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 |
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.
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.
You'll need a set of Thieves' Tools to effectively use this skill, in most campaign settings.
Below are some common DCs and time units involved in a Disable Device check:
| 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 |