Electrical Skills

Advanced Electronics
Avionics
Basic Electronics
Circuit Board Micro-Electronics
Computer Repair
Electrical Engineer
Electricity Generation/Power Systems
Mecha Electronics
Robot Electronics
Spacefold Electronics
Starship Electronics
Veritech Electronics

 

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 Two Skills, unless otherwise stated. Requires: Basic Electronics. Base Skill: 35% + 5% per level of experience.

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.

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.

Mecha Electronics: This is the skill that enables the character to work on these complex and efficient form of mecha. Most Power Armour 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 Armours still functions off of nuclear power. Base Skill: 30% + 5% per level of experience.

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: 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.

 

 

Palladium Skills