Tinker (skill)
The Tinker skill replaces most functions of Craft (electronics, mechanical, structural), Computer Use, Demolitions, and Disable Device. It is the skill to use when you are trying to use a tool.
Tinker (Int)
Appraise (DC 15): With a successful Tinker skill check, you may appraise a technical item to determine its market value.
Opening A Lock (Requires Tools; DC 10+): With a successful Tinker skill check, you may open an average lock. The Difficulty of the skill check increases with more complicated locks, up to DC 40 for a bank vault.
Disable Device (Requires Tools; DC 10+): With a successful Tinker skill check, you may disable a device. If the device is built to be difficult to disable, like all security devices, the actual DC for the skill check is equal to 5 less than the DC of creating the device (minimum DC 10), as explained in Making Items, above.
Disable Robot or External Cybernetics (Trained Only; Requires Tools; DC 30): Disabling a robot is a full-round action and requires a successful Engineering check. 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 Tinker check. 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 Engineering check.
Set Detonator (Trained Only; DC 15+): Most explosives require a detonator to go off. Connecting a detonator to an explosive requires a check. Failure means that the explosive fails to go off as planned. Failure by 10 or more means the explosive goes off as the detonator is being installed.
A character can make an explosive difficult to disarm. To do so, the character chooses the disarm DC before making his or her check to set the detonator (it must be higher than 20). The character’s DC to set the detonator is equal to the disarm DC.
Setting a detonator is usually a full-round action.
Place Explosive Device (DC 15): Carefully placing an explosive against a fixed structure (a stationary, unattended inanimate object) can maximize the damage dealt by exploiting vulnerabilities in the structure’s construction.
The GM makes the check (so that the character doesn’t know exactly how well he or she has done). On a result of 15 or higher, the explosive deals double damage to the structure against which it is placed. On a result of 25 or higher, it deals triple damage to the structure. In all cases, it deals normal damage to all other targets within its burst radius.
Placing an explosive device usually takes 1 minute or more, depending on the scope of the job. Prepared charges can reduce the time to a full-round action.
Disarm Explosive Device (Trained Only; DC 15+): Disarming an explosive that has been set to go off requires a check. The DC is usually 15, unless the person who set the detonator chose a higher disarm DC. If the character fails the check, he or she does not disarm the explosive. If the character fails by more than 5, the explosive goes off.
Jury-Rig (DC 25): You can attempt jury-rigged, or temporary, repairs. Jury-rigging is a full-round action that requires a successful check. You get a +5 equipment bonus if you have the proper tools. A successful jury-rigged repair moves the target +2 steps on the condition tracks, and repairs 1d8 hit points. At the end of the current scene or encounter, the target moves –5 steps on the condition track and becomes disabled.
Hot-Wire (DC 15): You can hot-wire a car or jump-start an engine or electronic device. The DC for this is usually 15, but it can be higher depending on the presence of security devices.
Restore Damage (Trained Only; Requires Tools; DC 20): Repairing damage to a vehicle, starship, or mecha takes 1 hour of work, a tool kit, and a proper facility such as a workshop or hangar bay. At the end of the hour, make a check. 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 Tinker skill restores 1d10 points of damage (instead of 2d6), and the Tinker 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 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).
Special: You can take 20 to open a lock, unless you are trying to prevent your tampering from being noticed. It is possible to take 20 on a regular repair check, but not to jury-rig repair.
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