Jury-rigging in The Sirius Galaxy | World Anvil
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Jury-rigging

This is the art of temporarily fixing something. Sometimes it can hold for a longer time but look a bit out of whack, but at other times a fix can only hold for a short while and actually damage the device even more, even become a danger. Jury-rigging is only done when something is so messed up that it begins to fail, but when it really needs to work. Vehicles can be jury-rigged after they have reached the battered level.
  When the object breaks down again (if not properly fixed), the AI rolls with 1D on the Wear and Tear chart, starting from the level of damage it sustained before being rigged.
  How long it stays fixed depends on the amount of successes the player scores. The more successes, the longer it stays fixed. The time something stays fixed isn’t measured in direct time as such, rather it’s measured in duration. If a device needs to hold for a certain period, the duration show the length of time the device will hold before needing to be fixed/rigged again. Each success adds a percentage of the duration needed. This is a rather abstract system and it has been designed to deal with the extremely variable situations of jury-rigging. Jury-rigging a clutch in a car that has to run for a couple of minutes is quite different from jury-rigging a ghost drive. Remember that each new roll recalculates from the “functional time” already accumulated.
  When something is jury-rigged, it counts as one or two levels less damaged than it is (roll 1D, 1-4 equals one level less damaged, 4-8 two levels). Jury-rigging can be done pretty quickly. A big problem that takes days to fix properly might take just hours, or even minutes, to jury-rig. Ultimately, the exact amount of time should be decided by the AI depending on the situation.
    Example: Smash, an engineer, is trying to fix a banged-up ship. The C-class ship is at the Torn damage level and their engineering bay is out of equipment. Without at least some improvement in the propulsion system, they won’t make it back in time to refill their life support. So Smash has to jury-rig the engine. The breakdown is of Problematic severity and Smash rolls his dice; he has a pool of 6. He manages to get three successes. The ship will hold up for 75% of the duration needed to get home before it breaks down again. When it does break down, the AI rolls 1D to see if it suffers even more damage. The result is 6, which means that the ship breaks apart even more, leaving it at Breached. The AI says that the problem now is Severe. The player of Smash makes another roll and scores two successes (20% of the needed time per success). This means that they reach their destination. Since the ship had already held up for 75% of the needed time, the additional 40% of jury-rig time accumulated was more than enough to get them into a safe port. The ship is in bad shape, but Smash is satisfied as he kept her together long enough for the pilot to get them to safety.
    Complexity/Severity of problem Percentage | Chances of Success
Slight = 50%
Noticeable = 33%
Problematic = 25%
Severe = 20% Extreme = 10%
  Wear & Tear
Battered 7-8 Torn
Torn 5-6 Breached
Breached 4 Smashed
Smashed 1-3 Demolished

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