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.
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.
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.
Circuit Board Micro-Electronics: Soldering connections, boards, wiring, and power supplies to construct microchip based electronics. Base Skill: 55% + 5% per level of experience.
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.
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.
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.
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).
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.
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).
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.
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.
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.
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.

Copyright 1996 Palladium Books Inc. Rifts®, Megaverse®, and Palladium Books® are registered trademarks owned by Palladium Books and Kevin Siembieda. The Coalition States, Erin Tarn, Emperor Prosek, SAMAS, and other names and characters are trademarks owned by Kevin Siembieda and Palladium Books Inc.
© 1983, 1987, 1988, 1990 Kevin Siembieda; © 1995 Palladium Books, All rights reserved world wide. No part of this work may be reproduced in part or whole, in any form or by any means, without permission from the publisher. All incidents, situations, institutions, governments and people are fictional and any similarity to characters or persons living or dead is strictly coincidental."

Robotech ® is a registered trademark owned and licensed by Harmony Gold USA, Inc. Characters for Robotech are copyright 1985 Harmony Gold USA, Inc./Tatsunoko Production Co., Ltd. All Rights Reserved.

The Robotech Role-Playing Game is Copyright © 1995 Palladium Books Inc. and Copyright © 1995 Kevin Siembieda. All rights reserved under the Universal Copyright Convention. No part of any Robotech RPG books may be reproduced in part or whole, in any form or by any means, without permission from the publisher. All incidents, situations, institutions, governments, and people are fictional and any similarity, without satiric intent, of characters or persons living or dead, is strictly coincidental.

Palladium Books Inc. ®, Rifts ®, and Megaverse ® are registered trademarks owned and licensed by Kevin Siembieda and Palladium Books Inc. Mega-Damage™, S.D.C.™, I.S.P.™, P.P.E.™, and others are trademarks owned and licensed by Kevin Siembieda and Palladium Books Inc.

Robotech: The New Invid Era  is a derivative work of the Robotech RPG intended solely for the enjoyment of Robotech fans everywhere, and is NOT written for commercial purposes or financial gain.

This entirely MY alternate vision of the Robotech ® World and is NOT officially approved or sanctioned by Palladium Books Inc. or Harmony Gold USA, Inc./Tatsunoko Production Co., Ltd.

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Next section Engineering Skills.

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