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Mechanical
Aerospace Engineering: Deals 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, rocket engines, artificial satellites, navigation,
communication, and other related areas. This skill will enable the design
and construction of vehicles for use in both an atmosphere and/or space.
Base
skill: 48% + 2% per level of experience. Requires: Math
Advanced, Computer Operations,
Computer
Programming.
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Aircraft Armor and Weaponry: A specialized
skill for mounting aircraft weapons and repairing battle damage. Base
Skill: 40% + 4% per level of experience.
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Aircraft Mechanics: The understanding
of aerodynamics and the training to repair, rebuild, modify, and redesign
conventional aircraft, including single engines, twin engine airplanes,
jets, helicopters and hovercraft. Robot body armors and high tech military
vehicles are not included (see robot mechanics). Base
Skill: 25% + 5% per level of experience.
Optional method of assigning
this skill.
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Aircraft Mechanics: Basic: This enables
the character to maintain and do minor repairs on his/her aircraft. This
includes oil changes, changing spark plugs and wires, and other simple
repairs, except any and all mecha. Anything beyond this, requires a professional,
remember this is like what the average person can do by his/her self. GM's
remember there is a difference between the military use and the civilian
use of aircraft and 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. Aircraft Mechanics: Advanced: This the understanding
on the conventional aircraft. This enables the character to repair, rebuild,
and redesign, modify conventional aircraft with gas powered engines, except
any and all mecha. This includes turbine and diesel engines, Also includes
single and twin engine, fan-jets, jet fighters, helicopter and shuttle
craft (you get the idea). GMs remember there is a difference between the
military use and the civilian use of aircraft and functions. Please keep
this in mind when the characters are using this skill. Counts as Two Skills,
unless otherwise stated.
This means this person can repair, modify, convert or sabotage aircraft.
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 anything dealing with aircraft. Requires:
Mechanical: Basic, and Aircraft Mechanics: Basic. Base Skill: 20/35%
+ 5% per level of experience.
Aircraft Mechanics: Expert: This skill
is pretty much as the skill above, but the character can build and design
new aircraft. Of course, the can design jets, single and twin engine planes,
except any and all mecha. This will enable the character to build an aircraft
from the ground up. The character will also be able to do body work, design
wings, build more efficient engines, build powerful motors/afterburners,
etc. (you get the idea). GM's remember there is a difference between the
military use and the civilian use of aircraft and functions. Please keep
this in mind when the characters are using this skill. Counts as Three
Skill, unless otherwise stated.
This means this person can repair, modify, convert or sabotage machinery;
as well as build and design his/her own engines, systems, and the aircraft
itself. 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 anything dealing with aircraft. Requires:
Aircraft Mechanics: Basic and Advanced. Base Skill: 30/15% + 5%
per level of experience.
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Armorer: This enables a character to properly
fit M.D. type metal onto any surface. This includes mecha, buildings, bases,
starships, etc. Any where and any surface that can hold the M.D. metal
the character can mount it there, even to the point of making an air tight
seal. Requires: Welding Basic through Expert.
Base
Skill: 25% + 5% per level of experience.
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Automotive Mechanics: The ability to repair,
rebuild, modify, and redesign conventional vehicles with internal combustion
(gas) engines. It also includes body work, turbine engines, methanol, ethanol
and diesel truck engines. Working on hover jet systems for ground vehicles
is possible, but with a -20% penalty. Working on reactor engines there
is a -40% penalty. Base Skill: 25% + 5% per level of experience.
Optional method of assigning
this skill.
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Automotive Mechanics: Basic: This enables
the character to maintain and do minor repairs on his/her vehicle.
This includes oil changes, changing spark plugs and wires, and other simple
repairs, except any and all mecha. Anything beyond this, requires a professional,
remember this is like what the average person can do by his/her self. GM's
remember there is a difference between the military use and the civilian
use of automobiles and functions. Please keep this in mind when the characters
are using this skill. Counts as One Skill, unless otherwise stated. Requires:
Literacy;
Writing
and metallurgy is not required, but may be useful. Base Skill: 50%
+ 5% per level of experience. |
Automotive Mechanics: Advanced: This the
understanding on the internal combustion engine. This enables the character
to repair, rebuild, and redesign, modify conventional vehicles with gas
powered engines, except any and all mecha. This includes turbine and diesel
engines, Also includes automobiles, motorcycles, lawn mowers, trucks, some
hover vehicles, etc. (you get the idea). GM's remember there is a difference
between the military use and the civilian use of automobiles and functions.
Please keep this in mind when the characters are using this skill. Counts
as Two Skills, unless otherwise stated.
This means this person can repair, modify, convert or sabotage anything
automotive. 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 anything dealing with anything automotive. Requires:
Mechanical: Basic, Automotive Mechanics: Basic, Welding: Basic, Literacy;
Writing
and metallurgy is not required, but may be useful. Base Skill: 20/35%
+ 5% per level of experience. |
Automotive Mechanics: Expert: This
skill is pretty much as the skill above, but the character can build and
design new vehicles, all hover vehicles except any and all mecha. Of course
this still on the internal combustion engine. This will enable the character
to build a vehicle from the ground up. The character will also be able
to do body work, build chassis, build more efficient engines, build powerful
motors, etc. (you get the idea). GM's remember there is a difference between
the military use and the civilian use of automobiles and functions. Please
keep this in mind when the characters are using this skill. Counts as Three
Skill, unless otherwise stated.
This means this person can repair, modify, convert or sabotage machinery;
as well as build and design his/her own engines, vehicle bodies, and the
actual car itself.. 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 anything dealing with automotive.
Requires:
Mechanics: Basic and Expert, Automotive: Basic and Advanced, Welding: Basic
and advanced, Literacy;
Writing
and metallurgy is not required, but may be useful.. Base Skill:
30/15% + 5% per level of experience.
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Basic Cybernetics: This skill is similar
to the M.D. in Cybernetics skill but scaled
down. This skill gives the character a basic knowledge of the function
and application of various cybernetic mechanics, their structure, function
and repair. This is best applied to external bionic and cybernetics such
as a bionic arm, leg, eye, body armor, etc. to make "field repairs." The
character can also make (or help make) repairs on loose, uninstalled implants.
However, they are not Cyber-Docs and can not perform surgery to remove
or install any internal cybernetic. Nor can they attach or detach bionic
systems to the body. Repairs can only be made to the external machine,
i.e. arm, hand, weapon, etc., not the attachment to the nerves or flesh
and blood body. Likewise, the character cannot perform medical procedures
of any kind, he's a basic cybernetic mechanic or assistant mechanic/Operator!
Base
skill: 25% +5% per level of experience. Penalties: -5% if bionic
part is attached to a living being. -10% if repairs are made under-fire
or other stressful conditions. -30% if of alien manufacture and design!
Requires: Mechanical
Engineer, Literacy and Advanced
Mathematics skills.
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Basic Mechanics: This is a rudimentary understanding
of how machinery operates. This person can repair and maintain simple mechanisms
and common motorcycles, automobiles and similar vehicles. Special modifications,
souping-up vehicles, and working on aircraft and mecha are out of the question!
Base
Skill: 30% + 5% per level of experience.
Optional method of assigning
this skill.
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Basic Mechanics (Updated): This give
the character a basic knowledge of simple machines and how they work, but
not rebuilding, such as ban saws, drills, glue guns, etc. Also a rudimentary
knowledge of inches, feet, standard tools, metric tools, etc. 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. Counts as One Skill, unless otherwise stated. Requires:
Basic Math and Literacy; Writing
is not required, but may be useful. Base Skill: 50% + 5% per level
of experience
Advanced Mechanics: This give the character
a greater knowledge in simple machinery, and is able to operate, maintain,
rebuild and modify most machinery designed for constructed wood or metal
products (S.D.C.). Can work on Automobiles at half the base skill of Automotive
Mechanics: Basic, without any harsh penalties. Working on aircraft and
mecha are out of the question. 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. Counts
as Two Skills, unless otherwise stated. Requires: Basic
Math, Literacy, and
Basic
Mechanics; Writing is not required,
but may be useful. Base Skill: 35% + 5% per level of experience.
Expert Mechanics: The character can
operate, rebuild, build, and design machines need for working on wood,
S.D.C. metal, and M.D.C. metal products. Work is limited to aircraft, automobiles,
houses, bases, etc. Mecha are out of the question, but can design a machine
to press out the mecha metal plates to fit on a specific mecha. 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. Counts as Three Skills, unless otherwise stated.
Requires:
Basic and Advanced Math and Literacy, Basic and Advanced
Mathematics; Writing is not required,
but may be useful. Base Skill: 15% + 5% per level of experience.
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Bioware Mechanics: A character with this
skill can identify, service and repair all items of bioware and cybernetic
enhancement, from the simplest dataplug to the most sophisticated of the
artificial eyes. If assisted by a medical doctor or cyber-doc, he or she
can add, remove or transplant bioware fittings and cybernetic implants.
They cannot build new bioware items nor change the function of an existing
piece. Base Skill: 30% + 5% per level of experience. -20% when working
with bionic systems. |
Construction (Metal): This skill enables
the character to work on sights such as skyscrapers, bases, outposts, etc.
The character has a limited knowledge of Mecha Metal, but cannot repair
armor and or mecha, that will require a character with the Armorer Skill.
This skill will also, add a one time bonus to
Demolitions
(+5%), Demolitions: Disposal (+5%),
and Carpentry (+15%). GM's remember
there is a difference between the military use and the civilian use of
buildings and their functions. Please keep this in mind when the characters
are using this skill. Base Skill: 25% + 5% per level of experience.
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Construction Engineering: The expert skill
of repairing or building structures and/or supervising Basic Construction
workers in building structures (also includes the ability to read complex
blueprints and a working knowledge of Demolitions as pertains to construction;
Basic and Advanced Mathematics required).
Base
Skill: 40% + 5% per level of experience.
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Cross-Dimensional Trans-Location Device Mechanics:
Involves building and repairing the machines that can cross dimensional
barriers into alternate universes of reality. There is a +25% bonus for
installing Cross-Dimensional devices in new vehicles, as well as modifying
the wiring and structure in the vehicle. A penalty of -25% is exacted for
any rush jobs involving Hoppers. Base Skill: 40% + 5% per level
of experience.
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Cybernetic/Bionic Repair: A character with
this skill can repair damage to the complex systems involved with cybernetics
and bionics. They can also design and construct new systems providing that
they have a fully stocked work shop and have the time available. Note:
This is not the ability to install and connect cybernetic/bionic systems
to the humanoid body and nervous system. Base Skill: 20% + 5% per
level of experience.
Requires: Computer
Operations, Computer Programming,
Mechanical
Eng.
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Cyclone Repair: This give the character
the ability to test, diagnose, and repair all models of Cyclone, provided
that he or she has the time, proper tools, and patience to carry out the
task. This skill is formidable, but is not the equivalent of a Bio-Maintenance
Engineer! Base Skill: 30% + 5% per level of experience. Note:
This skill is limited to the military personnel; however, it can also be
added to the available skills of the Nomad Scout, Mercenaries, etc. but
the base skill is only 15% and no bonuses are applicable. Further more,
extremely serious damage may be impossible to repair and a Bio-Maintenance
Engineer must be sought.
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Design Engineering: The expert skill
of
understanding blueprints and graphic design (also includes knowledge of
how to use CAD (Computer-Aided Design) programs). The Design Engineer can
create complex blueprints and designs, and also make professional-quality
perspective drawings. In addition to designing structures, Design Engineers
may also design weapons, vehicles, mecha, or other devices, depending on
what their other specialties (other skills) are (Basic and Advanced Mathematics
required). Base Skill: 40% + 5% per level of experience.
Drive repair: Chemical
drive: |
The chemical drive is the most basic space drive, the most expensive
to run and the least efficient. It burns a mixture of hydrogen and oxygen
to provide propulsion and therefore needs a lot of room for fuel. It is
also prone to leaks and even explosions. |
Drive repair: Fold
Drives: |
Create a wormhole through space/time from point A to point B.
Will not work correctly within a gravity well (for moons, planets &
stars, this range is twice the object's radius from its surface). Approximately
1 day passes every hour spent in fold if the fold is done correctly, with
about one parsec traveled per hour. If the drive is incorrectly programmed,
this could increase to as much as 1 YEAR per hour. Examples: Robotech
& Macross II ships. |
Drive repair: Ion
drive: |
An ion drive uses electrical power to convert its hydrogen fuel
into a stream of ions which propel the spacecraft. |
Drive repair: Plasma
drive: |
The plasma drive uses a controlled nuclear fusion reaction between
deuterium and helium-3 to produce plasma, which is then forced backwards
by a magnetic field to provide thrust. |
Drive repair: Traction
drive: |
Generates a very powerful and specialized pseudo-magnetic field which
attaches itself to the fabric of the space-time continuum and pulls the
spacecraft along after it. |
Drive repair: Warp/Gravity
Drives : |
Typified by the FTL drive systems of Manhunter and the CG drive
of Phase World (-40% for one universe's techs to work on the other technology).
In both, the ship projects a field that isolates it from the universe's
gravity field, bypassing the normal limit of lightspeed. However, gravity
wells can throw off travel, as the engines are calibrated to counter only
the ship's gravitic signature. This skill also applies to sublight gravity
drives, used in many atmospheric and local space craft. |
The six kinds of space drives are all different and work on totally different
scientific principles. A character with Drive Repair: chemical drive will
have a complete knowledge of how these drives work, to the extant that
they can build one if given time and enough spare parts, but their knowledge
of ion drives, plasma drives or traction drives will be minimal. A character
can attempt to repair other types of drives, but at a penalty of -40%.
Base
Skill: 30% + 5% per level of experience.
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Fashion Tools and Weapons: Useful tools
and weapons can be constructed from readily available material. These crude
items are usually made from wood, stone, vines, and bones, and include
making a simple wood and/or stone hammer, club, hand shovel, pick, fishing
hook, bone needle, wooden stake, torch, rope, string, fishing line, simple
flute, blow gun, staff, wooden spear, bola, throwing stick, arrow, short
bow, stone knife, and spear and axe head made from chipped stone. The ability
to fashion tools is a source of pride for jungle tribesman and wilderness
folk. An unsuccessful roll results in a product that is completely useless,
try again. It generally takes about 1D4 hours to make a small, simple item
and 2D4+1 to make a larger, more elaborate item like a stone axe, spear
with a stone head, short bow, etc. Base Skill: 20% + 5% per level
of experience.
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Glitter Boy Mechanics: As the technology
advanced the role of in the Technical areas advanced as well, it is now
impossible for one person to be technical minded of Robots, Power Armor,
and Glitter Boys. The character will have the knowledge it takes to repair
and modify existing Glitter Boys as far as the structure, frame, and how
every thing fits, but can not design and build one. The Armor, etc. are
in different skill selections and will be needed for this skill. Requires:
Glitter Boy Electronics, Armorer, etc. Base Skill: 25% + 5% per
level of experience.
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Hardsuit/Motoroid Mechanics: This is the
skill needed to maintain or modify a Hardsuit or Motoroid. The first percentage
number is for the Hardsuit, the second is for the Motoroid. (This skill
is free to anyone of the Knight Saber OCC, but it costs anyone else two
skill selections due to the specialized training involved). Base Skill:
48/28% +3% / additional level.
Penalties: -25% to anyone not of
the Knight Saber OCC, or the Heroes Unlimited Power Category of Robotics.
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Helicopter Mechanics: Specific skill
for helicopters. Base Skill: 25% + 5% per level of experience.
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Jet Aircraft Mechanics: Covers all jets and
scramjets. Base Skill: 25% + 5% per level of experience.
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Locksmith: The study of lock designs
and the ability to repair, build, modify and open locks. The methods, techniques,
and tools of lock picking include the old style key and tumbler, combination,
and modern electrical locking systems. Time requirements: 1D4 melees to
open an antiquated key type lock or simple tumbler/combination type. 1D4
minutes to open an elaborate tumbler type, 2D4 minutes to open a simple
electronic lock (usually by patching in a bypass system), and 1D4 hours
to break a complex, state-of-the-art electronic lock system such as those
used in high security and restricted areas. Super high-tech systems, such
as those used by the Coalition's military and government, will require
3D4 hours and have a skill penalty of -20%.
If an unsuccessful skill roll is made, the lock is not opened and the process
must be repeated. If an attempt to open an electronic lock fails, roll
again. A second failed roll means that the lock is irreparable damaged
and can not be opened! Base Skill: 25% + 5% per level of experience.
Requires:
At least Electronics: Basic (-5% penalty
when working on complex or high-tech locks) or Electrical
Engineer (+5% bonus).
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Marine/Naval Engineer: Engineers who
have the overall responsibility for designing and supervising construction
of ships are called navel architects. The ships they design range in size
from ocean going super tankers as much as 1300 feet long to small tugboats
that operate in rivers and bays. Regardless of size, ships must be designed
and built so that they are safe, stable, strong, and fast enough to perform
the type of work intended for them. To accomplish this, a navel architect
must be familiar with the variety of techniques of modern shipbuilding,
and must have a thorough grounding in applied sciences, such as fluid mechanics,
that bear directly on how ships move through water.
Marine engineering is a specialized branch of mechanical engineering devoted
to the design and operation of systems, both mechanical and electrical,
needed to propel a ship. In helping the navel vessel architect design ships,
the marine engineer must choose a propulsion unit, such as a diesel engine
or geared steam turbine, that provides enough power to move the ship at
the speed required. In doing so, the engineer must take into consideration
how much the engine and fuel bunkers will weigh and how much space they
will occupy, as well as the projected costs of fuel and maintenance.
Base
Skill: 30% + 5% per level of experience.
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Mecha Mechanics: A comprehensive knowledge
and ability to repair, build, and modify Mecha, Battloids, and old and
new destroids, alphas, betas, vindicators, and cyclones. A lack of
familiarity with Southern Cross and Zentraedi mecha makes working on them
difficult, but hardly impossible.
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 these particular mechanical devices. Requires:
Math: Basic Literacy ; Writing and
metallurgy is not required, but may be useful. Base Skill: 20/40%
+ 5% per level of experience, depending on the O.C.C. there will be specific
penalties and time limits.
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Mechanical Engineer: Training, understanding,
and knowledge of how machinery is designed, operated, built, and maintained.
Characters can attempt to redesign, modify, repair, construct, or sabotage
mechanical devices (includes nuclear reactor driven turbines and atomic
engines). The player must first roll to see if his character can figure
out how to operate/analyze/design a machine. When a successful diagnostic
roll has been made, roll again to determine when the character can fix/change/build
the mechanism. Base Skill: 25% + 5% per level of experience. Special
Bonus: Add a one time bonus of 5% to locksmith and surveillance systems
skills if mechanical engineering is also known. There is a -30% penalty
when working on alien or extremely unfamiliar mechanics. This includes
techno-wizard mechanics. The mechanic 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. Requires: Mathematics
Basic
or Advanced, at least Basic
Electronics and
Literacy .
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Metallurgy: This is the science of separating
metals from their ores and preparing them for use by smelting, refining,
etc. Study include the behavior and properties of metallic, ceramic, polymeric
and composite materials (observe mechanical, thermal, electrical and chemical
behavior). This also includes work with plastics (polymeric) analysis,
brazing, extraction of metals from areas; transformations (liquid-solid
systems), fabrication and joining processes (metal alloys, structural changes/combinations)
and the use of tools, equipment and methods.
Base Skill: 30% + 6%
per level of experience.
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Mountain Bike Mechanics: This is a more detailed
and advanced skill on service and technical aspects of a bike. This is
a professional level of skill. A career can be made from this skill. This
includes the ability to basically build a bike from components. It also
includes the ability to check and maintain more sensitive bike systems.
Repair of brake and shock systems, derailed systems, computer systems,
and alignment, etc. All repairs imaginable can be done with this skill.
Base
Skill: 35% + 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. Requires: Math
Advanced and Physics.
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Power Armor Mechanics: As the technology
advanced the role of in the Technical areas advanced as well, it is now
impossible for one person to be technical minded of Robots, Power Armor,
and Glitter Boys. The character will have the knowledge it takes to repair
and modify existing Power Armors as far as the structure, frame, and how
every thing fits, but can not design and build one. The Armor, etc. are
in different skill selections and will be needed for this skill. Requires: Power
Armor Electronics and
Armorer.
Base
Skill: 35% + 5% per level of experience.
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Radiation Technology - Industrial: This training
also includes a knowledge of radiation and its interaction with matter
and a practiced familiarity with techniques and instruments. Emphasis is
on industrial use including safety procedures, governmental safety regulations.
Radiological physics, theory and applications. Requires: Literacy
and Nuclear Physics. Base Skill:
25% +5% per level of experience.
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Robot Mechanics: This is the specific study
of advanced mechanics as it applies to robotics. Those skilled in this
discipline can repair, modify, build, and sabotage robots, including the
creations of the Coalition, power armor, and exoskeletons. There is a 30%
penalty when working with alien or extremely unfamiliar mechanics. Base
Skill: 20% + 5% per level of experience. Requires: Mechanical
engineering and Basic Electronics.
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Satellite Systems: There are many satellites
in orbit. They range from new models put out by on of the orbital stations
to spy on the others, to navigation beacons, burnt-out husks from pre-Flash
times and even operational killer satellites with dangerous weapons and
deranged programming. This skill allows a character to identify, strip
down and repair any of these. Base Skill: 30% + 5% per level of
experience.
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Ship Mechanics: The understanding of hydrodynamics
and the training to repair, rebuild, modify and redesign water craft Base
Skill: 25% + 5% per level of experience.
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Spaceship Mechanics: The ability to repair,
rebuild, modify and redesign conventional vehicles. This skill covers a
basic understanding of gravitronic systems, but only includes the most
rudimentary knowledge of phase technology and no skills on Rift drives.
Conventional ship systems (communications, hull, life support) are pretty
much the same everywhere. Base Skill: 22%+5% per level of experience.
Requires:
Mechanical and Electrical Engineering.
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Starship Engineer: The ability to design
from the ground up any craft that flies in space. The character can design
a fully interconnected system that includes propulsion, life support, navigation,
living quarters, etc. It includes detailed knowledge of all known forms
of propulsion and their benefits. Base Skill: 25% + 5% per level
of experience.
Requires: Drive Repair: Ion, Fold,
Plasma,
Traction,
warp/gravity
drives.
Math Advanced, Computer
Operations, Computer Programming,
Physics,
Chemistry,
Chemistry
Analytical, Mechanical Eng., Electrical
Eng.
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Submersible Vehicle Mechanics: Training in
the diagnosis and repair of submersible vehicles, including submarines,
underwater robots, probes and stations. Base Skill: 25% + 5% per
level of experience. Note: Mechanical engineers can also effect
repairs but at -15% and aircraft mechanics are at -40%.
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Time Machine Mechanics: This skill is required
for assembling and repairing any kind of time travel devices. +5% for installing
new time device in vehicle. +25% in adjusting wiring, grid, generator and
battery of any time machine. Penalty of -20% for any rush job. Base
Skill: 30% + 5% per level of experience.
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Veritech Mechanics: A very specialized
skill dealing with the repair, building and maintenance of transformable
mecha. Without this skill, a character with mecha mechanics could effect
structural repairs and limb replacement, but the delicate transformation
system would be out of whack and prevent the veritech from changing into
different configurations. This includes all veritech mecha, including the
cyclones, alphas, betas, VF series veritechs, vindicator and the different
Southern Cross mecha, Logan, AJACS and VHT. Base Skill: 30% + 5%
per level of experience. Requires: Mechanical Engineer
and Mecha Mechanics.
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Weapons Engineer: This skill is usually
reserved for military personnel. The character can maintain, repair, modify,
mount, and figure out most weapon systems, including rail guns, energy
weapons, and atomic power systems. He can repair an assault rifle and recharge
an energy clip to installing a missile system into a vehicle. The engineer
can also add and repair body armor and is an expert welder. Base Skill:
25% + 5% per level of experience. Requires: Mechanical
engineering and Basic Electronics.
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Welding (Basic): This enables a character
to use welding equipment. The character has the knowledge of Forge welding
and the Thomas process. Forge welding is done by means of hammering, with
the addition of heat. The Thomas process melting is caused by resistance
to an applied electric current. This only applies to S.D.C. type metals,
cannot weld any M.D.C. metals. 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. Counts
as One Skill, unless otherwise stated. Requires: Basic
Math and Literacy; Writing
is not required, but may be useful. Base Skill: 50% + 5% per level
of experience.
Note: If the character starts off at the Basic level the character
must reach 98% before they can move on. When reaching the Advanced level
the skill gets reduced to 40% and the process starts over to reach the
Expert or Professional level.
Welding (Advanced): The character will
have the knowledge on how to weld any S.D.C. piece of metal. The character
will have a limited knowledge on welding M.D.C. metals, such as mecha metal.
The character will only be experienced in forge welding. The character
can help in repairing M.D.C. on mecha but, doesn't have the knowledge to
do it by him/her self. 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. Counts as One
Skill, unless otherwise stated. Requires: Basic
Math, Literacy, and Welding:
Basic; Writing is not required, but
may be useful. Base Skill: 35% + 5% per level of experience.
Note: If the character starts off at the Basic level the character
must reach 98% before they can move on. When reaching the Advanced level
the skill gets reduced to 40% and the process starts over to reach the
Expert or Professional level.
Welding (Expert): The character can do
all types of welding and work with any of the S.D.C. and/or M.D.C. metals.
This character can also do his/her own field repairs with a portable torch.
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. Counts as One Skill, unless otherwise
stated. Requires: Basic MathLiteracy,
Welding: Basic and Advanced; Writing
is not required, but may be useful. Base Skill: 15% + 5% per level
of experience.
NOTE: If the character starts off at the Basic level the character
must reach 98% before they can move on. When reaching the Advanced level
the skill gets reduced to 40% and the process starts over to reach the
Expert or Professional level.
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