Actions: Tinker



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TINKER
Action 1 or more
Target 1 object you touch
Check Skill roll vs. Device DR
Effect You attempt to operate a device such as opening a door, pulling a lever, activating a device, picking a lock, bending bars, logging into a system, hacking a system, etc. Simple actions take only 1 action while complex actions take 2. Some devices may require multiple successes to achieve the desired task as noted in the device's description.  *Mishaps are like conjured creatures, spells, traps, or other hazards that occur as a result of failure. The CR of a minor mishap is typically 2 lower than the obstacle. A major is equal to the obstacle. Some mishaps may destroy the location, relationship, or access point you're using, making the task impossible until you find a new one. Typically 3 mishaps in a row automatically does this.Notes Cracking passwords and hacking computerized devices may require many Cipher checks depending on their complexity while picking locks and disabling traps may require only a few Finesse or Mechanics checks. Which skills are needed and how many successes are needed depend on the device and are determined by the GM. Some devices have consequences for failures and critical failures as well.
*Using the wrong skill to tinker with a device may still allow for victory in some cases, but impose a mishap even on a success or critical success. For example, trying to use Brawn to break open a locked door instead of picking a lock might break the door on a success and alert enemies regardless of failure or success.