====== SALVAGE SPACE: REPAIR ====== Each item of equipment, vehicle, or structure may also possess [[Attributes]] with a score which ranges from -10 to 0 to +10. In addition to the Attribute Score, the equipment, vehicle, or structure also has an **Attribute Reserve** of 10 points //per point// of each Attribute Score. These **Attribute Reserve** points act as a pool to track temporary loss of the Attributes through use or damage. For example, a vehicle may have [[Speed]] Attribute, which ranges from -10 to 0 to +10 which may affect chases or maneuverability. In addition to [[Speed]] the vehicle would also have a [[Speed Reserve]] which could represent engine function. ===== Repair Requirements ===== Repair of equipment, vehicles, or structures follows the [[Crafting]] procedure, without requiring 100 percent of the parts and resources provided. ☐ **SKILLS** \\ Repairs may require specific skills or consultation with specific references or experts. ☐ **TOOLS** \\ Without proper tools, repairs may prove far more difficult, impossible, or may trigger additional damage instead of restoration. ☐ **PARTS** \\ Technology builds from high availability of standardized parts. ☐ **RESOURCES** \\ If certain parts no longer exist, they may require recreating, recasting, or reforging from raw resources. ===== Reserve Details ===== [[Strength Reserves]] represent capacity for lifting, pulling, or pushing. Repairing Strength Reserves may require reinforcements to weakened areas. [[Endurance Reserves]] represent capacity to act before reaching exhaustion as well as overall functional state. Repairing Endurance Reserves may require refueling, recharging, or restoring multiple components when some have been lost. [[Agility Reserves]] represent capacity to continue overall maneuverability, stance, posture or movement. Repair of Agility Reserve restores full overall movement. [[Dexterity Reserves]] represent capacity to configure fine manual dexterity work or maneuverability. Repair of Dexterity Reserves restore full precision maneuverability. [[Speed Reserves]] represent capacity for cycling or reuse including the latency or time required for the equipment, vehicle, or structure to complete functions. Repair of Speed Reserves restores the affected equipment to its designed speed of use, cycling or reuse. [[Appearance Reserves]] represent capacity to maintain appearance over extended time. Repair of Appearance Reserves restores the piece of equipment closer to its factory condition. [[Intelligence Reserves]] represent capacity to meet short term mental demands such as memory and recall. Repair of Intelligence Reserves restores "smart" processing capabilities to the item. [[Will Reserves]] represent capacity to maintain mental exertion over extended time and sustain increased mental exertion on demand. Repair of Will Reserves restores inherent Damage Control abilities if present. [[Awareness Reserves]] represent capacity to maintain focus on attention and senses without missing important information. Repairing Awareness Reserves restores sensor subsystems needed for full functionality of features. [[Ingenuity Reserves]] represent capacity for creative thinking. Repairing Ingenuity Reserves improves the ability of the smart device to creatively work around obstacles impairing Damage Control, strategic or tactical features. [[Reflex Reserves]] represent capacity for rapid response and decision-making especially when under stress. Repairing Reflex Reserves reduces time needed to react to sensor information and respond to events. [[Charisma Reserves]] represent capacity to maintain positive outlook and communication with others. Repairing Charisma Reserves restores interface and personality features of the smart device. ===== Attribute Reserve Total Points ===== Each Attribute Reserve total ranges from 0 to 210. During item, vehicle, or structure creation, each Attribute Reserve is calculated with the formula ( 11 + Attribute Score ) x 10. For example, if an item starts with a **Strength** of -10, then they would start with 10 total **Strength Reserve** points. If an item starts with a **Strength** of 0, then they would start with 110 total **Strength Reserve** points. If an item starts with a **Strength** of +10, then they would start with 210 total **Strength Reserve** points. ===== Tracking Current Attribute Reserves ===== Adventurers can track their equipment current Attribute Reserves for each Attribute using a simple 1-10 points total. When the item loses too much of a Reserve, the Attribute itself can be temporarily lowered by one (1) and the Attribute Reserve raised back to 10. When the Adventurer repairs the item and restores a Reserve, each 10 points restored can raise the Attribute by one (1) and the Reserve set back to 1 to continue restoring. ▲ [[:Chronology:]] ~~DISCUSSION~~