If the Grease Monkey fails a skill roll while working on a project he get to try one more time. If both rolls are failed their is a 75% chance that the Grease Monkey will becom obsessed with the problem. These problems can be as specific as the mini-missile launcher on a SAMAS or as general as Power Armor control interface depending on what the problem was that triggered the obsession.
For example, a Grease Monkey is working on a SAMAS mini-missile launcher and fails his skill roll twice. He rolls under 75% and becomes obsessed with SAMAS mini-missile launchers! There is a 50/50 chance that he will love/hate working on them. If he loves to work on them the character will repair the mini-missile launcher on EVERY SAMAS unit that he works on whether the launcher needed it or not! The character also gets a +10% when working on systems they like. If the Grease Monkey had hated to work on mini -missile launcher, he would still work on them but, it would be at a -10% and it would be the last thing he would fix on that suit.
OCC Skills
Radio:Basic (+15%)
Pilot:any three (+15%)
Math:Basic (+10%)
Literacy:Techno-can (+15%)
Literacy:American/Trade 4 (+15%)
Language:Techno-can (+15%)
Language:American/Trade 4 (+15%)
Electical Engineer (+20%)
Computer Repair (+20%)
Mechanical Engineer (+20%)
Weapons Engineer (+15%)
Athletics
Read Sensory Equipment (+20%)
W.P. Blunt
HTH Basic
HTH basic can be changed to advanced at the cost of four other skills
OCC Related Skills: Select 12 other skills, atleast 4 must come from Mechanical. Plus select an additional skill at level, four, seven, and eleven.
Communications: any (+15%)
Domestic: sing only (-15%) yes, that is a minus sign
Electrical: any (+15%)
Espionage: NONE
Mechanical: any (+15%)
Medical: NONE
Military: demolitions, demolitions disposal, and armorer only (+10%)
Physical: NONE!
Pilot: any (+15%)
Pilot Related: any (+10%)
Rogue: NONE
Science: chemistry, chemistry: analytical only
Technical: Computer operation, computer programming, literacy only (+10%)
W.P.: any modern WP's
Wilderness; NONE
Secondary skills: The character gets five additional skills from the above list without the benefits of the bonuses listed in parenthesis.
Standard equipment: Portable tool kit, duct tape (80% of all Grease Monkey's will be obsessed with duct tape...'Don't worry, I've got duct tape'), and other basic tools. The Asylum will provide all other tools, and equipment in the workshop. The Character will have a light suit of body armor, two energy weapons of choice and 1d4 e-clips for each. The character will be assigned vehicles and other equipment as per assinment. The character will be allowed to use a vehicle, PA, etc. personal use based on availablity.
Money: The Grease Monkey gets a roof over his head, food, clothing, and other necessities provided by the Asylum. The character also gets a monthly salary of 1500 credits and starts with two months pay. Money is usually spent on things like duct tape, and unidentifiable objects with the hope that 'I'll be glad I have it someday'. Also the Grease Monkey must go to workshop once a month where they learn useful skills like crochet, finger painting, etc.
Note: Rogue Grease Monkey's will be hunted down and brought back to the Asylum; they will only be terminated if there is no other alternative. If the Grease Monkey would like to retire he/she will be pulled from active duty and sent back to the 'homeworlds.' Cybernetics: The Grease monkey starts with 1d8 implants and can continue to aquire them throughout his career. Note unlike normal pyschics these implants do not impair the Grease Monkey's psionic powers. This is because the cybernetics actually make the character feel more 'in tune' with technology.