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.
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.
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.
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.
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.
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.
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.
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.
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.

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.
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.
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.
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.
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.
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.
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.

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.

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.


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.

This entirely MY alternate vision of the Rifts ® world and is NOT officially approved or sanctioned by Palladium Books Inc.

Next section Espionage Skills.

Originally posted on Mad Dog's Web Site.  daisho@gci.net

This site is maintain by: UG