=Hardware: [Field]= 
**Type:** Field, Active, Technical
**Linked Aptitude:** COG
**What it is:** This skill encompasses the ability to build, repair, physically hack, and upgrade equipment of a specific type.
**When you use it:** Hardware is primarily used to repair devices, vehicles, habitat systems, or synthetic morphs. See Building, Repairing, and Modifying below. 
**Sample Fields:** Aerospace (all air and space vehicles), Armorer (armor and weapons), Electronics (all computerized devices), Groundcraft, Implants, Industrial (habitat, factory, and life support systems), Nautical (watercraft and submarines), Robotics (synthetic morphs)
**Specializations:** As appropriate to the field

===Building=== 
Creating an item from scratch is handled as a Task Action with a timeframe determined by the gamemaster. The timeframe should be set according to the complexity of the object and could range from an hour (constructing a set of shelves) to days (assembling a robot from spare parts) to even months (building a house). Numerous factors may apply modifiers to the test, such as the use of entoptic blueprints/help manuals (+20) or poor working conditions (–10 to –30). Tools are also a factor, perhaps making the job easier (superior tools +10 to +30), more difficult (poor or inadequate tools, –10 to –30), or even impossible (lack of required tools).
===Repairing=== 
Damaged items may be repaired in a similar manner. See the rules for Synthmorph and Object Repair, below.
===Modifying=== 
Altering an object’s design and function follows the same basic rules as build and repair, above. The timeframe is determined by the gamemaster as appropriate to the modification.

==Synthmorph and Object Repair== 
Unlike biomorphs, synthetic morphs and objects do not heal damage on their own and must be repaired. Some synthmorphs and devices have advanced nanotech self-repair systems, similar to medichines for biomorphs. Repair spray may also be used to conduct fixes and is an extremely useful option for non-technical people. Barring these options, technicians may also work repairs the old-fashioned way, using their skills and tools (see Physical Repairs, below). As a last resort, synthmorphs and objects may be repaired in a nanofabrication machine with the appropriate blueprints (using the same rules as healing vats). 
===Physical Repairs=== 
Manually fixing a synthmorph or object requires a Hardware Test using a field appropriate to the item (Hardware: Robotics for synthmorphs and bots, Hardware: Aerospace for aircraft, etc.), with a –10 modifier per wound. Repair is a Task Action with a timeframe of 2 hours per 10 points of damage being restored, plus 8 hours per wound. Appropriate modifiers should be applied, based on conditions and available tools. For example, utilitools apply a +20 modifier to repair tests, while repair spray applies a +30 modifier.
===Repairing Armor=== 
Armor may be repaired in the same manner as Durability, however, wounds do not impact the test with modifiers or extra time.

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