Machinery
Typically used with: Insight.
The Machinery skill is used to create, tinker, repair, circumvent, or sabotage mechanical devices and obstacles of all complexities. This skill is extremely useful for the mechanically inclined, and can allow a player to perform all sorts of handy tasks: open locks, diffuse bombs, disarm traps, repair equipment, operate vehicles, and subvert machines.
Difficulty
The difficulty for a Machinery check depends on the object being disabled or repaired.
Example | DL |
---|---|
Disable an overly simple trap, replace a flat tire | 10 |
Disable a standard trap, open a simple lock, change the oil in an engine | 15 |
Repair a disabled vehicle | 20 |
Disable a magical trap (+2 to DL for each spell level – ex. Level 3 = +6) | 20 |
Disable an overwhelmingly complex bomb or piece of machinery | 25 |
The following table lists situational bonuses and penalties to the Machinery check.
Situation | Check |
---|---|
Character is utilizing tools geared specifically for disabling the given type of obstacle (i.e. magical lock picks, a bolt-cutter, a crowbar etc.) | +10 |
The character may be granted a bonus on disabling an obstacle if he or she knows how to build one (typically, a good Lore check, ranks in Occupation, or magic school ranks in the school from which the obstacle spell was cast).
If the character is attempting to disable an object, and reaches or exceeds the DL, the obstacle is disabled. If the character surpasses the DL by 5, he or she can leave the obstacle seemingly untouched. If the character surpasses the success requirement by 10 or more, the character can re-set it after his or her party has circumvented it.
Retry
Machinery attempts can be retried as many times as necessary, however, if consequences come with failure (read: the darn thing blows up in your face), such consequences are incurred and may possibly be incurred again after each failed attempt.