Grease-Pit Savant

You keep things going long after they should have stopped.
Ability Score Adjustments
You MAKE THINGS WORK. Increase Agility by +1 (to a maximum of +3).
You CAN’T SWEET-TALK. Reduce Presence by –1.
Class Abilities
MACHINE SENSE
Agility Tests to spot tampering, hidden mechanisms, swapped parts, or “wrong pieces” are DR10.
ALWAYS DIRTY
Presence Tests in polite company are DR14 until you clean up (time, water, clean clothes).
TOOL ROLL (roll d6)
| d6 | Item |
|---|---|
| 1 | Tool roll (wrenches, drivers, pliers) |
| 2 | Crowbar (also a weapon) |
| 3 | Lock picks (cheap) + small file |
| 4 | Bolt cutters (heavy) |
| 5 | Car jack + chain |
| 6 | Test meter + wire + electrical tape |
KNACKS (choose one or roll d6)
| d6 | Knack | Effect |
|---|---|---|
| 1 | JURY-RIG | DR12 AGI Test to make a broken thing work for one scene (engine, radio, lock, weapon). |
| 2 | CUT THE POWER | Once per scene, kill lights, alarms, or phones in a small area if there’s a nearby junction box. |
| 3 | HANDS LIKE VICES | Grapples, holds, and restraints are DR10 for you. |
| 4 | NEVER EMPTY-HANDED | Once per scene, when violence starts, you can immediately grab or improvise a heavy object as a weapon. |
| 5 | SPEAKS MACHINE | When a device or system fails, ask the GM one concrete question about why it failed. |
| 6 | FIX IT OR BREAK IT | Once per scene, after examining a mechanism, you may either restore brief function or disable it beyond quick repair. |
Referenced by 1 page
Universalruleclass Created January 10, 2026