Repair

Use **Repair** to fix or jury-rig damaged machinery or electric devices.

**:** Intelligence

**T:** Yes

**AP:** No

**:** Techie, Smart Hero, and Strong Hero.

## Checks

 Advanced (cutting-edge mechanical or electronic device) | 13 | 25 | 10 hr.

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.

### 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.

### PL 6 and Up

You can use this skill to repair vehicles, starships, mecha, cybernetic attachments, and constructs (including robots). You can also use the Repair skill to safely remove the “brain” of a destroyed robot.

Repairing damage to a vehicle, starship, or mecha takes 1 hour of work, a mechanical tool kit, and a proper facility such as a workshop or hangar bay. (Without a tool kit, take a –4 penalty on the Repair check. Without a hanger bay some repairs may be impossible.) At the end of the hour, make a Repair 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.

Repairing damage to robots, other constructs, and cybernetic attachments, takes 1 hour of work, a mechanical tool kit and electronics tool kit, and a proper facility such as a workshop. Repairing internal cybernetic parts is not possible without a Treat Injury check and surgical kit, also. (Without a tool kit, take a –4 penalty on the Repair check. Without a workshop some repairs may be impossible.) Each successful application of the Repair skill restores 1d10  points of damage (instead of 2d6). At the end of the hour, make a Repair check (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.

Special: A vehicle, starship, cybernetic attachment, mecha, robot, or other construct that is reduced to 0 HP cannot be repaired. It can be salvaged for parts, however.

### Special

* 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.

**:** A character can take 10 when making a Repair check

**:** A character can take 20 on a Repair check.

* When making a Repair check to accomplish a jury-rig repair, a character can't take 20.

**:** Yes, though in some specific cases, the GM may decide that a failed Repair check has negative ramifications that prevent repeated checks.

**:**

Craft (mechanical) or Craft (electronic)

###

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.

**Table: Feats**