Electrical Skills

 Basic Electronics: This is a rudimentary understanding of the principles of electricity, simple circuits, wiring and so on. This character can do basic wiring, repair appliances, and read schematics as well as assist electrical engineers. The character can attempt to hot-wire a commercial or military vehicle but has a -20% skill penalty and it takes 1D4+2 melee rounds (45-90 seconds) to do so. Basic Skill: 30%+5% per level of experience.

   Computer Repair: Expert knowledge of the internal electronics and circuitry of computers and related devices (terminals, printers, modems, monitors, circuit boards, etc.) for the purpose of repair or sabotage. Figuring out the repair or sabotage procedure counts as one roll, and the actual repair or sabotage is faulty and does not work (try again). This skill automatically provides computer operation. Computer programming is a separate skill. Base Skill: 30%+5% per level of experience.

  Electrical Engineer: Knowledge of electricity and energy containment and delivery systems. The character 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 penelties by half if the character also has the Surveillance skill). Requires: Mathematics: advanced and literacy. Note: there is a -30% penalty when working on alien or extremely unfamiliar electronics. The electrician may be able to puzzle out some of the basic aspects of such a device, and may be able to figure out how to operate the machine, but is unable to completely fathom how it works or how to repair it. Base Skill: 35%+5% per level of experience and takes 1D4 melee rounds (15-60 seconds) to do so.

   Electricity generation: Electricity is generated in a variety of ways: from sunlight, wind and hydro systems( using solar panels, windmills and water turbines) to batteries, combustion engines and generators. This skill gives the character the understanding of how and why these generation systems work and he is able to use, link, and repair such motors, turbines and generator systems, but not build them from scratch. Requires: Basic math and at least Basic Electronics and Basic Mechanics -30% skill penalty when working on protoculture or alien energy systems. Base skill: 50%+5% per level of experience.

   Protoculture Engineer: An expert in the theories and application of protoculture as an energy source as well as capable of the design, creation, repair, and maintenance of protoculture power generating systems, Reflex furnaces and the interfaces used to link protoculture power sources to weapons, mecha, devices, spacecraft and power grinds. Requires: Electrical engineering and mathematics: Advanced use. Base Skill: 35%+5% per level.

   Robot Electronics: A specialization in the area of micro-Circuitry, military engineering, robotics, advanced computers, artificial intelligence, power armor and bionic systems. Requires: Electrical Engeneering and Computer Programming. There is a -30% penalty when working on alien or extremely unfamiliar robot electronics. Base Skill: 30% +5% per level of experience.


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