Details for the morbidly curious:
I'm playing a mechanic character, and we've come up with MacGuyvering rules for him. We got attacked by an enemy in a suit of heinous powered battle armor. So I attempted to build a big-ass taser using the power cell from a captured droid and my ascension gun, the goal being to (1) fry a bunch of the electrical systems in his armor, and (2) magnetize the armor to itself with the gigantic electrical current.
Spent one full round (with a heroic surge, for an extra partial action) on it, and a partial action on the next round (which puts us at two full-round actions, which Jeff said would make it easier) to do it. Then I had a partial action left with which to use it.
We use a jury-rig roll (which is a repair skill check) for tech monkeying. My character has +25 to jury-rig rolls:
- 12 skill ranks in Repair
- +3 from relevant ability modifier (Int)
- +2 aptitude bonus from the Gearhead feat
- +3 competence bonus from Skill Emphasis (Repair) feat
- +3 circumstance bonus from masterwork tools
- +2 bonus to jury-rig rolls from a Fringer class ability
On top of that, I used a force point (+2d6) and rolled an 11. So now we're up to +36 before even rolling. And then I rolled a 16. Total: 52.
On the attack roll to his the enemy with the taser, I rolled a 37. (+6 BAB, +3 Dex for ranged attacks, +11 from the force point, and I rolled a 17 on the d20.)
Needless to say, it worked real good.
I don't know that my action turned the tide of battle (it disabled the enemy for two rounds, though it also disarmed one of our Jedi for one round), but it certainly contributed.
And MY GOD was it satisfying!