right. Repairs are a ritual of sparks and screws, a communion of steel and silence. Where others heal by nature’s grace, Skeletons must earn every inch of wholeness with fire, wire, and forgotten parts of the world that once was.
Repair Process
Repairs require the following:A Technician Toolkit (counts as a gear item, needs replenishment)
Spare Parts (must be found or purchased)
Time and Skill (time and relevant skill)
Permanent Critical Injuries
Skeletons do not heal over time like their squishy counterparts. This also applies to Critical Injuries. All side effects from Critical Injuries are permanent until a Critical Repair is performed at a Skeleton Repair Bench.Basic Repair
Time: Takes 1 Quarter DayGear: Requires 1 Spare Part Unit and a Technician Toolkit
Roll Crafting skill, each success repairs D6 Strength or Agility. On Failure nothing is repaired, Spare Part is still consumed.
Emergency Field Patch
Time: Slow ActionGear: Requires 1 Spare Part Unit and a Technician Toolkit
Cannot be performed with an enemy within Arms Reach. Roll Crafting Skill, recover Broken attribute equal to the number of successes. Further rolls have no effect, and the same person may only attempt once.
Critical Repair
Time: Takes 1 DayGear: Requires 3 Spare Part Units and a Skeleton Repair Bench
Skill: Requires Path of the Circuit Scribe level 2, or training from a Technician.
Roll Crafting skill, each success repairs one Critical Injury. On Failure nothing is repaired, Spare Parts are still consumed.
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