Intelligence, Trained Only.
The character can repair or jury rig damaged machinery of electronic devices.
Check: 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.
In the Gamma World, the Repair skill is subject to penalties for unfamiliarity with different levels and kinds of technology. Any character attempting to use the Repair skill on an item or object with a biotech, nanotech, or Pre-War descriptor suffers a -4 penalty on the roll. The Tech Familiarity feats remove this penalty; a community’s familiarity with the technology (as evidenced by the appropriate community feat) also removes the penalty.
The quality of tools the character has access to when using the Repair skill also affects the character’s skill roll.
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.
Action: 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.
Try Again?: Yes, though in some specific cases, the GM may decide that a failed Repair check has negative ramifications that prevent repeated checks.
Special: A character can take 10 or take 20 on a Repair check. When making a Repair check to accomplish a jury-rig repair, a character can’t take 20.
Repair requires an electrical tool kit, a mechanical tool kit, or a multipurpose tool, depending on the task. If the character does not have the appropriate tools, he takes a –4 penalty on the check.
A character with the
Gearhead feat and at least 1 rank in this skill gets a +2 bonus on all Repair checks.