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Unwritten: System Reference Document/Skills
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==Engineering== Engineering is about machinery and making big complex things. This is the counterpart of Craft, but focuses on mechanics, electronics, computers, and things with lots of buttons and levers. Powered items fall under Engineering as well. At the simpler levels of machinery, it overlaps with Craft. '''Potential Uses:''' jury rigging machines, fixing an engine, operating heavy machinery, setting up delicate equipment, wiring power to a building, sabotaging a vehicle, diagnosing problems with your car ===Actions=== * '''Overcome:'''Engineering allows you to build, break, or fix machines, presuming you have the time and tools you need. Like actions with Craft, these actions are usually one component of a more complex situation. * '''Advantage:'''You can create the same sorts of advantages with Engineering that you can with Craft. Rolls involving setting up complex experimental equipment could create aspects that can be used to assist in Experiment or Notice rolls as well. * '''Discover:'''Engineering can be used in situations where you normally would use Experiment when the subject matter is the machines involved and clues that involve how machines operate. * '''Sample Questions:''' ** What does this gadget do? ** How do I turn this on? ** What can I do to repair this? ===Example stunts=== '''Monkeywrench.''' You gain +2 on advantage actions that involve negative effects on a technological device. '''Duct Tape and Chewing Gum.''' You can repair a machine without the appropriate materials and tools on a successful Engineering roll. However, it gains an aspect like Unreliable or About to Fall Apart. '''High-Tech Detection.''' If you get a chance to set up complicated diagnostic equipment, you can use Engineering instead of Experiment on discover actions.
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