Engineering

This represents your general aptitude and training in the application of scientific, economic, social, and practical knowledge in order to invent, design, build, maintain, research, and improve structures, machines, devices, systems, materials and processes.

Overcome

Use Engineering to overcome difficulties related to the mechanical operability of equipment and vehicles by making sure they work and stay in good repair. It is also useful for overcoming difficulties created by in-flight conditions aboard an aircraft or ship. This skill also includes opening a door with an electronic lock, disabling electronic security, and a variety of other things.

Create an Advantage

Given appropriate tools and enough time, Engineering can be used to create helpful machines that assist in completing physical tasks. It can also be used to reflect the speedy, precise completion of aerial ship-handling tasks. Another option is things related to electronics such as disabling electronic systems or altering those systems to work for you.

Attack

Engineering is not typically used to attack.

Defend

Engineering is not typically used to defend.

Stunts

  • Crack Airman
    +2 to Engineering when dealing with the routine mechanical tasks related to keeping an aircraft or spacecraft flying.
  • Inventor
    Once per session, you can spend a fate point to introduce a useful contraption. Define the invention as an aspect that includes its limitations: for example, Clanking Steam-Powered Calculating Machine. If the GM allows, you can add additional elements to your invention, making it a true extra.
  • Always Making Useful Things
    Fate Core, p.103
  • Big Pocking Wrench
    You can do a lot as long as you have your trusty giant wrench on hand. +2 to Engineering when using it to fix or break something with a large wrench, provided the wrench is actually useful for what you are using it for.
  • Demolitions
    You are an expert with explosives. +2 to attack rolls made with Engineering against a target structure whenever you have time to prepare and place charges at its exact weak points. (adapted from Spirit of the Century SRD)
  • Workshop of Choice
    Pick a specific workshop or machine shop. You know exactly how this place is arranged and how it operates, and gain +2 on Engineering whenever you perform work within it.
  • Architect of Death
    +2 to Engineering rolls when designing, repairing or upgrading weaponry. (adapted from Spirit of the Century SRD)
  • Grease Monkey
    If it has an engine and wings, propellers, or wheels, you “get” it, intuitively and completely. +2 to Engineering when dealing with vehicles. (adapted from Spirit of the Century SRD)
  • Better than New!
    Fate Core, p.103
  • Bricoleur
    You are skilled at improvising when making or repairing something. +2 to Engineering when you creatively incorporate reused materials into your machine.
  • Eye For Flaws
    +2 to create advantage with Engineering when you examine an object or machine for physical weaknesses. (Peter Blake)
  • Master Bricoleur (requires Skilled Bricoleur)
    When you succeed on a roll to which the Bricoleur stunt applies, your success takes two time steps less than normal.
  • Mister Fix-It
    You are talented at getting things repaired under time-critical circumstances. The time it takes for you to get something fixed is reduced by two shifts. (adapted from Spirit of the Century SRD)
  • Scavenger
    There is an art to making things quickly out of cannibalized parts. You find it easy, because the people who made the thing you took apart did most of the work. +2 to create advantages with Engineering whenever you disassemble machinery for later re-use.
  • Skilled Bricoleur (requires Bricoleur)
    Necessity is the mother of invention. +2 to Engineering when you have nothing to build with except inappropriate materials.
  • Thump of Restoration/Percussive Maintenance (requires Mister Fix-It)
    Sometimes a bunch of repairs can get short-handed with a good swift thump. To activate this ability, spend a fate point and roll Engineering (vs. a target of Mediocre). If your roll succeeds, the device or contraption starts working and continues working for a number of exchanges equal to the shifts gained on the Engineering roll. Once the time is up, the device stops working again, and any efforts to repair it are at a one step higher difficulty (since, after all, you hit the thing). If you wish to thump again, you may do so for another fate point, but the difficulty for the Engineering roll increases by one on each subsequent attempt. (adapted from Spirit of the Century SRD)
  • Personalized Weaponry Engineering
    Clever engineering can compensate for a lack of combat skill. Pick a broad category of weapon (e.g. swords, polearms, crossbows). When you wield a weapon of this sort that you have created yourself, you may attack with Engineering instead of Fight (for melee weapons) or Shoot (for ranged weapons). Such weapons will often include odd devices and unusual features that make their use very different from that of a normal weapon.
  • Intuitive Inventor
    You can create any machine you can imagine. You can use Engineering in place of Will when formatting a region to create a machine-related aspect or when defending against another character attempting to remove such an aspect.
  • Surgical Strikes
    Fate Core, p.103

Engineering

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