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
Repair Task (Example)
|Simple (tool, simple weapon)
|Moderate (mechanical or electronic component)
|Complex (mechanical or electronic device)
|Advanced (cutting-edge mechanical or electronic device)
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.
application of the Repair skill
can be used untrained.
Yes, though in some specific cases, the GM may decide that a failed Repair check
has negative ramifications that prevent repeated checks.
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.
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.
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