Hardware: Electronics (Revised)
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Hardware: Electronics by Fermat
Skills:
- Chemistry: Basic (+15%)
- Cryptography (+20%)
- General Repair and Maintenance (+15%)
- Math: Advanced (+25%)
- Mechanics: Basic (+15%)
- Photography (+15%)
- Research (+25%)
- Three Mechanical and Science of Choice (+15%)
Special Skill: Electronics Mastery (60/5%)
- The Hardware: Electronics genius has an incredible understanding of all elements of electronics. This mastery covers the entire breadth of the Electronics skill category. The HW character uses this skill to build a device or evaluate one, to hotwire a control panel or hack an international bank; and to defend a secure satellite uplink or jam an opponent's radio signal. Simply put, the character no longer requires other Electronic skills (or most in the Communication category), because this skill supersedes them. Just as before, their skill may go over 98% to handle penalties.
- Despite the fact that all HW: Electronics characters start on the same foundation, the individuals end up in drastically different places. Instead, each character focuses on certain fields. This allows a broad range of possible geniuses, including the ultimate hacker, the communication guru, or the surveillance expert. At first level, choose two specialties. Whenever attempting to perform something in that specialty, treat their Electronics Mastery score as +20%. At every third level, the player can elect to add another specialty instead of a secondary skill.
Specializations:
- Communication Systems: Radio systems, Fiber Optics, Satellite Systems, Scramblers, etc.
- Computer Hacking
- Computer Hardware: Microchips, Circuit boards, Drives, Monitors, etc.
- Computer Software: Artificial Intelligence, Analysis programs, Games, Malware, etc.
- Cybertechnology: Implants and Interfaces (Does not cover surgery)
- Electronic Countermeasures: Jamming, Interrupts, Cloaks, etc.
- Hot Wiring: Physically breaking into and taking over devices
- Robotics
- Power Systems: Batteries, Capacitors, Generators, Resistors, etc.
- Sensor Systems: Scanners, Optics, Microphones, Surveillance systems
Skill Bonuses: +10% Mechanical and Science
New Penalties:
- Modelling/Emulation Software: -10% tp -40%
- Virtual Reality: -15%
- Evolving System: -20%
- Hardening: -2% per -1% penalty (to opposed skills: Hacking, Decryption, Tapping, etc.)
- Upgrading existing device/system/program: -15%
- Redundant Systems: -10% per backup
- Independent Power system: -10%
- Self-Destructing: -15%
Options: If the character has specialized in Cybernetics and the GM allows it, then the character may have 1d4 cybernetic implants. Optics, organs, ears, and cyberdisguises are all options, but cyberlimbs and cyberarmor are not. If they use this option, this represents their total budget.