Mechanical Skills

Aircraft Armour and Weaponry
Aircraft Mechanics
Armour & Weapon Decoration
Armourer
Automotive Mechanics
Basic Cybernetics
Basic Mechanics
Bioware Mechanics
Blacksmithing/Metalworking
Construction
Cross-Dimensional Trans-Location Device Mechanics
Cybernetic/Bionic Repair
Cyclone Repair
Drive repair: Chemical drive
Drive repair: Fold Drives
Drive repair: Ion drive
Drive repair: Plasma drive
Drive repair: Traction drive
Drive repair: Warp/Gravity Drives
Hardsuit/Motoroid Mechanics
Jury-rig
Locksmith
Mecha Mechanics
Mechanical Engineer
Metallurgy
Nuclear Engineer
Plumbing
Radiation Technology - Industrial
Robot Mechanics
Salvage
Satellite Systems
Ship Mechanics
Spaceship Mechanics
Submersible Vehicle Mechanics
Time Machine Mechanics
Veritech Mechanics
Welding

 

Aircraft Armour and Weaponry: A specialized skill for mounting aircraft weapons and repairing battle damage. Base Skill: 40% + 4% per level of experience.


Aircraft Mechanics: 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, helicopters. 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. 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. Base Skill: 20/35% + 5% per level of experience.

 

Armour & Weapon Decoration: This skill allows one to lavishly decorate weapons and armour with intricate engravings, gemstones and plating of precious metal. With the proper materials the value of a weapon or suit of armour can be increased by 50 to 100 percent. This skill also enables the character to patch and restore up to 10 SDC. points on soft armour and 20 SDC. of chain, scale, and plate armour. Base Skill: 15% + 5% per level of experience.


Armourer: This is a somewhat simplistic version of the weapons engineer as it applies to infantry weapons. A competent armourer character can maintain, fix, modify. mount, reload/charge ammunition, and figure out most small arms. They can repair all types of pistols and rifles, repair minor damage to body armour, adjust targeting sights, use and repair optical enhancements, reload missiles and ammo drums, recharge E·clips, install/mount a rail gun or machinegun on a vehicle, and even fix most simple robot and bionic weapons like forearm blasters and retractable blades. Base Skill: 40% +5% per level of experience.


Automotive Mechanics: 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. Base Skill: 20/35% + 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 armour, 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.


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.

 

Blacksmithing/Metalworking: Blacksmithing is the ability to work metal in a forge, to build horseshoes, tools, metal pieces, etc. Character will know the basics of different (low grade) metals and will be able to work them into a variety of forms. If the character chooses this skill TWICE, then it becomes metalworking. The character then has all the abilities of the blacksmith, but has a more comprehensive knowledge of high-tech alloys, metal composites, etc. Character will be able to (with proper facilities) work M.D. metal to a certain degree, and is an accomplished welder, and knows how to use plasma forges, laser tools, laser welders, remote robot manipulators (needed for the enormous heat in the plasma forges), and many other high-tech metal working abilities. If the character also has Armourer, add a one time bonus of +15% to Metalworking. Base Skill: 40% + 4% per level of experience.


Construction: Knowledge in the methods for building houses, roads, bridges, towers, etc. This includes knowing what building materials should be used, knowing how to set frames, what tools and techniques are appropriate, and accurately reading architectural plans to build some sort of structure. Will also know how to use most construction equipment, mix cement, drill holes, etc. Note: Having the Armourer skill will enable him to build structures out of M.D. metals, as well as wood and concrete. Base Skill: 30% + 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.


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 travelled 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.


Hardsuit/Motoroid Mechanics: This is the skill needed to maintain or modify a Hardsuit or Motoroid Exoskeletons. The first percentage number is for the Hardsuit, the second is for the Motoroid. Base Skill: 48/28% +3% / additional level.



Jury-rig: Jury-rigging is an essential part of life in post-flash space. When something breaks down it must be repaired quickly and with anything that comes to hand. A character with this skill can repair almost anything, or even build something out of scrap components. There is no guarantee that the jury-rig will hold for very long (4D6 hours or 2D4 days, whichever is most appropriate), or will even work in the way intended (roll again, a failed roll means the system is only 50% functional), but it may well save a character's life until they can get to a base and buy something more permanent. Base Skill: 40% + 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).


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 behaviour and properties of metallic, ceramic, polymeric and composite materials (observe mechanical, thermal, electrical and chemical behaviour). 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.


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.

 

Plumbing: Knowledge of how to fix blocked drains, leaky faucets, add tubing/plumbing to a network, connect systems to main drains/local sewage systems. Also knows the basics of water management systems, desalinization plants, water pumps and water towers, and so on. Base Skill: 36% + 4% 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 armour, 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.

 

Salvage: This skill allows characters to find, identify, pick up, strip down, evaluate and possibly sell, any debris, asteroids, wrecks and space junk that they can locate. They can also strip a piece of wrecked machinery for spare parts and may even be able to make something work again, given time and enough parts. Many character make a living out of salvage work. Base Skill: 35% + 5% per level of experience.


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.


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.


Welding: 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. 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.

 

 

Palladium Skills