Mechanics (Skill)

## **Mechanics (Int)**

Trained Only

You can bypass locks and traps, set and disarm explosives, fix
malfunctioning devices, and modify and repair damaged droids.

Disable Device
(requires security kit): You can use this skill to disarm a security device,
defeat a lock or trap, or rig a device to fail when it is used. The effort
takes a full-round action, and the DC depends on the intricacy or complexity of
the item being disabled or sabotaged, as shown below:

  Simple
  Tricky
  Complex
 electronic lock.

\* If you attempt to leave behind no trace of the tampering, increase the
DC by 5.

If the Mechanics check
fails by 5 or more, something goes wrong. If it’s a trap, you spring it. If
it’s some sort of sabotage, you think the device is disabled, but it still
works normally.

Handle Explosives:
Setting a simple explosive to blow up at a certain spot doesn’t require a
check, but connecting and setting a detonator does. Also, placing an explosive
for maximum effect against a structure calls for a check, as does disarming an
explosive device.

Setting a detonator,
placing an explosive device, or disarming an explosive device is a full-round
action.

Set Detonator: Most
explosives require a detonator to go off. Connecting a detonator to an
explosive requires a DC 10 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.

You can make an
explosive difficult to disarm. To do so, you choose the disarm DC before making
your check to set the detonator (it must be higher than 10). Your DC to set the
detonator is equal to the disarm DC – 5. For example, you might decide to make
the disarm DC 20. The DC to set the detonator and disarm the explosive becomes
15 (instead of the normal 10).

Place Explosive Device:
Carefully placing an explosive against a fixed structure or vehicle (a
stationary, unattended inanimate object) increases the damage dealt by
exploiting weaknesses in its construction. The GM makes the check (so that you
don’t know exactly how well you’ve done). One a result of 15 or higher, you
ignore the damage reduction of any object to which the explosives are attached.
On a result of 25 or higher, the explosive deals double damage to the structure
or vehicle against which it’s placed. On a result of 35 or higher, it deals
triple damage. In all cases, it deals normal damage to all other targets within
its burst radius.

Disarm Explosive Device
(requires a security kit): Disarming an explosive that has been set to go off
requires a check. The DC is usually 15, unless the one who set the detonator
chose a higher disarm DC (see Set Detonator above). If you fail the check, you
do not disarm the explosive. If you fail it by 5 or more, the explosive
detonates while you are adjacent to it.

Jury-Rig: You can make
temporary repairs to any disabled mechanical or electronic device, from a
simple tool to a complex starship component. Jury-rigging is a full-round
action and requires a successful DC 25 check. If you use a tool kit, you gain a
+5 equipment bonus on the check. A jury-rigged device or vehicle gains +2 steps
on the condition track and 1d8 hit points. At the end of the scene or
encounter, the jury-rigged device moves -5 steps along the track and becomes
disabled again. (See Conditions, page 148.)

Modify Droid (requires
tool kit): You can make a Mechanics check to modify a droid (see Modifying
Droids, page 197).

Recharge Shields: When
acting as the shield operator on a vehicle or operating a device with a shield
rating, you can spend three swift actions on the same turn or on consecutive
turns to make a DC 20 Mechanics check to recharge the vehicle’s shields. If
successful, you restore 5 points to its shield rating, up to its normal
maximum.

Regulate Power: When
acting as the engineer on a vehicle or operating a device, you can spend three
swift actions to make a DC 20 Mechanics check to regulate its power. If you are
successful, the vehicle moves +1 step on the condition track (see Conditions,
page 148).

Repair (requires tool
kit): You can repair a damaged or disabled droid or object (including devices
and vehicles). This requires at least 1 hour of work, at the end of which time
you must make a Mechanics check. Only one character may repair a given droid or
object at a time, but other characters may use the aid another action to assist
(see page 151).

Repair Droid (requires
a toll kit): You can spend 1 hour and make a DC 20 Mechanics check to repair a
damaged or disabled droid, restoring hit points equal to the droid’s character
level and removing any persistent conditions currently affecting the droid. A
droid can attempt to repair itself, but it takes a -5 penalty on its skill
check.

Repair Object: You can
spend 1 hour and make a DC 20 Mechanics check to repair a damaged or disabled
object, restoring 1d8 hit points and removing any persistent conditions
currently affecting the device or vehicle. If you are on board a damaged
vehicle while you attempt to repair it, apply any penalties from the vehicle’s
position on the condition track on your Mechanics check. (Major vehicle repairs
are best attempted in a garage, hangar, dry dock, or other specialized
facility.)

Retry: You can usually
retry a Mechanics check. In some specific cases, however, a failed Mechanics
check has negative ramifications that prevent repeated checks (see Disable
Device, above, for example).

Special: You can take 10 or take 20 on a Mechanics check.
When making a Mechanics check to accomplish a jury-rig repair, you can’t take
20. Characters who are untrained in the Mechanics skill can still use the aid
another action to assist on Mechanics checks.