"Them Labrats'll tell you I'm a hack, or a trash-digger. But let me ask you, when the Kholat Horde is breathing down your neck, and all you got is scrap metal from your corroded pistol and some bubblegum, who you gonna want around: them, or me?"
- Felix "Rusty" Tabert, Terran Rigger
Jury Rig enables a character to perform various technical tasks, both in the field and in a "Lab". For game purposes, the lab is a quiet workspace that the player goes to prior to debriefing. A character may also "wander off" to gain access to their lab at plot discretion. Note that the lab doesn't have to be an actual laboratory, but just a workspace where the character can work with his tools in relative peace and quiet. This can be an actual lab, simple room, or even a quiet space in the woods.
For each purchase of this skill, a character gains a number of Jury Rig tags. These tags may be expended in any combination on the tasks listed below or on other tasks at Plot Discretion. The number listed in parenthesis () is the number of tags required to perform a designated tasks.
All Jury Rigging requires a Focused Action for 1 minute per tag, which, if interrupted, results in the character taking 10 Piercing Stun, and the item being rendered useless. Free Actions require 30 seconds of Focused Action.
Any use marked with (QE) is considered a Quickie Enhancement. No item may have more than three Quickie Enhancements on it. Attempting to add more will result in the character making the attempt to take 10 Piercing Stun and rendering the device useless. Field Built weapons may not have QEs added to them. Labs may be used during debriefing to reduce the tag cost of different uses. Uses which may not be modified are: Enable/Disable Lock, Disable TrapRigging and TrapRig/Remove TrapRigging.
Note that for all skills where Jury Rig may be used to create an item that the item is visually identical to a non-jury rigged counterpart.
Free Actions
Enable/Disable TrapRigging: This ability allows the character to remove any
traprigging done to a tech weapon.
1 Tag Actions
Field Charge Weapon: This allows a character to charge a weapon for one day, after which the weapon becomes useless.
Enable/Disable Lock: This allows a character to deactivate a lock. This applies to both a conventional day lock (picked, cut or broken) or an electronic one (shorted out, reprogrammed, etc.). The lock is, as a result, useless for further use, unless rigged again.
Reduce/Increase Penetration (QE) Converts a Basic damage tech weapon into either a Pummel or Pierce tech weapon for a day, after which the weapon is rendered useless.
TrapRig Pistol: This allows a character to rig a pistol to explode. The electromagnetic explosion extends 5' in all directions and does 10 Pummeling Stun to everything in the blast radius. During the use of this skill, the character must place a timing device with an audible alert which may be set for two minutes up to one hour. Notoriously unstable, the device, once rigged, is immobile, and moving of it will make the device explode instantly. Note that this use does not totally destroy the weapon, only renders it useless.
Undo Sabotage: This ability allows a character to remove a sabotage rigging of a tech item.
2 Tag Actions
Field Build Other: This skill allows a character to build a Melee or Primitive Projectile Weapon out of scrap parts. The player must have an appropriate phys-rep for the weapon (which represents parts salvaged to build from). This weapon will only work for the duration of the day (until the next debriefing) after which it will be damaged enough to be rendered inoperable.
Refit Light Armor: Armor which has been destroyed, corroded or otherwise rendered useless may be reconstructed to last through the day (ie until the next debriefing). This use allows up to AR 6 armor to be refitted in this manner.
Remove TrapRigging: This ability turns a disabled trap-rigged weapon back into its former function.
TrapRig Rifle: This allows a character to rig a rifle to explode. The electromagnetic explosion extends 5' in all directions and does 25 Pummeling Stun to everything in the blast radius. During the use of this skill, the character must place a timing device with an audible alert which may be set for two minutes up to one hour. Notoriously unstable, the device, once rigged, is immobile, and moving of it will make the device explode instantly. Note that this use does not totally destroy the weapon, only renders it useless.
3 Tag Actions
Field Build Pistol: This skill allows a character to build a Pistol out of scrap parts. The player must have an appropriate phys-rep for the pistol (which represents parts salvaged to build from). This pistol will only work for the duration of the day (until the next debriefing) after which it will short circuit and be rendered inoperable.
Overload Unit (QE): Adds two points of damage to a ranged tech weapon for an hour, after which the weapon becomes useless.
TrapRig Heavy: This allows a character to rig a Heavy Weapon to explode. The electromagnetic explosion extends 5' in all directions and does 40 Pummeling Stun to everything in the blast radius. During the use of this skill, the character must place a timing device with an audible alert which may be set for two minutes up to one hour. Notoriously unstable, the device, once rigged, is immobile, and moving of it will make the device explode instantly. Note that this use does not totally destroy the weapon, only renders it useless.
4 Tag Actions
Electrocharge (QE): Adds an Effect carrier of Stun to a melee weapon for three swings, after which the weapon is rendered useless.
Field Build Rifle: This skill allows a character to build a Rifle out of scrap parts. The player must have an appropriate phys-rep for the rifle (which represents parts salvaged to build from). This rifle will only work for the duration of the day (until the next debriefing) after which it will short circuit and be rendered inoperable.
Refit Moderate Armor: Armor which has been destroyed, corroded or otherwise rendered useless may be reconstructed to last through the day (ie until the next debriefing). This use allows up to AR 12 armor to be refitted in this manner.
5 Tag Actions
Field Build Heavy Weapon: This skill allows a character to build a Heavy Weapon out of scrap parts. The player must have an appropriate phys-rep for the weapon (which represents parts salvaged to build from). This weapon will only work for the duration of the day (until the next debriefing) after which it will short circuit and be rendered inoperable.
6 Tag Actions
Refit Heavy Armor: Armor which has been destroyed, corroded or otherwise rendered useless may be reconstructed to last through the day (ie until the next debriefing). This use allows up to AR 18 armor to be refitted in this manner.
Sabotage Unit (QE): A timed ruining of a weapon or other tech item, this rigs the unit in a way that it can be used normally until the time limit is expired, upon which the item will become charged with electricity, dealing 5 pts of Piercing Stun damage to whoever is holding the object at the time the sabotage timer goes off, and rendering the device useless. The timer can be set for a range of 2 minutes to 1 hour.
Purchasing this skill multiple times results in multiple uses of the skill. For the first three purchases of this skill, the character receives one tag per level. If a character purchases at least four levels of this skill, he gains two uses per level of skill. For seven purchases, the character gains three tags per level. This pattern repeats until the character has purchased the skill at least thirteen levels of the skill, after which they gain five tags per level regardless of how many purchases of the skill have been made.
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