Sea vehicle tech (Cyberpunk RED)
Definition
Sea Vehicle Tech is mechanical work on boats: marine engines, hulls, pumps, and the constant corrosion damage that salt water inflicts on anything left in it. Boats fail differently from cars, and they fail somewhere you cannot walk away from. At the table this is a support skill for a specific kind of campaign. If your crew moves cargo through the port, works the flooded districts, or keeps a boat as an exit route, somebody needs to be able to fix it, because a breakdown on the water is not an inconvenience. It comes up rarely, but in coastal games the crew that has no marine mechanic eventually discovers exactly why that was a mistake.
How it works
Tips
Frequently asked questions
Is Sea Vehicle Tech ever worth taking?
Only in a campaign that uses the water. Ask your GM whether the port and the coast are part of the story before spending any of your 86 creation skill points here.
Can Basic Tech fix a boat?
Simple problems, at a penalty. Marine engines, hulls, and salt-water corrosion are their own discipline, and a general mechanic will struggle with anything beyond the obvious.
What is the worst failure case?
A hull problem in open water. Unlike a car, a failed boat does not just stop, which is why crews that work the water tend to keep a mechanic aboard rather than on call.