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Electrical
Avionics: This is the specialized skill
in repairing the electrical, navigational and control systems in aerospace
craft. A character with this skill can repair the "Black Boxes" in these
vessels. They can also debug the code so that the craft flies correctly.
Base
Skill: 20% + 5% per level of experience. Requires: Computer
Operations and Computer Programming.
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Basic Electronics: This enables a character
to understand simple wiring and diagrams. These characters can do basic
wiring in a home or building, and can even do some basic wiring for TVs
VCR's, etc. If it relates to circuit boards and/or anything more complicated
than simple and basic wiring, the character will have to seek a professional.
GM's remember there is a difference between the military use and the civilian
use of electronic systems and their functions. Please keep this in mind
when the characters are using this skill. Counts as One Skill, unless otherwise
stated. Base Skill: 50% + 5% per level of experience.
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Advanced Electronics: This is the rudimentary
understanding of the principals of electricity, simple circuits, wiring,
and so on. This wiring is not limited to TVs and radios, but can wire houses
on a commercial level. This person can do basic wiring, repair appliances,
wiring, and so on. The character will also, have knowledge to work on circuit
boards, but not computer chips, although he/she can replace them. GM's
remember there is a difference between the military use and the civilian
use of electronic systems and their functions. Please keep this in mind
when the characters are using this skill. Counts as Two Skills, unless
otherwise stated. Requires: Basic Electronics. Base Skill: 35% +
5% per level of experience. |
Expert Electronics: This character is
a professional and can build, design, and repair most circuit boards and
is the key man to call when you lose electricity. He can wire a house with
ease, can easily repair simple circuit boards, and has the knowledge on
computer chips (can't repair computers, falls on the Computer Repair Skill).
The has a first hand knowledge on electricity, how it works and safety
when working. The character can not work on Robots, Power Armor, Glitter
Boys bases, etc. GM's remember there is a difference between the military
use and the civilian use of electronic systems and their functions. Please
keep this in mind when the characters are using this skill. Counts as Three
Skills, unless otherwise stated. Requires: Basic and Advanced Electronics.
Base
Skill: 15% + 5% per level of experience.
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Circuit Board Micro-Electronics: Soldering
connections, boards, wiring, and power supplies to construct microchip
based electronics. Base Skill: 55% + 5% per level of experience.
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Computer Repair: Knowledge of the internal
electronics of computers and related devices (terminals, printers, modems,
etc.). The character can attempt to repair or sabotage computers. Note
that figuring out the repair or sabotage procedure counts as one roll,
and the actual repair is a second roll. A failed roll means the repair
is faulty and does not work (try again). No computer operation or programming
skills are included nor required to fix computers. Many computer repair
personnel don't even know how to turn the computer on! Base Skill:
25% + 5% per level of experience.
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Electrical Engineer: Knowledge of electricity.
Characters can diagnose and locate electrical problems, repair complex
electrical devices, wire entire buildings or vehicles, and build electrical
equipment. The character can also attempt to bypass security systems, alarms,
and surveillance systems, but at a penalty of -20% for simple systems and
-50% for complex systems (reduce these penalties by half if the character
also has the surveillance systems skill). Base Skill: 30% + 5% per
level of experience. Requires: Math:
Advanced and literacy.
Note:
There is a -30% penalty when working on alien or extremely unfamiliar electronics.
This includes techno-wizard devices. The electrician may be able to puzzle
out some of the basic aspects of a device created by techno-wizardry, and
may be able to figure out how to operate the machine, but will not be able
to fully fathom how it works nor repair it.
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Electricity Generation/Power Systems:
Electricity is generated in two ways: from sunlight, using solar panels,
and from small nuclear generators. This skill allows a character to understand
and repair such generation systems, but not to build them. Base Skill:
50% + 5% per level of experience.
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Glitter Boy Electronics: The Glitter
Boy is an advanced power armor. The electronics use nanotechnology and
computer chips the size of a flea. This form of power armor works on the
thought processes and certain nerve pulse of the brain of the pilot. All
of the electronics are complex and very greatly from the ordinary power
armor. Most Glitter Boys are powered by a fusion device no bigger than
a lap top computer, using a non-radioactive element. The element has the
same power as a nuclear energy, but with out the radioactivity. The older
Glitter Boys still functions off of nuclear power. Most engineers that
acquire this skill can work on normal power armor, but at -30% skill level.
The training includes how to program the nanites to perform their specified
jobs. The character must have an I.Q. of 12 or better to even have this
skill. Those characters with an 11 or below that want the skill, they will
have to start off at half the base and it will cost three separate skill
selections. A note to the GM This skill applies to all Glitter Boys not
just to military Glitter Boys. Base Skill: 30% + 5% per level of
experience.
Requires: Electrical
Engineer and Computer Operations.
There is a -40% penalty when working on alien or extremely unfamiliar robot
electronics (for Glitter Boys not built and designed in that particular
region).
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Mecha Electronics: First hand knowledge of
the electrical systems built into RDF, REF and Southern Cross mecha. The
character knows exactly how they interact with protoculture and the intricacies
of Robotechnology. Other skills in electrical systems do not apply to mecha,
making this an invaluable skill for repairing the famous war machines.
Base
Skill: 35% + 5% per level of experience.
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Power Armor Electronics: This is
the skill that enables the character to work on these complex and efficient
form of mecha. The power armor is more advanced than a robot, but not as
advanced as the Glitter Boys. Just like the Glitter Boy the Power Armor
use thought and brain waves to control it. Most Power Armor is powered
by a fusion device no bigger than a lap top computer, using a non radioactive
element. The element has the same power as a nuclear energy, but with out
the radioactivity. The older Power Armors still functions off of nuclear
power. A note to the GM This skill applies to all Power Armor not just
to Coalition/military Power Armor. Base Skill: 30% + 5% per level
of experience.
Requires: Electrical
Engineer and Computer Operations.
There is a -40% penalty when working on alien or extremely unfamiliar robot
electronics (Power Armors not built and designed in that particular region).
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Robot Electronics: This is the complex and
specialized study of these massive machines known as robots . This includes
robot/military engineering, and microcircuitry. It includes knowledge of
robot assault units, exoskeletons, and robot systems. Most Robots are powered
by a fusion device no bigger than a lap top computer, using a non radioactive
element. The element has the same power as a nuclear energy, but with out
the radioactivity. The older Robots still functions off of nuclear power.
A note to the GM This skill applies to all Robots not just to Coalition
Robots. Base Skill: 30% + 5% per level of experience. Requires: Electrical
Engineer and Computer Operations.
There is a -40% penalty when working on alien or extremely unfamiliar robot
electronics.
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Spacefold Electronics: This skill is needed
to design, build, repair, and install Spacefold Engines. The character
will have most of the knowledge on how the electrical systems of the spacefold
engine works. There are only a few people that have a full understanding
of the spacefold engine, one of them is Dr. Lang. This skill can only be
picked if the character has Spacefold Engineer: Expert. Requires: Math:
Basic and Advanced, Basic Electronics,
Advanced Electronics, Expert Electronics, and
Electrical
Engineer. Base Skill: 35% + 5% per level of experience.
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Starship Electronics: This is the person you
call on when something malfunctions in a spacecraft. He/she has the knowledge
of all electrical properties and is properly the same person that built
spacecraft. This person designs the electrical conducts in the Horizonts,
SDF class ships, Garfish, etc. This skill also enables the character to
work on Space Fold engines as well as installing, but can not build or
construct them. GM's remember there is a difference between the military
use and the civilian use of electronic systems and their functions. Please
keep this in mind when the characters are using this skill. Base Skill:
35% + 5% per level of experience.
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Veritech Electronics (New): First hand
knowledge of the electrical systems built into RDF and REF transformable
mecha. The character knows exactly how they interact with protoculture
and the intricacies of Robotechnology. Other skills in electrical systems
do not apply to mecha, making an invaluable skill for repairing the famous
war machines. Base Skill: 35% + 5% per level of experience. Note:
There is a -15% penalty when old VF series veritechs and the AJACs, Hover
tank, and the Logan in the Southern Cross due to the lack of experience
with these primitive and overly complicated protoculture and fusion generation
system.
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