- Attribute: Knowledge
- Type: Utility
- Time: N/A
- Description: Characters with this skill are able to change the primary function of some piece of technology. With a successful skill check, the character is able to rearrange, reconfigure, and/or refit the native components so that they fulfill a different purpose; the details of that change depend greatly upon the type of technology, how it works, and the availability of parts, i.e. a prosthetic arm cannot be modified to be a spacecraft, it can, however, be modified to house an energy weapon. All components must be of the same general technology type and there must be a logical path to the modification. This skill may be used with an Electronics or Mechanics specialization at a base (-0-) modifier, and the general type of technology at a difficult (-4) modifier. The difficulty and amount of time required is based on the complexity of the technology, degree of alteration, and the availability of parts and tools. If the skill check fails, additional attempts may be made at a progressive difficult (-4) modifier, but after three fails, the technology is considered to be destroyed.
- Example of use: Reconfigure an energy cannon to work as a thruster, turn a holographic projector into a weapon that projects a blinding flash on the end of the target's nose, adapt a land vehicle to function underwater, etc.
- Prerequisites: The Electronics or Mechanics skill, the Scavenge skill, and eight skill points in Technocracy