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repair_skill

Repair (Skill)

REPAIR (INT)

Trained Only

You can repair or jury-rig damaged machinery or electronic devices.

Check: Most Repair checks are made to fix complex electronic or mechanical devices, such as radios, cars, or computers. The DC is set by the GM. In general, simple repairs have a DC of 10 to 15 and require no more than a few minutes to accomplish. More complex repair work has a DC of 20 or higher and can require an hour or more to complete. Making repairs also involves a monetary cost when spare parts or new components are needed, represented by a Wealth check. If the GM decides this isn't necessary for the type of repair you are attempting, then no Wealth check is needed.

The Repair skill can be used to repair vehicles, mecha, robots, even alien technology.

Repairing damage to a vehicle, starship, or mecha takes 1 hour of work, a mechanical tool kit, and a proper facility such as a shop or a hangar bay. Without proper tools and facilities the check takes a –4 penalty. At the end of an hour’s work, the character makes a Repair check (DC 20). Success repairs 2d6 points of damage, and repairs may continue for as many hours as it takes to repair the machine to full hit points. Repairing damage to robots, other constructs, and cybernetic attachments works the same way, except that a successful application of the Repair skill restores 1d10 hit points of damage, and the Repair check is more difficult (DC 30). The Repair skill also allows the “brain” of a destroyed robot to be removed and transferred into a new body.

Repairing unfamiliar alien technology incurs a +5 penalty to the check DC, though this may be overcome by a Knowledge (Technology) check with a DC equal to the Repair DC.

Jury-Rig: You can choose to attempt jury-rigged, or temporary, repairs. Doing this reduces the purchase DC by 3 and the Repair check DC by 5, and allows you to make the check in as little as a full-round action. However, a jury-rigged repair can only fix a single problem with a check, and the temporary repair only lasts until the end of the current scene or encounter. The jury-rigged object must be fully repaired thereafter. . You can also use jury-rig to hot-wire a car or jump-start an engine or electronic device. The DC for this is at least 15, and it can be higher depending on the presence of security devices.

The jury-rig application of the Repair skill can be used untrained.

Try Again?: Yes, though in some specific cases, the GM may decide that a failed Repair check has negative ramifications that prevent repeated checks.

Special: You can take 10 or take 20 on a Repair check.

When making a Repair check to accomplish a jury-rig repair, you can't take 20.

Repair requires an electrical tool kit, a mechanical tool kit, or a multipurpose tool, depending on the task. If you do not have the appropriate tools, you take a -4 penalty on your check.

Craft (Mechanical) or Craft (Electronic) can provide a +2 synergy bonus on Repair checks made for mechanical or electronic devices.

A character with the Gearhead feat and at least 1 rank in this skill gets a +2 bonus on all Repair checks.

Starships, mecha, robots, and other machines reduced to 0 hit points may not be repaired, but may be salvaged for parts.

Time: See the table for guidelines. You can make a jury-rig repair as a full-round action, but the work only lasts until the end of the current encounter.

Purchase Repair Repair Task DC DC Time Simple (tool, simple weapon) 4 10 1 min Moderate (mechanical or electronic component) 7 15 10 min Complex (mechanical or electronic device) 10 20 1 hr Advanced (cutting-edge Mechanical or electronic device) 13 25 10 hr

repair_skill.txt · Last modified: 2021/12/04 00:39 (external edit)