Caelestis Ulterius RPG Information Databank

ELECTRICAL SKILLS

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

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. Base Skill: 25% + 5% per level of experience.

Electrician An electrician is a tradesman specializing in electrical wiring of buildings, transmission lines, stationary machines, and related equipment. Electricians may be employed in the installation of new electrical components or the maintenance and repair of existing electrical infrastructure. Electricians may also specialize in wiring ships, airplanes, and other mobile platforms, as well as data and cable lines. Electricians are trained to one of three levels: Apprentice, Journeyman, and Master Electrician. In the US and Canada, apprentices work and receive a reduced compensation while learning their trade. They generally take several hundred hours of classroom instruction and are contracted to follow apprenticeship standards for a period of between three and six years, during which time they are paid as a percentage of the Journeyman's pay. Journeymen are electricians who have completed their Apprenticeship and who have been found by the local, State, or National licensing body to be competent in the electrical trade. Master Electricians have performed well in the trade for a period of time, often seven to ten years, and have passed an exam to demonstrate superior knowledge in the field. Base Skill: 40% + 5% per level of experience.

Electricity Generation/Power Systems: Electricity is generated in different ways. Examples of such generation can be from sunlight, using solar panels, from small nuclear generators, from coal powered generators and from water powered turbines and from other technologies. 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.

Electronics:Basic 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. Base Skill: 50% + 5% per level of experience.

Electronics:Advanced 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.

Electronics: Diagnosis The identification of the nature and cause of a certain phenomenon within Electrical Systems. Diagnosis is used with variations in the use of logic, analytics, and experience to determine "cause and effect". In systems engineering and computer science, it is typically used to determine the causes of symptoms, mitigations, and solutions. Base Skill: 50% + 5% per level of experience.

Electronics:Expert 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 character has a first hand knowledge on electricity, how it works and safety when working. The character can not work on Robots. 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.

Electronics: Micro Soldering connections, boards, wiring, and power supplies to construct microchip based electronics. Base Skill: 55% + 5% per level of experience.

Electronics: Robotics This is the complex and specialized study machines known as robots . This includes robot/military engineering, and microcircuitry. Base Skill: 30% + 5% per level of experience. Requires: Electrical Engineer and Computer Operations.

Solar Electric Technology This is the complex and specialized study of Solar power, which is the conversion of energy from sunlight into electricity, either directly using photovoltaics (PV), indirectly using concentrated solar power, or a combination. Concentrated solar power systems use lenses or mirrors and tracking systems to focus a large area of sunlight into a small beam. Photovoltaic cells convert light into an electric current using the photovoltaic effect. This skill allows a character to understand and repair such generation systems as well as to build them. Base Skill: 25% + 5% per level of experience.