DETECTING ALARMS/DEFENSES
Success Rate: 60% + skill level - alarm level
Technicians have a chance to detect security alarms and defenses. The following table lists the types of alarms and traps and their levels. This same table is used with the Open Lock and Deactivate Alarm/ Defense subskills.
SECURITY DEVICE LEVELS
Simple Mechanical and Electrical = LV 1
Motion and Pressure Sensitive = LV 2
Infra-red Beams and Sound Sensitive = LV 3
Video = LV 4
Heat Sensitive = LV 5
Personalized Recognition Devices (fingerprints, voice patterns, etc.) = LV 6
DEACTIVATING ALARMS/DEFENSES
Success Rate: 40% + skill level - alarm level
Once a technician has detected an alarm or defense, he can try to deactivate it. If the character fails, the referee must decide whether the alarm goes off; if the roll was missed by only a small amount, the alarm might not have been triggcrcd.
OPENING LOCKS
Success Rate: 50% + skill level - lock level
A technician can try to open locks without the necessary "key." The level of a lock usually is the same as the level of any nearby security devices, but the referee may change this. The referee should reduce the chance to succeed if the lock is on a safe or security vault.
MISCELLANEOUS TECHNOLOGICAL SKILLS
ACOUSTICS
Success Rate: 10 % + 10 % per Skill Level
Pr: Physics, techkit or proper tools and facilities
This skill allows the character to build and repair white noise generators, noise insulators and bafflers, and sonic-protection gear (headphones, helmet liners, and so forth). No more than one item can be constructed per week, but the price in materials is 10% less than the normal item cost. When repairing acoustic devices use the standard repair rule.
COMMUNICATION DEVICES: OPERATE
Success Rate: 20 % + 10 % per Skill Level
Any character can operate a chronocom, radiophone, poly-vox, or progit-linked communication device. This skill allows the character to identify and operate the larger audio communication devices, such as subspace radios, space beacons, and broadcast stations. Operating a comm-device includes turning it on and using it to do anything it was designed to do. It also gives the character knowledge of standard signal codes and jargon used by professional communications men. The chance to succeed includes the possibility that the character may need to bypass a locked power switch. Obviously, if the machine is damaged or unpowered it will not start until it is repaired or repowered.
COMMUNICATION DEVICES: REPAIR
Success Rate: 10 % + 10 % per Skill Level
Pr: Communication Devices: Operate, techkit
This skill allows a character to repair all communication devices. This kill does not allow for the repair of vehicles, computers, robots, or machines that are not communications related. The skill is used with the standard repair rule.
COMPUTERS: PROGRAM BODYCOMP
Success Rate: 20 % + 10 % per Skill Level
Pr: Computers: Access & Operate, robocomkit
A character with this skill can use the progit reprogrammer device to alter or purge a progit. Since progit programs are relatively simple, both the manipulating and writing abilities have been combined into one skill. Once a progit has been purged, a new program can be written into it by the progit reprogrammer using another already established progit. It is left to the referee's discretion as to the content and time it would take to write a new progit program. It should not be more complex than any progit already listed. A progit can be erased in one hour.
COMPUTERS: REPAIR BODYCOMP
uccess Rate: 20 % + 10 % per Skill Level
Pr: Computers: Access & Operate, robocomkit
When a bodycomp computer or a bodycomp's processor pack breaks down or is damaged, it can only be repaired by a character with this skill. The size of the bodycomp or processor pack does not affect the character's chance to repair it. Both are repaired according to the standard repair rule.
COMPUTERS: REPAIR MAINFRAME
Success Rate: 10 % + 10 % per Skill Level -10 % per computer level)
Pr: Computers: Access & Operate, robocomkit
When a mainframe computer breaks down or is damaged, it can only be repaired by a character with this skill. Mainframes are repaired according to the standard repair rule.
COMPUTERS: REPAIR SPECIALIZED
Success Rate: 10 % + 10 % per Skill Level
Pr: Computers: Access & Operate, robocomkit
When a specialized computer breaks down or is damaged, it can only be repaired by a character with this skill. Specialized computers are repaired according to the standard repair rule.
CRYPTOGRAPHY
Success Rate: 10 % + 10 % per Skill Level
Pr: If a language code or cipher is used, character must know the language it is in.
This skill allows a character the chance to decode an unknown cipher or code. If the code is a specific language, then the character must know the language before attempting to break the code. Almost all of the civilized systems use the same mathematical system for ease of trading and manufacturing, so mathematical codes (which are the most common) are easier to decipher.
ENGINEER: ALTERNATE ENERGY
Success Rate: 10 % + 10 % per Skill Level
Pr: Physics Level 2, proper materials, tools, and facilities
A character with this skill has knowledge of solar, wind, hydro, chemical, fossil fuel, electrical, and planetary thermal generators and plants. This knowledge includes how to use them, how and why they break down, how to repair them, and how to design new generators and power supplies.
ENGINEER: ARCHITECTURAL
Success Rate: 10 % + 10 % per Skill Level
Pr: Physics Level 2, Engineer: Civil
A character with this skill has knowledge of most normal architectural and construction practices, including the location of plumbing, wiring, ventilation shafts, etc. This skill also allows a character to design buildings.
ENGINEER: CIVIL
Success Rate: 10 % + 10 % per Skill Level
Pr: Physics Level 1, proper materials, tools, and facilities
A character with this skill has knowledge of most major methods of road, sewage, canal, dam, harbor, and bridge construction including pipe and sewer layouts and passages.
ENGINEER: HYDRAULIC
Success Rate: 10 % + 10 % per Skill Level
Pr: Physics Level 1, proper materials, tools, and facilities
A character with this skill has knowledge of fluid mechanics and theories, including how to use hydraulic machinery, how and why there are hydraulic leaks, how to repair them, and the how to design hydraulic generators, machines, and power supplies. The time, material, and financial requirements, along with the statistics of a hydraulic machine (use, fluid usage, etc.), are left to the referee.
ENGINEER: MECHANICAL
Success Rate: 10 % + 10 % per Skill Level
Pr: Physics Level 2, proper materials, tools, and facilities
This skill gives the character a chance to design and build normal machinery not covered by other skills. The time, material, and inancial requirements, along with the statistics of the machine (use, energy usage, etc.), are left to the referee.
ENGINEER: NUCLEAR
Success Rate: 10 % + 10 % per Skill Level
Pr: Physics Level 3, proper materials, tools, and facilities
A character with this skill has knowledge of nuclear reactors and plants, including how to operate them, how and why there are radiation leaks, how to repair them, and how to design nuclear generators and power supplies. The time, material, and financial requirements, along with the statistics of the nuclear device (use, energy usage, etc.), are left to the referee.
MATTER TRANSFERAL DEVICES
Success Rate: 20 % + 10 % per Skill Level
A character with this skill has a chance to operate bap bins. Bap bins are matter transferal devices that are relatively new creations. This sound they make when "beaming" cargo or creatures is similar to "bap," hence the name. They act instantaneously, but the character knows he has been bapped. The transferal requires a bin to be at both the departure and arrival point to work. The current maximum range between bins is 5000 km. The cost of bapping is extremely high, about 10,000 Cr for a one-way trip for a single character. Techexes who operate these devices for a living must have Matter Transferal Devices skill level 9. A White result on a skill check means that the transferal did not work at all, but the character is safe. It is only on a roll of 98-00 that the item or character being transferred was molecularly scrambled and lost forever.
OPTICS
Success Rate: Skill Level
Pr: Physics, techkit, or proper tools and facilities
This skill enables a character to build and repair optical equipment (scopes, visual aids, etc.). No more than one item per week can be constructed, but the price in materials is 10% less than the normal item cost. When repairing damaged optical devices use the standard repair rule.
PHYSICS
Success Rate: 30 % + 10 % per Skill Level
A character with this skill is schooled in the science dealing with the properties, changes, interactions, etc. of matter in any form (gas, liquid, solid, and plasma) and energy (electricity, heat, optics, mechanics, etc.) and atomic, nuclear, and solid-state physics. This also includes knowledge of momentum, velocity, reflection, refraction, and gravity. Only a physicist can use an Electro-CAS or a Magnetic-CAS. Physics is a prerequisite skill for other fields of knowledge (Acoustics, Optics, etc.). In addition, this skill also allows the character to inspect a damaged character, structure, or ground and determine what kind of physical force cased the damage (heat from flamethrower, laser damage, sonic disruption, etc.).
POWER READ
Success Rate: Automatic
Pr: Power read gauge
A character with this skill can check microdiscs, powercylinders, powerclips, and parabatteries for leakage and wear. Using a power read gauge, the character can tell how much energy is left in a power container and translate that information in either minutes of use left if it is powering a device or the number of shots left if it is powering a weapon. The skill also allows a character to use a power recharging device, cutting the cost for recharging by 20%.
ROBOTICS: ROBOPSYCHOLOGIST
Success Rate: 10 % + 10 % per Skill Level
Pr: Robotics: Alter Functions and Robotics: Alter Mission, of at least the same level as this skill
This skill allows a character with Robotics: Alter Functions and Robotics: Alter Mission to use those skills verbally when dealing with the higher levels of robots that can speak, listen, and think. The success rate is that of this skill, but it cannot exceed the level of the Alter Functions or Mission skills. For example, a character with Robotics: Alter Functions Level 2, Robotics: Alter Mission Level 1, and Robotics: Robopsychologist Level 3 would have a chance to verbally later a robot's functions as Skill Level 2 or alter its mission as Skill Level 1 because those are the lowest skill levels for those tasks, even though the character is a third-level robopsychologist. Robopsychology allows the character to speak and argue with a robot and try to tap its memory and learn information from it or get it to change its programmed way of thinking. The robot and character must be able to hear each other and the robot must not be attacked during the conversation. This can sometimes be very dangerous for the character, especially if one of the robot's functions is to eliminate organic lifeforms, capture a robotics expert, etc. On the other hand, some of the higher security robots require so much time taking their progit security plates off and removing security locks that the risk may well be warranted. A robopsychologist can also detect by conversation if a robot's programming has gone awry or been tampered with.