Mecha Manipulation

Mecha Manipulation:
Control: Moderate
Sense: Moderate, modified by proximity
Alter: Moderate, modified by +5 per die under 6D that the user has in the related repair skill. The Engineering skills add to this number, but the technical wizard merit bonus does not. Appropriate defaults do apply. (see also time to use below)

Time to use: one minute, (one action at +10 alter difficulty)

Prerequisite powers: Mecha Empathy

Effect:

This force power can be used in one of three ways.

First, it can be used to 'lay on hands' to a machine. This allows for rapid repairs without the use of tools, but whether the power is telekinetically fusing and soldiering broken bearings back together or balancing the stabilization coils of a repulsorlift vehicle, the repairs will not last for long unless the power is performed by a powerful jedi.

The power can also be used to 'hot rod' a device. It allows the jedi to temporarily milk slightly more power out of an already functional machine. Whether optimizing fuel to air ratios or artificially catalyzing the nuclear synthesis of a fusion plant, this use of Mecha Manipulation suffers from the same duration limitations as 'laying on of hands.' Again, no tools are needed.

Just as machine performance can be improved, this power also allows temporary 'monkey wrenching' without resorting to tools.

Regardless of which of these three abilities is selected, the power lasts for a duration proportionate to the Jedi's success on his alter roll after all modifiers have been taken into account.
0- 5 = 3D minutes
6-10 = 1D hours
11-20 = 3D hours
21+ = Permanent