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 Two Skills, unless otherwise stated. Requires: Basic Electronics. Base Skill: 30% + 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 Three Skills, 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 engineering 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 engineering 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 robotics and robot/military engineering, microcircuitry, and artificial intelligence. It includes knowledge of the Coalition robot assault units, exoskeletons, and robot systems. Base Skill: 30% + 5% per level of experience. Requires: Electrical engineering and Computer Operations. There is a -40% penalty when working on alien or extremely unfamiliar robot electronics.
Next section Engineering Skills.
Electrical.html -- Revised: 981208
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