
Inventive Creation ability tree
On the fringes of the galaxy, technical self-reliance often means the difference between life and death.
More information found on page 39 of Special Modifications: A Sourcebook for Technicians.
BASE ABILITY[]
Once per game session, as an action, the character may spend 2 Destiny Points and make a Daunting difficulty Mechanics Check. If [they] succeed, the character immediately uses available parts in the surrounding environment to build a device that functions as a weapon, suit of armor, or other piece of personal equipment of [their] choice with rarity of 5 or lower. The item functions until the end of the encounter, at which point it falls apart, shorts out, or otherwise permanently ceases to function.
The exact nature of the device the character is trying to construct, as well as the end results, must be approved by the GM based on common sense and the ongoing story.
When the character makes the skill check to activate Inventive Creation, the GM should add boost or setback dice for situational effects that would cause the check to be easier or more difficult.
UPGRADES[]
Change Scale Upgrade: If there are sufficient supplies to accommodate such a project, the device that the character constructs with Inventive Creation may be a vehicle of silhouette 2 or smaller of the character's choice. Inventive Creation's restrictions to the rarity and longevity of the device as normal.
Destiny Upgrade: To activate Inventive Creation, the character only needs to spend 1 Destiny Point instead of the normal 2.
Increase Rarity Upgrade: When using Inventive Creation, the character may create an item with a rarity up to 1 higher per Increase Rarity upgrade.
Reduce Difficulty Upgrade: The skill check difficulty to activate Inventive Creation is Hard instead of Daunting. The GM may still add boost or setback dice as the situation warrants.
Reduce Setback Upgrade: When making the skill check to activate Inventive Creation, the character removes a setback die per Reduce Setback upgrade.