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 not 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.