TEXT: New Skills 
   
  Complete List of Official Skills 
  Covering the following books: Australia, Canada, Coalition Navy, Coalition War Campaign, Conversion 
  Book (One), Japan, Juicer Uprising, Manhunter, Mercenaries, Mutants in Orbit, New West, Phase World, RIFTS, Rifter 
  #3, Triax and the NGR, Underseas, and Warlords of Russia 
  o 
  Communications 
  o 
  Cowboy 
  o 
  Domestic 
  o 
  Electrical 
  o 
  Espionage 
  o 
  Mechanical 
  o 
  Medical 
  o 
  Military 
  o 
  Physical 
  o 
  Pilot 
  o 
  Pilot Related 
  o 
  Rogue 
  o 
  Science 
  o 
  Spatial 
  o 
  Technical 
  o 
  Underwater 
  o 
  Wilderness 
  o 
  Weapon Proficiencies: Ancient 
  o 
  Weapon Proficiencies: Modern 
   
  New Skills 
  o 
  General: 
   
  The oft requested Perception skill 
  o 
  Military : 
   
  Combat Sniper 
  o 
  Physical: 
   
  Psi-Waza: a martial arts form exclusive to Cyber-Knights 
  o 
  Science: 
   
  Cryptozoology 
   
  Mathematics: Statistics 
   
  Parapsychology 
   
  Zoology 
  o 
  Rogue: 
   
  Fast Talk / Con 
   
  Games of Chance 
  o 
  Technical: 
   
  Lore: Conspiracy 
   
  Lore: Cults and Sects 
   
  Lore: Folklore and Mythology 
   
  Lore: Omens and Superstition 
   
  Lore: Science 
   
  Lore: UFOlogy 
   
  Philosophy 
  o 
  Weapon Proficiencies: 
   
  Modern 
   
   
  
  Communication Skills 
   
  Skill Name 
  Percentage 
  Requirements 
  Available as a 
  Secondary Skill? 
  Location 
  Cryptography 
  25% + 5% Literacy 
  No 
  RIFTS, pg. 25 
  Electronic 
  Countermeasures 
  30% + 5% Radio: Basic 
  No 
  Coalition War Campaign, 
  pg. 60 
  Japan, pg. 187 
  Warlords of Russia, pg. 191 
  Laser 
  30% + 5% Radio: Basic, Electrical 
  Engineer, Computer Operation No 
  RIFTS, pg. 25 
  Optic Systems 
  30% + 5%  
  Yes 
  RIFTS, pg. 25 
  Radio: Basic 
  45% + 5%  
  Yes 
  RIFTS, pg. 25 
  Radio: Deep Space 
  45% + 5% Radio: Basic 
  Yes 
  Manhunter, pg. 62 
  Radio: Scramblers 
  35% + 5% Radio: Basic 
  No 
  RIFTS, pg. 25 
  Read Sensory Equipment 30% + 5% Literacy 
  No 
  RIFTS, pg. 30 
  Surveillance Systems 
  30% + 5% 
  Electronics: Basic or Electrical 
  Engineer, Computer Operation, 
  Literacy 
  No 
  RIFTS, pg. 25 
  TV/Video 
  25% + 5%  
  Yes 
  RIFTS, pg. 25 
   
  Cowboy Skills 
   
  Skill Name 
  Percentage Requirements 
  Available as a 
  Secondary Skill? 
  Location 
  Branding 
  50% + 5% 
   
  Yes 
  Australia, pg. 153 
  New West, pg. 71 
  Breaking/Training Wild Horses 20% + 5% 
   
  Yes 
  Australia, pg. 153 
  New West, pg. 71 
  Herding Cattle 
  30% + 5% 
   
  Yes 
  Australia, pg. 153 
  New West, pg. 71 
  Horsemanship: Cowboy 
  66/50% + 3%  
  Yes 
  Australia, pp. 156 - 157 
  New West, pp. 72 - 74 
  Horsemanship: Exotic 
  30/20% + 5%  
  Yes 
  Australia, pp. 156 - 157 
  New West, pp. 72 - 74 
  Lore: Animals 
  30% + 5% 
   
  Yes 
  Australia, pg. 158 
  New West, pg. 79 
  Warlords of Russia, pg. 198 
  Lore: Indians/Aborigines 
  25% + 5% 
   
  Yes 
  Australia, pg. 158 
  New West, pg. 79 
  Roping 
  20% + 5% 
   
  Yes 
  Australia, pp. 153 - 154 
  New West, pg. 71 
  Trick Riding 
  N/A 
  Horsemanship Yes 
  Australia, pg. 154 
  New West, pp. 71 - 72 
  Whittling & Sculpting 
  30% + 5% 
   
  Yes 
  Australia, pg. 154 
  New West, pg. 79 
  Warlords of Russia, pg. 199 
   
  
  Domestic Skills 
   
  Skill Name 
  Percentage Requirements Available as a Secondary 
  Skill? 
  Location 
  Bonsai 
  50% + 4% 
   
  Yes 
  Japan, pg. 187 
  Brewing 
  25/30% + 5%  
  Yes 
  Australia, pg. 155 
  New West, pg. 74 
  Warlords of Russia, pg. 192 
  Calligraphy 
  35% + 5% 
   
  Yes 
  Japan, pg. 187 
  Cook 
  35% + 5% 
   
  Yes 
  RIFTS, pg. 25 
  Corroboree 
  30% + 4% 
   
  Yes 
  Australia, pg. 154 
  Dance 
  30% + 5% 
   
  Yes 
  RIFTS, pg. 25 
  Fishing 
  40% + 5% 
   
  Yes 
  RIFTS, pg. 25 
  Floral Arrangement 
  30% + 3% 
   
  Yes 
  Japan, pg. 187 
  Gardening 
  34% + 4% 
   
  Yes 
  Japan, pg. 187 
  Go 
  30% + 5% 
   
  Yes 
  Japan, pg. 187 
  Play Musical Instrument 35% + 5% 
   
  Yes 
  Australia, pg. 154 
  RIFTS, pg. 25 
  Poetry 
  35% + 5% 
   
  Yes 
  Japan, pg. 187 
  Recycle 
  30% + 5% 
   
  Yes 
  Mutants in Orbit, pg. 17 
  Rock Painting & 
  Engraving 
  36% + 4% 
   
  Yes 
  Australia, pg. 154 
  Sewing 
  40% + 5% 
   
  Yes 
  RIFTS, pg. 25 
  Sing 
  35% + 5% 
   
  Yes 
  RIFTS, pg. 25 
  Whittling & Sculpting 
  30% + 5% 
   
  Yes 
  Australia, pg. 154 
  New West, pg. 79 
  Warlords of Russia, pg. 199 
   
   
   
   
  Electrical Skills 
   
  Skill Name 
  Percentage 
  Requirements 
  Available as a 
  Secondary Skill? 
  Location 
  Computer Repair 
  25% + 5%  
  No 
  RIFTS, pg. 25 
  Electricity Generation 50% + 5%  
  No 
  Mutants in Orbit, pg. 16 
  Electronics: Basic 
  30% + 5%  
  Yes 
  RIFTS, pg. 25 
  Electrical Engineer 
  30% + 5% Mathematics: Advanced, Literacy 
  No 
  RIFTS, pp. 25 - 26 
  Robot Electronics 
  30% + 5% Electrical Engineer, Computer 
  Programming 
  No 
  RIFTS, pg. 26 
   
   
  
  Espionage Skills 
   
  Skill Name 
  Percentage 
  Requirements 
  Available as a 
  Secondary Skill? 
  Location 
  Concealment 
  20% + 4% 
   
  Yes 
  RIFTS, pg. 30 
  Detect Ambush 
  30% + 5% 
   
  No 
  RIFTS, pg. 26 
  Detect Concealment 
  25% + 5% 
   
  No 
  RIFTS, pg. 26 
  Disguise 
  25% + 5% 
   
  No 
  RIFTS, pg. 26 
  Escape Artist 
  30% + 5% 
   
  No 
  RIFTS, pg. 26 
  Forgery 
  20% + 5% 
   
  No 
  RIFTS, pg. 26 
  Imitate Voices & 
  Impersonation 
  36/16% + 4% 
  16/12/10% + 4%  
  No 
  Coalition War Campaign, pg. 60 
  Japan, pg. 188 
  New West, pg. 71 
  Warlords of Russia, pg. 191 
  Intelligence 
  32% + 4% 
   
  No 
  RIFTS, pg. 26 
  Interrogation Techniques 20% + 5% 
   
  No 
  Coalition War Campaign, pp. 60 - 61 
  Juicer Uprising, pg. 65 
  Manhunter, pg. 62 
  New West, pg. 71 
  Warlords of Russia, pg. 192 
  Pick Locks 
  30% + 5% 
   
  Yes 
  RIFTS, pg. 26 
  Pick Pockers 
  25% + 5% 
   
  Yes 
  RIFTS, pg. 26 
  Prowl 
  25% + 5% 
   
  Yes 
  RIFTS, pg. 31 
  Sniper 
  N/A 
   
  No 
  RIFTS, pg. 26 
  Tracking 
  25% + 5% 
   
  No 
  RIFTS, pg. 26 
  Wilderness Survival 
  30% + 5% 
   
  Yes 
  RIFTS, pg. 26 
   
   
   
   
  Mechanical Skills 
   
  Skill Name 
  Percentage 
  Requirements 
  Available as a 
  Secondary 
  Skill? 
  Location 
  Aircraft Mechanics 25% + 5%  
  No 
  RIFTS, pg. 26 
  Armorer 
  40% + 5%  
  No 
  Coalition War Campaign, 
  pg. 61 
  Japan, pg. 188 
  New West, pg. 74 
  Warlords of Russia, pg. 192 
  Automotive 
  Mechanics 
  25% + 5%  
  Yes 
  RIFTS, pg. 27 
  Bioware Mechanics 30% + 5%  
  No 
  Mutants in Orbit, pg. 15 
  Cybernetics: Basic 25% + 5% Mechanical Engineer, Mathematics: 
  Advanced 
  No 
  Rifter #3, pg. 111 
  Locksmith 
  25% + 5% Electronics: Basic or Electrical Engineer No 
  RIFTS, pg. 27 
  
  Mechanics: Basic 
  30% + 5%  
  Yes 
  Australia, pg. 155 
  Coalition War Campaign, 
  pg. 61 
  Japan, pg. 188 
  New West, pg. 74 
  Triax and the NGR, pg. 155 
  Warlords of Russia, pg. 192 
  Mechanical 
  Engineer 
  25% + 5% 
  Mathematics: Basic or Mathematics: 
  Advanced, Electronics: Basic or 
  Electrical Engineer, Literacy 
  No 
  RIFTS, pg. 27 
  Oxygen Systems 
  58% + 4% Mechanical Engineer 
  No 
  Mutants in Orbit, pg. 16 
  Robot Mechanics 
  20% + 5% Mechanical Engineer 
  No 
  RIFTS, pg. 27 
  Spaceship 
  Mechanics 
  22% + 5% Astrophysics, Electrical Engineer, 
  Mechanical Engineer 
  No 
  Manhunter, pg. 63 
  Phase World, pg. 150 
  Submersible 
  Vehicle Mechanics 25% + 5% Mechanical Engineer 
  No 
  Coalition Navy, pg. 27 
  Underseas, pg. 210 
  Vehicle Armorer 
  30% + 5%  
  No 
  Australia, pg. 155 
  Weapons Engineer 25% + 5% Mechanical Engineer 
  No 
  RIFTS, pg. 27 
   
   
  Medical Skills 
   
  Skill Name 
  Percentage 
  Requirements 
  Available as a 
  Secondary Skill? 
  Location 
  Animal Husbandry 
  35% + 5%  
  No 
  Australia, pg. 155 
  New West, pg. 74 
  Warlords of Russia, pg. 192 
  Criminal Sciences & 
  Forensics 
  35% + 5% Biology, Chemistry: Analytical, 
  Mathematics: Advanced, Literacy No 
  RIFTS, pg. 27 
  Doctor of Veterinary 
  Medicine 
  60/50% + 
  5% 
  Pathology, Mathematics: Basic or 
  Mathematics: Advanced 
  No 
  Manhunter, pg. 63 
  Field Surgery 
  16% + 4% Paramedic or Medical Doctor 
  No 
  Coalition War Campaign, 
  pg. 61 
  Warlords of Russia, pg. 192 
  First Aid 
  45% + 5%  
  Yes 
  RIFTS, pg. 27 
  Holistic Medicine 
  20% + 5%  
  Yes, counts as 
  two skills 
  RIFTS, pg. 27 
  Sea Holistic 
  Medicine 
  20% + 5%  
  Yes, counts as 
  two skills 
  Coalition Navy, pg. 27 
  Underseas, pg. 210 
  Juicer Technology 
  40% + 5%  
  No 
  Juicer Uprising, pg. 65 
  Medical Doctor 
  60/50% + 
  5% 
  Pathology, Mathematics: Basic or 
  Mathematics: Advanced 
  Hell No 
  RIFTS, pp. 27 - 28 
  M.D. in Cybernetics 
  40/60% + 
  5% 
  Pathology, Mathematics: Basic or 
  Mathematics: Advanced 
  No 
  RIFTS, pg. 28 
  Paramedic 
  40% + 5%  
  Yes, counts as 
  two skills 
  RIFTS, pg. 27 
  Pathology 
  40% + 5% Biology, Chemistry, Literacy 
  No 
  RIFTS, pg. 28 
   
  
  Military Skills 
   
  Skill Name 
  Percentage Requirements 
  Available as a 
  Secondary Skill? 
  Location 
  Armorer 
  40% + 5%  
  No 
  Coalition War Campaign, pg. 61 
  Japan, pg. 188 
  Warlords of Russia, pg. 192 
  Camouflage 
  20% + 5%  
  No 
  Australia, pg. 155 
  Coalition War Campaign, pg. 61 
  Japan, pg. 188 
  New West, pg. 74 
  Warlords of Russia, pg. 192 
  Combat Driving 
  N/A 
   
  Yes 
  Australia, pg. 157 
  Defense Systems 
  30% + 5%  
  No 
  Mutants in Orbit, pg. 16 
  Demolitions 
  60% + 3%  
  No 
  RIFTS, pg. 28 
  Demolitions Disposal 
  60% + 3%  
  No 
  RIFTS, pg. 28 
  Demolitions: Underwater 
  56% + 4%  
  No 
  Coalition Navy, pp. 27 - 28 
  Coalition War Campaign, pg. 65 
  New West, pg. 77 
  Underseas, pg. 210 
  Warlords of Russia, pg. 195 
  Find Contraband, Weapons, 
  & Cybernetics 
  26% + 4%  
  No 
  Australia, pg. 155 
  Coalition War Campaign, pg. 61 
  Japan, pg. 188 
  New West, pg. 74 
  Warlords of Russia, pp. 192 - 193 
  Fortification 
  30% + 5%  
  No 
  Australia, pp. 155 - 156 
  Coalition War Campaign, pp. 61 - 62 
  New West, pg. 74 
  Warlords of Russia, pg. 193 
  Military Etiquette 
  35% + 5%  
  No 
  Australia, pg. 155 
  Coalition War Campaign, pg. 61 
  New West, pg. 74 
  Warlords of Russia, pg. 193 
  Naval Tactics 
  30% + 5%  
  No 
  Rifter #3, pg. 111 
  Nuclear, Biological, & 
  Chemical Warefare 
  35% + 5%  
  No 
  Coalition War Campaign, pg. 62 
  Japan, pg. 188 
  New West, pg. 74 
  Warlords of Russia, pg. 193 
  Parachuting 
  40% + 5%  
  No 
  Coalition War Campaign, pg. 62 
  Japan, pg. 188 
  Recognize Weapon Quality 25% + 5%  
  No 
  Australia, pg. 156 
  Coalition War Campaign, pg. 62 
  New West, pg. 77 
  Warlords of Russia, pg. 193 
  Ship Combat: Basic 
  25% + 5%  
  No 
  Mutants in Orbit, pg. 17 
  Ship Combat: Advanced 
  N/A 
   
  No 
  Manhunter, pg. 63 
  Trap Construction 
  20% + 4%  
  No 
  Coalition War Campaign, pp. 62 - 65 
  New West, pp. 75 - 77 
  Warlords of Russia, pp. 193 - 195 
  Trap/Mine Detection 
  20% + 5%  
  No 
  Coalition War Campaign, pg. 65 
  New West, pg. 7 
  Warlords of Russia, pg. 195 
  
  Weapons Armorer 
  40% + 5%  
  No 
  Australia, pg. 156 
   
  Physical Skills 
   
  Skill Name 
  Percentage 
  Requirements 
  Available as a 
  Secondary Skill? 
  Location 
  Hand to Hand: Basic 
  N/A 
   
  Yes 
  RIFTS, pg. 28 
  Hand to Hand: Expert 
  N/A 
   
  Varies by O.C.C. RIFTS, pg. 28 
  Hand to Hand: Martial Arts N/A 
   
  Varies by O.C.C. RIFTS, pg. 28 
  Hand to Hand: Assassin 
  N/A 
   
  Varies by O.C.C. RIFTS, pg. 28 
  Hand to Hand: Gravity, 
  Basic 
  N/A 
  Six months in a gravity 
  environment 
  Yes 
  Mutants in Orbit, pg. 15 
  Hand to Hand: Gravity, 
  Advanced 
  N/A 
  Six months in a gravity 
  environment 
  Varies by O.C.C. Mutants in Orbit, pg. 15 
  Hand to Hand: Zero 
  Gravity, Basic 
  N/A 
  Six months in a gravity 
  environment 
  Yes 
  Manhunter, pg. 63 
  Mutants in Orbit, pg. 15 
  Hand to Hand: Zero 
  Gravity, Advanced 
  N/A 
  Six months in a gravity 
  environment 
  Varies by O.C.C. Manhunter, pg. 63 
  Mutants in Orbit, pg. 15 
  Hand to Hand: Commando N/A 
  Limited by O.C.C. 
  No 
  Coalition War Campaign, pg. 72 
  - 73 
   
  Acrobatics 
  N/A 
   
  No 
  RIFTS, pg. 28 
  Athletics (general) 
  N/A 
   
  Yes 
  RIFTS, pg. 28 
  Body Building & Weight 
  Lifting 
  N/A 
   
  Yes 
  RIFTS, pg. 28 
  Boxing 
  N/A 
   
  No 
  RIFTS, pg. 28 
  Climbling 
  30% + 5% 
   
  Yes 
  RIFTS, pg. 29 
  Deadball 
  N/A 
   
  No 
  Juicer Uprising, pg. 65 
  Gymnastics 
  N/A 
   
  No 
  RIFTS, pg. 29 
  Ice Skating 
  35% + 5% 
   
  Varies by type 
  Canada, pg. 36 
  Juicer Football 
  32% + 4% 
   
  No 
  Juicer Uprising, pg. 65 
  Murderthon 
  N/A 
   
  No 
  Juicer Uprising, pg. 65 
  Oxygen Conservation 
  30% + 5% 
   
  Yes 
  Mutants in Orbit, pg. 16 
  Prowl 
  25% + 5% 
   
  Yes 
  RIFTS, pg. 29 
  Running 
  N/A 
   
  Yes 
  RIFTS, pg. 29 
  Skiing 
  40% + 5% 
   
  Varies 
  Canada, pp. 36 - 37 
  Swimming 
  50% + 5% 
   
  Yes 
  Coalition Navy, pg. 28 
  Coalition War Campaign, pg. 65 
  RIFTS, pg. 29 
  Underseas, pp. 210 - 211 
  Warlords of Russia, pg. 201 
  S.C.U.B.A. 
  50% + 5% 
  Swimming 
  Yes 
  RIFTS, pg. 29 
  Vacuum Survival 
  P.E. + 20 seconds, 
  +5 seconds 
   
  Yes 
  Mutants in Orbit, pg. 17 
  Wrestling 
  N/A 
   
  No 
  RIFTS, pg. 29 
  Zero Gravity Movement 
  P.P. x 5% + 4% 
   
  Yes 
  Phase World, pg. 150 
   
  
  Pilot Skills 
   
  Skill Name 
  Percentage 
  Requirements 
  Available as a 
  Secondary Skill? 
  Location 
  Airplane 
  50% + 4% 
   
  Yes 
  RIFTS, pg. 29 
  Automobile 
  60% + 2% 
   
  Yes 
  RIFTS, pg. 29 
  Bicycling 
  44% + 4% 
   
  Yes 
  Australia, pg. 157 
  Boat: Sail 
  60% + 5% 
   
  Yes 
  RIFTS, pg. 29 
  Boat: Motar & Hydrofoils 
  55% + 5% 
   
  Yes 
  RIFTS, pg. 29 
  Boat: Ships 
  45% + 5% 
  44% + 4% 
   
  Yes 
  RIFTS, pg. 29 
  Combat Driving 
  N/A 
   
  Yes 
  Australia, pg. 157 
  Combat Pod 
  40% + 4% 
   
  No 
  Mercenaries, pg. 30 
  Contragravity or AntiGrav 
  Pack 
  42% + 4% 
   
  Yes 
  Manhunter, pg. 63 
  Phase World, pg. 150 
  Deep Sea Diving: Advanced 
  N/A 
   
  No 
  Coalition Navy, pg. 28 
  Underseas, pg. 212 
  Flight System Combat 
  40% + 5% 
   
  No 
  Juicer Uprising, pg. 65 
  Helicopter 
  35% + 4% 
   
  No 
  RIFTS, pg. 29 
  Horsemanship: Exotic Animals 30/20% + 5%  
  Yes 
  Australia, pg. 156 
  Coalition War Campaign, pg. 65 
  Japan, pg. 188 
  New West, pp. 72 - 74 
  Triax and the NGR, pg. 155 
  Warlords of Russia, pp. 196 - 197 
  Horsemanship: General 
  35/20% + 5%  
  Yes 
  Australia, pp. 156 - 157 
  New West, pp. 72 - 74 
  Warlords of Russia, pg. 196 
  Horsemanship: Knight 
  40/30% + 5%  
  Yes 
  Australia, pg. 156 
  New West, pp. 72 - 74 
  Warlords of Russia, pg. 196 
  Hover Craft 
  50% + 4% 
   
  Yes 
  RIFTS, pg. 29 
  Hovercycle 
  70% + 3% 
   
  Yes 
  Canada, pg. 37 
  New West, pg. 77 
  Warlords of Russia, pg. 195 
  Kayaking 
  50% + 5% 
   
  Yes 
  Australia, pg. 157 
  Jet Aircraft 
  40% + 4% 
   
  No 
  RIFTS, pg. 30 
  Jet Fighters 
  40% + 4% 
   
  No 
  RIFTS, pg. 30 
  Jet Packs 
  42% + 4% 
   
  Yes 
  RIFTS, pg. 30 
  Jump Bike Combat 
  45% + 5% 
   
  Yes 
  Juicer Uprising, pp. 65 - 66 
  Motorcycle, Snowmobile, & 
  Small Vehicles 
  60% + 4% 
   
  Yes 
  Canada, pg. 37 
  RIFTS, pg. 30 
  Warlords of Russia, pp. 195 - 196 
  Road Train 
  40% + 4% 
   
  Yes 
  Australia, pg. 157 
  Robots & Power Armour 
  56% + 3% 
   
  Yes 
  Coalition Navy, pg. 28 
  Coalition War Campaign, pg. 66 
  RIFTS, pg. 30 
  Underseas, pg. 212 
  Warlords of Russia, pg. 201 
  Robot Combat: Basic 
  N/A 
   
  Yes 
  RIFTS, pg. 30 
  
  Robot Combat: Elite 
  N/A 
   
  No 
  RIFTS, pg. 30 
  Spacecraft: Fighter Class 
  50% + 3% 
   
  No 
  Phase World, pg. 150 
  Spacecraft: Scout Class 
  40% + 3% 
   
  Yes 
  Manhunter, pp. 63 - 64 
  Mutants in Orbit, pg. 16 
  Phase World, pg. 150 
  Spacecraft: Mid-sized Class 
  40% + 3% 
   
  No 
  Manhunter, pg. 64 
  Spacecraft: Starship Class 
  36% + 4% 
   
  No 
  Manhunter, pg. 64 
  Phase World, pg. 151 
  Submersibles 
  40% + 4% 
   
  No 
  Coalition Navy, pg. 28 
  Coalition War Campaign, pg. 65 
  Underseas, pg. 212 
  Tanks & APCs 
  36% + 4% 
   
  No 
  RIFTS, pg. 30 
  Track Vehicles 
  40% + 4% 
   
  Yes 
  Canada, pg. 37 
  Warlords of Russia, pg. 196 
  Truck 
  40% + 4% 
   
  Yes 
  RIFTS, pg. 30 
  Warships/Patrol Boats 
  40% + 4% 
   
  No 
  Coalition Navy, pg. 28 
  Coalition War Campaign, pg. 65 
  Underseas, pg. 212 
  Water Scooters 
  50% + 5% 
   
  Yes 
  Australia, pg. 158 
  Coalition Navy, pg. 28 
  Coalition War Campaign, pg. 65 
  Underseas, pg. 212 
  Water Skiing & Surfing 
  40% + 4% 
   
  Yes 
  Australia, pg. 158 
  Coalition Navy, pg. 28 
  Underseas, pg. 212 
  Wingrider Flying Wing 
  15% + 5% 
   
  Yes 
  Warlords of Russia, pg. 196 
   
   
  Pilot Related Skills 
   
  Skill Name 
  Percentage 
  Requirements 
  Available as a 
  Secondary Skill? 
  Location 
  Navigation 
  40% + 5% Mathematics: Basic, Read 
  Sensory Equipment 
  No 
  Coalition Navy, pg. 28 
  Coalition War 
  Campaign, pg. 66 
  Manhunter, pg. 64 
  RIFTS, pg. 30 
  Underseas, pg. 212 
  Navigation: Land 
  36% + 4%  
  Yes 
  RIFTS, pg. 33 
  Navigation: Space 
  40% + 5% Mathematics: Basic, Read 
  Sensory Equipment 
  No 
  Manhunter, pg. 64 
  Mutants in Orbit, pg. 16 
  Phase World, pg. 151 
  Navigation: 
  Underwater 
  30% + 4% Mathematics: Basic, Read 
  Sensory Equipment 
  No 
  Coalition Navy, pg. 29 
  Underseas, pg. 212 
  Read Sensory 
  Equipment 
  30% + 5% Literacy 
  No 
  Coalition War 
  Campaign, pg. 66 
  Japan, pg. 188 
  RIFTS, pg. 30 
  Weapon Systems 
  40% + 5%  
  No 
  RIFTS, pg. 30 
   
  
  Rogue Skills 
   
  Skill Name 
  Percentage 
  Requirements 
  Available as a 
  Secondary Skill? 
  Location 
  Cardsharp 
  24% + 4%  
  Yes 
  New West, pg. 78 
  Warlords of Russia, pg. 197 
  Computer Hacking 
  15% + 5% Computer Programming, 
  Mathematics: Basic 
  No 
  RIFTS, pg. 30 
  Concealment 
  20% + 4%  
  Yes 
  RIFTS, pg. 30 
  Find Contraband, Weapons, 
  & Cybernetics 
  26% + 4%  
  No 
  Australia, pg. 155 
  Coalition War Campaign, pg. 61 
  Japan, pg. 188 
  New West, pg. 74 
  Warlords of Russia, pp. 192 - 
  193 
  Gambling 
  30% + 5%  
  Yes 
  Juicer Uprising, pg. 66 
  Manhunter, pg. 64 
  Gambling: Dirty Tricks 
  30% + 4%  
  Yes 
  Juicer Uprising, pg. 66 
  Locate Secret Compartments 20% + 5%  
  Yes 
  Manhunter, pg. 64 
  Palming 
  20% + 5%  
  Yes 
  RIFTS, pg. 30 
  Pick Locks 
  30% + 5%  
  Yes 
  RIFTS, pg. 30 
  Pick Pockets 
  25% + 5%  
  Yes 
  RIFTS, pg. 30 
  Prowl 
  25% + 5%  
  Yes 
  RIFTS, pg. 31 
  Safecracking 
  20% + 4%  
  No 
  New West, pg. 78 
  Warlords of Russia, pg. 197 
  Seduction 
  20% + 3%  
  Yes 
  Manhunter, pg. 62 
  New West, pg. 78 
  Warlords of Russia, pg. 197 
  Streetwise 
  20% + 4%  
  Yes 
  RIFTS, pg. 31 
  Streetwise: Drugs 
  25% + 5%  
  Yes 
  Coalition War Campaign, pg. 66 
  Triax and the NGR, pg. 155 
  Ventriloquism 
  16% + 4%  
  Yes 
  New West, pg. 78 
  Warlords of Russia, pg. 197 
   
  Science Skills 
   
  Skill Name 
  Percentage 
  Requirements 
  Available as a 
  Secondary Skill? 
  Location 
  Anthropology 
  20% + 5% 
   
  Yes 
  Manhunter, pg. 64 
  RIFTS, pg. 31 
  Archaeology 
  20% + 5% 
   
  Yes 
  RIFTS, pg. 31 
  Artificial Intelligence 
  30% + 5% 
  Computer Programming 
  No 
  Mutants in Orbit, pg. 15 
  Astronomy 
  25% + 5% 
   
  Yes 
  Manhunter, pg. 64 
  RIFTS, pg. 31 
  Astrophysics 
  30% + 5% 
  Physics 
  No 
  Phase World, pg. 151 
  Biology 
  30% + 5% 
   
  Yes 
  RIFTS, pg. 31 
  Botany 
  25% + 5% 
   
  Yes 
  RIFTS, pg. 31 
  Chemistry 
  30% + 5% 
   
  Yes 
  RIFTS, pg. 31 
  
  Chemistry: Analytical 
  25% + 5% 
  Chemistry, Mathematics: 
  Advanced, Literacy 
  No 
  RIFTS, pg. 31 
  Geology 
  25% + 5% 
   
  Yes 
  Manhunter, pg. 64 
  Marine Biology 
  35/25% + 5% Biology, Mathematics: 
  Advanced, Chemistry 
  No 
  Coalition Navy, pg. 28 
  Underseas, pg. 212 
  Mathematics: Basic 
  45% + 5% 
   
  Yes 
  RIFTS, pg. 31 
  Mathematics: Advanced 45% + 5% 
  Literacy 
  No 
  RIFTS, pg. 31 
  Physics 
  30% + 5% 
  Mathematics: Advanced 
  No 
  Manhunter, pg. 64 
  Xenology 
  30% + 5% 
   
  Yes 
  Phase World, pg. 151 
   
  Spatial Skills 
   
  Skill Name 
  Percentage 
  Requirements 
  Available as a 
  Secondary Skill? 
  Location 
  Drive Repair: Chemical Drive 30% + 5% Spaceship Mechanics 
  No 
  Mutants in Orbit, pg. 16 
  Drive Repair: Ion Drive 
  30% + 5% Spaceship Mechanics 
  No 
  Mutants in Orbit, pg. 16 
  Drive Repair: Plasma Drive 
  30% + 5% Spaceship Mechanics 
  No 
  Mutants in Orbit, pg. 16 
  Drive Repair: Traction Drive 
  30% + 5% Spaceship Mechanics 
  No 
  Mutants in Orbit, pg. 16 
  EVA 
  40% + 5%  
  Yes 
  Mutants in Orbit, pg. 16 
  Jury-Rig 
  25% + 5%  
  Yes 
  Mutants in Orbit, pg. 16 
  Mining 
  35% + 5%  
  No 
  Mutants in Orbit, pg. 16 
  Navigation: Space 
  40% + 5% Mathematics: Basic, Read 
  Sensory Equipment 
  No 
  Mutants in Orbit, pg. 16 
  Phase World, pg. 151 
  Radio: Deep Space 
  45% + 5% Radio: Basic 
  Yes 
  Manhunter, pg. 62 
  Salvage: Space 
  35% + 5%  
  Yes 
  Mutants in Orbit, pg. 17 
  Satellite Systems 
  30% + 5% Mechanical Engineer 
  No 
  Mutants in Orbit, pg. 17 
  Spaceship Mechanics 
  22% + 5% Astrophysics, Electrical 
  Engineer, Mechanical Engineer No 
  Manhunter, pg. 63 
  Phase World, pg. 150 
  Vac Suit 
  50% + 5%  
  Yes 
  Manhunter, pg. 63 
   
  Technical Skills 
   
  Skill Name 
  Percentage 
  Requirements 
  Available as a 
  Secondary Skill? 
  Location 
  Art 
  35% + 5% 
   
  Yes 
  RIFTS, pg. 31 
  Breed Dogs 
  40/20% + 5%  
  Yes 
  Australia, pg. 158 
  New West, pg. 78 
  Warlords of Russia, pg. 197 
  Contacts 
  6% + 2% 
   
   
  Mutants in Orbit, pg. 15 
  Computer Operation 
  40% + 5% 
  Literacy 
  Yes 
  RIFTS, pg. 31 
  Manhunter, pg. 62 
  Computer Programming 
  30% + 5% 
  Computer 
  Operation 
  Yes 
  RIFTS, pg. 31 
  Cyberjacking 
  50% + 3% 
  Computer 
  Operation 
  Yes 
  Mutants in Orbit, pp. 15 - 16 
  Falconry 
  30% + 5% 
   
  Yes 
  Warlords of Russia, pp. 197 - 
  
  198 
  Gemology 
  25% + 5% 
   
  Yes 
  Warlords of Russia, pg. 198 
  General 
  Repair/Maintenance 
  35% + 5% 
   
  Yes 
  Australia, pg. 157 
  New West, pp. 78 - 79 
  Warlords of Russia, pg. 198 
  Language 
  50% + 5% 
   
  Yes 
  Australia, pg. 158 
  RIFTS, pp. 31 - 32 
  Triax and the NGR, pg. 155 
  Warlords of Russia, pg. 198 
  Literacy 
  30% + 5% 
   
  Yes 
  RIFTS, pg. 32 
  Lore: Alien 
  25% + 5% 
   
  Yes 
  Phase World, pg. 151 
  Lore: Animals 
  30% + 5% 
   
  Yes 
  Australia, pg. 158 
  New West, pg. 79 
  Warlords of Russia, pg. 198 
  Lore: Cities 
  20% + 5% 
   
  Yes 
  Australia, pg. 159 
  Lore: D-Bees 
  25% + 5% 
   
  Yes 
  Coalition War Campaign, pg. 66 
  Triax and the NGR, pg. 155 
  Warlords of Russia, pg. 198 
  Lore: Demon & Monsters 
  25% + 5% 
   
  Yes 
  RIFTS, pg. 32 
  Lore: Dreamtime Culture 
  20% + 5% 
   
  Yes 
  Australia, pg. 159 
  Lore: Faerie 
  25% + 5% 
   
  Yes 
  RIFTS, pg. 32 
  Lore: History 
  30% + 5% 
   
  Yes 
  New West, pg. 79 
  Warlords of Russia, pg. 198 
  Lore: Indians/Aborigines 
  25% + 5% 
   
  Yes 
  Australia, pg. 158 
  New West, pg. 79 
  Lore: Juicer 
  30% + 5% 
   
  Yes 
  Juicer Uprising, pg. 66 
  Lore: Law 
  25% + 5% 
   
  Yes 
  Australia, pg. 158 
  New West, pg. 79 
  Phase World, pg. 151 
  Warlords of Russia, pg. 198 
  Lore: Magic 
  25/15/10% + 
  5% 
   
  Yes 
  Coalition War Campaign, pg. 66 
  Japan, pg. 188 
  Triax and the NGR, pg. 155 
  Warlords of Russia, pp. 198 - 
  199 
  Lore: Mythology 
  30% + 5% 
   
  Yes 
  Japan, pg. 189 
  Lore: Psychics & Psionics 
  25% + 5% 
   
  Yes 
  Coalition War Campaign, pg. 66 
  Warlords of Russia, pg. 199 
  Lore: Religions 
  30% + 5% 
   
  Yes 
  New West, pg. 79 
  Warlords of Russia, pg. 199 
  Masonry 
  30% + 5% 
   
  Yes 
  Warlords of Russia, pg. 199 
  Performance 
  30% + 5% 
   
  Yes 
  Juicer Uprising, pg. 65 
  Photography 
  35% + 5% 
   
  Yes 
  RIFTS, pg. 32 
  Prospecting 
  20% + 5% 
   
  Yes 
  New West, pg. 79 
  Warlords of Russia, pg. 199 
  Rope Works 
  30% + 5% 
   
  Yes 
  Warlords of Russia, pg. 199 
  Whittling & Sculpting 
  30% + 5% 
   
  Yes 
  Australia, pg. 154 
  New West, pg. 79 
  Warlords of Russia, pg. 199 
  Writing 
  25% + 5% 
  Literacy 
  Yes 
  RIFTS, pg. 32 
   
  
  Underwater Skills 
   
  Skill Name 
  Percentage 
  Requirements 
  Available as a 
  Secondary Skill? 
  Location 
  Farming: Undersea 
  35% + 5%  
  Yes 
  Australia, pg. 158 
  Coalition Navy, pg. 28 
  Underseas, pg. 211 
  Fishing: Advanced 
  30% + 5%  
  Yes 
  Coalition Navy, pg. 28 
  Underseas, pg. 211 
  Marine Biology 
  35/25% + 
  5% 
  Biology, Mathematics: 
  Advanced, Chemistry 
  No 
  Coalition Navy, pg. 28 
  Underseas, pg. 212 
  Ocean Geographic Surveying 15% + 5%  
  Yes 
  Coalition Navy, pg. 28 
  Underseas, pg. 211 
  Navigation: Underwater 
  30% + 4% Mathematics: Basic, Read 
  Sensory Equipment 
  No 
  Coalition Navy, pg. 29 
  Salvage: Undersea 
  30% + 5%  
  Yes 
  Coalition Navy, pp. 28 - 29 
  Underseas, pp. 211 - 212 
  Sea Holistic Medicine 
  20% + 5%  
  Yes, counts as 
  two skills 
  Coalition Navy, pg. 27 
  Underseas, pg. 210 
  Submersible Vehicle 
  Mechanics 
  25% + 5% Mechanical Engineer 
  No 
  Coalition Navy, pg. 27 
  Underseas, pg. 210 
  Survival: Undersea & Sea 
  25% + 5%  
  Yes 
  Coalition Navy, pg. 29 
  Underseas, pg. 212 
  Track & Hunt Sea Animals 
  35/25% + 
  5% 
   
  Yes 
  Coalition Navy, pg. 29 
  Underseas, pg. 212 
  Underwater Demolitions 
  56% + 4%  
  No 
  Coalition Navy, pp. 27 - 28 
  Coalition War Campaign, pg. 65 
  New West, pg. 77 
  Underseas, pg. 210 
  Warlords of Russia, pg. 195 
   
  Wilderness Skills 
   
  Skill Name 
  Percentage Requirements 
  Available as a 
  Secondary Skill? 
  Location 
  Blend 
  14 + 4% 
   
  Yes 
  Australia, pg. 159 
  Boat Building 
  25% + 5%  
  Yes 
  RIFTS, pg. 33 
  Carpentry 
  25% + 5%  
  Yes 
  RIFTS, pg. 33 
  Dowsing 
  20% + 5%  
  Yes 
  Australia, pg. 160 
  Warlords of Russia, pg. 201 
  Hunting 
  N/A 
   
  Yes 
  RIFTS, pg. 33 
  Identify Plants & Fruit 
  25% + 5%  
  Yes 
  RIFTS, pg. 33 
  Navigation: Land 
  36% + 4%  
  Yes 
  RIFTS, pg. 33 
  Outback Survival 
  58% + 2%  
  Yes 
  Australia, pg. 160 
  Preserve Food 
  25% + 5%  
  Yes 
  RIFTS, pg. 33 
  Prowl 
  25% + 5%  
  Yes 
  RIFTS, pg. 31 
  Roadwise 
  26% + 4%  
  Yes 
  Australia, pg. 160 
  Skin & Prepare Animal Hides 
  30% + 5%  
  Yes 
  RIFTS, pg. 33 
  
  Spelunking 
  35% + 5%  
  Yes 
  Australia, pg. 160 
  Track Animals 
  20% + 5%  
  Yes 
  RIFTS, pg. 33 
  Trap Construction 
  20% + 4%  
  No 
  Coalition War Campaign, pp. 62 - 65 
  New West, pp. 75 - 77 
  Warlords of Russia, pp. 193 - 195 
  Trap/Mine Detection 
  20% + 5%  
  No 
  Coalition War Campaign, pg. 66 
  New West, pp. 77 
  Warlords of Russia, pg. 195 
  Use Songlines 
  30% + 4% 
  20% + 2%  
  Yes 
  Australia, pg. 160 
  Wilderness Survival 
  30% + 5%  
  Yes 
  RIFTS, pg. 26 
  Whittling & Sculpting 
  30% + 5%  
  Yes 
  Australia, pg. 154 
  New West, pg. 79 
  Warlords of Russia, pg. 199 
   
   
  Weapon Proficiencies: Ancient 
   
  Skill Name 
  Percentage Requirements 
  Available as a 
  Secondary Skill? 
  Location 
  W.P. Axe 
  N/A 
   
  Yes 
  Triax and the NGR, pg. 155 
  W.P. Blunt 
  N/A 
   
  Yes 
  RIFTS, pg. 32 
  W.P. Bola 
  N/A 
   
  Yes 
  New West, pg. 79 
  W.P. Boomerang 
  N/A 
   
  Yes 
  Australia, pg. 161 
  W.P. Bow 
  N/A 
   
  Yes 
  Japan, pg. 190 
  W.P. Chain 
  N/A 
   
  Yes 
  RIFTS, pg. 32 
  W.P. Crossbow 
  N/A 
   
  Yes 
  Japan, pg. 190 
  W.P. Grappling Hook 
  N/A 
   
  Yes 
  Australia, pg. 162 
  Warlords of Russia, pg. 199 
  W.P. Knife 
  N/A 
   
  Yes 
  RIFTS, pg. 32 
  W.P. Mouth Weapons 
  N/A 
   
  Yes 
  Japan, pg. 190 
  W.P. Net 
  N/A 
   
  Yes 
  Australia, pg. 162 
  Warlords of Russia, pg. 199 
  W.P. Paired Weapons 
  N/A 
   
  Yes 
  Warlords of Russia, pg. 200 
  W.P. Polearm 
  N/A 
   
  Yes 
  Triax and the NGR, pg. 155 
  W.P. Sharp Shooting 
  N/A 
  Varies by O.C.C. No 
  Conversion Book (One), pg. 15 - 16 
  New West, pp. 79 - 81 
  W.P. Shield 
  N/A 
   
  Yes 
  Warlords of Russia, pg. 200 
  W.P. Siege Weapons 
  N/A 
   
  Yes 
  Warlords of Russia, pg. 200 
  W.P. Slingshot 
  N/A 
   
  Yes 
  Japan, pg. 190 
  W.P. Small Thrown Weapons N/A 
   
  Yes 
  Japan, pg. 190 
  W.P. Spear 
  N/A 
   
  Yes 
  Australia, pg. 162 
  Japan, pg. 189 
  W.P. Staff 
  N/A 
   
  Yes 
  Japan, pg. 190 
  W.P. Sword 
  N/A 
   
  Yes 
  RIFTS, pg. 32 
  W.P. Trick Shooting 
  N/A 
   
  Yes 
  New West, pg. 81 
  Warlords of Russia, pg. 200 
  
  W.P. Trident/Forked 
  N/A 
   
  Yes 
  Coalition Navy, pg. 29 
  Japan, pg. 189 
  Underseas, pg. 212 
  W.P. Whip 
  N/A 
   
  Yes 
  Australia, pg. 162 
  Japan, pg. 190 
  New West, pg. 79 
  Warlords of Russia, pg. 200 
   
  Weapon Proficiencies: Modern 
   
  Skill Name 
  Percentage Requirements Available as a 
  Secondary Skill? 
  Location 
  W.P. Deadball 
  N/A 
   
  Yes 
  Juicer Uprising, pg. 66 
  W.P. Flamethrower 
  N/A 
   
  Yes 
  Australia, pg. 162 
  W.P. Harpoon and Spear Gun 
  N/A 
   
  Yes 
  Coalition Navy, pg. 29 
  Underseas, pg. 212 
  W.P. Torpedo 
  N/A 
   
  Yes 
  Coalition Navy, pg. 29 
  Underseas, pg. 212 
   
  W.P. Revolver 
  N/A 
   
  Yes 
  RIFTS, pg. 32 
  W.P. Automatic Pistol 
  N/A 
   
  Yes 
  RIFTS, pg. 32 
  W.P. Bolt Action Rifle 
  N/A 
   
  Yes 
  RIFTS, pg. 32 
  W.P. Automatic & Semi-automatic Rifles 
  N/A 
   
  Yes 
  RIFTS, pg. 32 
  W.P. Sub-Machinegun 
  N/A 
   
  Yes 
  RIFTS, pg. 32 
  W.P. Grenade Launcher 
  N/A 
   
  Yes 
  Japan, pg. 190 
  W.P. Heavy 
  N/A 
   
  Yes 
  RIFTS, pg. 32 
   
  W.P. Energy Pistol 
  N/A 
   
  Yes 
  RIFTS, pg. 33 
  W.P. Energy Rifle 
  N/A 
   
  Yes 
  RIFTS, pg. 33 
  W.P. Heavy Energy Weapons 
  N/A 
   
  Yes 
  RIFTS, pg. 33 
   
   
   
   
  
  Perception Skill 
  Skill Cost: Nothing! This skill is free to everyone (sort of like 'Sense of Balance' or a character's native 
  language). 
  Base: I.Q. + M.E. 
  Increase per Level: 2% per level of experience. 
  Note: This is not a substitution for 'Detect Ambush' or 'Intelligence' as it provides vastly inferior results! 
   
  Combat Sniper Skill 
  Combat Sniper - New Military Skill 
  This is a new sniper skill. It costs two other skill selections to get and must be selected separately for each 
  weapon proficiency. For example if a player wanted it for W.P. Bolt Action Rifles and W.P. Energy Rifles 
  the skill would have to be bought twice. Note: This skill can only be used with weapons that can fire single 
  shots. In other words no firing bursts or full auto. Also it can only be used with ranged weapons. It’s called 
  Combat Sniper to make it easier to tell from the Sniper skill in the main book. 
  Another thing I think should be done is have a distance penalty. For every 500 ft. the target is away a -1 to 
  strike is applied (any scope or sight modifiers or added after this). The reason for that is at long range the 
  target will be harder to see and you have to account for the effects of the environment on the shot (wind, 
  gravity, etc.). It also takes four melee rounds (60 seconds) to get prepared to take a shot. For every melee 
  round less than three a -1 is applied. It can never be done in one melee round since that is not enough time to 
  position the rifle and get in the right mind set. The reason for this is the sniper needs to be relaxed so the 
  weapons can be held steady and be able to concentrate on the target to make it die! Preferably in one clean 
  shot. 
  Note: For skill selection purpose this is a military skill. So if an O.C.C. can't normally get skills from the 
  military list they can't get this one. 
  1. +3 to Strike on aimed shots. 
  2. - 
  3. Critical Strike on a unmodified 19-20 
  4. - 
  5. +1 to Strike on aimed shots. 
  6. Critical Strike on a unmodified 18-20 
  7. - 
  8. +1 to Strike on aimed shots. 
  9. Critical Strike on a unmodified 17-20 
  10. It know only takes three rounds prep time to fire. 
  11. +1 to Strike on aimed shots. 
  12. Critical Strike on a unmodified 16-20 
  13. - 
  14. +1 to Strike on aimed shots. 
  15. Critical Strike on a unmodified 15-20 
   
   
  
  Psi-Waza Martial Art 
  Psi-Waza - New Physical Skill 
  This martial arts form is exclusive to the Cyber-Knight O.C.C. (and its variants), and was developed by the 
  Cyber-Knights in their quest to develop their bodies and minds so that they function as one. The art form 
  itself resembles a combination of Karate and Jujitsu, and incorporates meditation and the development of 
  psychic powers. Psi-Waza helps the knight to develop and integrate great physical and mental powers, and 
  allows psychic Knights to develop either mystic martial arts powers or Oni Ninja powers. 
  Special abilities exclusive to the Psi-Waza style of martial arts: 
   
  The Trigon Touch: Developed by the Cyber-Knight Trigon (hence the name) this ability allows the 
  character to charge their fingers with I.S.P. and finger strike atemi (pressure points) to create effects 
  exactly like those of bio-manipulation. Each of these "touches" can be very light and require only 2 
  I.S.P. per touch. 
   
  Mind-Form Technique: This ability is the dream of every martial artist. The techniques of the style 
  are studied exactly like any other martial art, but by subconsciously applying psychic power to the 
  execution of each technique the form of the technique becomes perfect. This allows a martial artist to 
  perform perfect kicks, punches, throws, and anti-joint techniques. This results in the following 
  bonuses: +3 to strike, +3 to parry/dodge, +2 to initiative, and add two attacks per melee, but reduce 
  the base I.S.P. by half to reflect the I.S.P. permanently 'burned' in gaining this ability. 
   
  Power-Wave Palm: This ability allows the character to channel I.S.P. through the palm and create a 
  wave of physical energy and force that can cause damage. The wave front is 5ft (1.52m) wide, thus it 
  is possible to strike a small group of targets if they are close together. 
  o Range: 40ft (12.2m) plus 10ft (3m) per level of experience 
  Damage: 2D6 +1 M.D. per level 
  Knock Back: objects weighing less than 300lbs (136kg) are knocked back 2D6 yards/meters 
  I.S.P. Cost: 5 
  Note that this art is learned by all Cyber-Knights, but they usually only develop one ability. Characters can 
  develop a second power at level nine. Warrior Knights may have all three powers at first level. 
   
  Cryptozoology Skill 
  Cryptozoology - New Science Skill 
  This is the science of piecing together physical, circumstantial, and theoretical evidence to hypothesize 
  about the existence of "hidden animals." Scientists in this field examine bones, footprints, photographs, etc. 
  to determine if a particular animal exists or not. Examples of theoretical animals include the Loch Ness 
  Monster, the Sasquatch, and Ogopogo. An example of an animal that was found to exist after it supposedly 
  disappeared is the coelacanth. 
  Required: Biology and Zoology. 
  Base Skill: 40% + 5% per level of experience. 
   
   
   
  
  Mathematics: Statistics Skill 
  Mathematics: Statistics - New Science Skill 
  Includes probability, regression, forecasting, and experimental design. 
  Required: Mathematics: Advanced. 
  Base Skill: 50% + 4% per level of experience. 
   
  Parapsychology Skill 
  Parapsychology - New Science Skill 
  Parapsychology is the study of the paranormal. It is based on three standard forms of paranormal activity (or 
  scientific anomalies). One is ESP (Extra-Sensory Perception), one is PK (Psychokinesis), and the other is a 
  term that represents a few different fields: anomalies that suggest survival after death (near-death 
  experiences, apparitions, and reincarnation). 
  Parapsychology is generally not interested in claims of supernatural monsters (unless the claims fall under 
  one or more of these groups), alchemy, witchcraft, vampirism, UFOs, astrology, or the search for bigfoot. 
  The things Parapsychologists study (that fit into the three standard groups above) are: Telepathy, 
  Precognition, Clairvoyance, Psychokinesis, Bio-PK (direct mental interactions with living systems), Near 
  Death Experiences, Out-Of-Body Experiences, Reincarnation, Hauntings, and Poltergeists. Of course, there 
  are many Parapsychologists who seem determined to study not only these things, but some of the many 
  things listed that Parapsychologists normally don't study. These people are rogues, and do not usually get 
  due credit for their discoveries by the scientific community. 
  Characters that have this skill are able to understand paranormal phenomena and have an advanced level of 
  knowledge surrounding the paranormal. 
  Requirements: Psychology 
  Skill Base: 35% +5% per level of experience 
   
  Zoology Skill 
  Zoology - New Science Skill 
  The specific branch of biology dealing directly with animals. Characters will know enough about mating 
  habits, migrations, eating habits of most animals as well as the proper care for keeping animals. 
  Base Skill: 40% + 5% per level of experience. 
   
   
   
   
  
  Fast Talk / Con Skill 
  Fast Talk / Con - New Rogue Skill 
  This skill allows a character to talk his way out of trouble and to convince others to do what he wishes. It is 
  a useful skill for con-men, salesmen, and other characters who use others to get things done. The first 
  percentage is used to "fast talk" another person, usually to get out of trouble or convince them to buy 
  something. The second percentage is to con someone, or convince them with your charm and charisma that 
  what you say is really true. 
  Base Skill: 20%/10% + 5%/level of experience; every M.A. point above 15 adds an additional +1% and 
  every P.B. point above 20 adds an additional +1%. 
   
  Games of Chance Skill 
  Games of Chance - New Rogue Skill 
  These are the classic street games, like shells and queens, that are specifically designed to be almost 
  foolproof. A character using this skill successfully will almost never lose (unless they fail a skill roll) or get 
  caught (rolls 00% for a skill check). These are tricky games that require sleight-of-hand tricks, and are 
  usually possessed by street barkers, con artists, and other unscrupulous characters. 
  Base Skill: 20% + 4%/level 
   
  Lore: Conspiracy Skill 
  Lore: Conspiracy - New Technical Skill 
  A comprehensive knowledge about the issue of conspiracy and cover-ups by world governments in the areas 
  of the paranormal, UFOs, military, experimental testing, etc. by such participants as the FBI, KGB, CIA, and 
  major world governments. The character knows the theories about the Roswell incident, Area 51, telekinetic 
  weapons testing by the Russian government, and drug and chemical weapons testing. 
  Base Skill: 30% + 5% per level of experience. 
   
  Lore: Cults and Sects Skill 
  Lore: Cults and Sects - New Technical Skill 
  This skill is a comprehensive study of the phenomenon of cults, sects, and occult religion. This includes the 
  techniques of indoctrination as well as the identifying marks of the major cults. 
  Base Skill: 30% + 5% per level of experience. 
   
   
  
  Lore: Folklore and Mythology Skill 
  Lore: Folklore and Mythology - New Technical Skill 
  This skill is a comprehensive study of folklore and mythology. The character will be able to identify the 
  major mythical players involved with a given region and can roll at half the skill level to be able to identify 
  minor players in myth. These players include gods, heroes, monarchs, creatures, and tales. 
  Base Skill: 30% + 5% per level of skill. 
   
  Lore: Omens and Superstition Skill 
  Lore: Omens and Superstition - New Technical Skill 
  This skill lets the character identify all major forms of omen and superstition. The character will understand 
  the meaning and what is implied by a given occurrence or happening. If the character also has Lore - 
  Religion, the character will also be able to recognize the source of the omen or superstition. 
  Base Skill: 30% + 5% per level of experience. 
   
  Lore: Science Skill 
  Lore: Science - New Technical Skill 
  This knowledge gives the character an in-depth understanding about the general overview and concept of the 
  science and the history of the science selected. The character must select a different science each time this 
  skill is selected. For instance, a character can select Lore - Parapsychology and Lore - Botany at the cost of 
  two skills. This skill does not replace the science skill, it just gives the character the knowledge of major 
  discoveries and/or participants. 
  Base Skill: 30% + 5% per level of experience. 
   
  Lore: UFOlogy Skill 
  Lore - UFOlogy: New Technical Skill 
  The unofficial study of UFO phenomenon. The character knows all the theories about extraterrestrial 
  visitations as well as some of the theories involved. The skill also imparts knowledge about some of the 
  more "science-fictionous" of the information (propulsion, weapons, abilities). The character will also know a 
  little of the alien abductee theory and effects. 
  Base Skill: 30% + 5% per level of experience. 
   
   
  
  Philosophy Skill 
  Philosophy - New Technical Skill 
  This is not the same as studying a specific philosophy. This skill allows the character to use inductive and 
  deductive reasoning to determine different conclusions, the character is able to argue effectively and 
  logically. The character is also aware of the major philosophical arguments surrounding the issues of death, 
  life, life-after-death, the paranormal, and science. 
  Base Skill: 45% + 5% per level of experience. 
   
  Modern Weapon Proficiencies 
  Modern Weapon Proficiencies (W.P.) are areas of training and practiced skill with a particular type of 
  weapon, such as revolver or sub-machinegun. This skill provides special bonuses to strike when using that 
  weapon. Do not add this strike bonus to your character's hand to hand combat skill bonuses to strike. 
  Weapon Proficiencies provide the following bonuses: 
  Aimed: +3 to strike. 
  Burst: +1 to strike. 
  Wild: No bonus or penalty. 
  Training also enables the character to easily reload, disassemble, unjam, clean, and otherwise maintain the 
  weapon. 
  Recognizes weapon quality: 30% at level one and +6% per each additional level of experience. 
  Bonus: add a bonus of +1 to strike for every three levels of experience beyond level one (levels 4, 7, 10, 
  etc.) 
  Weapon Proficiency Descriptions: 
  W.P. Black Powder: Knowledge and practice with antique weapons of all kinds. Includes a lot of strange 
  items ... the ability to load and fire muzzle loading guns, familiarity with Civil War, Napoleonic, and 
  Revolutionary War rifles and pistols. Example: TW Black powder weapons from Wormwood. 
  W.P. Revolver: All cylinder style non-automatic (trigger must be pulled each time the gun is fired) 
  handguns. Example: NE-6 "Magnum" Plasma Cartridge Revolver. 
  W.P. Automatic Pistol: All modern military automatic pistols (the weapon keeps firing while the trigger is 
  depressed and until the trigger is released or the rounds are all expended). Example: NE-2L Plasma 
  Cartridge Autopistol. 
  W.P. Rifle/Shotgun: Includes most hunting, military, and target shooting rifles. Example: TX-16 Pump 
  Rifle. 
  W.P. Sub-Machinegun: Includes all small arms automatic weapons that fire pistol ammunition. Example: 
  NE-300 "Stutterer." 
  W.P. Automatic and Semiautomatic Rifles: Includes all assault rifles that fire rifle and assault rifle 
  ammunition. Example: NE-10 Plasma Cartridge Rifle. 
  W.P. Grenade: Think just anyone can chuck a grenade? If your answer is yes, then you might want to think 
  again. Sure, tossing a grenade takes all the intelligence of your average chimpanzee. Figuring out when to 
  
  throw the grenade is another matter. First off not all grenades are fitted with the same delay rate. Some have 
  a 3 second delay, some 5 seconds, some can be adjusted to a variable rate. There are even pre-rifts Russian 
  Empire grenades that had a zero delay, they go off as soon as you pull the pin! Example: NG-Hand 
  Grenades. 
  W.P. Grenade Launcher: Includes stand-alone and combo grenade launching weapons. Example: NG-LG6 
  Northern Gun Laser Rifle & Grenade Launcher, WI-GL4 Revolving Grenade Launcher. 
  W.P. Heavy: Includes heavy machineguns, bazookas, LAWS, mortars, etc. Example: NE-200 Plasma 
  Cartridge Machinegun. 
  W.P. Artillery: Covers all vehicle-sized cannons and howitzers, as well as vehicle-mounted missile 
  weapons. Example: an Enforcer's C-50R. 
  W.P. Energy Pistol: Includes lasers, ions, and all types of light energy firing small arms. Example: Wilk's 
  320 Laser Pistol. 
  W.P. Energy Rifle: Includes long range, light energy firing rifles. Example: C-12 Heavy Assault Laser 
  Rifle, TX-30 Triax Ion Pulse Rifle. 
  W.P. Heavy Energy: Includes plasma ejector, particle beam, rail guns, and similar high tech, mega-damage 
  weapons. Example: NG-E12 Northern Gun Heavy Plasma Ejector, TX-500 Borg Rail Gun. 
   
  
SOURCE: textdata/thevault/RIFTS/RIFTS (palladium)/3rd Party/Rifts - Sourcebook Netbook - New Skills.pdf