T3

Skills / Fix It

You can build, repair or design almost anything. If you are good, you are an inventor that can build or improve almost any machine or gizmo. If you are a beginner, you need blueprints and tools to work your "magic".

Default Attribute

Willpower.

Unskilled Use

You can make minor repairs or basic construction work if you have an instructor or manual.

Physical Ability

You can repair almost any object, given enough time and the right equipment. The difficulty depends on the complexity of the repair and the severity of the damage it has sustained. The Difficulty does not necessarily correspond to the technological advancement of the item. For example, many pieces of electronic gear can be repaired by simply popping out a fried component and sticking in a new one. If you are not familiar with the type of object, however, the GM should factor in the complexity as well. If you are used to fixing ox carts and pounding out punctures in plate armor, the control panel of a SCUD missile launcher is going to take you a while to puzzle out.

You can also jury-rig from scrounged parts devices whose basic design is familiar to you. The VCR you build from leftovers in a junk shop may not look as nice as a factory model, but it will work. You can also design and build new inventions, as long as you can convince the GM that such a device is possible.

These tasks are detailed in Tinkering.

You know how to get nasty stains of any sort out of almost any material. (You laugh now, but wait until all of the other PCs come to you wanting all of those nasty bloodstains out of their Armani jackets!)

If you find yourself in the middle of a tight spot and want a particular piece of equipment, make a Fix-It check to see if you just happen to have such a thing on your person. This is called the "Hey, I just happen to have one of those!'' effect. Items that can be scrounged up via this method might be anything from a basic tool or utility item, a screwdriver, strapping tape, vinyl rope-to an exotic or jury-rigged device such as a Geiger counter, acetylene torch, or grappling hook. The GM chooses the Difficulty of the check, deciding how likely it is that you'd have been expecting to need the object you're asking for. Characters should face higher Difficulty numbers if the items in question don't match their archetypes

Ninjas have an easy time coming up with jury-rigged smoke grenades and the like, but have a lousy chance of having high-tech devices on hand. If it's a jury-rigged item appearing in the story line for the first time, the GM will require an additional check to see if the thing actually works when you try to use it.

Knowledge

You can recognize any technological device, and give an estimate of what it does and how well it does it.

Contacts

Grease monkeys gather in garages and greasy bars, and you fit right in among them. You also know suppliers for parts and customers who want to buy the finished product. In fact, some of these customers are probably spies and soldiers, who could give you a hand in any number of situations.

Skill Schticks

These are the Pulp Schticks related to this skill. Check with your GM which of them are applicable for this game.