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Mechanic

Mentality Jack

Marks Description

"Crashing through the castle wall was a tank, a full on armoured, turreted with a machine gun and tank gun, heavy tracked, Jack piloted TANK! I guess Jacks get to bring big guns to a sword fight." 

Overview

The Mechanic has a modifiable vehicle that appears with them as they enter the dream. This vehicle has many of the benefits that come with playing this Jack. The Mechanic is also capable of manipulating other mechanical equipment and puzzle elements. 

Passives

Level 1

Level 2

Level 3

Level 4

Level 5

The Mechanic starts the dream with a vehicle of your choosing that you can attach your weapon to.

Create a vehicle from the Vehicle list. It appears at the beginning of the dream. This vehicle can change between dreams. The Mechanic may attach or detach their weapon from their Vehicle if they choose taking a round to do so. 

Additionally, the Jack finds using mechanical things easier in the dream.

Decisive rolls to do with operating machinery and vehicles one difficulty easier.

The Mechanics vehicle offers inspiration to those within it.

Passengers in the Mechanic's vehicle gain the Self-Confident, Focussed or Perceptive condition of your choice while in your vehicle. 

+1 Mentality. Cancelled by Glazed. cannot be Indecisive or Distracted.

+1 Empathy. Cancelled by Panicked. Cannot be Surprised or Doubtful.

+1 Lucidity. Cancelled by Wounded. Cannot be Feared or Judged

The Mechanic's vehicles becomes slightly sentient.

The vehicle may move and attack without the Jack piloting it. It also gains an additional trait. 

Additionally, the Mechanic can now tinker with their vehicle mid dream.

Once per scene the Mechanic can take 5 rounds to change one of the traits of the Mechanics Vehicle. 

The Mechanic has found ways to cram extra components onto their vehicles. 

The Mechanic's Vehicles gains an extra trait.

 The Mechanic may choose to merge with their vehicle so that their vehicle acts like a large mechanical warrior.

The Mechanics abilities function the same but with their vehicles maximum conditions acting as a huge buffer damage buffer before the Jack starts taking Lucid or Mentality conditions. The Mechanics weapon also gains 3 extra augments. 

Abilities

Level 1 - Tinker

Level 2 - EMP

Level 3 - Overcharge

Level 4 - Energy Shield

Level 5 - Bring the Cavalry

Tinker with an object in the dream to fix it and make it work again.

Fix a mechanical object or repair 1 Wounded or Glazed conditions on a Vehicle. Once per scene.

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-1 Lucidity. Lasts until the end of the dream.

-1 Mentality. Lasts until the end of the dream.

Chaos Effect

Something went wrong with the repair job. Roll a d8

Chaos Condition and apply it to your vehicle.

Chaos conditions are rolled on a list. The die roll determines the elemental condition that is applied.
1. Hot
2. Cold
3. Wet
4. Zapped
5. Grounded
6. Burning
7. Charged
8. Fugued
9. Shifted
10. Frozen
11. Paralysed
12. Petrified

Order Effect

The fix was really clean and fixed a bit of minor damage. Remove 2 Pained or Hazed conditions from the vehicle. 

-1 Lucidity. Removed when rounds stop.

-1 Mentality. Removed when rounds stop.

Discharge an electromagnetic pulse to disrupt nearby mechanical things.

Apply 2 Paralysed to Nearby mechanical things, this may disrupt occupant weapons or have other effects. Note that the Mechanic's own vehicle is not affected.

​

Lucid actions cannot be taken such as moving, attacking, Abilities that rely on a body or decisive rolls that rely on a body. Stacks. Fades.

Chaos Effect

The  emp disrupts everything.

Also apply Hazed to all those nearby.

-1 Mentality. Removed when rounds stop.

Order Effect

The emp takes out the mechanics until they are fixed.

The Paralysed condition does not fade.

Lucid actions cannot be taken such as moving, attacking, Abilities that rely on a body or decisive rolls that rely on a body. Stacks. Fades.

Overcharge your vehicle weapons.

Vehicle weapons attack an extra time each round for 5 rounds.

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Chaos Effect

The weapons are overcharged by chaotic energy. 

The weapons gain the Chaotic augment.

The weapon applies an additional d4 chaos condition to the target. The die changes with the chaos scale. 13+ = d6, 15+ = d8, 17+ = d10.

Order Effect

The vehicles weapons are overcharged with Orderly energy.

The weapons gain the Orderly augment.

The weapon rolls its condition die twice then the Jack picks which of the two conditions to apply. The die number with the chaos scale. 7- = 3 dice, 5- = 4 dice, 3- = 5 dice.

The Mechanical has developed an energy shield that can be activated.

The Mechanic, their vehicle and anything inside their vehicle cannot receive Pained, Wounded, Hazed, Glazed or any Physical Condition for the round this is used and the next.

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-1 Lucidity. Removed when rounds stop.

-1 Lucidity. Lasts until the end of the dream.

-1 Mentality. Removed when rounds stop.

-1 Mentality. Lasts until the end of the dream.

Physical Conditions are Bleeding, Broken, Pinned, Slowed, Quickened, Loose Footing, Pushed, Pulled, Broken, Severed Arm, Severed Leg, Poisoned, Diseased, Executed, Prone, Covered and Hidden.

Chaos Effect

The shield malfunctions and activates at the last second. 

Receive 3 Shaken.

-1 Empathy. Removed when rounds stop.

Order Effect

The shield drains too much energy. The vehicle cannot move while the shield is active. 

Call in reinforcements of a huge vehicle or mechanical warrior.

Choose a superheavy vehicle to arrive until the end of the scene. The superheavy vehicle is mounted with a d10 Fire weapon with 2 augments. The weapon type and augments are chosen by the Mechanic.

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Chaos Effect

The Vehicle arrives out of the sky in a ball of flame. Apply 3 Burning to everything 50DU from Vehicle's landing site chosen by the Mechanic.

Burning applies a random Basic Condition per stack at the end of each round. Cancels one Frozen stack. Cancels Wet. Stacks. Fades.

Order Effect

The vehicle had its weapons primed. Immediately fire with all the Vehicle's weapons.

Vehicles

Vehicles can be found or summoned into the world.

As long as a vehicle has a driver it can move during a round, the driver can then forfeit their round to move again or perform some sort of manoeuvre to overcome an obstacle. A passenger may forfeit their round to make an attack using a weapon on the vehicle. 

Vehicles can only take the Pained/Hazed and Wounded/Glazed Basic and Permanent conditions, once they reach their Maximum conditions in any combination of these conditions they shatter. They can be affected by Physical, Elemental and Abstract conditions but these do not count towards the condition maximum instead applying their effect.

The Pained and Hazed conditions simply act as Minor damage to the vehicle and do not affect its performance. These are not removed after rounds finish like with Jacks.

The Wounded Condition resembles damage to the engines reducing the vehicles speed by a fifth per Wounded.

The Glazed Condition resembles damage the vehicles handling leading to decision rolls relying on the vehicle's handling to be one difficulty harder per Glazed

Vehicles have a different Move distances, passenger limits, Maximum conditions and numbers of traits depending on their size. 

 

Vehicles List

Light Vehicle

Move Distance- 150DU

Passengers - 1 to 2

Maximum Conditions - 6

Trait number - 1

Heavy Vehicle

Move Distance - 50DU

Passengers - 1 to 10

Maximum Conditions - 10

Trait number - 3

Traits

1. Enclosed - anything inside cannot be targeted. Those inside cannot target the outside. 

2. Amphibious - Vehicle has a water move distance equal to its land move distance.

3. Covered - Attacks from outside the vehicle directed to those inside may hit the vehicle instead. roll a d6, on a 5 or 6 the attack hits the vehicle instead. 

4. Fast - Double the vehicles speed. 

5. Hardy - Double the vehicles Maximum Conditions

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Medium Vehicle

Move Distance- 100DU

Passengers - 1 to 5

Maximum Conditions - 8

Trait number - 2

Super Heavy Vehicle

Move Distance - 50DU

Passengers - 1 to 20

Maximum Conditions - 20

Trait number - 5

+

6. Armoured - when this vehicle receives the pained or wounded condition, roll a d6 and ignore the condition on a 5 or 6. 

7. Submersive - Vehicle has an underwater move distance equal to its land move distance.

8. Spiked - Apply Pained to those you drive past. 1 application per round per target. 

9. Weapon Mount - a d6 weapon of your type choice with 1 augment is added to the vehicle.

10. Flying - Costs 2 traits. Vehicle can flying Move distance to its land move distance. 

Tips for playing as The Mechanic.

The Mechanic is a roll that helps your party to move around the dream a lot faster. They are reliant of their vehicle but they do have some capabilities with out it, just remember to detach your weapon if you go somewhere by foot.

The vehicle itself is very strong in general, so work with your GM if there is an area that your vehicle cannot enter because access is the main drawback to having something so powerful. Be ready for consequences for bringing your vehicle somewhere it shouldn't go. 

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Back to Specialisations?

Or perhaps you want to pick this specialisation for your Jack, in that case head straight to the affinities page.

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