This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== Repair (INT) ====== 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 Parts check. If the GM decides this isn't necessary for the type of repair you are attempting, no parts are required. ^ Repair Task (Example) ^ Repair DC ^ Time ^ Parts Check DC ^ Parts Expended ^ | Simple (tool, simple weapon) | 10 | 1 min. |10 | 1 | | Moderate (mechanical or electronic component) | 15 | 10 min. |20 | 3 | | Complex (mechanical or electronic device) | 20 | 1 hr. |30 | 6 | | Advanced (cutting-edge mechanical or electronic device)| 25 | 10 hr. |40 | 10 | === 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. ===== Alternate uses:===== ==== Disable Device (DEX) ==== You are skilled at disarming traps and opening locks. In addition, this skill lets you sabotage simple mechanical devices, such as catapults, wagon wheels, and doors. <WRAP center round info 60%> You'll need a set of [[equipment:tools_and_kits#thieves_tools|Thieves' Tools]] to effectively use this skill, in most campaign settings. </WRAP> Below are some common DCs and time units involved in a Disable Device check: === Table: Example Disable Device DCs and Time Units === {{tablelayout?rowsHeaderSource=Auto&colwidth=""}} ^ Device ^ Time ^ DC ^ Take 10? ^ Take 20? ^ Example or Special Notes ^ | Disable or rig simple device | 1 round | 10 | | | Jam a lock | | Disable or rig tricky device | 1d4 rounds | 15 | | | Sabotage a wagon wheel | | Disable or rig difficult device | 2d4 rounds | 20 | | | Disable or reset a trap | | Open a simple lock | varies | 20/30 | Yes | Yes | Number after the slash is without using proper tools | | Disable or rig extremely complex device | 2d4 rounds | 25 | | | Disable or reset a complex trap, cleverly sabotage a clockwork device | | Open an average lock | varies | 25/35 | Yes | Yes | Number after the slash is without using proper tools | | Disable a magic trap (such as a symbol spell) | varies | 25 + spell level | | | Only characters with the Sneak Attack Talent can disarm magic traps. | | Open a good lock | varies | 30/40 | Yes | Yes | Number after the slash is without using proper tools | | Open an amazing lock | varies | 40/50 | Yes | Yes | Number after the slash is without using proper tools |