Caelestis Ulterius RPG Information Databank

MECHANICAL SKILLS

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

Aircraft Mechanics: The understanding of aerodynamics and the training to repair, rebuild, modify, and redesign conventional aircraft, including single engines, twin engine airplanes, jets, helicopters and hovercraft. Robot body armors and high tech military vehicles are not included (see robot mechanics). Base Skill: 25% + 5% per level of experience.

Optional method of assigning this skill.

  • Aircraft Mechanics: Basic: This enables the character to maintain and do minor repairs on his/her aircraft. This includes oil changes, changing spark plugs and wires, and other simple repairs. Anything beyond this, requires a professional, remember this is like what the average person can do by his/her self. GM's 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. Counts as One Skill, unless otherwise stated. Base Skill: 50% + 5% per level of experience.
  • Aircraft Mechanics: Advanced: Advanced: This the understanding on the conventional aircraft. This enables the character to repair, rebuild, and redesign, modify conventional aircraft with gas powered engines. This includes turbine and diesel engines, Also includes single and twin engine, fan-jets, jet fighters, helicopter and shuttle craft (you get the idea). 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. Counts as Two Skills, unless otherwise stated. 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. Requires: Mechanical: Basic, and Aircraft Mechanics: Basic. Base Skill: 20/35% + 5% per level of experience.
  • Aircraft Mechanics: Expert: This skill is pretty much as the skill above, but the character can build and design new aircraft. Of course, the can design jets, single and twin engine planes. This will enable the character to build an aircraft from the ground up. The character will also be able to do body work, design wings, build more efficient engines, build powerful motors/afterburners, etc. (you get the idea). GM's 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. Counts as Three Skill, unless otherwise stated. This means this person can repair, modify, convert or sabotage machinery; as well as build and design his/her own engines, systems, and the aircraft itself. 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. Requires: Aircraft Mechanics: Basic and Advanced. Base Skill: 30/15% + 5% per level of experience.


Automotive Mechanics: The ability to repair, rebuild, modify, and redesign conventional vehicles with internal combustion (gas) engines. It also includes body work, turbine engines, methanol, ethanol and diesel truck engines. Working on hover jet systems for ground vehicles is possible, but with a -20% penalty. Working on reactor engines there is a -40% penalty. Base Skill: 25% + 5% per level of experience.

Optional method of assigning this skill.

  • Automotive Mechanics: Basic: This enables the character to maintain and do minor repairs on his/her vehicle. This includes oil changes, changing spark plugs and wires, and other simple repairs. Anything beyond this, requires a professional, remember this is like what the average person can do by his/her self. 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 One Skill, unless otherwise stated. Requires: Literacy; Writing and metallurgy is not required, but may be useful. Base Skill: 50% + 5% per level of experience.
  • Automotive Mechanics: Advanced: This the understanding on the internal combustion engine. This enables the character to repair, rebuild, and redesign, modify conventional vehicles with gas powered engines. 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. Requires: Mechanical: Basic, Automotive Mechanics: Basic, Welding: Basic, Literacy; Writing and metallurgy is not required, but may be useful. Base Skill: 20/35% + 5% per level of experience.
  • Automotive Mechanics: Expert: This skill is pretty much as the skill above, but the character can build and design new vehicles, all hover vehicles. Of course this still on the internal combustion engine. This will enable the character to build a vehicle from the ground up. The character will also be able to do body work, build chassis, build more efficient engines, build powerful motors, 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 Three Skill, unless otherwise stated. This means this person can repair, modify, convert or sabotage machinery; as well as build and design his/her own engines, vehicle bodies, and the actual car itself.. 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 automotive. Requires: Mechanics: Basic and Expert, Automotive: Basic and Advanced, Welding: Basic and advanced, Literacy; Writing and metallurgy is not required, but may be useful.. Base Skill: 30/15% + 5% per level of experience.


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 is out of the question! Base Skill: 30% + 5% per level of experience.

Optional method of assigning this skill.

  • Basic Mechanics (update): This give the character a basic knowledge of simple machines and how they work, but not rebuilding, such as ban saws, drills, glue guns, etc. Also a rudimentary knowledge of inches, feet, standard tools, metric tools, etc. 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
  • Advanced Mechanics: This give the character a greater knowledge in simple machinery, and is able to operate, maintain, rebuild and modify most machinery designed for constructed wood or metal products (S.D.C.). Can work on Automobiles at half the base skill of Automotive Mechanics: Basic, without any harsh penalties. Working on aircraft is out of the question. 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 Two Skills, unless otherwise stated. Requires: Basic Math, Literacy, and Basic Mechanics; Writing is not required, but may be useful. Base Skill: 35% + 5% per level of experience.
  • Expert Mechanics: The character can operate, rebuild, build, and design machines need for working on wood, S.D.C. metal, and M.D.C. metal products. Work is limited to aircraft, automobiles, houses, bases, etc. 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 Three Skills, unless otherwise stated. Requires: Basic and Advanced Math and Literacy, Basic and Advanced Mathematics; Writing is not required, but may be useful. Base Skill: 15% + 5% per level of experience.


Fashion Tools and Weapons: Useful tools and weapons can be constructed from readily available material. These crude items are usually made from wood, stone, vines and bones, and include making a simple wood and/or stone hammer, club, and shovel, pick, fishing hook, bone needle, wooden stake, torch, rope, string, fishing line, simple flute, blow gun, staff, wooden spear, bola, throwing stick, arrow, short bow, stone knife, spear and axe head made from chipped stone. The ability to fashion tools is a source of pride for jungle tribesman and wilderness folk. An unsuccessful roll results in a product that is completely useless, try again. It generally takes about 1d4 hours to make a small simple item and 2d4+1 to make a larger, more elaborate item like a stone axe, spear with a stone head, short bow, etc. Base Skill: 25+5% per level of experience.

Helicopter Mechanics: Specific skill for helicopters. Base Skill: 25% + 5% per level of experience.

Jet Aircraft Mechanics: Covers all jets and scramjets. Base Skill: 25% + 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).

Metallurgy: This is the science of separating metals from their ores and preparing them for use by smelting, refining, etc. Study include the behavior and properties of metallic, ceramic, polymeric and composite materials (observe mechanical, thermal, electrical and chemical behavior). 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

Mountain Bike Mechanics: This is a more detailed and advanced skill on service and technical aspects of a bike. This is a professional level of skill. A career can be made from this skill. This includes the ability to basically build a bike from components. It also includes the ability to check and maintain more sensitive bike systems. Repair of brake and shock systems, derailed systems, computer systems, and alignment, etc. All repairs imaginable can be done with this skill. Base Skill: 35% + 5% 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.

Ship/Submersible Vehicle Mechanics: The understanding of hydrodynamics and the training to repair, rebuild, modify and redesign water craft including the diagnosis and repair of submersible vehicles such as submarines, 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%.

Welding (Basic): 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. This only applies to S.D.C. type metals, cannot weld any M.D.C. metals. 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. Note: If the character starts off at the Basic level the character must reach 98% before they can move on. When reaching the Advanced level the skill gets reduced to 40% and the process starts over to reach the Expert or Professional level.

Welding (Advanced): The character will have the knowledge on how to weld any S.D.C. piece of metal. The character will have a limited knowledge on welding M.D.C. metals, such as mecha metal. The character will only be experienced in forge welding. The character can help in repairing M.D.C. on mecha but, doesn't have the knowledge to do it by him/her self. 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, Literacy, and Welding: Basic; Writing is not required, but may be useful. Base Skill: 35% + 5% per level of experience. Note: If the character starts off at the Basic level the character must reach 98% before they can move on. When reaching the Advanced level the skill gets reduced to 40% and the process starts over to reach the Expert or Professional level.

Welding (Expert): The character can do all types of welding and work with any of the S.D.C. and/or M.D.C. metals. This character can also do his/her own field repairs with a portable torch. 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 Literacy, Welding: Basic and Advanced; Writing is not required, but may be useful. Base Skill: 15% + 5% per level of experience. NOTE: If the character starts off at the Basic level the character must reach 98% before they can move on. When reaching the Advanced level the skill gets reduced to 40% and the process starts over to reach the Expert or Professional level.