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.
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 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 | ||
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 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 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.
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 system | 12 | 2 rounds but diagnostics may take a lot more |
| Manually diagnose an electronic device | 17 | 10 minutes |
You can use electronics to create electronic devices from parts. See the crafting rules for details.
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 |
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 |
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.
You can use electronics to bypass electronic locks. A failure will automatically set of any connected alarms.
| Situation | DC | Time Required |
|---|---|---|
| Simple lock | 20 | 1 round |
| Average lock | 25 | 1 round |
| Good lock | 30 | 1 round |
| Superior lock | 40 | 1 round |
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 |