Master Mechanic

+4 Mechanics; repair in 1/2 time; no penalty for unfamiliar tech.

The character has an intuitive grasp of how machines fit together. The character gains +4 to all Mechanics checks. Any repair, assembly, or installation the character performs completes in half the standard time (minimum 1 round). The character suffers no penalty for working with unfamiliar or alien technology -- the standard -2 penalty for unfamiliar equipment is removed entirely.

Rules Reference

FieldValue
Combat Action
Categoryskill
Runtime / Classificationpassive-conditional
Runtime / Duration
Runtime / Effect Kindother
Runtime / Magnitude
Runtime / Triggerremoves -2 penalty for working with unfamiliar equipment
Runtime / Uses

Notes

Special: Stacks with Jury-Rig. Does not apply to Engineering checks (designing, deeply modifying systems); use the Engineer feat chain for that. The unfamiliar-tech immunity applies to equipment of any origin, including xenos salvage.

Benefit

condition: always

FieldValue
conditionalways
modifier4
targetskill-mechanics

condition: halve repair/assembly/installation time (percentage reduction; minimum 1 round)

FieldValue
conditionhalve repair/assembly/installation time (percentage reduction; minimum 1 round)
modifier50
targetmechanics-time

condition: removes -2 penalty for working with unfamiliar equipment

FieldValue
conditionremoves -2 penalty for working with unfamiliar equipment
modifier0
targetunfamiliar-tech-penalty

Prerequisites

type: skill-rank

FieldValue
valueMechanics 8

type: ability

FieldValue
valueDEX 13