Table of Contents

Electronics

Int

This skill represents a character’s knowledge and skill with electronic systems and devices. It indicates how well he can work around and with an electronic system. It also indicates a character’s ability to copy an electronic code or message and 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.

Check: The time required to use this skill varies with the difficulty of a given task as shown in the following sections. Using this skill requires almost full concentration but disrupting it rarely forces the character to start over for the simple reason that electronics usually involve manipulation of hardware and electric systems. You can always attempt the check in half the time but the DC of the check increases by 5. GM’s are free to create other situations where Electronics checks apply

Try Again: Yes. But in the case of bombs, failure might mean an explosion.

Special: For bombs, the DC and required time both to activate and deactivate are present in each bomb’s description.

Some of the checks presented above require access to either the electronic device or a computer terminal.

Use electronics

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
Activate an electronic mechanism 10 Usually 1d3 rounds
Shut down a simple electronic device such as a small vehicle, manufacturing robots or monitors15 Usually 1d3 rounds
Modifier for consumer goods based on tech level
Mechanized age +0Earliest 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.

Situation DC Time Required
Intercept a message15* Usually 1d6 rounds
Intercept a message with frequency hopping20* Usually 2d6 rounds
Intercept a message with spread spectrum25* Usually 1d6 minutes

*Note that for if someone is trying to hide the signal, your DC is higher of the base or the hiders success result.

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

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
Simple basic checks(is it plugged in, have batteries died etc)7 1 minute
Run a diagnostics on an electronic system12 2 rounds but diagnostics may take a lot more
Manually diagnose an electronic device17 10 minutes

Craft electronic device

You can use electronics to create electronic devices from parts. See the crafting rules for details.

Identify electronic device

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 technology5 + 1.5 × item’s level
Less common technology10 + 1.5 × item’s level
Rare, ancient, or alien tech 15 + 1.5 × item’s level

Repair electronic device

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 Computer30 minutes 20
Most electronic things 1 hour 15+1.5×item’s level

Arm/Disarm Bomb

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 bomb15 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

You can use electronics to bypass electronic locks. A failure will automatically set of any connected alarms.

Situation DC Time Required
Simple lock201 round
Average lock 25 1 round
Good lock 30 1 round
Superior lock 401 round

Bypass security sensors

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 system201 round
Average system 25 1 round
Good system 30 1 round
Superior system 401 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.