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.
Aircraft Armor and Weaponry: A specialized skill for mounting aircraft weapons and
repairing battle damage. Base Skill: 40% + 4% per level of experience.
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.
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, they 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.
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.
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.
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.
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.
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.
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 One Skill, 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
needed 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 One Skill, unless otherwise stated.
Requires: Basic and Advanced Math and Literacy, Basic and Advanced Mathematics.
Basic and Advanced Mechanics; Writing is not required, but may be useful. Base
Skill: 15% + 5% per level of experience.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Helicopter Mechanics: Specific skill for helicopters. Base Skill: 25% + 5% per
level of experience.
Jet Aircraft Mechanics: Covers all jets and scramjets. Base Skill: 25% + 5% per
level of experience.
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).
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.
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.
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 .
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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%.
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.
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.
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.
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.
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.
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.