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 One Skill, 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 One Skill, 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.