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MECHANICAL


    Aircraft Mechanics: The understanding, ability to repair, rebuild, modify and redesign conventional aircraft; including single and twin engine airplanes, fan jets, jets, fighter jets, helicopters and shuttlecraft. The Veritech Fighter is not a conventional aircraft and does not apply. Base Skill is 25%+5% per level of experience.

    Automotive Mechanics: Basic: Ability to repair, rebuild, modify, and redesign conventional vehicles with internal combustion (gas) engines. Working on hover jet systems for ground vehicles is possible, but with a -20% penalty. Body work, turbine engines, and diesel truck engines each require separate skills. Base Skill is 30%+5% per level of experience.

    Automotive Mechanics: Body Work: Ability to repair, rebuild, modify, and redesign the body frames of conventional vehicles. Characters with this skill are able to build a vehicle body from scratch if the have the needed tools, time and materials. Amount of time to complete varies, gamemaster's discretion Base Skill is 30%+5% per level of experience.

    Automotive Mechanics: Turbine and Diesel Engines: Ability to repair, rebuild, modify, and redesign any type of ground vehicle turbine or diesel engine. Base Skill is 30%+5% per level of experience.

    Armorer: This is the military version of a weapon's engineer. The character can maintain, fix, modify, mount and figure out most military weapons. This ranges from repairing assault rifles and recharging energy clips to installing heavy mecha weapon systems. Base Skill is 35%+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. Special modifications, souping-up vehicles, and working on aircraft and mecha are out of the question! Base Skill is 30%+4% per level of experience.

    Locksmith: The practiced study of lock designs, and ability to repair, build, modify and "open" locks. The methods, techniques, and tools of lock picking include old-style key and tumbler, combination, and modern electronic locking systems. Time Requirements: 1D4 melees to open an antiquated, key type lock; 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.
    If an unsuccessful roll is made, the lock is not opened and the process must be repeated. If an attempt to open an electronic lock fails, roll to see if the lock has been irreparably damaged; 32% chance. If damaged, the lock CANNOT be opened. Base Skill is 25%+5% per level of experience. Requires: Basic electronics (-5% penalty when working on complex or high-tech locks) or electronical engineer (+5% bonus).

    Mechanical Engineer: A training, understanding and knowledge of how machinery is designed, operated, built, and maintained. Characters can attempt to redesign, modify, sabotage, repair, or construct complex mechanical devices. The first percentage is how to operate/analyze/design machinery; the second is how to repair, construct or sabotage. Base Skill is 30/25%+5% per level of experience. Requires: Basic or advanced mathematics, basic electronics or electronic engineer, and literacy. Note: There is a -30% penalty when working on alien or extremely unfamiliar mechanics.

    Mecha Mechanics: A comprehensive knowledge and ability to repair, build, and modify mecha, including Destroids and Zentraedi battle pods and power armor. Veritech Fighters are not included; their transformable nature calls for additional training (see Veritech Mechanics). Base Skill is 20%+5% per level of experience. Requires: Mechanical engineer and related requirements. Note: There is a -30% penalty when working on alien or extremely unfamiliar mechanics.

    Veritech Mechanics: A very specialized skill, dealing with the repair, building and modification of the unique, terran variety of transformable mecha. Base Skill is 20%+4% per level of experience. Requires: Mecha mechanics and related requirements.

    Weapons Engineer: This skill is usually reserved for military personnel. The character can maintain, repair, modify, mount, and figure out most weapon systems, including rail guns, and basic energy weapons. He or she can repair an assault rifle and recharge an energy clip or can install a missile system into a vehicle. The engineer can also add and repair body armor and is an expert welder. This will allow characters to understand the principles of Reflex weaponry and how to modify, repair and build it. Base Skill is 25%+5% per level of experience. Requires: Mechanical engineer, electrical engineer and related requirements.


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