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Ship System Engineering: Rough Ship Guide (WIP)

[M.A.C.O.]Schrödinger

Certified Alcoholic and Genius
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Some freaking town somewhere in Ohio. HELP ME!
BASICS OF SSE: So, you want to be an engineer on the ship? Well then let's begins a very basic introduction to what Ship Systems Engineering is, and the various systems you will be focusing on (Save for a few exceptions that require Specialists. This guide will also not include EVA Ops, EOD, Drive Core Repairs, or anything else requiring more advanced engineering knowledge.)

First off. Being an engineer, even as the lowest rank, has a lot of responsibility on the ship. You will be trusted and tasked with various issues on board the ship, which tasks are handed down to you by your Head Engineer, or the Captain, or Lieutenant Foster (And by GMs in specified situations that are critical.). When given a task you must follow a protocol in order to maintain safety for yourself and others. In this, you must be ready for anything from a plugged drain, to an overloading power bank...

You will need to know the Three Steps to Prep. This is very basic and simple and allows you to get what you need quickly. The Prep List is as follows:


One: After being given your orders, if you're not in your issued gear, or don't have the equipment required for the job you will need to get suited up, and get the gear that makes sense for the task given. To get the required tools and equipment you will either need to ask the Quartermaster or check the cargo bay yourself.

Take note- We are low of stuff which means you'll probably never find exact replacements for larger things. Don't God Mode our supplies. If you need to check cargo, you'd go to the cargo bay and check crate to crate and inspect them (and roll). Over 50= You find some crappy stuff that will work. Over 90= You get some better stuff. 100 = Holy shit perfect. Under 50= Not worth using....


Example: You need to fix a broken wall panel, and repair wires on the other side of it. You'd have your electrical proof gloves on, wire cutters, wire strippers, wire spool of the specific type of wiring (We won't go into super duper hardcore detail on wire line grades and types. It's only a game.), Electrical Flex-Seal Tape, and your Omni-Tool.

Two: After getting your gear and going to the worksite, you'd check to ensure the that the power to that specific section behind the panel is turned off if it's not a highly critical system (Critical Systems will be told by a GM in such events.). After shutting it off temporarily (Via manual power section shutoffs behind the panels.) you'd lay out your equipment and use your omni-tool to run a " Diagnostic" on the issue.

Three: Here you'd perform a diagnostic roll. These differ per system.

Wiring:
0-10 = The whole damn wire network needs replaced through other sections and well as the one you're at.
11-30 = A large section of wiring is destroyed
31-50 = A moderate section of wiring is fried.
51-70 = A small section of wiring is fried.
71-90 = A single or multiple small wire line(s) section needs replaced.
91-100 = Slap on some damn Flex Seal over the tiny busted sections and yell at someone....

Wiring is a very basic thing to deal with. You cut out the bad section of wires and replace them with new wiring. Cut the trash out, unspool new wire, cut the new sections from the spool, strip the ends of the wiring, splice the new wire to the undamaged wire, cover the exposed sections. Very easy and basic. Very hard to fuck up.

Pressure Systems (Hydraulics, Gasses, Liquids.):
0-10 = Extreme Low Pressure
11-30 = Very Low Pressure
31-50 = Low Pressure
51-70 = Stable Pressure <--- The Good Spot
71-90 = High Pressure
91-100 = Very High Pressure

Pressure system diagnostics require you to roll. For optimal Pressure Regulation, you want to be in the 51-70 Range. If you roll too low you will need to raise the pressure to the correct level. If it is too high you will need to lower it. When dealing with pressure systems and you find it to be low or high you'd perform one of the two functions. (A)- Pressure Release Valve to lower pressure. -or- (B) Manual Pump to increase pressure. When doing both (Which would be by the damn gauges.) you'd select the option needed and perform it to equalize pressure.

Structural Damage:
0-10 = It's fucked. It needs to be replaced.
11-30 = Heavy damage which will need a lot of work.
31-50 = Moderate damage which will require some reinforcement.
51-70 = Light damage which will need some basic repairs.
71-90 = Minor touch ups needed, Omni-tool can deal with this.
91-100 = Just pop out the dents and yell at someone.

When dealing with structural damage (Again, excluding EVA related damage.), the worse it is the more problems are happening. Beams, Rods, Wiring, Plates, Panels, Struts, Pipes of different types, and Electrical Mains all play a part when it comes to Structural Damage. If it's at a 0-10, be ready to call in to the Head Engineer and request a bigass list of parts. Anything over that, however, can be dealt with normally.

MAJOR NOTICE: You may not roll on very important systems like Life Support, or Gas Flow Lines, Drive Core Charge Buildup, or anything else like that. That is something that would really piss GMs off and would probably get voided very fast as some random peep putting the whole ship in danger over a silly roll on a critical system is just outright dumb. Don't try to do that crap. Only do this when you're instructed by the GM directly to do so!


So now that you have an idea on how to Diagnose issues. You should be able to perform common sense based actions (Para-RP) for most of the ship systems. When you're welding on a plate, cutting a wire, unscrewing a bolt, or just pumping a pressure line; there's no need to roll for these basic actions any engineer would know by heart.

However... MUAHAHAHA.... When faced with a critical system issue (Given by GMs), you will need to roll as with certain issues, your skill, no matter how great, will be tested against chance. IE: Attempted to manually shut off an overloading capacitor bank by having to reach in the damaged area and pull the manuak shutoff level. You'd need to roll to see how badly your suit (and body) gets fucked by the extreme amount of current. And whatever you roll will decide your fate. And what the GM says, goes.

----------OMNI-TOOL and OMNI-GEL---------

The two most amazing things for an engineer, especially when dealing with very small repairs. Below are two links you should take into consideration. Both will explain the possible uses for both. Just go by the lore, and this won't need to be a major explanation.

http://masseffect.wikia.com/wiki/Omni-tool


http://masseffect.wikia.com/wiki/Omni-gel




Once you're done reading all this and become an Engineer, espect to be observed and tested from time to time, randomly. We are the guardians of the ship when it comes to it staying space-worthy. Our job is important, and requires unit cohesion when major issues arise. For now, stay frosty.
 
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