Electronics

From Hastur
Jump to: navigation, search

Error: Image is invalid or non-existent.

The Electronics skill replaces Computer Use, Craft (electronics), Disable Device (electronics only), Navigate (when using modern equipment), and Repair (electronics). It is the skill to use when you are fiddling with anything electronic, including security and surveillance systems.

Electronics (Int)

Build Stuff (Trained Only): This skill allows you to build electronic equipment from scratch, such as audio and video equipment, timers and listening devices, or radios and communication devices.

When building an electronic device from scratch, you describe the kind of device you wants to construct; then the Gamemaster decides whether the device is simple, moderate, complex, or advanced compared to current technology.

Type of Scratch-Built Electronics (Examples) Purchase DC Craft DC Time
Simple (timer or detonator) 8 15 1 hr.
Moderate (radio direction finder, electronic lock) 12 20 12 hr.
Complex (cell phone) 16 25 24 hr.
Advanced (computer) 22 30 60 hr.

Open Electronic Lock (Trained Only; Requires Tools): You can bypass electronic locks. The DC depends on the quality of the lock.

Lock Type (Example) DC
Cheap (briefcase lock) 10
Average (home deadbolt) 15
High quality (business deadbolt) 20
High security (branch bank vault) 30
Ultra-high security (bank headquarters vault) 40

Disable Security Device (Requires Tools): You can disable a security device, such as an electric fence, motion sensor, or security camera. You must be able to reach the actual device. If the device is monitored, the fact that you attempted to disable it will probably be noticed.

When disabling a monitored device, you can prevent your tampering from being noticed if you are trained. Doing so requires 10 minutes, and increases the DC of the check by +10.

Device Type (Example) DC
Cheap (home door alarm) 10
Average (store security camera) 15
High quality (art museum motion detector) 20
High security (bank vault alarm) 25
Ultrahigh security (motion detector at Area 51) 30

Disabling a simple device is a full-round action. Intricate or complex devices require 2d4 rounds.

Disable Robot or External Cybernetics (Trained Only; Requires Tools): Disabling a robot is a full-round action and requires a successful Electronics check (DC 30). The robot must be pinned before the check can be made.

Disabling an external cybernetic attachment is a full-round action and requires a successful Electronics check (DC 30). The creature to which the cybernetic unit is attached must be pinned before the check can be made. You cannot disable internal cybernetic attachments.

A disabled robot or disabled external cybernetic attachment can be re-enabled with a successful Electronics check.

Repair (Trained Only; Requires Tools): Most Repair checks are made to fix complex electronic 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 (electronic component) 7 15 10 min.
Complex (electronic device) 10 20 1 hr.
Advanced (cutting-edge electronic device) 13 25 10 hr.

Jury-Rig (Requires Tools): A character can choose to attempt jury-rigged, or temporary, repairs. Doing this reduces the purchase DC by 3 and the Electronics 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.

Repair Damage (Trained Only; Requires Tools): Repairing damage to the electronics of a vehicle, starship, or mecha takes 1 hour of work, an electronics tool kit, and a proper facility such as a workshop or hangar bay. At the end of the hour, make an Electronics check (DC 20). Success repairs 2d6 points of damage. If damage remains, you may continue to make repairs for as many hours as it takes to restore the vehicle or starship to full hit points.

The same rules apply to robots, other constructs, and cybernetic attachments, except that each successful application of the Electronics skill restores 1d10 points of damage (instead of 2d6), and the Electronics check is more difficult to achieve (DC 30).

This skill may also be used to transplant the “brain” of a destroyed robot into a similar but intact robot frame. See the Robot Resurrection for more information on robotic brain transplants.

A vehicle, starship, cybernetic attachment, mecha, robot, or other construct that is destroyed cannot be repaired. It can be salvaged for parts, however (see the Salvage feat description).

Retry: Yes, though you must be aware that you have failed in order to try again.

Special: You can take 10 when making an Electronics check. You can take 20 to make standard repair, and to open a lock or to disable a security device, unless you're trying to prevent your tampering from being noticed.

Modern Horror

About • Setting • Rules