TEXT: STAR LOG.EM-036
  Jury-Rigging Rules
  STAR LOG.EM-036
  Jury-Rigging Rules
  
  Star Log.EM-036
  Author: David N. Ross
  Cover Artist: Jacob Blackmon
  Development: Owen K.C. Stephens
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  Jury-Rigging Rules
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  Query: Jury-Rigging Rules
  Hello, and thank you for purchasing Star log.em036: Jury-
  rigging ruleS! The art of jury-rigging—taking a broken down, 
  beat up piece of technology and fixing it up so it regains some 
  semblance of use—is practically an art form in the Xa-Osoro 
  System. Following the Regicide the Radiant Imperium, the 
  system’s primary governmental body, was severely crippled by 
  the destruction of the centralized government’s home world, 
  Azan. Without the government’s support and with Blood 
  Space-induced horrors creeping up across the system, many 
  corporations crashed and ultimately left the populace without 
  many of the technological devices that so many had become reliant 
  upon. In documents found after the end of the Nova Age, many 
  of those early survivors indicate that they believed themselves to 
  be apocalyptic survivors without many modern conveniences and 
  luxuries. Those guileful enough often turned to jury-rigging as a 
  means to keep themselves properly armed and equipped during 
  trying times, and as a result jury-rigging is a widely respected 
  skill in the modern Xa-Osoro System that is seen as a popular 
  craftsman’s hobby like knitting or scrap-booking. A popular 
  community of jury-riggers, known simply as the Rigger’s Guild, 
  even host events of all sizes and scales across the system, from 
  local small town competitions to massive interplanetary shows 
  that draw crowds of hundreds of people. Today, the most well-
  known Rigger is Hasfelp Firecracker (N kobold mechanic 6), a 
  kobold who has attained something akin to an icon’s status after 
  winning the Rigger’s Grand Prix with his robotic scale polishing 
  device, which he improvised from a broken security droid, a roll 
  of dental floss, and two aluminum cans.
  03
  
  JURY-RIGGING RULES
  When equipment is damaged and supplies or time for a fix 
  aren’t readily available, engineers need to improvise. The 
  following skill tasks can be used to quickly repair or makeshift 
  an item that you need when your equipment is damaged or 
  you’re running low on supplies.
  JURY-RIG AN ITEM
  You can use certain skills to jury-rig an item (including 
  computers and vehicles), allowing you to temporarily fix 
  a broken or destroyed item. The skill used to jury-rig each 
  type of item is listed below on Table 1: Jury-Rigging Skills. A 
  successful skill check allows you to ignore the item’s broken 
  condition or repair a destroyed item so it functions as if it had 
  the broken condition instead. This lasts for 10 minutes, plus 
  10 additional minutes for every 5 points by which the result 
  of your check exceeds the DC. This doesn’t allow the item to 
  ignore any damage it has taken, however; only the penalties 
  associated with using a broken item. If you fail, the item 
  retains the broken or destroyed condition. If you fail by 5 or 
  more, the item is destroyed and cannot be jury-rigged again. 
  Because of the inherent risk involved in jury-rigging an item, 
  you cannot take 20 on skill checks to jury-rig an item and skill 
  checks to jury-rig an item cannot be attempted untrained.
  Jury-rigging an item takes 10 minutes of work. If you 
  attempt to jury-rig an item you crafted, you can do so in 5 
  minutes. Additionally, you can take a –5 penalty to your skill 
  check to jury-rig an item in 5 minutes, or 1 minute for an 
  item you crafted. You cannot jury-rig an item with an item 
  level that is greater than the total number of skill ranks that 
  you possess in the skill used to jury-rig that type of item. For 
  example, to jury-rig a suit of powered armor with an item 
  level of 5th, you must have at least 5 ranks in Engineering. You 
  cannot jury-rig an individual item more than once, though 
  you can try again if your initial attempt fails (so long as the 
  item isn’t destroyed). Each previous failure to jury-rig an item 
  since the last time it regained Hit Points increases the DC to 
  successfully jury-rig it by 5.
  The DC to jury-rig an item is equal to 15 + 1-1/2 × the 
  item’s level. You cannot attempt to jury-rig an item that was 
  destroyed because it was expended as part of its use, such as a 
  grenade, a serum, or a spell amp.
  IMPROVISE AN ITEM
  You can use certain skills to improvise an item (including 
  computers and vehicles), allowing you to create a makeshift 
  version of that item. The skill used to jury-rig each type of item 
  is listed below on Table 1: Jury-Rigging Skills. A successful skill 
  check allows you convert one or more items (the component 
  items) into another type of item (the makeshift item). A 
  makeshift item has half the total hit points of a typically crafted 
  item of its kind and is created with three-fourths of its Hit 
  Points. If you fail, the item is not created but the component 
  items are salvageable for subsequent uses. If you fail by 5 or 
  more, the component items are destroyed and you 1d6 points 
  of damage + an additional 1d6 points of damage for every 3 
  item levels the makeshift item would have possessed. This 
  damage results from an accident during the crafting process, 
  and its type is determined by the GM based on the item being 
  improvised (fire and electricity damage for a plasma weapon, 
  electricity damage for a computer, and so on).
  Component items used to craft a makeshift must have a 
  combined price equal to the price of the makeshift item; a 
  component item with the broken condition has its price halved 
  for this purpose, while a component item that is destroyed 
  has its priced reduced by one-fourth. In addition, at least 
  one component item must have properties that are similar to 
  that of the makeshift item’s properties, as determined by the 
  GM. For instance, you might require a freezer’s coolant to 
  makeshift a cyro weapon.
  Improvising a makeshift item takes 10 minutes of work, or 5 
  minutes if at least one component item is an item you crafted. 
  Additionally, you can take a –5 penalty to your skill check 
  to improvise an item in 5 minutes, or 1 minute if at least one 
  component item is an item you crafted. You cannot improvise an 
  item with an item level that is greater than the total number of 
  skill ranks that you possess in the skill used to improvise that type 
  of item. For example, to improvise a suit of powered armor with 
  an item level of 5th, you must have at least 5 ranks in Engineering. 
  You can try again to improvise an item if your initial attempt fails 
  (so long as the component items aren’t destroyed). Using an item 
  that you previously used as a component item increases the DC 
  to successfully improvise an item using that component item by 5 
  for each previous use per item.
  The DC to improvise an item is equal to 15 + 1-1/2 × the 
  item’s level. You cannot attempt to improvise a spell ampoule, a 
  spell gem, or a similar item.
  NEW MECHANIC TRICK
  The following mechanic tricks areavailable to any mechanic 
  that meets their prerequisites.
  2nd Level
  You must be 2nd level or higher to choose these mechanic tricks.
  Expert Rigger (Ex)
  You can fix items with amazing speed. When you use the jury-
  rig or improvise an item skill tasks, reduce the amount of time 
  needed to use the skill task by half. This stacks with reductions 
  from using items you crafted and taking a penalty to your skill 
  check. In addition, you can spend 1 Resolve Point to attempt 
  either skill task as a move action.
  Hybrid Rigger (Ex)
  You can attempt Engineering checks to use the jury-rig an 
  item and improvise an item skill tasks to jury-rig or makeshift 
  any item, even if you couldn’t ordinarily use Engineering in 
  conjunction with that skill.
  04
  
  have the resultant makeshift item be as good as new if your 
  skill check succeeds. A makeshift item created in this manner 
  has full Hit Points, does not have the broken condition, and 
  lasts indefinitely as if you had crafted it yourself. To use this 
  ability, you must expend a spell slot with a spell level that is 
  equal to or less than the spell slot’s spell level × 3. 
  NEW SPELL
  The following spell is available to all characters.
  IntegrIty FIeld
  School abjuration; Level technomancer 1
  Casting Time 1 standard action
  Range close (25 ft. + 5 ft./2 levels)
  Targets one object of up to 1 Bulk/level
  Duration 1 hour/level or until discharged
  Saving Throw Will negates (harmless, object); Spell 
  Resistance yes (harmless, object)
  You create a magical shield around the target that reinforces its 
  physical structure, making it easier to repair and more difficult 
  to destroy. For the spell’s duration, you can use the jury-rig an 
  item skill tasks on the item as a move action. You also gain a +1 
  circumstance bonus to your skill check to jury-rig the item.
  If the target would take Hit Point damage while under the 
  effects of this spell, you can discharge it to reduce the damage 
  by half. If the remaining damage would be enough to reduce 
  the item to 0 Hit Points, you can spend 1 Resolve Point as part 
  of the action to discharge the spell to have the item retain 1 
  Hit Point instead of being reduced to 0 Hit Points.
  8th Level
  You must be 8th level or higher to choose this mechanic trick.
  Haphazard Weaponry (Ex)
  Whenever you are wielding a makeshift item as a weapon 
  and you successfully critically hit an opponent, you can cause 
  the weapon to fall apart as part of the attack, destroying your 
  makeshift weapon to treat all weapon damage dice rolled as 
  part of the critical hit as if you had rolled the highest possible 
  result. For example, if you critically hit with a weapon 
  that would normally deal 6d6 damage on a critical hit, you 
  count as having rolled six results of a ‘6’, or 36 damage. Your 
  opponent can attempt a Fortitude save (DC equals 10 + 1/2 
  your mechanic level + your Intelligence modifier) to negate 
  this effect, forcing you to roll your weapon’s damage normally 
  while also destroying the makeshift weapon. If your makeshift 
  weapon already has a critical hit effect, when you score a 
  critical hit, you can apply either the weapon’s normal critical 
  hit effect or this mechanic trick.
  Master Rigger (Ex)
  Whenever you attempt to jury-rig an item or improvise an 
  item and you succeed at your skill check by 5 or more, the 
  repairs or makeshift item made lasts indefinitely, and you 
  can use the appropriate repair item skill task to fix the item 
  back into proper working condition, as if you had crafted 
  the item yourself.
  New Magic Hack
  The following magic hack is available to any technomancer 
  that meets its prerequisites.
  2nd Level
  You must be 2nd level or higher to choose these magic hacks.
  Improvise Ampoule (Ex)
  You can use the improvise an item skill task to create makeshift 
  spell ampoules by releasing spell energy into a consumable 
  liquid, such as soda, water, or lemonade. This beverage 
  serves as a component item for this ability but effectively 
  has no value for the purpose of using the improvise an item 
  skill task. To improvise a spell gem, you have to know the 
  spell you’re distilling into the ampoule. If the spell requires 
  expensive materials as part of its casting, you must provide 
  those while improvising the ampoule as a component item. 
  When you improvise a spell ampoule, you lose a spell slot 
  of the spell’s level regardless of whether your attempt to 
  improvise the ampoule succeeds or fails. Any makeshift 
  ampoules you create immediately become inert when you 
  meditate to regain your spell slots for the day.
  Reconfigure Item (Su)
  You use magic to flawlessly improvise an item. Whenever you 
  attempt to improvise an item, you can expend a spell slot to 
  Table 1: Jury-Rigging Skills
  Item Category
   Skill
  Armor
  Engineering
  Augmentations (biotech)
  Life Science
  Augmentations (cybernetics)
  Engineering
  Augmentations (necrografts)
  Mysticism
  Augmentations (personal)
  —*
  Computers
  Engineering
  Fusion seals
  Mysticism
  Hybrid items
  Mysticism
  Magic items
  Mysticism
  Personal items
  Engineering
  Technological items
  Engineering
  Vehicles
  Engineering
  Weapons
  Engineering
  * Personal augmentations are so thoroughly integrated into 
  their user that they can’t be damaged, and therefore cannot 
  be jury-rigged or improvised under most circumstances. 
  If the GM wishes to allow personal augmentations to be 
  usable with the jury-rig an item and makeshift an item skill 
  tasks, technological augmentations are associated with the 
  Engineering skill, while hybrid and magic augmentations 
  are associated with the Mysticism skill. 
  05
  
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