Circuit Board Micro-Electronics: Soldering connections, boards, wiring, and power supplies to construct micro-chip=based electronics. Base Skill: 55% + 5% per level of experience.
Ninjas and Superspies
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 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 operation or programming skills are included nor required to fix computers. Base Skill: 25% + 5% per level of experience.
Cyberjacking Construction & Repair: Base Skill: 30% + 5% per level of experience.
Aliens Unlimited Galaxy Guide
Electrical Engineer: Knowledge of electricity. Characters 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 penalties by half if the character also has the Surveillance Systems skill). Base Skill: 30% + 5% per level of experience. Requires: Advanced Mathematics and Literacy. Note: there is a -30% penalty when working on alien or extremely unfamiliar electronics, including techno-wizard devices.
Electricity Generation: Base Skill: 50% + 5% per level of experience.
Mutants in Orbit
Mecha Electronics: Firsthand knowledge of the electrical systems built into RDF, REF, Southern Cross, and EBSIS mecha. Includes how they interact with protoculture and the fundamentals of Robotechnology. Other areas of electrical expertise do not apply to mecha, making this an invaluable skill in repairing these war machines. Base Skill: 35% + 5% per level of experience.
Robotech
Robot Electronics: This is the complex and specialized study of robotics and robot/military engineering, microcircuitry, and artificial intelligence. It includes knowledge of the Coalition, Northern Gun, Triax, CyberWorks robot assault units, exoskeletons, and robot systems. Base Skill: 30% + 5% per level of experience. Requires: Electrical Engineering and Computer sciences. There is a penalty of -40% when working on alien or extremely unfamiliar robot electronics, including Robotechnology.