Copyright (c) 1996 by Gil "Brendan" Young As a former mechanic, I must state unequivocably that double-jointedness does not apply to many, many repairs. When it does apply, what it does is make the mechanic's job *faster*, by obviating the need to jury rig something up from another tool or a welding wire or something. Double-jointedness works for about 85% of engine work (which is what most people think of when they think of working on a car), 30% of exhaust work, 75% of electrical work, 70% of suspension work, and probably not a whole lot with body work (although I wasn't a body work guy). It's useless for rebuilding transmissions or any other sort of bench work, except when you're removing the parts, and only the later-model brakes require you to be a contortionist. Remember also that one of the functions of a good set of tools is to provide extensions, swivel sockets, crowfoot wrenches, etc. to allow you to get into tight spots. Having extra manipulators, however, is invaluable; I cannot tell you how many times I have longed for an extra arm when I was doing things like swinging a hammer, holding a punch and asking someone to come over and hold the thing I was holding the punch against! Also, it helps to have a high degree of strength. A half a point or so of Axe/Mace would go a long way, because just being able to hit with a hammer isn't enough; you have to be able to hit hard and accurately (my metacarpals still smart from when I worked on suspensions 5 mos. ago!). You could easily break working on a vehicle down into a series of rolls against ST, Mechanic (diagnosis and repair; I know a guy who can diagnose like a champ but can't turn a wrench to save his life!), and detect lies (for customers... ;-). But to simplify, I'd say that double-jointedness gives the listed bonus where it applies (and it's usually pretty obvious where) and where it gives a bonus, better tools give a maximum of +1 (which doesn't mean you don't need tools!). The listed adds for extra limbs and such look good, but up to a maximum of 4 total, with a +1 for every level of Full Coordination (assuming you have enough Independently Focusable eyes to watch every extra thing you're doing). Do *not* give any of those bonuses (tools, arms, joints) for diagnosis (naturally) and note that if someone else is providing the extra arms and they aren't a total idiot, give the lead mechanic the bonus. Now for Advanced Mechanics Gaming: ;-) Many of you have 'waste space' (not cargo space; they're different) on your vehicles when you're done designing them. That makes a mechanic's job easier. The parts suddenly become more accessible, and the job is less of a headache. I'd give a +1 to a mechanic's roll for every .5% of the vehicles total space that is waste space, rounded down. Vehicles and devices that have been around for a while are easier to diagnose and repair. Give a +1 to mechanics skill for one that's been around for 10 years or more, if Technical Support Bulletins are available from the manufacturer.