Repair a Construct
Repairing a construct or vehicle requires both parts and tools. In
addition, some repairs will require a hangar, dry dock
or a garage. The GM has the final say about what is actually
required to be able to attempt repairs on a vehicle.
Repairing a construct takes time. As per the sidebar on
page 222 of the Genesys Core Rulebook, repairing
a ship takes between days for light damage and up to
months from for highly damaged vehicle.
While this works well for a story in which your
GM wants to player characters to stay in a location
for a prolonged time as the hangar’s staff is doing the
repairs, you might want to allow a character to work
faster when they are doing it on their own, as having
a character repairing a vehicle for a month can slow
down the adventure’s pace. Therefore, this author recommends
that for each full day of work on the vehicle,
make a Mechanics check determining the outcome of
the repairs.
Repairing a vehicle is different than the Damage
Control your character may attempt mid encounter. If
anything, repairing a vehicle when there is no immediate
threat is more akin to Medicine checks.
Table III.2-16: Damage Control Article on page 228
of the Genesys Core Rulebook gives the difficulty to
attempt repairs as per the current level of Hull Trauma
of the vehicle.
Repairing Critical hits
If the character is specifically trying to repair a Critical
Hit to the vehicle rather than Hull Trauma, the
difficulty is the severity of the Critical Hit. Depending
on the situation, the GM might require that
parts are required to attempt such repairs. In this
case, this author recommends that the parts should
be worth about 50 times the Critical Hit’s severity.
Finally, this author suggests that you multiply that
cost per the Price Modifier Table Vehicle
Silhouettes and Suggested Characteristics on
page 60 of the Genesys Expanded Player's Guide. A simplifed version of this table is displayed here:
When making this kind of repair, no Hull Trauma
can be repaired on that check.
EXAMPLE #1 OF A REPAIR A VEHICLE CHECK
Fivel is a student mechanic, working part time at
the nearby drydock, when not adventuring with his
friends. Being relatively poor, Fivel cannot afford
to buy a nice skiff to sail the shores himself. Yet, he
found a deal when buying an old broken sailing skiff
from a scrapyard. The vehicle currently exceeds its
Hull Trauma Threshold and suffers from the Brakes
Damaged (ddd) Critical Injury.
Each time he earns money, he buys parts to repair
his ride. He recently invested $250 worth of spare
components. His first goal is the get the engine to
start and repair the frame, which is represented by
the fact that the vehicle's Hull Trauma is above its
threshold.
The Difficulty of such check, as per the Table III.2—
16 on page 228 of the Genesys Core Rulebook, is
Hard (ddd). Fivel works on the skiff in his
drydock's old storage shed, using whatever tools he can borrow or scavange.
The GM adds b to the check, which Jeff negates
through his Knack for it (Mechanics) Talent (see
page 73 of the Genesys Core Rulebook).
The check generates sssh. The repairs to the
chassis removed 2 Hull Trauma since he generated
2 additional s. These repair cost him 100 silver worth of
parts. The GM spends the h to have the skiff
suffer 1 system strain. Crude repairs made with poor
tools, the silverline sails suffered a bit, which Fivel will take
care of later. The good news is that these repairs were
good enough to lower the vehicle's Hull Trauma one
point below its threshold. Therefore, the skiff
is functional... despite the fact that the brakes are not
working. After all this work, Fivel calls it a day.
On the next day, Fivel attempts to repairs the brakes,
spending 150 silver. Due to the Critical Hit's severity, the
check is Hard (ddd). The check generates aa.
Since the check failed, the brakes are not repaired
yet the parts are spent. Fivel's player spends the aa
to reduce the vehicle's System Strain by 2 points. Out
of silver after these two attempts, he will have to wait
for his next salary to pursue further repairs on the skiff.
EXAMPLE #2 OF A REPAIR A VEHICLE CHECK
The Perriwinkle is a merchant freighter carrying goods from
the Tribute River Delta to the city of Rystanburg further up the shore. On its last
journey, it was attacked by murloc, suffering heavy
damage. The GM tells the PCs that the damage on
their ship can only be repaired in dry dock. Fortunately,
the vessel's sponsoring company has their own and the
player characters can make repairs themselves.
The ship's current Hull Trauma value is just above
half its threshold. Therefore, the difficulty is Average
(dd). Due to their proper installations, Buck,
the character making the check, adds a b to
the pool. While the crew takes some days off, the
other PCs, who also feel a debt to the ship's captain, assist
Buck with the repairs. Together, they add bbb
to the skill check. The GM spends a story point to
upgrade the difficulty of the check, narrating this
as someone from a rival company is trying to take
advantage of the Perriwinkle's situation to sabotage it,
giving them an advantageous position for getting
the best trade deals on the tributary trade route.
The check generates ssad. Since the check
is successful, the PCs repair 1 Hull Trauma. They
did not generate enough additional s to repair an
additional Hull Trauma that day. The a is spent to
reduce the ship's System Strain by 1. The GM spends
the d to have the saboteur break the ship's main
mast, inflicting the Propulsion Damaged (dd)
Critical Hit, dropping the ship's Speed value from
3 to 0.
The following day, Buck will attempt to make
the repairs again, but will do so alone as the rest of the PCs
will be investigating who sabotaged their ship.
Buck spends the 200 worth of silver (50 per
severity level, multiply by 2 for being a silhouette 5
ship) for acquiring parts to repair the mast. Making
an Average (dd) Mechanics check, he generates
sat. The successful check allows him to repair
the mast while the a and the t are spent to reduce
the repairs cost, as the crew was on tight budget.
These symbols will reduce the cost of parts from 200
to 120 (200-10% from the a and -30% from the t).
The leftover parts, worth 80 silver, will be kept on the ship
for future repairs.
Silhouette | Price Modifier | Motorcycles |
1 | x0.5 | Drones, Wagons, Smallest Ironclads |
2 | x1 | Carriages, Small Fishing Boats, Small Ironclads |
3 | x1 | Skiffs, Single Train Cars, Gliders, Large Ironclads |
4 | x1 | Trains, Single-Masted Ships, Zepplins |
5 | x2 | Three-Masted Ships, War Zepplins, Collosal Ironclads |
6 | x10 | Five-Masted Ships, Heavy Freighters |
7-8 | x100 | Small Open Water Stations |
9-10 | x100 | Large Open Water Stations |
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