Repair (Int)
Trained Only
Check: Most Repair checks are made to fix complex electronic or mechanical devices. 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 the character is attempting, then no
Wealth check is needed.
Repair Task (Example)
|
Purchase DC
|
Repair 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.
|
Jury-Rig:
A character 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 the character to make the checks 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.
A character 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: A character can take 10 or take 20 on a Repair
check. When making a Repair
check to accomplish a
jury-rig repair, a character can't take 20.
Repair requires an electrical tool kit, a mechanical tool kit, or a multipurpose tool, depending on the task. If the character do not have the appropriate
tools, he or she takes a -4 penalty on the
check.
Craft (mechanical) or Craft (electronic) can provide a +2 synergy bonus on Repair checks made for mechanical or electronic devices (see
Skill Synergy).
A character with the
Gearhead feat and at least 1 rank in this
skill gets a +2 bonus on all Repair checks.
Time: See the table for guidelines. A character can make a
jury-rig repair as a
full-round action, but the work only lasts until the end of the current encounter.
Find topic in: Arcana, Characters, Future |
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