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Repairing

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'''Repairing''' (or '''repair''') is both the name of a '''non-combat skill''' and an associated '''activity'''.
Depending on the type of weapon you wish to repair, you may need different types of toolkits:
* For firearms: [[Crafting items#Toolkits|Gun Cleaning Kits]] (GCK) if Condition is 60% or higher, or [[Crafting items#Toolkits|Gun Repair Kits]] (GRK)
* For melee weapons: [[Crafting items#Toolkits|Melee Repair Kits]] (MRK)
* For explosives: [[Crafting items#Toolkits|Explosives Toolkits]] (XTK)
= (WIP) Repairing weapons =
The main purpose of this skill is the ability to maintain and repair [[weapons]]. All that is needed to use and practice this skill is to have the right kit and a suitable weapon in need of maintenance! === Repairing firearms === Firearms (WIPexcluding hand grenades and planted explosives)can be maintained by using either a '''Gun Cleaning Kit (GCK)''' or a '''Gun Repair Kit (GRK)'''. GCKs can only be used if the firearm's Condition is 60% or higher, whereas GRKs can be used on any firearm, though they are more expensive. One use of a GCK will increase one firearm's Condition by 200 + [[Repairing#Repairing skill levels|skill bonus]].<br/>One use of a GRK will instead increase one firearm's Condition by 400 + [[Repairing#Repairing skill levels|skill bonus]]. It is advisable to keep multiple kits of either type if you wish not to rely on the maintenance services of a workshop. === Repairing melee weapons === All melee weapons (Use excluding those with a max Condition rating of XTKs for '''N/A''', as they neither degrade nor need to be repaired) can be maintained by using a '''Melee Repair Kit (MRK)'''. One use of a MRK will increase one melee weapon's Condition by 400 + [[Repairing#Repairing skill levels|skill bonus]]. === Zero Condition repair ===''"Zero Condition repair", "0% Condition repair" and "zero repair" all redirect here." If you have at least '''[[Repairing#Repairing skill levels|Basic skill level]]''' in Repairing, you may attempt what is known as a '''Zero condition repair''' (also referred to as '''0% Condition repair''' or '''zero repair'''). One attempt of a zero condition repair requires 3 full uses of a GRK (if trying to repair a broken firearm) or MRK (melee weapon), then a '''1d100''' roll. The chances of success and the Condition the weapon will be restored to all depend on skill level. * Example: Midori has Expert level in Repairing and a broken, zero Condition [[M1 Carbine]]. Fortunately, she also possesses several Gun Repair Kits, and is determined to bring her carbine back to life. At her skill level, she has a 45% chance of success per attempt, meaning that she must roll 56 or more to successfully zero repair her weapon. She rolls a 73, succeeding on the first try; that M1 Carbine is back to life, at 10% Condition! (1150 /11500). It still needs a lot of repairs, but at least it will fire again. {{GMTip|tiptext=You can use the success check operator built into '''[[SnakeEyes]]''' to simplify the process. Use this command: '''/r 1d100>''x''''', where:* '''''x''''' is the threshold to beat corresponding to the character's skill level. In the example situation described above, Midori would need to roll a '''/r 1d100>55'''.}}  = Repairing and defusing explosives = The Repairing skill is also practiced when handling certain explosives, in two specific situations: repairing dudsdud grenades and explosives (see [[Explosives#Thrown / Fired explosives|here]]), and [[Explosives#Explosive ordnance disposal|explosive ordnance disposal should link ]]. === Dud explosives === An '''Explosives Toolkit (XTK)''' is required to repair a dud explosive back into a live one. Repairing one dud costs 1 use, and is always successful. This is a relatively worry-free method of practicing the Repairing skill, as there is no chance of failure. === Defusing explosives === See [[ExplosivesEOD|this page]]for more details. Defusing explosives is also a good method of practicing the Repairing skill. To avoid abuse by repeatedly planting and defusing the ''same'' explosives over and over, an explosive item that was defused twice should be, at the GM's discretion, considered to be permanently deactivated (effectively destroyed; impossible to plant it again).
* Repairing a weapon using a GRK or an MRK grants 2 Skill Points.
* Defusing any explosive (with or without an XTK) grants 2 Skill Points.
* Repairing a door with a GRK, MRK, or XTK grants 2 Skill Points.
* Repairing a 0% Condition weapon back to a usable state using a GRK or an MRK grants 5 Skill Points.
Successfully cleaning or repairing a weapon using a GCK, GRK or MRK grants 1 Skill Point. If successfully repairing a 0% Condition weapon back to a usable state grants 5 Skill Points. {| class="wikitable sortable" style="font-size:10pt;text-align:center" width=700px900px
|-
! Skill level !! SP !! Effects
|-
| Unskilled || 0 || No bonus to Condition restored when using a GCK, GRK, or MRK. <br/>Cannot repair 0% Condition weapons with a GRK or MRK.
|-
| Basic || 50 25 || Bonus '''+200 Condition''' when using a GCK, GRK or MRK. Can attempt repairing 0<br/>Zero condition repairs: '''25% Condition weapons with ''' chances of success per attempt (Threshold on a GRK or MRK1d100: '''>75''' ; a success '''76 or more''')<br/>Success will bring it Condition back to '''1%'''.
|-
| Skilled || 200 100 || Bonus '''+400 Condition''' when using a GCK, GRK or MRK. Can attempt repairing 0<br/>Zero condition repairs: '''35% Condition weapons with ''' chances of success per attempt (Threshold on a GRK or MRK1d100: '''>65''' ; a success '''66 or more''')<br/>Success will bring it Condition back to '''5%'''.
|-
| Expert || 500 250 || Bonus '''+800 Condition''' when using a GCK, GRK or MRK. Can attempt repairing 0<br/>Zero condition repairs: '''45% Condition weapons with ''' chances of success per attempt (Threshold on a GRK or MRK1d100: '''>55''' ; a success '''56 or more''')<br/>Success will bring it Condition back to '''10%'''.
|-
| Master || 1000 500 || Bonus '''+1600 Condition''' when using a GCK, GRK or MRK. Can attempt repairing 0<br/>Zero condition repairs: '''55% Condition weapons with ''' chances of success per attempt (Threshold on a GRK or MRK1d100: '''>45''' ; a success '''46 or more''')<br/>Success will bring it Condition back to '''20%'''.
|}
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