
Sc8rpi8n_mjd |

The mechanic in my game wants to take the Technological Innovator trick from the Armory.
The tricks he wants to take are Scoutbot and Quick Patch, both from the CRB
For Scoutbot, I have one question.
- It takes 10 minutes to craft the bot, wich is the same time that the mechanic hast the trick to use it, according to Technological Innovator. Can the mechanic build the bot given that both durations are the same? Does the bot keep functioning even after the mechanic loses this temporary trick? I think yes to both as it doesn't seem unbalanced, but what would you do in your game?
For the Quick Patch trick I have three questions:
1st - adjudicating the temporary duration. According to the rulebook, starship combat rounds don’t have a fixed duration:
So, how much time should the temporary Quick Patch trick last in starship combat?
2nd- establishing how to activate the Technological Innovation in starship combat. Reading the sidebar “other actions in starship combat” (SCR pg.322), I assume the character will have to spend his turn in one of the combat rounds activating the trick (move action replaces the standard role actions), and on the next round he could start using the Quick Patch trick in the engineering phase. Does this sound right?
3rd - Finally, the starship the characters use in the game has a Slime-Patch system installed (from the Scavenger Slime in AA).
The slime, which is chemically treated to die within moments of its unexpected freedom, automatically begins repairing the system, reducing the number of engineering actions required to patch the critical damage condition by 1 (minimum 1).
Does the action reduction effect when patching the systems stack with the action reduction effect provided by the Quick Patch trick?
For example, let's imagine the starship has two systems with critical damage conditions. One is malfunctioning (2 actions to patch) and the other glitching (one action to patch). The mechanic starts with the malfunctioning system, that normally requires 2 engineer actions to patch. The slime-patch reduces this to 1 action, and the Quick Patch reduces it again to 0, allowing the mechanic to patch the two damaged systems with one action (per the trick text). Keep in mind that the slime doesn’t affect the glitching system, as it still requires one action.
Thank you.

Wingblaze |
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Scoutbot: By the rules as written, I wouldn't allow it. They have the trick for 10 minutes, but with that comes the ability to control the bot. Once the trick "goes away", the ability to control the bot does. That said, I don't think it's at all unbalanced (and a clever selection of tricks) and I'd let it go.
Quick patch: lasts 10 starship combat rounds. Lets not overcomplicate things.
Slime: sure. Why wouldn't it? Still minimum of 1. 8 BP is a lot of BP so that should have an effect.