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srb:electronics [2020/05/03 19:54]
weby created
srb:electronics [2020/07/10 13:48] (current)
weby
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 to set up or disable very simple electronic devices such as small to set up or disable very simple electronic devices such as small
 vehicles, manufacturing robots and even bombs. Note that decrypting messages is a computer skill use. vehicles, manufacturing robots and even bombs. Note that decrypting messages is a computer skill use.
- 
  
 Check: The time required to use this skill varies with the Check: The time required to use this skill varies with the
-difficulty of a given task as shown in the following table. Using+difficulty of a given task as shown in the following sections. Using
 this skill requires almost full concentration but disrupting it this skill requires almost full concentration but disrupting it
 rarely forces the character to start over for the simple reason that rarely forces the character to start over for the simple reason that
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 ===== Use electronics ===== ===== Use electronics =====
-FIXME add notes+You can use electronics to start of shut down electric, electronic and electronically controlled devices. Consumer electronics become easier to operate at higher tech levels.  
 + 
 +Usually there is no problem retrying.  
 ^Situation^ DC^ Time Required^ ^Situation^ DC^ Time Required^
 |Activate an electronic mechanism| 10| Usually 1d3 rounds| |Activate an electronic mechanism| 10| Usually 1d3 rounds|
-|Shut down a simple electronic device such as a small vehicle, manufacturing robots or monitors|15| Usually 1d6 rounds|+|Shut down a simple electronic device such as a small vehicle, manufacturing robots or monitors|15| Usually 1d3 rounds| 
 +|Modifier for consumer goods based on tech level||| 
 +|Mechanized age |+0|Earliest electric things| 
 +|Nuclear age|+2| 
 +|Digital age|+4| 
 +|Early spacefaring age| +6|  | 
 +|Spacefaring age| +8|  | 
 +|Age of exotic matter|+10| 
 +|Professional use items get half the consumer bonus||| 
 + 
 +=====Message interception/Hiding===== 
 +You can use electronics to intercept electronic signals or to try to hide such.   
 + 
 +You can also triangulate a signal by taking at least two directional readings in places with at least 15 degree separation at base DC, or +1 Dc for each degree below that, a third triangulation point gives -5 DC, but use lowest degree of separation.
  
-=====Message interception/Hide===== 
-FIXME add notes 
 ^Situation^ DC^ Time Required^ ^Situation^ DC^ Time Required^
 |Intercept a message|15*| Usually 1d6 rounds| |Intercept a message|15*| Usually 1d6 rounds|
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 *Note that for if someone is trying to hide the signal, your DC is higher of the base or the hiders success result. *Note that for if someone is trying to hide the signal, your DC is higher of the base or the hiders success result.
  
-Hiding has no special DC, but if you do not succeed by more than the base there is no effect.+Hiding a message has no special DC, but if you do not succeed by more than the base there is no effect
 + 
 +Note that decrypting a encrypted message is a computer task.
  
 =====Diagnose an electronic device===== =====Diagnose an electronic device=====
 +You can diagnose electronics either with the help of built in diagnostics or manually. You need a toolkit for the manual diagnostics.
 +
 ^Situation^ DC^ Time Required^ ^Situation^ DC^ Time Required^
 +|Simple basic checks(is it plugged in, have batteries died etc)|7| 1 minute|
 |Run a diagnostics on an electronic system|12| 2 rounds but diagnostics may take a lot more| |Run a diagnostics on an electronic system|12| 2 rounds but diagnostics may take a lot more|
 +|Manually diagnose an electronic device|17| 10 minutes|
  
  
 =====Craft electronic device===== =====Craft electronic device=====
-FIXME add+You can use electronics to create electronic devices from parts.  See the [[crafting]] rules for details.
  
 =====Identify electronic device===== =====Identify electronic device=====
-FIXME add+You can use Electronics to identify the properties and uses of 
 +technological items and devices such as communicators and computers, 
 +as well as alien electronics. Generally, a check is not required to 
 +identify relatively simple technological items that are commonly 
 +available. You can take 20 on an Electronics check to identify 
 +technology, but only if you have a means of researching, such 
 +as access to an information network or downloaded data set. 
 + 
 +The DCs for Electronics checks to identify technology are 
 +based on the item’s rarity. 
 + 
 +^ITEM RARITY^ DC^ 
 +|Common, complex technology|5 + 1.5 × item’s level| 
 +|Less common technology|10 + 1.5 × item’s level| 
 +|Rare, ancient, or alien tech| 15 + 1.5 × item’s level|
  
 =====Repair electronic device===== =====Repair electronic device=====
-FIXME add+You can use Electronics to repair a electronics device,  
 +as long you have access to it. The amount of time this takes typically depends on the 
 +complexity of the object. You can repair an object or piece of 
 +equipment you crafted in half the usual time. The DC of the 
 +check is determined by the GM and based on the complexity of 
 +the object and how broken it is. If you succeed, you restore a number of Hit Points 
 +equal to the result of your Electronics check or remove one negative condition from it.  
 +If you fail the check by 10 or more, you damage the object further, dealing 
 +1d4 damage to it. 
 + 
 +If the object or piece of equipment is damaged but not 
 +broken, you can repair it at a cost of 1% of it's value. If it is broken but not 
 +destroyed, you must spend parts equal to half the damage % of the item each time you 
 +attempt to repair it. A destroyed object or piece of equipment 
 +can’t be repaired with the Electronics skill, though of course you can craft a new. 
 + 
 +You can’t take 20 on an Electronics check to repair an item 
 +or object. 
 + 
 +The DC for an Electronics check to repair an item is based 
 +on the complexity of the object. The following chart provides 
 +base DCs by complexity and examples of such items. The GM 
 +may adjust these DCs and times to reflect other circumstances. 
 + 
 +^ITEM EXAMPLE^ TIME^ DC^ 
 +|Simple circuit like a doorbell |10 minutes| 15| 
 +|Home Computer|30 minutes| 20| 
 +|Most electronic things| 1 hour| 15+1.5×item’s level|
  
 =====Arm/Disarm Bomb===== =====Arm/Disarm Bomb=====
-FIXME add+You can use electronics to set and defuse bombs. Note that actual manufacturing of bombs is not included, only manipulating the detonator systems.  
 + 
 +^Situation^ DC^ Time Required^ 
 +|Activate a bomb or mine| 10| Usually 1d3 rounds| 
 +|Shut down a simple bomb|15| Usually 1d6 rounds| 
 + 
 +A booby trapped or sensor protected bomb must first have it's sensors disabled or it will go off on the disarm attempt. Note that this definitely applies to most mines.
  
 =====Bypass electronic locks===== =====Bypass electronic locks=====
-FIXME add notes+You can use electronics to bypass electronic locks. A failure will automatically set of any connected alarms. 
 ^Situation^ DC^ Time Required^ ^Situation^ DC^ Time Required^
 |Simple lock|20|1 round| |Simple lock|20|1 round|
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 |Good lock| 30| 1 round| |Good lock| 30| 1 round|
 |Superior lock| 40|1 round| |Superior lock| 40|1 round|
- 
  
 =====Bypass security sensors===== =====Bypass security sensors=====
-FIXME add+You can use electronics to bypass electronic security systems like IR scanners, door sensors, and so on. A failure will automatically set it off. 
 + 
 +^Situation^ DC^ Time Required^ 
 +|Simple system|20|1 round| 
 +|Average system| 25| 1 round| 
 +|Good system| 30| 1 round| 
 +|Superior system| 40|1 round|
  
 +=====Make traps=====
 +Electronics can be used to turn electrical things into traps and to construct electhrical traps.  Hiding those traps requires use of [[Stealth]] or [[Survival]] skill normally depending on the situation.
  
srb/electronics.1588560842.txt.gz · Last modified: 2020/05/03 19:54 by weby