Electromechanics

Memory
Self Discipline
Agility

Short Description

Build and repair power sources needed for tech modules, exoskeletons and other electro-mechanic equipment.

Success Criteria

Roll 1d100 versus DR 80

Effects

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.

Modifiers and Restrictions

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

Action Examples

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).

Long Description

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.

Sequencing

Cannot be sequenced.

Potential Counters

Cannot be countered. Some skills, tech modules (EMP's) and spells may disrupt or destroy your power source.

How to use this page

All the information above is intended as a guide to help you navigate the many situations that can arise during your game. Since it's both impossible—and frankly uninspiring—to plan for every possible outcome, players are encouraged to think creatively when using their skills. Game Masters, in turn, are encouraged to embrace and support that creativity.

Whenever possible, aim to resolve situations through narrative choices, logical thinking and role playing. If that’s not feasible, agree on a Difficulty Rating (DR) using the provided Success Criteria and Modifiers. These are not rigid rules, but suggestions - starting points to help you find the right level of challenge. The player describes their intended action, and the Game Master proposes a DR. This should be open to brief discussion at the table, ideally resulting in consensus. If not, the Game Master has the final say.

It’s important to emphasize that all suggested effects, modifiers, and action examples are exactly that: suggestions. If you’re unsure how to resolve something, they offer a reliable fallback—but wherever possible, we encourage you to push boundaries. That’s where some of the most memorable and exciting moments in play are born.

Sequencing and Potential Counters are far from exhaustive. With hundreds of skills, spells, and tech modules in the game, the possibilities are too vast to list. You’re encouraged to explore combinations that make sense in your story and setting and in the situations that arise in your game. Sequencing and countering are core to Cosmic Odyssey - they’re where strategic depth meets dramatic flair, and where legendary moments often take shape. Even if no sequencing and counters are mentioned, some certainly exists and can be smartly utilized.

So explore boldly, improvise wisely, and enjoy the game as it unfolds around your choices.