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Engineering
Aeronautical & Aerospace Engineer:
Aeronautics seals with the whole field of design, manufacture, maintenance,
testing, and use for both civilian and military purposes. It involves the
knowledge of aerodynamics, structural design, propulsion engines, navigation,
communication, and other related areas. Aerospace engineering is closely
allied to aeronautics, but is concerned with the flight of vehicles in
space, beyond the earth's atmosphere, and includes the study and development
of rocket engines, artificial satellites, and spacecraft for the exploration
of outer space. Base skill: 48% + 2% per level of experience.
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Chemical Engineer: This branch of engineering
is concerned with the design, construction, and management of factories
in which the essential process consist of chemical reactions. Because the
diversity of the materials default with, the practice, has been to analyze
chemical engineering problems in terms of fundamental unit operations or
unit processes such as the grinding or pulverizing of solids. It is the
task of the chemical engineer to select and specify the design that will
best meet the particular requirements of production and the most appropriate
equipment for the new applications. With the advancement of technology,
the number of unit operations increase, but continuing importance are distillation,
crystallization, dissolution, filtration, and extraction. In each unit
operation, engineers are concerned with four fundamentals: (1) the conservation
of matter; (2) the conservation of energy; (3) the principles of chemical
equilibrium; (4) the principles of chemical reactivity. In addition, chemical
engineers must organize the unit operations in their correct sequence,
and they must consider the economic cost of the overall process.
Because a continuous, or assembly-line, operation is more economical than
a batch process, and is frequently amenable to automatic control, chemical
engineers were among the first to incorporate automatic controls into their
designs. Base Skill: 25% + 3% per level of experience.
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Civil Engineer: Civil engineering is perhaps
the broadcast of the engineering fields, for it deals with the creation,
improvement, and protection of the communal environment, providing facilities
for living, industry and transportation, including large buildings, roads,
bridges, canals, railroad lines, airports, water-supply systems, dams,
irrigation, harbors, docks, aqueducts, tunnels, and other engineering constructions.
The civil engineer must have a thorough knowledge of all types of surveying,
of the properties and mechanics of construction materials, the mechanics
of structures and soils, and of hydraulics and fluid mechanics. Among the
important subdivisions of the field are construction engineering, irrigation
engineering, transportation engineering, soils and foundation engineering,
geodetic engineering, hydraulic engineering, and coastal and ocean engineering.
Base
Skill: 30% + 5% per level of experience.
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Computer Engineer: The electronics of computers
involve engineers in design and manufacture of memory systems, of central
processing units, and of peripheral devises. Foremost among the avenues,
of central processing units, and of Very Large Scale Integration (VLSI)
and new computer architectures. The field of computer science is closely
related to computer engineering; however, the task of making computers
more "intelligent" (artificial intelligence), through creation of sophisticated
programs of development of higher level of machine languages or other means,
is generally regarded as being in the realm of computer science.
One current trend in computer engineering is micronization. Using VLSI,
engineers continue to work to squeeze greater and greater numbers of circuit
elements onto smaller and smaller chips. Anther trend is toward increasing
the speed of computers operations through use of parallel processors, superconducting
materials, Multi-tasking, etc. The main concern is how to link humans to
the machines. Currently they have been connecting the brain waves of a
human into virtual reality type helmets to tell a computer what to do.
This should explain how the all of the Rifts mecha works. Base Skill:
20% + 5% per level of experience. Requires: Computer
Operation, Computer Programming,
Computer
Language,
Literacy, and
Writing.
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Electrical Engineer: Electrical Engineering
deals with the research, design, integration, and application of circuits
and devices used in the transmission and processing of information. Information
is now generated, transmitted, received, and stored electronically on a
scale unprecedented in history, and there is every indication that the
explosive rate of growth in this field will continue unabated.
Electronic Engineers design circuits to perform specific tasks, such as
amplifying electronic signals, adding binary numbers, and demodulating
radio signals to recover the information they carry. Circuits are also
used to generate waveforms useful for synchronization and timing, as in
television, and for correcting errors in digital information, as in telecommunications.
This is the person you call on when something malfunctions in a base and/or
town. He/she has the knowledge of all electrical properties and is properly
the same person that built the base and/or town. This person designs the
electrical conducts in the house, base, building, 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. Base Skill: 35% + 5% per level of experience.
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Genetics Engineer: Group of research techniques
that manipulate the DNA (genetic material) of cells in order to change
heredity traits or produce biological products. The techniques include
the use of hybridomas (hybrids of rapidly growing cancer cells and cells
that make amounts of desired antibody) to make monoclonal antibodies, gene
splicing or recombinant DNA technique (in which the DNA of a desired gene
is inserted into the DNA of a bacterium, which then reproduces itself,
yielding more than a desired gene), and polymerize chain reaction (which
makes copies of DNA fragments and is used in DNA Fingerprinting). Genetically
engineered products include bacteria designed to efficiently break down
oil slicks and industrial waste products, drugs (human and bovine growth
hormones, human insulin, interferon), and plants that are resistant to
diseases and insects or that yield fruits or vegetables with desired quantities.
Because genetic engineering involves techniques used to obtain patents
or human genes and create patentable living organisms, it has raised many
legal and ethical issues.
Questions have also been raised about the safety of releasing into the
environment genetically altered organisms that might disrupt ecosystems.
GM's remember there is a difference between the military use and the civilian
use of Genetics Engineer. Please keep this in mind when the characters
are using this skill.
Requires: Biology,
Botany,
and Math: Basic and Advanced.
Base
Skill: 15% + 5% per level of experience.
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Glitter Boy Engineer: This gives the character
to build and design the Glitter Boy. The character must have knowledge
on the power consumption and required to know the mechanics of this mecha
already. The Armorer is a separate skill, this is to apply the outer skin.
One person with the proper equipment, proper skills, proper parts, etc.
can assemble a Glitter Boy in about 7 to 9 days. Base Skill: 25%
+ 5% per level of experience.
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Industrial Engineer: Study includes fundamental
theory and operations covering gas and arc welding, cutting, brazing, spot
welding, forging, heat treatment, electroplating, forming and casting techniques.
Knowledge and use of tools includes lathes, mills, shapers, grinders, welding
and other related equipment and tools. GM's remember there is a difference
between the military use and the civilian use of machines and their functions.
Please keep this in mind when the characters are using this skill. Require: Math
Basic and Advanced,
Chemistry,
Welding, and Mechanical Engineering.
Base Skill: 35% + 5% per level
of experience.
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Mechanical Engineer - Basic: This is the
person who operates this huge presses, such as for the machine that presses
out specific mecha metal plates. The character can maintain, operate, give
design ideas, analyze, and even sabotage a piece of machinery. GM's remember
there is a difference between the military use and the civilian use of
machines and their functions. Please keep this in mind when the characters
are using this skill. The first percentile number reflects his/her ability
to analyze/evaluate mechanical systems, and diagnose and pinpoint problems.
The second percentile number indicates his/her skill level in actually
repairing, working on, modifying or sabotaging mechanical devices. Requires: Math
Basic and Literacy; Writing and
metallurgy is not required, but may be useful. Base Skill: 50%/25%
+ 5% per level of experience. Special Bonus: +5% to Locksmith skill
and +5% to Surveillance Systems Skill.
Mechanical Engineer: Advanced:
Mechanical Engineer: Expert: Characters
with this training have an understanding and knowledge of mechanical tools/equipment,
and the principles and terminology of practical design, construction, operation
and care of machinery. Study includes of motion, kinetics, variable mass,
equations of motion, momentum principles, work energy, vibrations, friction,
inertia, thermodynamics (energy conversion); analysis and design of common
mechanical elements (gears, springs, clutches, brakes, shafts, bearings,
etc.); materials (strengths, structures, stress, etc.), evaluation techniques,
metal working (coolants, welding, cutting, etc.) analysis (functions/problem
finding), combustion systems; fundamental vehicle design, and hydraulic
repair.
This means this person can repair, modify, convert or sabotage machinery;
as well as build and design his/her own engines/generators and mechanical
devices. The first percentile number reflects his/her ability to analyze/evaluate
mechanical systems, and diagnose and pinpoint problems. The second percentile
number indicates his/her skill level in actually repairing, working on,
modifying or sabotaging mechanical devices. Requires: Mechanical
Engineer: Basic, Basic Math, physics, and Literacy; Writing and metallurgy
is not required, but may be useful. Base Skill: 40/30% + 5% per
level of experience. Special Bonus: +5% to Locksmith skill and +5% to Surveillance
Systems Skill.
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Mining Engineer: This is an aspect of civil
engineering and includes basic concepts and principles of statistics as
they apply to the laws of motion (force, momentum, equilibrium, couples,
trusses, frames, friction, fluids, mass, and inertia), surveying topography,
fluid mechanics (channel flow, hydraulics of pipe flow, pumps); the composition,
engineering proprieties and behavior of soils (strengths (excavation, bulkhead,
walls, earth, slopes); drilling and piping methods and control theory.
Requires: Math:
Basic and Advanced, and Physics.
Base
Skill: 30% + 5% per level of experience.
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Nuclear Engineer: This branch of engineering
is concerned with the design and construction of nuclear reactors and devices,
and the manner in which nuclear fission may find practical applications,
such as the production of commercial power from the energy generated by
nuclear reactions and the use of nuclear reactors for propulsion and of
nuclear radiation to induce chemical and biological changes. In addition
to designing nuclear reactors to yield specified amounts of power, nuclear
engineers develop the special materials necessary to withstand the high
temperatures and concentrated bombardment of nuclear particles that accompany
nuclear fission and fusion. Nuclear engineers also develop methods to shield
people from the harmful radiation produced by nuclear reactions and to
ensure safe storage and disposal of fissionable materials. Base Skill:
42% + 3% per level of experience.
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Power Armor Engineer: This gives the character
to build and design the Power Armor. The character must have knowledge
on the power consumption and required to know the mechanics of this mecha
already. The Armorer is a separate skill, this is to apply the outer skin.
One person with the proper equipment, proper skills, proper parts, etc.
can assemble a Power Armor in about 2 to 3 weeks. Base Skill: 25%
+ 5% per level of experience.
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Robot Engineer: This gives the character
to build and design the Robots. The character must have knowledge on the
power consumption and required to know the mechanics of this mecha already.
The Armorer is a separate skill, this is to apply the outer skin. One person
with the proper equipment, proper skills, proper parts, etc. can assemble
a Robot (depending on the size) in about 1 to 2 months. Base Skill:
25% + 5% per level of experience.
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Safety Engineer: This field of engineering
has as its object the prevention of accidents. In recent years safety engineering
has become a specialty adopted by individuals trained in the other branches
of engineering. Safety engineers develop methods and procedures to safeguard
workers in hazardous occupations. They also assist in designing machinery,
factories, ships and roads, suggesting alterations and improvements to
reduce the likelihood of accident. In the design of machinery, for example,
the safety engineer seeks to cover all moving parts or keep them from accidental
contact with the operator, to put cutoff switches within reach of the operator,
and to eliminate dangerous projecting parts. In intersections, known to
result in traffic accidents. Many large industrial and construction firms,
and insurance companies engaged in the field of workers compensation, today
maintain safety engineering departments. Base Skill: 32% + 3% per
level of experience.
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Sanitary Engineer: This is a branch of civil
engineering, but because of its great importance for a healthy environmental,
especially in dense urban-population areas, it has acquired the importance
of a specialized field. It chiefly deals with problems involving water
supply, treatment, and distribution; disposal of community wastes and reclamation
of useful components of such wastes; control of pollution of surface waterways,
groundwater's, and soils; milk and food sanitation; housing and institutional
sanitation; rural and recreational-site sanitation; insect and vermin control;
control of atmospheric pollution; industrial hygiene, including control
of light, noise, vibration, and toxic materials in work areas; and other
fields concerned with the control of environmental factors affecting health.
The methods used for supplying communities with pure water and for the
disposal of sewage and other wastes are described separately. Base Skill:
30% + 5% per level of experience.
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Spacefold Engineer: Basic: This will provide
the character the knowledge of a general working of the spacefold engines.
In other words the character will have the knowledge of general maintenance
and repair of the housing and some of the electrical systems. The character
will have only some knowledge and will not know exactly how the space fold
engines work, but can operate a good percentage of the systems built into
it. Counts as three skills, unless otherwise specified. If the character
has an I.Q. of 11 or higher this will only cost one other skill. Requires: Math:
Basic and Advanced,
Basic
and Advanced electronics, and Basic
Mechanics.
Base Skill: 55% + 5% per level of experience.
Spacefold Engineer: Advanced: This will enable
the character to be able to analyze and examine problems with a spacefold
engine. The character will have a limited knowledge on how the engines
work, how the fuel system works, the energy it can produce, etc. Characters
will not now how to install or design and build one of the massive complex
engines, but can service and maintain it very efficiently and CAN NOT design,
build, or install these massive complex engines. Counts as six skills,
unless otherwise specified. If the character has an I.Q. 13 or above this
will only three other skills. Requires: Spacefold Engineer: Basic,
Math:
Basic and Advanced,
Basic
and Advanced electronics, and Basic
Mechanics.
Base Skill: 35% + 5% per level of experience.
Spacefold Engineer: Expert: This is the
complete understanding of how the Spacefold engines work. Even gives the
character the ability to design, build, and install one of the extremely
complex engines. Now if the character has an I.Q. below 16 the character
only has the complete understanding and CAN design, build, or install these
massive complex engines. Counts as twelve skills, unless otherwise specified.
If the character has an I.Q. 16 or above this will only four other skills.
Requires: Spacefold Engineer: Basic and advanced, Spacefold Electronics,
Math:
Basic and Advanced,
Basic
and Advanced electronics, and Basic
Mechanics.
Base Skill: 15% + 5% per level of experience.
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Starship Engineer: Basic: This will provide
the character the knowledge of a general working of the space ships. In
other words the character will have the knowledge of general maintenance
and repair of the spaceship and some of the electrical systems. The character
will have only some knowledge and will not know exactly how the everything
works, but can operate a good percentage of the systems. This applies
to all spacecraft like Horizonts, Garfish, and even the SDF class vessels.
Counts as two skills, unless otherwise specified. Requires: Math:
Basic and Advanced, Basic
Electronics and Starship Electronics, and Basic
Mechanics. Base Skill: 55% + 5% per level of experience.
Starship Engineer: Advanced: This will
enable the character to be able to analyze and examine problems with a
spaceship. The character will have a limited knowledge on how all the systems
work, how the weapon system works, the auxiliary engines, communications,
etc. Characters will not know how to design and build one of the massive
ships, but can service and maintain them very efficiently. This applies
to all spacecraft like Horizonts, Garfish, and even the SDF class vessels.
Counts as four skills, unless otherwise specified. Requires: Starship
Engineer: Basic, Math: Basic and Advanced,
Basic and Starship electronics, and Basic
Mechanics. Base Skill: 35% + 5% per level of experience.
Starship Engineer: Expert: This is the
complete understanding of how the Spaceships work. Even gives the character
the ability to design and build one of the extremely complex ships. This
skill will enable the character to fix, repair, maintain, build and design
about 75% of the systems on the starships. This applies to all spacecraft
like Horizonts, Garfish, and even the SDF class vessels. Counts as six
skills, unless otherwise specified. If the character has an I.Q. 16 or
above this will only four other skills. Requires: Starship Engineer:
Basic and advanced, Math: Basic and Advanced,
Basic
Electronics and Advanced Electronics,
and Basic Mechanics.
Base Skill:
15% + 5% per level of experience.
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Weapons Engineer - Basic: This skill is
usually reserved for military personnel. The character can maintain, repair,
mount, and figure out hand held and tripod mounted weapons. The character
will be able to fix a C-27 Plasma or mount a Rocket Launcher to the back
of a dune buggies. They will also have a very limited knowledge on hand
held mecha weapons, they can only repair and maintain these guns, but can
reload energy clips and bullet clips. Also, can help and assist in the
reloading of a mecha such as the Power Armor, Glitter Boy, etc. CAN NOT
do a field reload on mecha, unless the proper equipment exists. Requires: Basic
Mechanics, Mechanical engineer and Basic
Electronics. Base Skill: 55% + 5% per level of experience.
Weapons Engineer - Advanced: This skill
is usually reserved for military personnel. This skill is basically the
same as it's predecessor, but the character can modify, design and build
weapons (S.D.C. only!). Also, can reload expended shells and design new
bullet types. As far as the mecha go the character will have the knowledge
on how to reload any mecha, whether it is guns or missiles. Can even help
in the designing of, modifying the missile bays on mecha to hold more missiles
or more destructive missiles. CAN NOT modify any mecha weapons or build
any. Limited to repair and maintenance. Requires: Weapons Engineer:
Basic,
Basic Mechanics, Mechanical
engineer and Basic Electronics.
Base
Skill: 35% + 5% per level of experience.
Weapons Engineer - Expert: This skill is
usually reserved for military personnel. This enables the character to
design, build, modify, maintain, repair, mount, reload, and figure any
weapons system know to man (S.D.C. or M.D.C.). This skill will be able
to help a character design new weapons (hand held and mecha), missile (Damage,
Range, Blast Radius, and M.D.C.), etc. With this skill there are unlimited
possibilities to designing and build new weapons in the time of Rifts.
A Reminder the GM has the final decision on any modifications, new weapons
(Mecha or not). GM's you should make sure to have the weapons in your campaign
that balance the power. Player should respect their Game Master's decision
and give him or her a hard time about it. Requires: Weapons Engineer:
Basic and Advanced, Basic Mechanics,
Mechanical engineer and Basic Electronics.
Base
Skill: 15% + 5% per level of experience.
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