Build and repair power sources needed for tech modules, exoskeletons and other electro-mechanic equipment.
Roll 1d100 versus DR 80
You connect a new power source to an existing electro-mechanical item or implant.
You build a new power source from existing materials.
You repair a broken or damaged power source.
DR +15 - Lack of customized tools
DR +15 - Suboptimal or non-standard spare parts
DR +20 - Skill performed under time pressure
DR +40 - Alien or unknown technology
DR -10 - Mechanical workshop available
Your central power source for your tech modules is damaged by a shot to your chest. After the battle you collects scraps from your enemies and use your customized electro-mechanical toolbox (heavy load to bring along but handy in a tight spot) to get your core batteries up and running again. DR 95 (base DR 80 + 15 for non-standard spare parts).
Knowing the ins and outs of your mechanical gear is indispensable. With this skill you specialise in repairing, changing or even building new power sources for your gear. You are an expert in electrical circuits in mechanical applications, battery technology, solar panel usage, personal cold fusion units etc. With plenty of time and ressources at hand you can build and fix almost any problem.
You can build new power sources from scraps and often solve otherwise incapacitating problems even with scrapped spare parts.
Cannot be sequenced.
Cannot be countered. Some skills, tech modules (EMP's) and spells may disrupt or destroy your power source.