Mechanical Mind
Begun Training to Skilled
Successfully weld two metallic pieces together.
1 Day Cooldown
Repair a broken device.
1 Day Cooldown
Dismantle a device without breaking or losing any parts.
1 Day Cooldown
Mend a physical breach in armour or a ship's hull.
1 Day Cooldown
Repair a droid.
1 Day Cooldown
Feat
Skilled to Proficient
Successfully change the gas source on a Turbolaser without damaging the functionality of the device itself, and without blowing up.
4 Day Cooldown
Construct a circuit board from its fundamental parts.
4 Day Cooldown
Repair a broken vehicle.
4 Day Cooldown
Repair an explosive device that will explode if you do so wrong.
4 Day Cooldown
Create a new competently viable droid by rudimentarily combining two existing droids in a simple fashion.
4 Day Cooldown
Feat
Proficient to Highly Proficient
Successfully and correctly review the pros and cons of a droid/vehicle with someone who has Mastery or above in Mechanical Mind.
1 Week Cooldown
Repair a damaged capital ship in the middle of a space battle, returning the ship to functionality.
1 Week Cooldown
Successfully improve on a device's design.
1 Week Cooldown
Repair a broken device in the middle of a legitimate combat scenario/event.
1 Week Cooldown
Successfully improve on a weapon's design.
1 Week Cooldown
Feat
Highly Proficient to Mastery
Design and create a new, unique armour attachment that is actually useful and viable.
2 Week Cooldown
Use Mechanical Mind in the middle of a legitimate combat encounter with an equal tiered player character, and use it to help you win.
2 Week Cooldown
Design and create a new, unique weapon attachment that is actually useful and viable.
2 Week Cooldown
Design and make your own droid from scratch.
2 Week Cooldown
Help complete one of the tasks of yourself or another player that requires the designing or engineering of a device/machine.
2 Week Cooldown
Feat
Mastery to Extreme Mastery
Design and make your own unique, useful weapon from scratch.
5 Week Cooldown
Design and create a device that is tailored to a specific same-tiered player character's weakness. Then, use that device to defeat said player character in a legitimate combat encounter.
5 Week Cooldown
Create a successful enough design for it to be added to a faction's tech tree.
5 Week Cooldown
Make your own podracer/speeder from scratch.
3 Week Cooldown
Successfully improve on a design that another player or character had already improved on themselves.
5 Week Cooldown
Feat
Extreme Mastery to The Mastery
Successfully alter and improve a device of technology you have never seen before.
8 Week Cooldown
Design and make your own starship from scratch.
8 Week Cooldown
Design and create a device that improves a planet's defence ranking to the maximum value.
8 Week Cooldown
Design and create a device that a Tier 4 or lower can use to neutralise a High 1 or higher player character (specific or random choice) in a legitimate combat encounter.
8 Week Cooldown
Alter a hyperdrive so it reaches a value less than 0.35.
8 Week Cooldown