[FOCI]

Reroutes Power

Translation Codex

This is the near-magical engineer or scientist, able to work complex systems into useable tools in a tense situation. At home behind a glowing terminal, they live at the point of crisis when everything is falling apart and the impossible is needed. They can be underappreciated as mere repair workers, when in reality they keep everyone alive.

Minor Effect Suggestion

You keep the system working and even find a way to improve it slightly. Your crew enjoys a +1 bonus to rolls on all future uses of this system.

Major Effect Suggestion

You keep the system working and even find a way to use it to help some another system of your choice. Your crew enjoys a +1 bonus to rolls on all future uses of the system you choose to improve.

Systems

This Focus relates specifically to altering the functionality of systems aboard starships or similar vessels (space stations, undersea explorers, etc.). A system might be the weapons, the shields, the sub-light speed engines, the faster-than-light engines, the sensors, etc. Most powers require you to be at a computer console of some kind, possibly in the bowels of the engine room.

Tier 1

Technician Enabler

You are trained in repair tasks.

Reroute (1 Intellect point) Action

You reduce power to noncritical systems and put them into a system of your choice, providing an asset to those who use that system for the rest of the encounter. Each use of this ability reroutes to a different system, removing the bonus to the previous one.

Tier 2

Emergency Repairs (2 Intellect points)Action

You heal the vessel for 1d6 Health points, +1 per Tier of your character.

Tier 3

Cycle the System (3 Intellect points)Action

You bring a destroyed ship system back to functioning again.

Tier 4

Engineer Enabler

You are specialized in repair tasks and gain a knowledge skill in an area related to your job.

Tier 5

Spot Weakness (5 Intellect points)Action

You spot a critical technical weakness in an enemy vessel within sensor range, causing your crew to deal double damage on their next successful attack against it.

Tier 6

Overhaul (6 Intellect points) Action

Over the course of 2d6 hours you repair all damage to a vessel and bring back all destroyed systems. You also make a few improvements, providing an asset on all attack and defense rolls using the ship for the next 24 hours.

GM Intrusion: At the worst possible moment several systems go down all at once.