Engineering (Intelligence)

You’ve mastered the art of engineering, and can handle ships, siege engines, and other vehicles and systems with ease. For specific engineering systems, Thievery or Arcana may be substituted for Engineering, but Engineering can be applied to any vehicle or structure with a coherent system that can be manipulated, maintained, repaired, or sabotaged.

Engineering Knowledge
Make an Engineering check to recall a useful bit of engineering knowledge related to machines and constructs of any type (as a knowledge check).
Monster Knowledge: You can make an Engineering check to identify constructs and animates, or to identify vehicles and siege weapons.
Detect Magic: You can make an Engineering check to detect magical effect, but at a -5 penalty. You can make checks to identify alchemical items and technological items as though they were magical items, but with no penalty.

Emergency Repairs
Make an Engineering check to quickly patch up damage to your ship.
Emergency Repairs: Ship action.

  • DC: Base DC 15. Circumstances such as weather or ongoing effects on the ship can raise the difficulty of this check..
  • Success: Spend 1 Supply to grant your ship temporary hp equal to its surge value. For every 5 points by which you beat the DC, the temporary hit points increase by 1d6.
  • Failure: No effect.

Overdrive
Make an Engineering check to boost the speed of your ship.
Overdrive: Ship action.

  • DC: Base DC = your ship’s speed x 2. Difficult terrain increases the DC by 10. You can’t use overdrive while the ship is slowed.
  • Success: Spend 1 Supply to boost your ship’s speed by 1 square. For every 5 points by which you beat the DC, this bonus increases by +1.
  • Failure: No effect.

Ship Repairs
Make an Engineering check to make quality repairs to your ship.
Ship Repairs: Ship action.

  • DC: Base DC 15 + 1/2 the ship’s level. Circumstances such as weather or ongoing effects on the ship can raise the difficulty of this check..
  • Success: Spend 2 Supply to heal your ship for a number of hp equal to its surge value. For every 5 points by which you beat the DC, the temporary hit points increase by 1d6.
  • Failure: As above, but you must spend 5 supply. If you fail by 5 or more, the ship heals no damage, but supplies are still spent.

Engineering (Intelligence)

On the Astral Sea Marco_Polaris