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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 table. 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.
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| 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 monitors | 15 | Usually 1d6 rounds |
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| Situation | DC | Time Required |
|---|---|---|
| Intercept a message | 15* | Usually 1d6 rounds |
| Intercept a message with frequency hopping | 20* Usually 2d6 rounds | |
| Intercept a message with spread spectrum | 25* 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 has no special DC, but if you do not succeed by more than the base there is no effect.
| Situation | DC | Time Required |
|---|---|---|
| Run a diagnostics on an electronic system | 12 | 2 rounds but diagnostics may take a lot more |
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| Situation | DC | Time Required |
|---|---|---|
| Simple lock | 20 | 1 round |
| Average lock | 25 | 1 round |
| Good lock | 30 | 1 round |
| Superior lock | 40 | 1 round |
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