Electrical Repair

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 Electrical Repair (10%) 

Enables the investigator to repair or reconfigure electrical equipment, such as auto ignitions, electric motors, fuse boxes, and burglar alarms. In the present day, this skill has little to do with the Electronics skill. Fixing an electrical device may require special parts or tools. Jobs in the 1920's may call for this skill and for Mechanical Repair in combination.

Electrical Repair may also be used in conjunction with modern explosives, such as blasting caps, C-4 plastic explosives, and mines. These weapons are designed to be easy to deploy; only a fumble result will lead to misfire (remember the roll can be pushed). Defusing explosives is far trickier, as they may be fitted with anti-tamper mechanisms; raise the level of difficulty when disarming explosives - see Demolitions skill.

Opposing skill/Difficulty level:


 * Regular difficulty: repairing or creating a standard electrical device.
 * Hard difficulty: repairing something that is badly damaged; working without the proper tools.

Pushing examples: taking longer to repair or reconfigure the equipment, taking a risky short-cut.

Sample Consequences of failing a Pushed roll: take damage from an electrical shock; blow the fuses and plunge the building into darkness; wreck the thing you are working on beyond repair.


 * If an insane investigator fails a pushed roll, they attempt to harness the electrical power of living organisms into the device.