TEXT: By:  Mad Dog
  Mad Dog
  Mad Dog
  Mad Dog
  Mad Dog
  maddog1@alaska.net
  maddog1@alaska.net
  maddog1@alaska.net
  maddog1@alaska.net
  maddog1@alaska.net
  The Complete Palladium
  Skills Book v6.0
  
  © 1995-1999 Christopher Axtell (aka Mad Dog);  I  reserve the rights to this compiled collection of skills.  On the other
  hand, this does not mean I "own" every skill.  The skill “Read Aura” is completely my creation.  Barring such terms,
  phrases and other legal mumbo jumbo to properly identify all the proper copyright stuff.  Know here that no infringe-
  ment of any copyrights/trademarks/sweat off your back is intended.  This "Complete Palladium Skills Book” is in-
  tended solely for the gamers themselves and no exchange of money is allowed nor indorsed.  No part of this compilation
  may be altered and posted or published.  Please allow me this small service, and send any updates to me instead for
  inclusion in the next version.
  P.S.:  Please don’t sue my *ss off.  If a skill is listed here that you created and you wish it removed, send me a polite e-mail
  asking me to do so, and I’ll remove it in the next version of the Netbook.
  P.P.S.:  Kevin Siembieda and the folks at Palladium Books; please don’t think of this as competition or a blatant theft of
  your hard work.  Digging through 10+ books to create a character gets tiring very quickly.
  © 1983, 1987, 1988, 1990 Kevin Siembieda; © 1999 Palladium Books, All rights reserved world wide.  No part of this work may be reproduced in part
  or whole, in any form or by any means, without permission from the publisher.  All incidents, situations, institutions, governments and people are
  fictional and any similarity to characters or persons living or dead is strictly coincidental.
  A.R.C.H.I.E. Three™,  Adventures on the High Seas™, Aliens Unlimited™, Alistair Dunscon™, Anti-Monster™, Avenging Angel™, Baalgor Waste-
  lands™, Battle Magus™, Beguiler™, Beyond the Supernatural™, Bio-Wizardry™, 'Borg™, 'Bot™, Brodkil™, Cascade™, Chaos Earth™, Chi-Town™,
  Chiang-Ku™, Cloudweaver™, Coalition States™, Coalition War Campaign™, Cosmic Forge™, Cosmo-Knights™, Crazies™, Crazy™, Credia™,
  Cyborg Shocktrooper™, Cyber-Knight™, Cyberoid™, D-Bee™, Death Wing™, Demonfist™, Diabolist™, Dog Boys™, Dog Pack™, Dragon Borgs™,
  Dragonwright™, Dreamstream™, Dweomer™, Eandroth™, Ectohunter™, Emperor Prosek™, Erin Tarn™, Fadetowns™, Federation of Magic™,
  Fennodi™, Gene-Splicers™, Glitter Boy™, Hagan Lanovich™, Heavy Machine™,  Heroes Unlimited™, Hero-Knight™, Hidden Witch™, Hollow
  Men™, Hook, Line and Sinker™, I.S.P.™, Juicer Uprising™, Juicer™, Justice Ranger™, K-9 Sniffer™, Kill Hounds™, Kittani™, Ley Line Walker™,
  Light Machine™, Lone Star™, Lone Star Complex™, Lords of Magic™, Maxpary™, M.D.C.™, Mega-Damage™, Mega-Hero™, Mega-Steed™,
  Megahourse™, Melech™, Millennium Tree™, Mind Mage™, Mindwerks™, Monsters & Animals™, Morozko Frost Demon™, Mystic China™, Mys-
  tic Knight™, Mystic Kuznya™, Naruni Enterprises™, Naut'Yll™, New West™, NGR™, Nightfeeder™, Night Witch™, Nightbane™, Nightlands™,
  Nightlords™, Ninjas & Superspies™, Nostrous Dunscon™, Old Believer™, P.P.E.™, Palladium Fantasy, RPG™, Pantheons of the Megaverse™, Phase
  Technology™, Phase World™, Psi-Hounds™, Psi-Net™, Psi-Slinger™, Psi-Stalker™, Psyscape™, Rahu-Man™, Ratling™, S.D.C.™, SAMAS™,
  Scraypers™, Shifter™, Silonar™, Simvan™, Skelebots™, Sky-Knight™, Sky-Knights™, Slinger™, Smoke Solider™, Spider Skull Walker™, Splugorth™,
  Spook Squad™, Stormspire™, Summoner™, Techno-Wizard™, Terror Trooper™, The Compendium of Weapons, Armour & Castles™, The Lord of
  the Deep™, the Old Ones™, The Place of Magic™, The Slayer™, The Sunaj™, Timiro™, Triax™, Triax & The NGR™, Tristine Chronicles™, Vibro-
  Blade™, Victor Lazlo™, Villains Unlimited™, War-Knight™, Whale Singers™, White Tiger™, Wingrider™, Wired-Gunslinger™, Wolfen™, Wolf-
  Serpent™, Worm Wraith™, Wormwood™, Xiticix™, Yin-Sloth Jungles™, Zavor™ are trademarks owned and licensed by Kevin Siembieda and Palla-
  dium Books, Inc.
  Last updated: 990324
  Download Location:  http://www.alaska.net/~maddog1/Palladium/Netbooks/Skills/Palladium_Skills_Book.pdf
  Dedicated to the insane folks on the Official Palladium Mailing List; who had to suffer with the cumbersome HTML
  version of this Netbook for so long.  Now you can create your characters without your computer having to be right in
  front of you.  <G>
  
  Misc. skills borrowed from the following sources:
  •THE THIRD INVID WAR, a fan supplement by Dave Deitrich <http://www.mcs.net/~deitrich/home.html> and Chris Meadows <http://
  www.eyrie.org/~robotech/index.html>.
  •Some skills were taken from the UG Skills list on the old Avatar Industries Web site by Edward Paul.
  •The BS Smooth Talking and BS Writing Skills are by Bizarro, nguyen@iquest.net
  •Lip Reading Skill by Colin Heacock, heacock@cuug.ab.ca
  •Balloon Animal Making, WP Broken Bottle and WP Barstool were created by Robert J. Allan, n9708952@garbo.nepean.uws.edu.au
  •Psychological Warefare by Colin Heacock, heacock@cuug.ab.ca
  •Regional Knowledge by Nathan Taylor, taylorn@cadvision.com
  •Crystal Lacing by TDragon, t_dragon@geocities.com
  •Pool by Spires, Spires05@aol.com
  •Combat Sniper; Shawn Merrow (ShawnM011D@aol.com), bertra02@potsdam.edu (Wachunga), cindgulb@enoreo.on.ca (Wade Gulbrandsen),
  rchaulk@efni.com (CowMan), and some minor editing from yours truly.
  As I remember the other sources I’ve raided over the years I will be including them into this credit area.  Please if you know who created any of these
  skills please send me their name and email address.  Thanks.
  Note about this Netbook:  Most of the skills present here are true to the original versions of those
  skills.  However this does not mean all of the skills are identical to the ones created by the folks
  below.
  I have tried to consolidate identical skills in the same categories as much as possible for some
  measure of uniformity among the varies generes.  As you all know, a skill in the Rifts® RPG may not
  be the same as the one listed in Heroes Unlimited™; even though they have the exact same name;
  Add in typos, bonuses here but not there, etc. and you have a wonderful headache waiting to form.
  Hopefully this will help end the confusion between these skills.
  If you notice any errors (e.g. spelling, grammar, etc.) in this Netbook please send the correction
  my way; making sure to reference which category the skill is in, the name of the skill and the correc-
  tion to be made.
  Based on the RPG rules, characters, concepts and Megaverse® created by Kevin Siembieda.
  Skills borrowed from the following books published by Palladium Books: (possibly others which I might
  have forgotten. ;)
  Rifts® RPG
  Rifts Conversion Book One™
  Rifts® World Book Five: Triax & the NGR™
  Rifts® World Book Seven: Underseas™
  Rifts® World Book Six: South America™
  Rifts® World Book Eight: Japan™
  Rifts® World Book Ten: Juicer Uprising™
  Rifts® World Book Eleven: Coalition War Campaign™
  Rifts® World Book Twelve: Psyscape™
  Rifts® World Book Thirteen: Lonestar
  Rifts® World Book Fourteen: New West™
  Rifts® World Book Sixteen: Federation of Magic™
  Rifts® World Book Seventeen:  Warlords of Russia™
  Rifts® Sourcebook Three: Mindwerks™
  Rifts® Sourcebook Four: Coalition Navay™
  Rifts® Mercenaries
  Rifts® Dimension Book Two: Phase World™
  Rifts® Dimension Book Four:  Skraypers™
  Palladium Fantasy RPG® 2nd edition
  Dragons & Gods™ 2nd edition
  Ninjas & Superspies™
  Robotech® RPG
  The Sentinels® RPG
  Heroes Unlimited™ 2nd edition
  Heroes Unlimted ™ revised edition
  Aliens Unlimited™
  Transdimensional TMNT®
  Mutants in Orbit™
  Nightbane® RPG
  
  4
  Skills Index
  Communications
  Clowning
  Cryptography
  Electronic Counter-Measures
  Encryption
  Flag Signaling
  Jesting
  Laser
  Microwave Communications
  Mime
  Optic Systems
  Performance
  Public Speaking
  Radar/Sonar Operation
  Radio - Basic
  Radio - Expert
  Radio - Deep Space
  Radio - Scramblers
  Radio - Satellite Relay
  Sign Language
  Signal Codes
  Surveillance Systems
  Telephone Networks
  TV/Video
  Computers
  Artificial Intelligence
  Computer Engineer
  Computer Hacking
  Computer Imaging
  Computer Keyboarding
  Computer Language
  Computer Networks
  Computer Operations
  Computer Programming
  Cyberjacking
  Neural Interface & Networks
  Supercomputers
  VR/3D Systems
  Cowboy
  Branding
  Breaking/Taming a Wild Horse
  Herding Cattle
  Horsemanship - Cowboy
  Horsemanship - Exotic
  Lore - Cattle/Animals
  Lore - Indians
  Roping
  Trick Riding
  Cultural/Domestic
  Acounting
  Acting
  Advertising
  Animal Husbandry
  Animal Trainer
  Architectural - Design/Engineer
  Art
  Barbering
  Begging(T)
  Blacksmith
  Bonsai
  Breed Dogs
  Business management
  Calligraphy
  Calligraphy Forgery
  Chess
  Cook
  Dance
  Desert Survival
  Drawing - Pencil/Ink/Chalk
  Economics
  Editor
  Farming
  Fasting(T)
  Fishing
  Flint Working
  Floral Arrangement
  Game
  Gaming(strategy)
  Gardening
  General Repair & Maintenance
  Go
  Juggeling
  Leather Worker
  Lighting Technician
  Live Engineer
  Meditation
  Meteorology
  Mountaineering
  Music - Composition
  Music - Play Musical Instrument
  Music - Sing
  Painting - Oil/acrylic/watercolor
  Philosophies(T)
  Poetry (Haiku)
  Recording Engineer
  Recycle
  Sculpture
  Sewing
  Spelunking
  Sports
  Weaving
  Electrical
  Avionics
  Basic Electronics
  Expert Electronics
  Circuit Board Micro-Electronics
  Computer Repair
  Electrical Engineer
  electricity Generation/Power Systems
  Glitter Boy Electronics
  Mecha Electronics
  Power Armor Electronics
  Robot Electronics
  Espionage
  Binding
  BS Smooth Talking
  Command
  Concealment
  Detect Ambush
  Detect Concealment
  Disguise
  Escape Artist
  Fieldcraft
  Forgery
  Hojo-Jutsu
  Imitate Voice
  Impersonation
  Intelligence
  Interrogation Techniques
  Jungle Survival
  Land Navigation
  Lip Reading
  Marxism/Leninism-Maoism
  Microfilm/Microfiche/Microdot Technology
  Palming
  Perception
  Pick Locks
  Pick Pockets
  Safe-Cracking
  Security Systems
  Sniper
  Stalk/Capture
  Tracking
  Trap Construction
  Trap/Mine Detection
  Urban Survival
  Urban Warfare
  Wilderness Survival
  Industrial
  Armor & Weapon Decoration
  Blacksmithing/Metaworking
  Carpentry
  Cobblery
  Construction
  Fashion Tools and Weapons
  Glass Blowing
  Logging
  Masonry
  Mining
  Pilot Construction Vehicles
  Plumbing
  Magical/Religious
  Alchemy
  Art - Line Drawing
  Art - Wards
  Astrology
  Create Magic Item
  Create Magic Tatoos
  Create Scroll
  Create TW-Device
  Crystal Lacing
  Directed Spells WP
  Identify Wards
  Language - Mystic
  Literacy - Mystic
  Lore - Ley Lines & Geomancy
  Lore - Magic
  Lore - Religions
  Meditation
  Mystic Herbology
  Perform Ritual
  Perform Spell
  Philosopy - Oriental
  Philosophy - Western
  Read Runes
  Spellcrafting
  Mechanical
  Advanced Mechanics
  Aeronautical & Aerospace Engineer
  Chemical Engineer
  Aircraft Armor & Weaponry
  Aircraft Mechanics - Basic
  Aircraft Mechanics - Expert
  Armorer
  Automotive Mechanics
  Basic Mechanics
  Basic Cybernetics
  Bioware Mechanics
  Civil Engineer
  Construction (Metal)
  Construction Engineering
  Cross-Dimensional Trans-Location Device
  Mechanics
  Cybernetic/Bionic Repair
  Cyclone Repair
  Design Engineering
  Drive repair - Chemical Drive
  Drive repair - Fold Drives
  Drive repair - Ion Drive
  Drive repair - Plasma Drive
  Drive repair - Traction Drive
  Drive repair - Warp/Gravity Drives
  Fashion Tools and Weapons
  Glitter Boy Engineer
  Hardsuit/Motoroid Mechanics
  Helicopter Mechanics
  Industrial Engineer
  Jet Aircraft Mechanics
  Locksmith
  Marine/Naval Engineer
  Mecha Mechanics
  Mechanical Engineer
  Metallurgy
  Mining Engineer
  Mountain bike Mechanics
  Nuclear Engineer
  Power Armor Mechancis
  Radiation Technology - Industrial
  Robot Mechanics
  Safety Engineer
  Sanitary Engineer
  Satellite Systems
  Ship Mechancis
  Spacefold Engineer
  Spaceship Mechanics - Basic
  Spaceship Mechanics - Expert
  Starship Engineer
  Submersible Vehicle Mechanics
  Time Machine Mechanics
  Veritech Mechanics
  Weapons Engineer
  Welding
  Zentraedi Mecha Maintenance
  Medical
  Animal Husbandry
  Bioengineering
  Brewing
  Criminal Sciences & Forensics
  Dentist
  Diagnostic
  Doctor of Veterinary Medicine
  Entomological Medicine
  First Aid
  Field Surgery
  General Practitioner
  Genetics Engineer
  Holistic Medicine
  Medical Doctor
  M.D. in Cybernetics
  Medical - Juicer Technology
  Medical Instruction
  Nurse
  Paramedic
  Parapsychology
  Pathology
  Plastic Surgery
  Psychiatry
  Psychobiology
  Psychology
  Psycho-Therapy
  Seal Holistic Medicine
  Specialist
  Surgeon
  Radiation Technology - Medical
  Toxicology
  Veterinarian
  Medieval Civilization
  Courtly Etiquette
  Falconry
  Field Armorer
  Horsemanship
  Horsemanship - General
  Horsemanship - Knight
  Horsemanship - Palladin
  Heraldry
  Military
  Armorer
  Arsenal - Creating
  Arsenal - Reloading
  Assassination Techniques
  Camouflage
  Combat Sniper
  Defense Systems
  Demolitions
  Demolitions - Creating
  Demolitions - Disposal
  Find Contraband, Weapons & Cybernetics
  Field Armorer
  Fortification
  Military Construction Engineer
  Military Engineer
  Military Etiquette
  Military Instruction
  Naval/Marine Engineer
  Naval History
  Naval Tactics
  Nuclear, Biological & Chemical Warfare
  Paired Weapons
  Parachuting - HAHO
  Parachuting - HALO
  Parachuting - LALO
  Radiation Technology - Military
  Recognize Weapon Quality
  Ship-to-Ship Combat
  Siege Engineer
  Sniper
  Strategy/Tactics
  Torturing Tactics
  Trap Construction
  Trap/Mine Detection
  Underwater Demolitions
  Weapons Specialist
  Physical
  Acrobatics
  Aerobics
  Arm Wrestling
  Athletics
  Basketball
  Battle Bike Combat
  Blind-Fighting
  Body Building
  Boxing
  Climbing
  Deadball
  Fencing
  Forced March
  Gymnastics
  HtH - Aikido
  HtH - Assassin
  HtH - Basic
  HtH - Commando
  HtH - Expert
  HtH - Judo
  HtH - Jujitsu
  HtH - Karate
  HtH - Kendo
  HtH - Magic
  HtH - Martial Arts
  HtH - Ninjutsu/Tai-Jutsu
  HtH - Teng-jutsu
  HtH - Zanji Shinjinken-Ryo
  HtH - Zero Gravity Combat Advanced
  HtH - Zero Gravity Combat Basic
  Juggling
  Juicer Football
  Kickboxing
  Marathon
  Meditation
  Movement - Zero Gravity
  Murderthon
  Oxygen Conservation
  Pressure Point Control Tactics
  Pool
  Prowl
  Running
  Skiing
  Sub-Zero Conditioning
  Swimming - Basic
  Swimming - Competitive
  Swimming - Deep Sea
  Swimming - S.C.U.B.A.
  Swimming - Snorkel
  Track and Field
  Tumbling
  Vacuum Survival
  Wrestling
  Pilot (Air, Ground, Sea, Space)
  Air
  Air-to-Air Combat
  Airplane
  Combat Pod
  Contragravity Pack
  Cross-Dimensional Piloting and Navigation
  Fighter Combat Basic
  Fighter Combat Elite
  Flight System Combat
  Helicopter
  Helicopter - Military
  Jet Aircraft
  Jet Aircraft - Commercial
  Jet Fighters
  Jet Packs
  Lighter-than-Air Vehicles
  Time Machine
  Wingrider Flying Wing
  Ground
  Automobile
  Battle Bike Combat
  Bicycle
  Combat Engineer Vehicles
  Commercial Vehicles
  Construction Equipment
  Dog Sled
  Farm Equipment
  Freight Hauler
  Hardsuit/Motoroid
  Heavy Machinery
  Horsemanship
  Horsemanship - Exotic Animals
  Horse - Teamster/Wagoner
  Hovercycle
  Hover Craft
  Jump Bike Combat
  Mecha Combat
  Mecha Cyclone
  Mecha Destroids
  Mountain Biking
  Offensive Driving
  Pilot Glitter Boy
  Pilot Motorcycle and Small Vehicles
  Pilot Track Vehicles
  Robots and Power Armor
  Robot Combat Basic
  Robot Combat Elite
  Snowmobiles
  Tanks and APCs
  Titan Transport
  
  5
  Truck
  Unicycle
  Sea
  Advanced Deep Sea Diving
  Boat - Motor and Hydrofoils
  Boat - Sail Type
  Boat - Ships
  Boat - Warships/Patrol Boats
  CVS & SLV
  Sailing
  Seamanship
  Ships - Small
  Ships - Small Military
  Ships - Large
  Ships - Military Large
  Ships - Submersibles
  Ships - Military Submersibles
  Submarines
  Submersibles
  Underwater - General
  Underwater Robots & Power Armor
  Water Skiing & Surfing
  Water Scooters
  Space
  EVA
  Fighter Combat Basic
  Fighter Combat Elite
  Mecha Veritech
  Mecha Zentraedi Style Battle Pods
  Solar Sailer
  Space Shuttle
  Spacecraft
  Spacecraft - Advanced
  Space Fighter
  Starship
  Yacht
  Pilot Related
  Aerial Navigation
  Astrogation
  Constellation Navigation
  Debris Ring Navigation
  Instrument Rating
  Interplanetary Navigation
  Navigation
  Navigation Space
  Navigation - Underwater
  Orbital Navigation
  Radar/Sonar Operations
  Read Sensory Equipment
  Starship Gunnery - Automated
  Starship Gunnery - Manual
  Temporal Navigation/Time Detection Equipment
  Weapon System
  Weapon Systems - Battloid
  Weapon Systems - Battle Pod
  Weapon Systems - Destroids
  Weapon Systems - General
  Weapon Systems - Glitter Boy
  Weapon Systems - Power Armor
  Weapon Systems - Robots
  Weapon Systems - Veritech
  Rogue
  Acting
  Appraisal
  Bargain/Bribe
  BS Smooth Talking
  Cardsharp
  Con
  Concealment
  Contortionist
  Dice Rolling
  False Divination
  Find Contraband, Weapons & Cybernetics
  Gambling - Standard
  Gambling - Dirty Tricks
  Hide/Sneak
  Juggling
  Locate Secret Compartments
  Palming
  Pick Locks
  Pick Pockets
  Pool
  Pool Shark
  Prowl
  Safecracking
  Search
  Seduction
  Shell Game
  Sleight of Hand
  Streetwise
  Streetwise - Con Games
  Streetwise - Drugs
  Streetwise - Gambling
  Streetwise - Networks
  Use & Recognize Poison
  Ventriloquism
  Science
  Anthropology
  Archaeology
  Astronomy
  Astrophysics
  Biochemistry
  Biology
  Biophysics
  Biotechnology
  Botany
  Cartography
  Chemistry
  Chemistry - Alchemical
  Chemistry - Analytical
  Chemistry - Chinese Alchemical
  Chemistry - Pharmaceutical
  Cosmology
  Cross-Dimensional Physics
  Cryptozoology
  Ecology
  Electrochemistry
  Entomology
  Ethology
  Ethnology
  Geochemistry
  Geology
  Geophysics
  Hydrology
  Horticulture
  Interdimensional Theory
  Marine Biology
  Mathematics - Basic
  Mathematics - Advanced
  Mathematics - Accounting
  Mathematics - Statistics
  Microbiology
  Nanotechnology
  Nanomanufacturing
  Nanorobotics
  Nuclear Physics
  Ocean Geographic Surveying
  Oceanography
  Oxygen Systems
  Paleontology
  Parapsychology
  Petrology
  Physical Chemistry
  Physics
  Psychological Warfare
  Psychology
  Psychotherapy
  Temporal Physics
  Theology/Philosophy
  Trans-Dimensional Physics
  Undersea Farming
  Xenology
  Zoology
  Spatial
  EVA
  Jury-rig
  Mining
  Salvage
  Technical
  Advanced Fishing
  Antiquarian
  Art
  Balloon Animal Making
  Basic Construction
  Basic Drafting
  Bionics
  Breed Dogs
  Brewing
  BS Writing
  Bureaucracy
  Candlemaking
  Chinese Antiquarianism
  Chinese Calligraphic Codes & Code Breaking
  Chinese Classical Studies
  Chinese Mythology - Buddhist
  Chinese Mythology - Taoist
  Cobbling
  Construction Demolitions
  Contacts
  Deep Sea Fishing
  Diplomacy
  Entrepreneurship
  Falconry
  Fashion Tools and Weapons
  Gem Cutting
  Gemology
  General Repair/Maintenance
  Glassworks
  History
  History-Era Specialization
  ␣ ␣ History
  , 20th Century
  ␣ ␣ History
  , 19th Century
  ␣ ␣ History
  , 18th Century
  ␣ ␣ History
  , 16th & 17th Century
  ␣ ␣ History
  , Renaissance
  ␣ ␣ History
  , Medieval
  ␣ ␣ History
  , Greco-Roman
  ␣ ␣ History
  , Ancient Civilizations
  ␣ ␣ History
  , Chinese
  ␣ ␣ History
  , Middle-Eastern (Islamic)
  ␣ ␣ History
  , Oriental Cultures (general)
  ␣ ␣ History
  , Indian (Asia)
  ␣ ␣ History
  , West
  ␣ ␣ History
  , Native American
  ␣ ␣ History
  , Pre-Colonial Africa
  ␣ ␣ History
  , Rifts Atlantean Era
  ␣ ␣ History
  , Robotech or Macross Zentraedi
  ␣ ␣ History
  , Palladium World
  Invention
  Investigative
  Japanese Mythology
  Journalism
  Languages
  ␣ ␣ Language-Classical Gr
  eek
  ␣ ␣ Language-Latin
  ␣ ␣ Language-Norman Fr
  ench
  ␣ ␣ Language-Portuguese
  ␣ ␣ Language-Colonial Spanish
  ␣ ␣ Chinese Language & Literacy
  Language Dialects
  Law
  Law - CCW
  Leather Working
  Literacy
  Lore - Alchemy
  Lore - Alien
  Lore - Animal
  Lore - Astral
  Lore - Cattle/Animals
  Lore - Cetra
  Lore - Chinese Mythology - Buddhist
  Lore - Chinese Mythology - Taoist
  Lore - Conspiracy
  Lore - Cults and Sects
  Lore - D-Bee
  Lore - Demons and Monsters
  Lore - Dimensions
  Lore - Dragon
  Lore - Dreamstream
  Lore - Faerie
  Lore - Farm
  Lore - Folklore and Mythology
  Lore - Galactic/Alien
  Lore - Geomancy & Lines of Power
  Lore - Ghosts and Faeries
  Lore - Indians
  Lore - Japanese Mythology
  Lore - Juicer
  Lore - Magic
  Lore - Megaverse
  Lore - Nightbane
  Lore - Nightlands
  Lore - Omens and Superstition
  Lore - Psychic
  Lore - Read Aura
  Lore - Religion
  Lore - Science
  Lore - Sea
  Lore - Technology
  Lore - Temporal
  Lore - "Time of Man"
  Lore - UFOlogy
  Lore - Undead
  Lore - Vampires
  Lore - Witches
  Lore - Wormwood
  Lore - Zentran & Meltran
  Map Reading
  Masonry
  Milling
  Mining
  Operate Heavy Power Tools
  Philosophy
  Phonetics
  Photography
  Photography - Film
  Photography - Video
  Plumbing
  Pottery
  Prospecting
  Pyrotechnics
  Regional Knowledge
  Research
  Right Brain Memory Techniques
  Role-Playing Game Design
  Rope Works
  Sculpting & Whittling
  Study
  Surveying
  Teaching
  Undersea Salvage
  Writing
  Weapon Proficiencies
  Weapon Proficiencies bonuses
  Ancient Weapon Proficiencies
  W.P. Archery and Targeting
  W.P. Archery - Cross Bow
  W.P. Archery - Long Bow
  W.P. Archery - Short Bow
  W.P. Barstool
  W.P. Battle Axe
  W.P. Blunt
  W.P. Bola
  W.P. Boomerang
  W.P. Bow
  W.P. Broken Bottle
  W.P. Chain
  W.P. Crossbow
  W.P. Deadball
  W.P. Forked
  W.P. Grappling Hook
  W.P. Improvisation
  W.P. Knife
  W.P. Mouth Weapons
  W.P. Net
  W.P. Paired Weapons
  W.P. Polearm
  W.P. Rune Weapon
  W.P. Shield
  W.P. Siege Weapons
  W.P. Slingshot
  W.P. Small Thrown Weapons
  W.P. Spear
  W.P. Staff
  W.P. Sword
  W.P. Trident
  W.P. Whip
  Modern Weapon Proficiencies
  W.P. Artillery
  W.P. Automatic Pistol
  W.P. Automatic and Semi-automatic Rifles
  W.P. Black Powder
  W.P. Bolt Action Rifle
  W.P. Cyclone Weapon Systems
  W.P. Flame Thrower
  W.P. Gallant H-90
  W.P. Grenade
  W.P. Grenade Launcher
  W.P. Harpoon Gun
  W.P. Heavy
  W.P. Mortar
  W.P. Revolver
  W.P. Sub-Machinegun
  W.P. Torpedo
  W.P. Energy Pistol
  W.P. Energy Rifle
  W.P. Heavy Energy Weapons
  W.P. Sharpshooter
  W.P. Study
  Weapon Mastery
  Wilderness
  Agriculture
  Archery
  Arctic Hunting
  Arctic Survival
  Boat Building
  Carpentry
  Construction (Wood)
  Dowsing
  Fashion Tools and Weapons
  Horsemanship
  Hunting
  Identify Plants & Fruits
  Land Navigation
  Oceanic Survival
  Preserve Food
  Rope Works
  Sculpting & Whittling
  Sense of Direction
  Skin and Prepare Animal Hides
  Tame Animals
  Track Animals
  Track & Hunt Sea Animals
  Trap Construction
  Trap/Mine Detection
  Undersea & Sea Survival
  Underwater Navigation
  Winter Survival
  
  6
  Communications
  Clowning:  The profession of the clown is an ancient one.
  Clowning is more than just a costume and makeup, al-
  though learning to wear the makeup is a difficult and time
  consuming process.  Clown take on very special "charac-
  ters" (as if the character were role-playing someone entirely
  different).  Note that clowns, in most fantasy worlds are
  not considered funny (although they do get laughs).  Their
  acts, skits and play are all ancient routines (called "mys-
  tery plays"), the meanings of which are often totally lost in
  the history of a forgotten time.  Note:  All clowns are mem-
  bers of the clowning guild, no if’s, and’s, or buts.  "False"
  clowns, those without guild authority are often hunted
  down and killed, usually by assassins, but royal agents of
  a few kingdoms are known to have been involved, at one
  time or another, in the slaying of pretend clowns.   Bonuses:
  +5% for each of the following skills: acting, disguise, and
  history.  Base Skill:  20% + 4% per level of experience.
  Cryptography:  Skill in recognizing, designing, and crack-
  ing secret codes and messages.  The character must study
  the code for two hours to attempt to break it successfully.
  A failed roll means the individual must study the code for
  an additional two hours before he can try to break it again.
  The character may attempt to break the code sooner, after
  only 10 minutes of study, but suffers a penalty of -30%.  Base
  Skill:  25% + 5% per level of experience.  Requires:  Lit-
  eracy.
  Electronic Counter-Measures (Jamming):  Useful for pre-
  venting the enemy's communications fro working.  Since
  all armor, power armor and robot vehicles are linked by
  radio transmissions, jamming can cause unit confusion and
  disrupt communications.  Military organization breaks
  down, causing a loss of effectiveness for all but the best
  units.
    Just about any high powered radio can be used for jam-
  ming.  Armed with a radio, a small guerrilla unit can com-
  pletely disrupt the maneuvers of large enemy groups.  This
  skill also enables the radio operator to "follow" the enemy's
  attempted transmissions over jammed frequencies to trace
  their general location, a specific building, or direction.  This
  tactic is extremely useful in finding and eliminating lone
  power-armor troopers.  Base Skill:  30% + 5% per level of
  experience.  Note:  If the G.M. likes, he can make this part
  of the Radio: Scrambler skill, but still with a base of 30%.
  Encryption: This is the skill of encoding and decoding mes-
  sages. Only the person with the code key or a master hacker
  can decipher the message. Most codes will take months or
  even years of deciphering before the encryption is cracked.
  Base Skill:  20% + 4% per level of experience
  Flag Signaling: Ships at sea in a medieval setting, often
  miles apart, have developed a "language" based on the dis-
  play of colored flags. Those with this skill can read and
  compose messages, as well as be able to recognize banners,
  ensigns, pennants and standards used to communicate
  ship's origins and status. Communicating basic naval mes-
  sages ("Turn to starboard." "Do you have any fresh water
  to spare?" or "Beware! Pirates sighted to the northeast!")
  are easy for anyone with 2nd level, or better, expertise.
  However, non-naval messages, including names (Sir
  Bertrand, Port Jarl) or messages related to other subjects
  (magic, money or religion), are more time consuming, and
  more difficult to compose or decipher. Since each ship usu-
  ally displays banners showing their nationality and other
  information, those with this skill have the chance of identi-
  fying a fake (pirates often fly false flags). In addition to the
  common signal code (used by every seafaring nation), cer-
  tain navies and merchant companies have developed their
  own secret systems of communicating.  Bonuses:  +5% if
  the heraldry skill is known.  Base Skill:  18% + 6% per level
  of experience.
  Jesting:  The medieval equivalent to a comedian is more
  than just a teller of jokes. The jester literally "play the fool,"
  in that the object is to make oneself look like an idiot. On a
  physical level this involves being able to trip over their own
  feet, look incredibly clumsy, and take pratfalls (all without
  seriously injuring oneself). The jests themselves are verbal
  jokes, part of conversations that a jester may have with him-
  self, or with others (usually while pretending to be some-
  one else). The idea is to always have the humor on two
  levels, the overt funny stuff that even the most ignorant
  observer will find funny, and a more sophisticated, biting,
  sardonic humor that only those in the know will under-
  stand. Jesters also know how to create jokes, put together
  comedy scenes, and assemble "situation" comedies. Tradi-
  tionally, jesters wear floppish clothing that is a mix of mis-
  matched colors and patterns. Most successful jesters are
  considered to be wise counselors, and are respected for
  being the only member of a court who can tell the monarch
  that he is acting like an idiot without getting himself beaten,
  killed or imprisoned. This is usually done by playacting at
  being monarch and exaggerating any foolish or wrong-
  headed moves or decisions (while funny, this is not usu-
  ally done in public, but privately).  Bonuses: +5% if the
  acting skill is known.  Base Skill:  28% + 3% per level of
  experience.
  Laser:  This skill provides the character with an in depth
  knowledge of sophisticated laser communication systems
  and fiber optic communications.  Base Skill:  30% + 5% per
  level of experience.  Requires:  Radio: basic, electrical en-
  gineer, and computer operations skills.
  Microwave Communications:  Experience in the use of
  microwave equipment, transmitters and receivers for com-
  munications.  Base Skill:  40% + 5% per level of experi-
  ence.
  Mime: The artful combination of two other skills, prowl
  and sign language, to create a form of silent entertainment.
  Characters who choose the mime skill must first select both
  prowl and sign language. The percentile score indicates the
  overall quality and acting / portrayal of the mime.  Base
  Skill:  30% + 5% per level of experience.
  
  7
  Optic Systems:  Provides expert training in the use of spe-
  cial optical enhancement equipment such as telescopic
  lenses, laser targeting, thermo-imagers, passive light inten-
  sifiers, infrared and ultraviolet systems, polarization, light
  filters, optical scanners, and related devices.  Base Skill:
  30% + 5% per level of experience.  Adds a special one time
  bonus of +5% to T.V./video skill if both are selected.
  Performance: This ability is used by actors, gladiators, pro-
  wrestlers and politicians to impress and sway the public. A
  character with this skill knows how to do things with flair;
  if a skill roll is successful, it works like an attempt to charm
  or intimidate the audience. Base Skill: 30% + 5% per level.
  Note: Obvious lies, inconsistencies and evidence to the con-
  trary may ruin the effectiveness of the best performance.
  G.M.s, use your discretion.
  Public Speaking: Training in the quality of sound, tone,
  pitch, enunciation, clarity, and pace in speaking to the pub-
  lic, loudly and distinctly. Also includes the practice of good,
  enticing storytelling and  composition of the spoken word.
  The  percentile number indicates the overall quality and
  charisma of the spoken word. Optional: Seeing how the
  M.A. stat would have a bearing on this skill, a GM may
  allow a bonus to this skill based on a high M.A., either the
  I.Q. bonus line or the trust/intimidate bonus divided by 5.
  Base Skill:  30% + 5% per level of experience.
  Radar/Sonar Operation:  Use of radar (radio echo bounces)
  and sonar (underwater sound echo bounces) to precisely
  locate aircraft, ships and submarines.  Base Skill:  45% +
  5% per level of experience.
  Radio - Basic:  This is the rudimentary knowledge of the
  operation and maintenance of field radios and walkie-talk-
  ies, wire laying, installation, radio procedure, communica-
  tion security and visual signs/communications, as well as
  Morse code.  It does not include the ability to make repairs.
  Base Skill:  45% + 5% per level of experience.
  Radio - Advanced:  The character has received additional
  training in the use of radio, orbital and suborbital satellite
  communication relays.  The character has learned how to
  repair radio and has the ability to jury-rig a make shift ra-
  dio from spare parts.  Base Skill:  30% + 5% per level of
  experience.
  Radio - Expert:  This is the knowledge of installing trans-
  missions towers, includes UHF and VHF, TV towers, FM
  and AM, radio towers, and certain towers such as cellular
  communications, towers for airports.  Also, has the knowl-
  edge of power ratings, frequencies, and what it takes to
  keep and maintain a tower.  All of these towers are used
  for Broadcasting and receiving the old analog signals.  Digi-
  tal signals fall under Radio - Satellite Relay. GM's remem-
  ber there is a difference between the military use and the
  civilian use of radio communications and functions.  Please
  keep this in mind when the characters are using this skill.
  Counts as Three Skills, unless otherwise stated.  Requires:
  Radio - Basic and Advanced.  Base Skill:  15% + 5% per
  level of experience.  Time to use the skill:  Depends on
  length of the task and is provided that the character has
  made his/her skill correctly.
  Radio - Deep Space:  This  is training in the use of deep
  space communications equipment normally found on
  spacecraft and starbases.  The technology varies by culture
  (Robotech & Macross, Phase World & Mechanoids universe
  or Manhunter), but generally these systems involve some
  sort of contact through another dimension (using phase or
  subspace technology) that is receivable by any equal re-
  ceiver with an open receiving window.  The speed of such
  transmissions is roughly 1000x normal; a message sent this
  way from Earth to Alpha Centauri (4.3 light years) would
  take about 37.7 hours to reach its destination.  While these
  are for the standard communications systems of these
  spacefaring societies, faster systems do exist, but are usu-
  ally found only in the hands of the military forces, and can-
  not access or be accessed by standard transmitters.  These
  systems are 1000 to 1 million times faster than the standard
  systems, but have problems with signal integrity, requir-
  ing heavy coding and redundancy to insure the message
  gets through as intended (and whole).  They also require
  equipment larger than some small shuttlecraft, meaning
  only fleet flagships, stations and planetary installations
  possess this type of equipment.  The Zentraedi, for example,
  have the fastest type, meaning that (counting processing
  time) messages have only a 1 second delay per 300 light
  years between the sender and receiver.  Within 400 ly, this
  is less than what NASA had to deal with during the Apollo
  missions to the moon.  Note that distress beacons use the
  standard system, and ships/life pods without an automated
  distress beacon require this skill to activate the manual dis-
  tress call, or to specifically target an area for the beacon to
  call (automated beacons broadcast in all directions on set
  emergency frequencies). Phase World/Mechanoid &
  Robotech/Macross type transmitters use 10 Mb data pack-
  ets in the transfer process. Base Skill:  45% + 5% per level
  of experience.  Note:  The Manhunter comm system, though
  just as sophisticated in terms of access to the subdimensions
  used for transmission, requires 5 minutes per packet to
  decode.  However, that system transmits 100 Tb packets
  (10^14 Bytes, to the others' 10^7 Byte packets).
  Radio - Scramblers:  This is training in the use of electronic
  masking and scrambling (unscrambling) equipment, and
  codes for increased security.  This enables the character to
  create new codes, that even the advanced people would
  have a hard time cracking. For use with digital and analog
  waves on satellites and radio communications.  Base Skill:
  15% + 5% per level of experience.  Time to use the skill:
  Depends on length of the task and is provided that the char-
  acter has made his/her skill correctly.
  Radio -  Satellite Relay:  This is an understanding in the
  methods and operations of satellite transmissions.  Base
  Skill:  25% + 5% per level of experience.
  Sign Language: Different worlds have developed sign lan-
  
  8
  guages, for many different reasons. Some, like the sign lan-
  guage of Palladium, evolved to be a standard language for
  trade; similarly, several of the Phase world trade languages
  utilize sign to some extent. Others use such a language as
  their sole means of communication, due to a lack of hear-
  ing or vocal ability. An example of the latter is ASL (Ameri-
  can Sign Language) for the deaf. To some extent, Earth deaf
  sign languages have a common basis in their standard signs,
  but the differences in source languages and alphabets (used
  for spelling out names and words with no standard sign)
  lead to difficulty. If a character chooses to learn a sign lan-
  guage, the specific language or source of the language must
  also be given. For every 10 words (or letters, for spelled
  out words) "signed," the sender of the sign language must
  roll to successfully transmit the message. Likewise, the in-
  terpreter must also roll versus their skill in sign for every
  batch of 10 words. A failed roll on either end means a mis-
  understanding. Base Skill:  60% + 5% per level of experi-
  ence.
  Signal Codes:   This is the skill in sending coded messages
  via radio, microwave, laser, and other communications sys-
  tem. These include ultra modern codes that require com-
  puters to decode them to the simple a such as Morse Code
  that uses "dots and dashes".  Base Skill:  30% + 5%  per
  level of experience
  Surveillance Systems:  This is the study and understand-
  ing of the operation, methods, and techniques in the use of
  surveillance systems.  Includes motion detectors, simple
  and complex alarm systems, audio/visual recording and
  display equipment, recording methods, amplified sound
  systems, miniature listening devices (bugs, line tapping),
  and some optical enhancement systems (specifically as they
  relate to camera lenses).
    Tailing, or following someone without their knowledge,
  is another form of surveillance.  This also includes stake-
  out procedures.  A failed surveillance roll indicates that the
  subject has spotted the tail and is aware that he is being
  followed/observed.
    A failed roll in the use of surveillance equipment means
  that the equipment does not function as desired, impairing
  or preventing surveillance; i.e., bug does not transmit, re-
  cording garbled, film blurred or fails to record, etc.
    A failed roll when hiding listening devices means the bug
  does not function and is easily discovered through the
  course of casual activity.
    Base Skill:  30% + 5% per level of experience.  Requires:
  Electronics: basic or electrical engineering and computer
  operation and literacy (the latter two are needed only for
  complex, high-tech systems).
  Telephone Networks: The character knows everything
  from the wiring of telephones, phone taps and tracing calls
  to international switching methods. Time to trace a call:
  2D4x10 seconds, modified as follows -
      Local - cut time by 75%;
      LD, same Area code - cut time by 50%;
      LD, out of Area Code - normal;
      International - add 3D4 rounds;
      Call being forwarded: add 1D4 rounds;
      Caller also using skill; double time and skill levels must
  be rolled in competition (first to miss loses).
  Base Skill: 40% + 5% per level of experience.
  TV/Video:  This is the understanding of VCR's,
  Camcorders, television monitors, and VHS equipment.  This
  also includes understanding the techniques involved with
  video (for television broadcasts, Betacam, 3/4 machines,
  and cameras), editing of video, special video effects and
  film making.  The character with this skill can make mo-
  tion pictures, edit the film, is an expert with video equip-
  ment and can transfer film to video tape (DVD, etc.).  Base
  Skill:  35% + 5% per level of experience.  Time to use the
  skill:  Depends on length of the task and is provided that
  the character has made his/her skill correctly.
  Computer
  Artificial Intelligence:  There are a variety of artificial in-
  telligences scattered among the settlements of the orbital
  community.  They range from simple computers and de-
  vices using fuzzy logic and heuristics to control simple
  devices, such as ship temperature and power output, to
  rogue devices modeled on the neural network of the hu-
  man mind, installed in pre-Flash satellites, some of which
  are still orbiting and able to defend themselves.
    A character with this skill is able to understand how arti-
  ficial intelligence systems work, how they "think" and "un-
  derstand" the world around them, how to communicate
  with them and how to reprogram them, either directly or
  by argument.  Experts are able to build and repair com-
  puter (50% base proficiency).  Requires:  Computer Op-
  erations.  Base Skill:  30% + 5% per level of experience.
  Adds bonus of +5% to all other computer skills.
  Computer Engineer: The electronics of computers involve
  engineers in design and manufacture of memory systems,
  of central processing units, and of peripheral devises. Fore-
  most among the avenues, of central processing units, and
  of Very Large Scale Integration (VLSI) and new computer
  architectures. The field of computer science is closely re-
  lated to computer engineering; however, the task of mak-
  ing computers more "intelligent" (artificial intelligence),
  through creation of sophisticated programs of development
  of higher level of machine languages or other means, is
  generally regarded as being in the realm of computer sci-
  ence.
     One current trend in computer engineering is
  micronization. Using VLSI, engineers continue to work to
  squeeze greater and greater numbers of circuit elements
  onto smaller and smaller chips. Anther trend is toward in-
  creasing the speed of computers operations through use of
  parallel processors, superconducting materials, Multi-task-
  ing, etc. The main concern is how to link humans to the
  machines. Currently they have been connecting the brain
  
  9
  waves of a human into virtual reality type helmets to tell a
  computer what to do. This should explain how the all of
  the Rifts mecha works.  Base Skill:  20% + 5% per level of
  experience. Requires: Computer Operation, Computer Pro-
  gramming, Computer Language, Literacy, and Writing.
  Computer Hacking:  This is a computer skill similar to com-
  puter programming; however, the emphasis of the skill is
  breaking computer access codes to gain illegal access to
  other computer systems and steal or sabotage its data.  The
  character is an expert in tracing computer data, bypassing
  defense systems, and breaking ("hacking") codes; add a one
  time bonus of +5% to the cryptography, surveillance, and
  locksmith (electronic and computer controlled locks only)
  skills if the character is a hacker.  Base Skill:  15% + 5% per
  level of experience.  Requires:  The ability to read and write,
  computer operation, computer programming, and at least
  basic mathematics.
  Computer Imaging:  This skill deals with scanning images
  and enhancing them to the artist's whim, making soldiers
  more heroic, monsters more fierce, etc. Can also be used to
  parody and blackmail as well. The CS Department of Pro-
  paganda Ministries deals harshly with anyone using this
  ability against the CS, even in jest.  Base Skill:  25% + 4%
  per level of experience.
  Computer Keyboarding: This skill allows the PC to type
  at a keyboard at a good speed of 5 times their I.Q. without
  making a mistake. They can write at 6 times their I.Q. 80%
  mistake free. This skill is good for typing programs and
  transfer of data.
  Computer Language: In Rifts there are approximately
  12,000 different computer languages. The character can
  specify in only one. There are many languages that are used
  by the military alone here is an example of some of them:
  Digital RAD (helps in programming radar) Digital COM
  (helps in translating current digital signal into audio and
  vise versa, for use in communications) Digital COP (helps
  in scrambling codes and unscrambling codes), etc. Civil-
  ian uses can be as many as 5,000 different languages CO-
  BOL, Binary, Basic, Machine Language, Tech -Lang1 are just
  some examples.
    GM's can create their own, but it has to do something with
  either the Civilian population, or the military, high tech
  bandits, etc. Plus, there has to have a purpose and doesn't
  have to be an outrageous language, just something straight
  forward. It is impossible for a character to be able to know
  all of the different languages, but not impossible for a char-
  acter to learn at least 100 or more different ones, so keep
  this mind.
    Another thing to remember is the actual spoken language
  of the creator that has encoded computer language. There
  are different programs for the various languages in the
  World of Rifts.  Base Skill:  35% + 5% per level of experi-
  ence.
  Computer Networks:  Getting information out of national
  and international computerized data networks is a job for
  a specialist.  Characters with this skill can use their abili-
  ties to track down names, addresses, phone numbers, li-
  cense plates, and just about anything else.  Base Skill:  55%
  + 5% per level of experience.
  Computer Operations:  A knowledge of how computers
  work, along with the skills to operate peripherals like key-
  boards, printers and modems.  Characters can follow com-
  puter directions, enter and retrieve information, and simi-
  lar basic computer operations.  However, this does NOT
  include programming or hacking.  Base Skill:  40% + 5%
  per level of experience.  Requires:  Literacy.
  Computer Programming:  Advanced computer knowledge
  that includes designing, programming, debugging and test-
  ing computer programs and software.  Hacking is possible,
  but at a penalty of -40% unless the character also has the
  computer hacking skill.  Base Skill:  30% + 5% per level of
  experience.  Requires:  Computer operation and literacy.
  Cyberjacking:  Some computers allow their users to go be-
  yond the normal "interface" of a keyboard, joystick or
  mouse, and to communicate directly with the computer via
  a socket ("dataplug" or "headjack") implanted in the back
  of their necks.  This means that the computer operator's
  mind effectively enters the computer, seeing its memory
  and processors as a kind of virtual reality.  Once accessed,
  the cyberjack can alter data, add data, change files, and re-
  design the computer's programs, all with his mind.  If the
  computer is linked to others in a network, such as the Link
  that connects all the computers in and around the Free-
  dom station or the Matrix that connects all of the comput-
  ers of Fort Knox and the Armory, the user can communi-
  cate with other cyberjacks within the network.  If
  cyberjacking is used in conjunction with a ship's weapons
  using a targeting computer, it will add +2 to strike.
    Cyberjacking is much more direct and up to ten times
  faster than normal computer programming, but not with-
  out its perils: software bombs, viruses and trojan horses
  may lurk within the computer's memory; other cyberjacks
  can ambush you or design programs to trap your mind
  within the computer; and if the computer itself is artifi-
  cially intelligent anything might happen.
    Characters must have the computer operator skill to take
  Cyberjacking.  Any player character starting with this skill
  automatically has a dataplug implant.  Others must pay
  for the dataplug and its implantation later.  Base Skill:  50%
  + 5% per level of experience.
  Neural Interface & Networks:  This is the detailed infor-
  mation needed to effectively use the high tech computer
  systems that are controlled by the mental interactions of
  the operators brain. This is similar to cyberjacking but is a
  much more advanced and refined method. Instead of just
  "visualizing" the computer landscape and interacting with
  it by symbolically, this a direct connection to a characters
  brain and nervous system. This enables robots, vehicles and
  other computer controlled devices to react with the speed
  of thought. In some cases this will act like an autonomous
  response (like when a human dodges out of the way when
  
  10
  something is thrown at them).  This adds incredible bo-
  nuses when using Power Armor and other Ultra-tech ma-
  chines.   Base Skill: 25% + 5% per level of experience.  Bo-
  nuses: When using "Man" size Power Armor, ALL the char-
  acters' hand to hand skills come into play. This means that
  if the character has PA Combat Elite, they would get those
  bonuses PLUS those of his own Combat skills.  When us-
  ing giant size robots the bonuses from his HtH combat skills
  are 2/3.
  Supercomputers:  These ultrafast, ultra-expensive ma-
  chines are so fast that they would melt without a constant
  flow of liquid nitrogen running through the system.  They
  operate thousands of times faster than normal computers
  and are used for the most sophisticated problems  Base
  Skill:  25% + 5% per level or experience.
  VR/ 3D Systems:  This is the technology to create com-
  puter generated virtual landscapes. The knowledge to cre-
  ate the physical interfaces such as VR/3D helmets that in-
  corporate visual and auditory stimulus to a character. This
  is not as advanced as cyberjacking or Neural Interfaces so
  it is not a effective way to control any machines that re-
  quire quick reaction times, but it also does not subject the
  character to the dangers of a connection to the nervous sys-
  tem. Thus protecting the character from damage from hos-
  tile computer programs designed to screw up the "software"
  of the character's nervous system..  Base Skill:  30% + 5%
  per level of experience
    Also includes riding wild bulls (cannot be broken), wild
  broncos, and other wild animals, as well as steer wrestling,
  but all at -15%.
  Herding Cattle:  The techniques and methods of leading,
  directing and controlling cattle in a contained and orderly
  herd.  Also includes keeping animals calm, basic care and
  feeding, how to tend cattle, recognize disease and illness,
  give birth to young, how to survive and regain control of a
  stampede, gather strays, how best to pen and corral live-
  stock, mend fences, etc.   Base Skill:  30% + 5% per level of
  experience.
  Horsemanship -  Cowboy: Base Skill: 66%/50% + 3% per
  level of experience. Not available to most O.C.C.'s.
    Combat: All bonuses are in addition to other combat skills,
  weapon proficiencies, or attribute bonuses. Applies to the
  rider, not the horse. the rider gains a combat advantage
  from the height and speed of being mounted.
  +1 on initiative when on horseback at levels 2, 5, 10 & 15.
  +1 to roll with fall or impact when knocked from a horse.
  +2 to parry or dodge while on horseback.
  Inflicts +1D4 S.D.C. or M.D. when on horseback, depend-
  ing on the weapon (M.D. weapons like Vibro-Blades
  get the M.D. bonus; not applicable to ranged weapons
  like rifles and blasters).
  Charge Attack (running horse) with a pole-arm or spear:
  +2D6 S.D.C. damage. The attacker must roll under the
  second percentile number to avoid being dismounted.
  Charge attacks count as two melee actions/attacks.
  Horsemanship - Exotic:  Basically the same as the general
  horsemanship skill, except that the character is experienced
  in riding "tame" animals other than the horse. This can in-
  clude elephants, camels, lamas, pegasus, gryphons, dino-
  saurs, giant insects, and other monstrous beasts trained (or
  willing) to be riding animals. Wild, untamed creatures can-
  not be ridden, except by Simvan and others with special
  animal skills or powers.  Base Skill:  30%/20% + 5% per
  level of experience.
    Note: Characters with the traditional "horsemanship" skill
  for riding horses and other very horse-like animals can
  quickly figure out how to ride exotic animals and alien
  riding beasts, but at a skill penalty of -12% to ride ground/
  running animals and -16% to ride flying or tree climbing
  and leaping animals. Similarly, beings from other dimen-
  sions not familiar with riding the fast and sleek Earth horse
  are -10% to ride them.
  Lore -  Cattle/Animals:  This is a general knowledge about
  cattle, horses, livestock, and other notable animals of the
  West. This knowledge includes what they eat, where they
  live in the wild, means of defense, the value of their meat,
  fur, hides and horns, and their natural predators, as well
  as the most notable tales about supernatural animals, spir-
  its, gods and magic attributed to or involving animals (in-
  cluding some Indian spirit and totem lore). Base Skill:  30%
  + 5% per level of experience.
  Lore -  Indians:  Characters with this skill can recognize
  Cowboy Skills
  Branding:  The techniques and methods for tethering, con-
  trolling and marking, or "branding," animals.  A brand is a
  mark burned on the skin to identify and show ownership
  of an animal - typically used on horses and cattle, some-
  times on humans and D-bee slaves.  This skill also includes
  a basic knowledge of common and notable insignias and
  emblems.  Base Skill:  50% + 5% per level of experience.
  Breaking/Taming a Wild Horse:  To "break a horse, first
  the trainer must get the horse used to being around people,
  then used to having a saddle on its back (this takes 3D4
  days), and then you "bit" train it (get's used to having a bit
  in its mouth and reins).  Finally, the trainer must get the
  horse used to having a rider on its back.  Depending on the
  horse, this can take a couple weeks (making an attempt
  every day) or several weeks with moderate success.  It takes
  a lot of skill to stay on a wild horse when he wants you off.
  Some horses are never completely tame, and some will al-
  low certain people to ride it, while bucking and throwing
  other riders.  During this initial training period the rider
  must hang on for dear life while the horse does everything
  it its power to throw him.  This battle of wills can last hours
  and take up to 12 weeks.  Base Skill:  20% + 5% per level of
  experience.
  
  11
  the different tribes and nations, warriors and shamans, to-
  tems, fetishes and warnings, identify the people by their
  housing, clothing and weapons, and has a fundamental un-
  derstanding about the Native Americans' society, beliefs,
  customs and laws - at least the most notable. They also know
  about Indian gods, spirits, and magic.  Base Skill:  25% +
  5% per level of experience.
  Roping:  The rope is the cowboy's most important and fa-
  mous tool.  Characters with the roping skill can expertly
  throw a rope to snare/lasso a cow's horns, a horses neck,
  or the hoofs of either, to enable a 140 pound man to capture
  and subdue a half ton animal!  Hitched around the saddle
  horn, a lariat can be used to pull a mired animal out of a
  bog, mud or river, as well as keep a hobbled horse or other
  animal from straying away in the night or rain, and the
  rope can even be used to create an instant, make -shift cor-
  ral, when stretched taut by several men, to contain and hold
  a herd of animals - and even for quick justice at the end of
  a hangman's noose.
    The roping skill includes knowledge and training in how
  to use a lariat, lasso, tie knots, expertly handle roped ani-
  mals after they are snared, bring them to a stop by taking
  quick turns of the lariat around the saddle horn (known as
  "dally" or "da la vuelta"), tethering animals, and how to
  "hog-tie" animals (after the animal has been lassoed, the
  horse backs up to make the rope taut while the cowboy
  "tips" over the animal and ties three legs with a half shank;
  used in separating stubborn animals from the herd, cap-
  turing wild animals, and branding).  The rope/lariat can
  be used for the roping and tying of animals, including cattle,
  horses, similar alien animals, and even small dinosaurs and
  people.  This skill with a lariat can be executed standing on
  the ground, but is designed and intended to be done from
  horseback (or hovercycle).
    A failed roll to tie a knot means that it is loose, sloppy and
  easy to untie, slip out of, or likely to unravel or snap when
  strained.  A failed roll to lasso an animal or stationary tar-
  get, means it misses its mark or slips off.
    Against human and intelligent opponents, roll to lasso as
  if it were a combat attack to strike and ensnare.  The in-
  tended victim can try to dodge; parry is not applicable.  A
  successful strike means the character is caught in the lasso.
  Ensnaring a foot, leg or hand means the victim can be
  tripped, knocked down and pulled/dragged by hand or
  horse.  Ensnaring the upper body means one arm is pinned
  (useless).  Two or more lassoes around the upper body
  means both arms are pinned and attacks requiring the use
  of one's hands are impossible, and the lassoed individual
  can be pulled off his feet and dragged.  Multiple lassoes
  can also be used to snare each limb and "spread-eagle" the
  character.  It takes 1D4 melee actions to cut through a lasso,
  but it is impossible to draw a weapons and cut oneself loose
  if both arms are pinned or while being dragged.  In this
  combat usage, the roping character is +1 to strike for every
  20 points of skill, so a skill of 65% means a +3 to strike/
  ensnare.  Base Skill:  20% + 5% per level of experience.
  Trick Riding:  Riding bareback, standing on the animal's
  back, hanging from the side, or under its belly (usually for
  rodeo tricks or to hide from enemies), side saddle, as well
  as quick mounts and dismounts, mounting a horse by leap-
  ing down from above or with a running start, leaping from
  the back of a horse onto another horse or wagon, and simi-
  lar.  Requires:  Must know one of the horsemanship skills,
  or trick riding cannot be selected.  Base Skill (Special):  The
  trick riding character can attempt all tricks and stunts with-
  out penalty; roll on the first/greater of the horsemanship
  skill percentages for success.
    Note:  Characters without this skill can try any of these
  tricks, but must roll on the second percentage number of
  their horsemanship skill after reducing it by half.  Roll for
  each attempt.  Likewise, these stunts can be tried while
  riding mounts other than a horse, but reduce the skill by
  half, unless the character also has the skill Horsemanship:
  Exotic Animals.
  Cultural/Domestic
  Note:  Characters can attain professional quality by select-
  ing the same domestic skill twice.  Add a one time bonus of
  +10% and note that the end result is of superior quality.
  Accounting:  This is the fundamental of mathematics to do
  complex and often very easy work such as pay roll, taxes,
  books for a business, and so on.  Requires:  Math Basic and
  Advanced to have this skill.  Base Skill:  30% + 5% per
  level of experience.  A failed roll means that the characters
  calculations or process is messed up and has to start again
  from scratch.
  Acting:  This involves the process in memorizing lines and
  being able to recite them with some type of convection. The
  character will be able to do stage, movies, and TV The ama-
  teur can put on a performance, but people that have an
  I.Q.: above a 7 and an M.A.: 8 of will find it somewhat pleas-
  ing, but not real interesting. A moderate performance will
  not have an effect on people with an I.Q.: above 11 and an
  M.A.: 12, these people will take some interest in the film.
  Of course, the professional will have an effective perfor-
  mance on people with an I.Q.: around 16 or below and an
  M.A.: of the same. It is possible for a person to fool some-
  one with a performance, but lacks the makeup and techni-
  cal skills to pull it off completely, unless they are on stage,
  movies, or TV The character starts off as an amateur, at the
  selection of two other skills the can become an advanced
  actor/actress, at the cost of three other skills the character
  can be a professional, unless otherwise stated.  Base Skill:
  40% + 5% per level of experience.
  Advertising:  This is the art and training of advertising fun-
  damentals centering on budgeting, planning, implement-
  ing, marketing, and promotion. Areas of study are likely to
  include: selecting media, consumer trends/habits, adver-
  tising objectives, writing ad copy/headlines, and basic de-
  
  12
  sign elements.  Base Skill:  35% + 5% per level of experi-
  ence.
  Animal Husbandry:  This area of study provides the char-
  acter with a knowledge of the care, feeding, breeding, re-
  production, treatment and behavior of domestic animals.
  This includes cattle, sheep, goats, horses, ducks, chickens,
  and similar creatures.  The percentile number indicates the
  degree of knowledge and skill one has about animals and
  their care.  Reduce the skill ability by half when caring for
  captive or injured wild animals.  Making this skill profes-
  sional means only ONE type of animal gets the +10% bo-
  nus.  Base Skill:  35% + 5% per level of experience.
  Animal Trainer:  Base Skill:  40% + 5% per level of experi-
  ence.
  Architectural - Design/Engineer: This skill area has to do
  with the designing and constructing of buildings. The tech-
  niques and sciences include the drawing of blueprints/
  drafting, construction materials and equipment, style, deco-
  ration, planning and budget.  Base Skill:  30% + 5% per
  level of experience.
  Art:  The ability to draw or paint or sculpt or do craft-work.
  Scholastic art training indicates a professional quality, while
  a secondary skill indicates a talented amateur.  Base Skill:
  35% + 5% per level of experience.
  Barbering:  Skill in cutting and styling hair, shaving and
  trimming  beards.  A failed roll means the end result is not
  as desired (too short, not even, ugly, etc.).  Base Skill:  35%
  + 5% per level of experience.
  Begging(T): Although learned as a monk, this skill can be
  particularly useful either as a disguise, or to collect emer-
  gency money when things are desperate. The base skill
  determines the chance of collecting a donation from each
  passerby. And on a crowded street it could be pretty lucra-
  tive. The amount of money depends on the economy of the
  area where the begging is taking place.  Base Skill:  30% +
  2% per level of experience.
  Blacksmith: Use of a forge and iron working tools, plus
  the ability to work with animals. Characters with this skill
  can make and repair horseshoes and a variety of other small
  iron tools and appliances. Aside from general usefulness, a
  skilled blacksmith can earn a good living just about any-
  where and any time throughout recorded history. Note:
  Blacksmith requires a minimum P.S. of 10, and a minimum
  Size Level of 8 is recommended.  Base Skill:  40% + 4% per
  level of experience.
  Bonsai:  Tending, trimming and growing tiny miniature
  trees know as the "Bonsai."  Experts can tell the difference
  between new (under 50 years old) and truly ancient bonsai
  (hundreds of years old).  The character can also estimate
  the value and quality of the miniature tree.  Bonsai is a com-
  mon pastime of the noble castes in the New Empire.  Base
  Skill:  50 + 5% per level of experience.
  Breed Dogs: The first percentile number indicates the art
  of raising, breeding, taming and training domestic and wild
  canines, as well as knowledge about canines in general.
      The second percentile number is used to attempt to tame
  a wild canine, teach a dog tricks, or to train the animal for a
  specific task like tracking, retrieving, pointing, herding
  animals, attack on command, and so on. A failed roll means
  that the animal refuses to learn that particular trick or spe-
  cialty.  Base Skill:  40%/20% +5% per level of experience.
  Business Management: This is the fundamental under-
  standing on how to run a small or large business. This is
  the knowledge of the paper work, procedures for daily op-
  eration, placing orders for inventory, dealing with people,
  and so on. A failed roll means that you messed up count in
  the drawer, angered a potential buyer, messed up an order,
  or what ever the task was, has met with failure. Requires:
  Basic and advanced math to have this skill; Accounting can
  be helpful, but is not required. Base Skill:  40% + 5% per
  level of experience.
  Calligraphy:  The ability to produce beautiful Japanese let-
  ters using a brush, ink and paper with great skill and leg-
  ibility.  He can also copy Chinese character symbols and, if
  the character has taken the Chinese language and literacy
  skills, he can write Chinese.
    Traditionally, any person of culture and education, espe-
  cially a noble, is expected to be able to produce gorgeous
  ideograms.  Calligraphy is a skill almost as necessary as
  literacy for a traditionalists.  Base Skill:  35% + 5% per level
  of experience.
  Calligraphic Forgery: A special skill that allows the char-
  acter to imitate the calligraphy of the ancients and to re-
  produce copies of exotic styles. This is an advanced ver-
  sion of artistic calligraphy, and the character must take both
  skills. To successfully pass off a forgery as an ancient work
  requires a roll under the base skill on percentile. Attempt-
  ing to forge the penmanship of a particular author is more
  difficult (-25% penalty on the roll).  Base Skill:  25% + 5%
  per level of experience.
  Chess: By selecting this skill, the character knows the fun-
  damentals of this ancient board game. A percentage chance
  skill roll is not required to play, but to determine a victory.
  Base Skill:  30% + 3% per level of experience.
  Cook:  Skill in selecting, planning, and preparing meals.  A
  cooking roll failure means that the cooked food is not prop-
  erly prepared.  It is edible but tastes bad (greasy, too spicy,
  sour, burnt, leaves a bad aftertaste in mouth, etc.).  Base
  Skill:  35% + 5% per level of experience.
  Dance:  A practiced skill in the art of dancing.  The charac-
  ter is especially smooth and graceful, a joy to dance with.
  Can learn new dance steps/moves much more quickly than
  somebody who can not dance.  Base Skill:  30% + 5% per
  level of experience.
  
  13
  Desert Survival: Specifically, the ability to find water out
  in the desert. Also includes survival to exposure, path find-
  ing and other desert survival skills.  Base Skill:  50% + 5%
  per level of experience.
  Drawing - Pencil/Ink/Chalk: This skill includes a basic ru-
  dimentary knowledge of drawing techniques and tools
  (specifically pencils, chalk, pastels, and ink). A person with
  this skill is able to put on to paper images that reflect his/
  her moods, thought, what he sees and so on. A successful
  roll under the skill proficiency indicates a successful draw-
  ing; meaning it clearly reflects the idea, description, or feel-
  ing that it was meant to convey. Only an extremely high
  skill proficiency (89% or higher) reflects a better than aver-
  age quality.  Base Skill:  36% + 6% per level of experience.
  Economics: This is the study of money management, so-
  cial-economic trends, distribution, income and expenditures
  as it pertains to the government and the consumer/public.
  Explores economic factors in industry, human resources,
  labor institutions, and international finance. Applies ob-
  servations, analysis, research, estimations, and projections
  toward predictions of market and market trends.  Base
  Skill:  40% + 5% per level of experience.
  Editor: This is the understanding of editing certain types
  of media, the character will have to choose from one of the
  selections below: (Reminder that video editing and film is
  learned under TV/Video: Advanced, Expert.).
  Books: The person can edit and construct books. Books
  of all types, including ones like this one. A successful
  roll means no problems and the job is complete. On the
  other hand a failed roll means that the job is incomplete
  and can take weeks to fix and/or finish.  Base Skill: 30%
  + 5% per level of experience.  Requires:  Literacy, writ-
  ing, and Language are required; Journalism will help to
  become a professional.
  Newspaper/Magazine: The person can edit newspapers
  and magazines as well as layout design. A successful roll
  means no problems and the job is complete.  On the other
  hand a failed roll means that the job is incomplete and
  can take weeks to fix and/or finish.  Base Skill: 30% +
  5% per level of experience.  Requires:  Literacy, writing,
  and Language are required; Journalism will help to be-
  come a professional.
  Farming:  This skill is the techniques used to farm prop-
  erly. You know how to till your land, when to leave it fal-
  low. Also know rudimentary knowledge in herbicides, and
  fertilizer. You know which ones work but not why. Can
  estimate when it is going to rain and so on.  Base Skill:
  30% + 5% per level of experience.
  Fasting:(T) The ability to go for long periods of time with-
  out food. So long as the character has sufficient water, two
  weeks without food will be pretty easy. After that the char-
  acter will have to roll under the Skill to avoid becoming
  weakened or sick.  Base Skill:  54% + 4% per level of expe-
  rience.
  Fishing:  The fundamental methods and enjoyment of the
  relaxing sport of fishing.  Areas of knowledge include the
  use of lures, bait, poles, hooks, lines, and the cleaning and
  preparation of fish for eating.  Also includes a basic knowl-
  edge of freshwater fish, their habits and taste.  Base Skill:
  40% + 5% per level of experience.
  Flint Working: The ability to chip flint and obsidian into
  useful tools. The character can recognize useful rocks and
  knows how to locate flint and obsidian in the wild. Actu-
  ally making useful tools, like blades, needles, and arrow-
  heads, is incredibly difficult. Even experts will waste a lot
  of stone before creating exactly what they want. Base Skill:
  15%+4% per level of experience.
  Floral Arrangement (Ikebana):  The artful and creative ar-
  rangement of flowers appreciated by everyone through-
  out the orient.  A painstakingly difficult art that takes years
  to really master.  The creation of a good floral arrangement
  is a matter of honor to those who practice ikebana; a bad
  job will be scorned even if done by the most heroic of war-
  riors.  This 'art' is appreciated in modern and traditional
  Japan.  Base Skill:  30 + 3% per level of experience.
  Game:  Characters may pick this skill repeatedly, once for
  each game they wish to be proficient in.  Games can be
  anything from ping pong to chess or go.  Characters will
  know all basic rules, many strategies, and will be able to be
  competitive players.  Base Skill:  30% + 5% per level of
  experience.
  Gaming (strategy): Various types of strategy games are
  popular around the world. Chess is the most widely ac-
  cepted intellectual game of the West; Go is accepted as the
  most "enlightening" game of the eastern world. Other
  games, such as Shogi (Chinese Chess), Checkers, Chinese
  Checkers, have appeal as well. Taking this skill once gives
  a general knowledge of such games; but totally amateur.
  For each additional skill spent on this category, Competi-
  tive level ability in one specific game is gained. Other cat-
  egories of games (each count as one slot) could include
  miniature wargames (ancient), miniature wargames (mod-
  ern), naval games, railroad games, and world domination
  games (such as Risk or Axis & Allies). Base Skill: 30%+5%
  per level of experience.
  Competitive Level Base Skills:
  Chinese Checkers: 24%+4% per level.
  Shogi: 15%+5% per level.
  Other games: As base skill.
  Gardening:  This skill offers a basic understanding of plant
  care and garden design.  It can be both the ability to grow
  enough food to eat well, and/or the skill at creating beau-
  tiful, decorative gardens (with plants and rocks) that cre-
  ate a feeling of tranquility and harmony with nature; Zen
  gardening.  This "art" is appreciated in modern and tradi-
  tional Japan.  Base Sill:  34% + 4% per level of experience.
  General Repair & Maintenance:  Not everyone can be a
  
  14
  blacksmith or a carpenter, but many are good with their
  hands and capable of doing satisfactory repairs on simple
  mechanisms, gears, pulleys, wheels and so on. General re-
  pair/maintenance skill includes: sharpening blades/weap-
  ons, sewing tears in sails and clothes (it may not look pretty,
  but does the job), replace a wagon wheel, repair furniture,
  paint, varnish, and assist in basic woodworking, and even
  do minor patchwork on armor (restores 2D6 S.D.C.).
  ␣ ␣ Roll once to see whether the character can figur
  e out what's
  broken, what must be done to fix it, and whether it's be-
  yond his meager abilities. Roll again to determine success
  or failure in making the actual repair. IF failure, the player
  may try again.  Base Skill:  35% + 5% per level of experi-
  ence. Reduce skill proficiency by half if the item is extremely
  complex or alien.
  Go:  As chess is the most widely accepted intellectual game
  of the west, so Go is accepted as the most "enlightening"
  game of the eastern world.  In many cases one's skill at Go
  is seen as much more important than ability in the fighting
  arts.  A victory at the intelligent game of Go easily outweighs
  any ten wins in single combat.  Base Skill:  30% + 5% per
  level of experience.
  Juggeling: This skill is the simple ability to keep three or
  more objects in the air at once. The characters P.S. will de-
  termine the weight of the objects. A weak character will
  only be able to juggle eggs, bullets, etc. , while a strong
  character can try his luck with chainsaws and other heavy
  items.  Base Skill:  55% + 5% per level of experience.
  Leather Worker: Having this skill enables the character to
  create and repair leather clothes, boots and other items
  made of leather, such as saddles, saddle bags, and tack and
  harness for horses.  Base Skill:  25% + 5% per level of expe-
  rience.
  Lighting Technician: This is the rudimentary understand-
  ing of lights, wattage, how to set mood, in the various types
  of media. The character must choose from one of the cat-
  egories below:
  Film: The character can recreate sunlight, moonlight, and
  various other forms of light, with actual studio lighting
  and shading. The character can even set the lighting up
  at the dead of night and recreate the sun's light with this
  specialized ability. This helps cut down on costs of hav-
  ing to do location shots during the day.  Base Skill:  30%
  + 5% per level of experience.  A failed roll means that the
  lights are in correct and have to readjusted taking an ex-
  tra 1 to 2 hours.
  Live Shows:  This is the technique of using lights in live
  performances, such as a Yellow Dancer concert. This en-
  ables the character to add a visual aid with the sound.
  The character can use various colors to express the mu-
  sic. The character can add a whole new dimension to the
  performance if done correctly.  Base Skill:  25% + 5% per
  level of experience. A failed roll means the character has
  fouled up and could possible darken the stage while in
  the middle of the bands performance.
  Photography: The character can set up the lights on a
  model shoot and be able to light their hair properly, or
  not cast face shadows, etc. Base Skill: 30% + 5% per level
  of experience. A failed roll means that when the pictures
  come back the shots are incorrect, due to lighting prob-
  lems, for what the photographer wanted.
  TV: TV is different than film in the fact that film repro-
  duces colors and lighting techniques better than a TV
  camera can. The character is taught three point lighting
  techniques. With video the character doesn't have to be
  pin point accurate. Base Skill:  40% + 5% per level of
  experience. A failed roll means that the lighting was im-
  proper done for that scene or shot and only requires 30
  to 60 minutes to correct.
  Live Engineer: This is the art of reproducing sounds as they
  happen, in a live show environment. This skill will enable
  the character to create sounds live. The best example is
  when band performs live the character would be behind
  the main house console, set up a P.A. system, constructing
  the stage, operation and maintenance of the power amps,
  and knowledge of speakers and how to aim them in order
  to achieve the best sounds covering the most area. This skill
  also, enables the character to work the monitor console
  behind the stage. The character will also have knowledge
  of mixing consoles, effects, equalizers, crossovers, etc. This
  skill is separate from Recording Engineer, because the re-
  cording engineer 9 times out of ten is working in a build-
  ing which has separate rooms, all of which are sound proof.
  Live is dealing with the acoustics of a building or an out
  door show.  In order to become a professional at this, the
  skill must be picked three separate times, plus adds a one
  time bonus of 20%. Requires:  Basic Electronics, Basic Math,
  and Literacy.  Base Skill:  15% + 5% per level of experi-
  ence.  Note:  You do not have to be a musician to have this
  skill. This means you can mix one of Emperor Prosek's
  award winning inspirational speeches to the public.
  Meditation:  Involves engaging the mind and body so that
  the body remains motionless, but without fatigue or pain,
  and the mind stays in a clear, calm and rested state.  While
  meditating a character recovers Chi, I.S.P., P.P.E. and other
  internal resources at an accelerated rate. Although it is not
  a substitute for sleeping, characters will usually feel alert
  and refreshed after any period of meditation.  When in a
  meditative state they character is, at a subconscious level,
  well aware of what is happening in the environment and
  can instantly leave the meditation position with no combat
  penalties.
    Base Meditation Skill: Rolls based on meditation should
  be done as a check versus the character's Mental Endur-
  ance (M.E.) attribute.
    Base Meditation Time: The amount of time that a charac-
  ter can continue to meditate: One hour at first level, with
  an additional fifteen minutes at 2nd, 3rd, 4th, and 5th lev-
  els. At 6th level the meditation time jumps to three hours,
  and the character picks up another advancement into 7th
  level and beyond.
  
  15
  Meteorology:  The branch of science that deals with the
  atmosphere of a planet. The character will have the knowl-
  edge of weather patterns, cold fronts, Low systems, etc. The
  technical way to forecast weather is to use weather satel-
  lites, radar, computers, and the almanac. On today's earth
  the technological way is not available, but the barometers,
  weather balloons etc. still exist and sometimes you can find
  almanacs to help as well. Base Skill:  30% + 5% per level of
  experience for those on Earth; 50% + 5% per level of expe-
  rience for the Sentinels. A failed roll means that the
  character's prediction on the weather is wrong. A reminder
  you do have to wait the allotted time to see if the predic-
  tion is correct.
  Mountaineering:  Unlike a climber, a mountaineer is expe-
  rienced in the use of specialized mountain climbing gear
  and also knows all the skills of survival in the rugged high-
  altitude environment. To become a professional mountain-
  eer, the character must have been on at least two high-dif-
  ficulty, high-altitude expeditions. Base Skill: 40% + 5% per
  level of experience.  Bonuses for professional skill: +1 P.S.
  & P.E., +2D6 SDC, +10% to Climb, Climb Rope and Repel-
  ling.  Requires:  Climbing.
  Music - Composition: Is the practiced study of musical ar-
  rangements, lyrics, rhythm, aesthetic consideration and
  creativity. Base Skill:  32% + 4% per level of experience.
  The writing will be competent and pleasant to listen to, but
  two skill selections in this same category must be taken for
  the writing to be of professional quality. Add a one time
  bonus of 15% if this is done.
  Music - Play Musical Instrument:  A character with this
  skill has the ability to play a particular musical instrument
  and to read music.  Each specific type of instrument counts
  as an additional skill selection.  This means that a character
  who can play a guitar must select the musical instrument
  skill a second time to play a violin and a third time to play
  the drums.  However, skill in a guitar includes all types:
  acoustic guitar, electric guitar, etc. Some specific categories
  of musical instruments include: guitar, banjo, violin/fiddle,
  piano and organ, electric keyboards and synthesizers,
  drums and cymbals, flute, harmonica, horns, saxophone,
  and trombone.  In order to be a professional, the character
  must pick the skill three separate times, unless otherwise
  stated.  Base Skill:  30% + 5% per level of experience.  The
  playing will be competent and pleasant to listen to, but two
  skill selections in the same instrument must be taken for
  the playing to be of professional quality.  Add a one time
  bonus of 15% if this is done.
  Music - Sing: The simple ability to read music and carry a
  pleasant tune.  Base Skill:  40% + 5% per level of experi-
  ence.  The character's singing ability is nice, but not of pro-
  fessional quality, unless two skills are spent.  Add 20% if
  this is done.
  Painting - Oil/acrylic/watercolor:  The character is famil-
  iar with the tools and techniques of painting. Types of paints
  include are oil, acrylic, and watercolor. The same condi-
  tions apply as noted under drawing.  Base Skill:  30% + 6%
  per level of experience.
  Philosophies(T):  Characters educated in religious institu-
  tions (monasteries, temples, religious schools, etc.) can learn
  that school's philosophy. While this is typically one of the
  oriental philosophies it can also be a western one.
    Eastern Philosophies include - Confucianism, Buddhism
  (choose subtype), Tibetan Lore, Taoism, Shinto, Bushido,
  Zen and Hinduism.
    Western & Mideastern Philosophies include -  Christian
  (Choose from Catholicism, Eastern Orthodox, Conserva-
  tive Protestant and Liberal Protestant), Judaism, and Islam
  (choose from Sunni, Shiite or Sufi). Rarer types are up to
  the GM (such as tribal beliefs, voodoo etc.).  Base Skill:
  80% + 2% per level of experience.
  Poetry (Haiku):  Creating good, and sometimes a inspira-
  tional, poetry.  Haiku" are short, three line, seventeen syl-
  lable poems that are the national poetry of Japan.  Poetry
  often accompanies important events in society.  For ex-
  ample, a samurai compelled to commit ritual suicide is ex-
  pected to compose a "death poem."  Base Skill:  35% + 5%
  per level of experience.
  Recording Engineer: This is the art of putting sounds on
  tape. The character will be able to take acoustical sounds
  and put them on cassette, reel to reel, multi-track, etc. The
  character will also have a limited knowledge on micro-
  phones and placements to get the best sounds. The charac-
  ter will also have a limited knowledge of sound equipment,
  such as, mixing consoles, effects, equalizers, etc. There's
  more to it than what is stated, but the character will have a
  limited knowledge on sound and how to reproduce it. This
  also gives the character the ability to work with TV, video,
  and movies. A reminder that TV/Video is a separate from
  this skill.  In order to become a professional at this, the skill
  must be picked three separate times, plus adds a one time
  bonus of 20%.  Requires:  Basic Electronics, Basic Math,
  and Literacy.  Base Skill: 15% + 5% per level of experience.
  Note: You do not have to be a musician to have this skill.
  This means you can record Emperor Prosek and his weekly
  inspirational tapes.
    Note: If the character starts off at the Amateur level the
  character must reach 98% before they can move on to the
  Intermediate. When the character gets the Intermediate the
  skill goes down to 25%. Of course the process repeats it's
  self in order to achieve the Professional level, the skill gets
  reduced to 35%.
  Recycle:  Recycling covers everything, not just oxygen, but
  also waste matter, scrap metal and plastic.  It is not like the
  Jury-Rig skill; a character with Recycle cannot make some-
  thing out of odd components but, given some time and
  equipment, can reduce the components to their basic ele-
  ments and may be able to build something new out of that.
  Base Skill:  30% + 5% per level of experience.
  Sculpture: This person is familiar with the variety of clays,
  
  16
  tools and techniques used in sculpting figures or images.
  The same e conditions of success apply as noted under
  drawing.  Base Skill:   36% + 6% per level of experience.
  Sewing:  The practiced skill with the needle and thread to
  mend clothing, do minor alterations, and layout, cut and
  sew simple patterns.  This is not a tailoring ability, but can
  become tailoring if the player selects this skill twice.  Base
  Skill:  40% + 5% per level of experience.
  Spelunking:  The art and practice of exploring caves.  Un-
  skilled characters wandering about in a large series of natu-
  ral caverns have about the same chance of survival as un-
  skilled climbers attempting to scale a major mountain with-
  out guidance.  Base Skill:  55% + 5% per level of experi-
  ence.
  Sports:  Can include any team sport such as Baseball, Bas-
  ketball, Football, Hockey, or Soccer.  Base Skill:  30% + 5%
  per level of experience.  Optional:  If a character buys any
  sport skill twice, then that gives him professional status.
  That means the character can have a secret identity work-
  ing as a member of a professional sports team or traveling
  as a participant in international sporting events.  Particu-
  larly valuable as good covers are Golf and Tennis, both of
  which allow the character to travel widely.  Bonuses:  Adds
  2D4 S.D.C. and +1 to roll with a punch or fall
  Weaving:  Practiced skill of creating garments, tapestries,
  and draperies from wool or cotton.  The weaver requires a
  spinning apparatus and a loom.  This skill only represents
  the characters ability to weave, not raise/grow the sources
  of their raw material (other skills should be used instead).
  Bonuses: +5% if the sew skill is known.  Base Skill:  20% +
  5% per level of experience.
  Electrical
  Avionics:  This is the specialized skill in repairing the elec-
  trical, navigational and control systems in aerospace craft.
  A character with this skill can repair the "Black Boxes" in
  these vessels. They can also debug the code so that the craft
  flies correctly.  Base Skill:  20% + 5% per level of experi-
  ence. Requires:  Computer Operations and Computer Pro-
  gramming.
  Basic Electronics:  This enables a character to understand
  simple wiring and diagrams. These characters can do basic
  wiring in a home or building, and can even do some basic
  wiring for TVs, VCR's, etc. If it relates to circuit boards and/
  or anything more complicated than simple and basic wir-
  ing, the character will have to seek a professional. GM's
  remember there is a difference between the military use
  and the civilian use of electronic systems and their func-
  tions. Please keep this in mind when the characters are us-
  ing this skill. Counts as One Skill, unless otherwise stated.
  Base Skill: 50% + 5% per level of experience.
  Circuit Board Micro-Electronics:  Soldering connections,
  boards, wiring, and power supplies to construct microchip
  based electronics.  Base Skill:  55% + 5% per level of expe-
  rience.
  Computer Repair:  Knowledge of the internal electronics
  of computers and related devices (terminals, printers, mo-
  dems, etc.).  The character can attempt to repair or sabo-
  tage computers.  Note that figuring out the repair or sabo-
  tage procedure 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 computer operation or pro-
  gramming skills are included nor required to fix comput-
  ers.  Many computer repair personnel don't even know how
  to turn the computer on!  Base Skill:  25% + 5% per level of
  experience.
  Electrical Engineer: This character is a professional and can
  build, design, and repair most circuit boards and is the key
  man to call when you lose electricity.  Characters can diag-
  nose and locate electrical problems, repair complex electri-
  cal devices, wire entire buildings or vehicles, and build elec-
  trical 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).
    Electrical Engineering also deals with the research, design,
  integration, and application of circuits and devices used in
  the transmission and processing of information. Informa-
  tion is now generated, transmitted, received, and stored
  electronically on a scale unprecedented in history, and there
  is every indication that the explosive rate of growth in this
  field will continue unabated.
    Electronic Engineers design circuits to perform specific
  tasks, such as amplifying electronic signals, adding binary
  numbers, and demodulating radio signals to recover the
  information they carry. Circuits are also used to generate
  waveforms useful for synchronization and timing, as in
  television, and for correcting errors in digital information,
  as in telecommunications.
    This is the person you call on when something malfunc-
  tions in a base and/or town. They have the knowledge of
  all electrical properties and is probably the same person
  that built the base and/or town. This person designs the
  electrical conducts in the house, base, building, etc.  Base
  Skill:  35% + 5% per level of experience.  Requires:  Ad-
  vanced Mathematics and Literacy.  Note:  There is a -30%
  penalty when working on alien or extremely unfamiliar
  electronics.  This includes techno-wizard devices.  The elec-
  trician may be able to puzzle out some of the basic aspects
  of a device created by techno-wizardry, and may be able to
  figure out how to operate the machine, but will not be able
  to fully fathom how it works nor repair it.  GM's Note:
  Remember there is a difference between the military use
  and the civilian use of electronic systems and their func-
  tions. Please keep this in mind when the characters are us-
  ing this skill.
  
  17
  Electricity Generation/Power Systems:  Electricity is gen-
  erated in two ways: from sunlight, using solar panels, and
  from small nuclear generators.  This skill allows a charac-
  ter to understand and repair such generation systems, but
  not to build them.  Base Skill:  50% + 5% per level of expe-
  rience.
  Glitter Boy Electronics: The Glitter Boy is an advanced
  power armor.  The electronics use nanotechnology and com-
  puter chips the size of a flea.  This form of power armor
  works on the thought processes and certain nerve pulse of
  the brain of the pilot. All of the electronics are complex and
  very greatly from the ordinary power armor. Most Glitter
  Boys are powered by a fusion device no bigger than a lap
  top computer, using a non-radioactive element. The ele-
  ment has the same power as a nuclear energy, but with out
  the radioactivity. The older Glitter Boys still functions off
  of nuclear power. Most engineers that acquire this skill can
  work on normal power armor, but at -30% skill level.
    The training includes how to program the nanites to per-
  form their specified jobs. The character must have an I.Q.
  of 12 or better to even have this skill.  Those characters with
  an 11 or below that want the skill, they will have to start off
  at half the base and it will cost three separate skill selec-
  tions. A note to the GM This skill applies to all Glitter Boys
  not just to military Glitter Boys.  Base Skill: 30% + 5% per
  level of experience.  Requires:  Electrical engineering and
  Computer Operations. There is a -40% penalty when work-
  ing on alien or extremely unfamiliar robot electronics (for
  Glitter Boys not built and designed in that particular re-
  gion).
  Mecha Electronics:  First hand knowledge of the electrical
  systems built into RDF, REF and Southern Cross mecha.
  The character knows exactly how they interact with
  protoculture and the intricacies of Robotechnology.  Other
  skills in electrical systems do not apply to mecha, making
  this an invaluable skill for repairing the famous war ma-
  chines.  Base Skill:  35% + 5% per level of experience.
  Power Armor Electronics: This is the skill that enables the
  character to work on these complex and efficient form of
  mecha. The power armor is more advanced than a robot,
  but not as advanced as the Glitter Boys. Just like the Glitter
  Boy the Power Armor use thought and brain waves to con-
  trol it. Most Power Armor is powered by a fusion device
  no bigger than a lap top computer, using a non radioactive
  element. The element has the same power as a nuclear en-
  ergy, but with out the radioactivity. The older Power Ar-
  mors still functions off of nuclear power. A note to the GM
  This skill applies to all Power Armor not just to Coalition/
  military Power Armor.  Base Skill:  30% + 5% per level of
  experience.  Requires:  Electrical engineering and Com-
  puter Operations. There is a -40% penalty when working
  on alien or extremely unfamiliar robot electronics (Power
  Armors not built and designed in that particular region).
  Robot Electronics:  This is the complex and specialized
  study of robotics and robot/military engineering, micro-
  circuitry, and artificial intelligence.  It includes knowledge
  of the Coalition robot assault units, exoskeletons, and ro-
  bot systems.  Base Skill:  30% + 5% per level of experience.
  Requires:  Electrical engineering and computer sciences.
  There is a -40% penalty when working on alien or extremely
  unfamiliar robot electronics.
  Espionage
  Binding:  This is the practiced art of knot making and bind-
  ing.  Character will know the best way to tie someone/
  something down tightly and securely.  The character will
  know a wide array of knots, the abilities of each one, and
  when each one should be used.  Anyone tied up in this
  manner will find it nearly impossible to escape (-15% for
  escape artists).  This skill also adds a one time bonus of
  +5% to climbing, since superior knots are used.  Base Skill:
  30% + 5% per level of experience.
  BS Smooth Talking: The ability to smooth talk oneself out
  of danger or potentially embarrassing situations, and the
  ability to come up with a completely bullshit explanation
  for any occurrence.  This is the art of making lame-ass ex-
  cuses and being able to get away with it.  Base Skill: 35%
  +5% per level.
  Command: Command is used to make an NPC do what
  the user wants by ordering him in a persuasive and au-
  thentic tone. When successful, the target snaps to and does
  as ordered. To look at it another way, a character with a
  high command skill can take charge of a situation when
  leadership is needed, and get other characters to cooperate
  without debate or question.
    How to use this skill, well the characters commands will
  be based on M.A. and/or P.B., against the NPC's I.Q. and/
  or M.E. The characters M.A. is matched against the NPC's
  I.Q. and/or the characters P.B. against the NPC's M.E. Use
  percentile dice for the chart below will show you what we
  are talking about:
    For this chart shows how you can talk someone into do-
  ing something without question or dispute. EX: The char-
  acters M.A. is 13 and the NPC's I.Q. is 9.  The character and
  NPC(s) both roll percentile dice and the higher of the two
  wins, since the character has a 13 M.A. he/she gets a bonus
  of 15% to that particular roll. The NPC(s) has a 9 I.Q. and
  gets no bonus to his/her roll therefore the player character
  has the advantage.
  Characters M.A.: 3 - 5   6 - 8   9-12  13-16   17-24    25-30    31 & above
  Bonuses on roll:  -35%   -20%    0      +15%   +30%   +45%      +65%
  All this goes against the NPC's I.Q.
  NPC's I.Q.:          3 - 5      6 - 8    9-12  13-16  17-24    25-30   31 & above
  Bonuses on roll: -35%    -20%     0       +15%   +30%   +45%   +65%
    For this chart shows how beauty can influence someone's
  
  18
  muscles), flexing and popping joints, knowledge of knots,
  and the ability to conceal tiny objects on the person.  The
  character can try slipping out of handcuffs, ropes, strait-
  jacket, etc.  Note:  Picking locks is a separate and distinct
  skill.  Base Skill:  30% + 5% per level of experience.
  Fieldcraft: This skill covers the common "tricks" spies use
  to exchange information covertly. Some fieldcraft methods
  include "dead drops" (the information is placed in a hid-
  ing place such as taped under a park bench, behind a brick,
  and so on; the other agent then comes by and picks it up,
  avoiding ever seeing his "contact"), ways to notice and
  avoid being shadowed (can be used in conjunction with
  the Perception rules in the Nightbane RPG, page 66) se-
  lecting code words and passwords to recognize other
  agents, and similar techniques. Base Skill: 40%+4% per
  level of experience.
  Forgery:  The techniques of making false copies of official
  documents, signatures, passports, I.D.s, and other printed
  material.  The forger must have an original or photocopy
  to work from in order to make an accurate copy.  Skilled
  forgers can recognize other counterfeits at -10%.  Base Skill:
  20% + 5% per level of experience.
  Hojo-Jutsu:  This is the Art of Binding, Japanese style.  Ty-
  ing someone up with Hojo-Jutsu makes it far more diffi-
  cult to escape (-15% to an opponent's escape skill roll).  Base
  Skill:  30% + 5% per level of experience.
  Imitate Voice:  Character can, with practice, attempt to imi-
  tate the voice, accent and expressions of another person.
  Base Skill:  45% + 5% per level of experience.
  Impersonation:  This skill enables a person to imperson-
  ate another person or type of soldier (in general).  This
  means the person must have a rudimentary (if not com-
  prehensive) knowledge of the person or general type of
  personnel that he is impersonating.  This is likely to in-
  clude a knowledge of enemy/subject of impersonation,
  military procedure, dress, command, rank, and will usu-
  ally require speaking the language fluently.  This means
  the character can convincingly impersonate a general type
  of person/soldier/advisor by accurate disguise, proper
  action, and language.  Base Skill:  40% to impersonate gen-
  eral personnel and 20% to impersonate a specific individual
  (which may require weeks of study and special disguise),
  +4% per level of experience.
    The success of one's impersonation/disguise can only be
  determined after exposing oneself to those whom you wish
  to trick.  A successful impersonation requires the player to
  roll under his skill for each of his first, THREE encounters.
  Afterward, the character must roll under his skill for each
  encounter with an observer.  If interrogated/questioned,
  he must successfully roll for every other question or be re-
  vealed as an impostor.  A failed roll means his imperson-
  ation has failed and is recognized as an impostor and is in
  immediate danger.
  Intelligence:  This is the specific training in the practices
  decision making process. This means you can tell an NPC
  do something and they will just based on you physical
  beauty whether it is male or female. EX: The characters P.B.
  is 13 and the NPC's M.E. is 9. The character and NPC(s)
  both roll percentile dice and the higher of the two wins,
  since the character has a 13 P.B. he/she gets a bonus of 15%
  to that particular roll. The NPC(s) has a 9 M.E. and gets no
  bonus to his/her roll therefore the player character has the
  advantage.
  Characters P.B.:   3 - 5    6 - 8   9-12  13-16    17-24     25-30    31 & above
  Bonuses on roll:  -35%   -20%    0      +15%   +30%    +45%      +65%
  All this goes against the NPC's M.A.
  NPC's M.E.:         3 - 5    6 - 8   9-12  13-16    17-24    25-30   31 & above
  Bonuses on roll:  -35%   -20%   0      +15%    +30%   +45%      +65%
      If the user rolls equal to or higher than the NPC(s), tar-
  gets of the command do as he/she requests. As usual, there
  is room for game master interpretation; The higher the dif-
  ference might mean immediate and enthusiastic compli-
  ance. The closer the two rolls are, this means that the target
  does as ordered now but may question the commander's
  authority later on. ("I didn't know that there was a com-
  mander on this level. What in the hell is going on here.
  Wait a minute...").
  Concealment:  Is the practiced ability of hiding something
  on ones body or in hand, usually by continually moving it
  around from hand to hand or place to place unnoticed.
  Objects must be no larger than 14 inches in height and
  length, 6 inches in width and weigh 10 lb or less.  The
  smaller and/or lighter the item, such as a knife, gem, small
  sack, etc., the easier it is to conceal (add a bonus of +5%).
  Larger items such as a book or club or statue or other simi-
  larly larger and heavier objects are more difficult to con-
  ceal on ones person for obvious reasons.  A penalty of -5%
  applies to items over 7 inches (remember 14 inches maxi-
  mum) because it is more difficult size.  Larger than 14 inches
  are impossible to conceal.  Base Skill:  20% + 5% per level
  of experience.
  Detect Ambush:  Training which develops an eye for spot-
  ting locations and terrains suitable for ambushes and be-
  ing ambushed.  It also provides a rudimentary knowledge
  of guerrilla tactics used by the enemy.  Base Skill:  30% +
  5% per level of experience.
  Detect Concealment:  This is a skill which enables the in-
  dividual to spot and recognize camouflage, concealed struc-
  tures/buildings and vehicles, as well as the ability to con-
  struct unobtrusive shelters, use camouflage and blend into
  the environment.  Base Skill:  25% + 5% per level of expe-
  rience.
  Disguise:  The character knows how to apply make-up,
  wigs, skin putty, dies, and other special effects in order to
  alter his appearance or that of somebody else.  Base Skill:
  25% + 5% per level of experience.
  Escape Artist:  The methods, principles, and tricks of es-
  cape artists.  Includes muscle control (tensing and relaxing
  
  19
  and principles of recognizing and analyzing sources of in-
  formation about the enemy, observation techniques, coun-
  terintelligence measures and proper procedure.  This in-
  cludes the practical assessment of sights and sounds, esti-
  mation of ranges, what to report, handling prisoners of war,
  and handling captured documents and equipment (tagging
  and reporting to group leader or proper authority).  This
  means the character will be able to accurately estimate
  ranges, the number of enemies, direction, purpose, and
  assess the importance of specific information.
    Further intelligence training includes a working knowl-
  edge of indigenous guerrilla warfare, enemy practices, ap-
  pearance, and current activities.  This enable the intelligence
  officer to recognize suspicious activity as guerrilla actions
  and identify guerrilla operatives.  For Example:  A particu-
  lar booby trap, or weapon, or mode of operation, may be
  indicative of guerrilla activity in the area.  It may be up to
  the character to confirm the existence of the enemy and
  their strength, number, and location.
    Another area of training made available to intelligence is
  the identification of enemy troops, officers, and foreign
  advisors.  This means the person learns the many distin-
  guishing ranks and marks that identify specific military
  units, special forces, groups, and leaders of the enemy.  Such
  identification can pinpoint and confirm enemy operations,
  goals, and movement, as well as confirm outside interven-
  tion/aid.
    Note:  A failed roll in any of the areas of intelligence means
  that evidence is inconclusive, or that the character has in-
  correctly assessed the information/situation and is uncer-
  tain.  A failed roll involving individual clues may mean the
  person has dismissed it entirely as being meaningless (GMs,
  use your discretion).  Base Skill:  32% + 4% per level of
  experience.
  Interrogation/Interrogation Techniques:  This skill is
  learned by policemen, intelligence officers, etc.  The char-
  acter knows the techniques to get information from (typi-
  cally unwilling) subjects.  This includes such old methods
  as “good cop/bad cop” (one interrogator is threatening and
  intimidating, the other is sympathetic and friendly), deceiv-
  ing and misleading the subject into giving away informa-
  tion, and similar.  The character can also judge if the sub-
  ject is lying (the Game Master might assess bonuses or pen-
  alties depending on how good a  liar the subject is, and/or
  on the victim’s M.E., M.A. and/or P.B.; the higher any or
  each of these attributes, the more convincing the lies).  This
  skill also includes some basic knowledge on methods of
  torture, from basic tactics like depriving the subject of sleep,
  to old “medieval” instruments and new, sophisticated tech-
  niques like sensory deprivation, partial electrocution, drugs
  and psionics.  Note:  Only evil characters will engage in
  torture routinely.  Base Skill:  40% + 5% per level of experi-
  ence.
  Jungle Survival:  Stepping into jungle, true jungle, is even
  more alien than swimming down into a coral reef. The main
  problem is with depth perception. Most characters are used
  to judging distance based on objects sitting in open space.
  The jungle turns that upside-down, so that you have to
  contend with objects (leaves and branches) everywhere, and
  just a little bit of empty space scattered here and there. With-
  out this skill most characters will experience the following
  in a jungle: "...I dash in [the jungle] after them, but get in-
  stantly fouled in low-hanging vines and fall on my face.
  All five dogs are now in full cry and K'in Bor has vanished
  behind them. I think, He must see better than I do, as ev-
  erything before my 20/20 vision is a dark, impenetrable
  mesh of leaves, vines and branches, and all else underfoot
  in an impediment designed to make me stumble. Some-
  how I claw my way through the brush..." Beyond just be-
  ing able to see clearly, Jungle Survival also provides tech-
  niques for avoiding trouble and keeping alive during ex-
  tended jungle travel. The character will know how to avoid
  dangerous plants and insects, how to find nearly-invisible
  pathways, and how to find fresh water. Base Skill:  45% +
  5% per level of experience.
  Land Navigation: This skill allows the person to stay on
  course while traveling over land by means of observation.
  This includes mentally marking/recognizing geographic
  landmarks, estimating distance and movement, recogniz-
  ing sounds, and other navigation tricks. Techniques include
  night travel. The player should roll once for approximately
  every three miles traveled. A failed roll means the charac-
  ter is drifting of course by 200-2000 yards (roll 2D10x100
  yards). Do not roll again until the next three miles. A suc-
  cessful roll at that time will allow the character to recog-
  nize his error and correct it. Of course, errors mean lost
  time and traveling through unknown and potentially dan-
  gerous areas. A second (and third) failed roll means the
  character continues to travel 2D10x100 yards further off
  course. All failed rolls are cumulative unless corrected.
    Note: A group of average men can cover approximately 5
  miles an hour at a brisk, but relaxing pace, through grass-
  land, along dirt roads or paved streets. Travel through dense
  forest or jungle at a cautious pace, with eyes open for dan-
  ger, is about one mile per hour. At this pace, one can easily
  watch for booby traps, snipers, ambushes, wild animals,
  tracks, and clues, make other observations, without fear of
  traveling too fast (and missing them). Only at a faster pace
  will one begin to miss details and court death. Base Skill:
  45% + 5% per level experience.
  Lip Reading: The character knows how to interpret the spo-
  ken word through the movement of the mouth.  Charac-
  ters can observe targets from a distance and understand
  what they are saying.  The target’s mouth must be in line of
  sight and cannot be obstructed by anything.  If the moving
  lips are partially obscured the GM should apply a penalty
  he/she thinks is appropriate to the situation.  This type of
  art requires the character to speak the language he is at-
  tempting to lip read and to have a 80% proficiency or above
  in that language.  Characters must also select this skill in
  relation to their common tongue first.  Other languages
  selected after this will count as a new skill and must meet
  the 80% proficiency requirement.  Note: This skill is usu-
  ally taught to CS spies or rouge agents working in espio-
  nage.  This is not a skill the common solider would know.
  Base Skill: 30% + 5% per level of experience
  
  20
  Marxism/Leninism-Maoism: The character knows enough
  about Communist philosophy to be able to escape detec-
  tion when under cover in a Communist country. Includes
  studies of all the major literature as well as participation in
  discussion groups. This skill is found in universes that still
  have major Communist influences (such as the various 20th
  century RPGs and the Earth of Robotech, which has the
  EBSIS and NMSR to contend with). Base Skill: 60%+6%
  per level of experience.
  Microfilm/Microfiche/Microdot Technology:  Knowledge
  of producing, storing and reading of microsized text and
  pictures.  This also involves learning to use the cameras,
  developing equipment and display devices.  The character
  is also capable of developing or detecting hidden microdots.
  Base Skill:  40% + 4% per level of experience.
  Palming:  Simply the ability to pick up and seemingly make
  a small object such as a coin, key, playing card, knife, etc.
  disappear by hiding or concealing it in ones hand.  Adds a
  bonus of +5% to pick pocket skill.  Base Skill:  25% + 5%
  per level of experience.
  Perception:  Can be used for a variety of purposes( GMs
  use your imagination).
  -EXAMPLE:
      -PCs are in a large warehouse, tracking something.  The
  thing makes a noise in a corner.
      -Roll Percentile: Fail: Unsure where noise came from
                               : Success: Knows where noise came from
      -Success; Roll Detect Conceal to find thing ( if hiding)
  *NOTE*: Everyone could have Perception at % = IQ
  Base Skill:  (IQ + 20%) + 5% per level
  Pick Locks:  The character knows the methods and tools
  for picking/opening key and basic tumbler type locks.  This
  does not include sophisticated computer or electronic locks.
  It takes 1D6 melee rounds for each attempt to pick a lock.
  A failed roll means the lock holds; try again.  Base Skill:
  30% + 5% per level of experience.
  Pick Pockets:  An ability to remove items from a person
  without their being aware of it.  If a pick pocket attempt
  fails, the item has NOT been removed and there is a 67%
  likelihood  of the intended victim recognizing the intent of
  the action.  Base Skill:  25% + 5% per level of experience.
  Safe-Cracking:  Knowledge of various safes, lock boxes and
  security rooms, along with the methods for illegal entry.
  The character knows the methods, techniques and tools in
  opening ('cracking') tumbler and combination type locks.
    It takes one melee round to open a simple combination
  lock and five melee rounds for a complicated safe lock.  To
  open a safe/complicated tumbler lock the player must suc-
  cessfully make a skill roll (roll under) two out of three times.
  Failing the roll means that the lock holds but can be at-
  tempted again.  Base Skill:  50% + 2% per level of experi-
  ence.
    Blowing a safe with explosives requires sophisticated
  knowledge as well as the following tools: Electric Drill,
  Blowtorch, (or Laser Drill), plastic explosives, etc., . . . Roll
  just once, failure means the safe has been blown shut and
  cannot be opened without heavy machinery.  Base Skill:
  60% + 3% per level of experience.  Note:  Must also roll
  under the Demolitions skill to successfully use and deto-
  nate the explosives.
  Security Systems:  Base Skill:  30% + 5% per level of expe-
  rience.
  Sniper:  This skill represents special training in long range
  rifle firing and marksmanship.  Only rifles that can be made
  to fire a single round or blast can be used for snipering (no
  automatic/multi-firing rifles).  Adds a bonus of +2 to strike
  on an aimed shot.
  Optional: Sniper (Updated): This skill represents special
  training in the W.P.(s) that the character may posses. This
  applies only to the W.P.s that fall under Modern Weapon
  Proficiencies. The character will have to pick this skill for
  every W.P. the character might have. This will enable he/
  she to take more time on an aimed shot and receive a +2
  bonus to strike. This will work only on an aimed shot and
  the character has to spent an extra attack in order to re-
  ceive the bonus. There is an extra +2 bonus if the character
  has W.P.s in semiautomatic rifle or bolt-action rifle. All of
  these bonuses are accumulative.
  Stalk/Capture:  This skill enables the character to hunt
  down and capture a specific individual. This stalker knows
  how to approach his subject for capture without alerting
  or startling him until he is within striking range. The char-
  acter then strikes in a way to disarm, incapacitate and cap-
  ture the subject while inflicting minimal damage. Note that
  the stalking attacker can use any of these attacks during a
  melee round and can also use lethal force at any point. The
  following combat moves can be used in any combination.
  Roll under the first percentile number for success of these
  attacks. The second percentile number is used to appraise
  the slave market/gladiatorial value of the captive, as well
  as to assess an opponent's approximate skill level (within
  two levels). A failed roll (can only roll once per encounter)
  means he can't tell.  Base Skill: 10%/20% + 5% per level of
  experience.
  •Bear Hug: A crush/Squeeze attack that does not pin
  one's opponent but may incapacitate him. Each hug/
  squeeze counts as one melee action/attack and is de-
  signed to knock the air out of a person. A successful
  bear hugs causes the victim to lose one melee attack,
  initiative and is -2 to strike, parry and dodge while
  caught in the bear hug. Each squeeze counts as a me-
  lee attack but does not require the attacker to release
  his victim from the hug. The penalties from several bear
  hugs are cumulative and may lead to easy capture or
  surrender. In the alternative, each bear hug squeezing
  action may be used to inflict 2D6 damage; not effective
  against armor with an A.R. of 14 or higher or a charac-
  ter with a P.S. or P.E. of 24 or higher. A failed roll means
  no damage or penalties and the hugger has a tiger by
  the tail. His intended victim can strike or try to break
  
  21
  free (the latter works the same as a parry: higher roll
  wins). However, as long as the hugger holds on to his
  opponent, his attacker is -2 to strike, but he cannot
  strike, parry or dodge, as long as he keeps holding on.
  He'll have to let go in order to launch a new attack or
  try a new bear hug. Note that opponents who see the
  bear hug coming (roll initiative) are +2 parry or dodge.
  •Entangle: The stalker can trap the weapon or arm of
  an attacker instead of parrying or dodging. A success-
  ful roll under his percentile skill level means the
  weapon or arm is entangled, inflicts no damage and
  the character is unable to dislodge it from opponent's
  grasp (must let go of weapon or strike with other hand).
  A failed roll means the stalker is struck, has no chance
  to parry or dodge and take full damage.
  •Natural 20 Stun: Knocks our (for 1D4 melee rounds)
  or pins opponent and only inflicts 1D6 points of dam-
  age doing it.  The opponent character is captured and
  is easily tied up or chained.
  •Pin: A lunging attack that pins an opponent's arms. A
  pinned character cannot kick or attack with arms. Roll
  again to see if the captor can wrestle the character to
  the ground and tie or chain him up. Characters with a
  P.S. of 20 or higher get to roll a parry to see if they can
  break free before being tied down. High roll wins; the
  pinned character wins ties. The pin attack can not de-
  fend against psionics, magic, prehensile tail, or two
  heads. Nor can he defend/pin against attacks from the
  head such as eye beams or breath attacks, unless he
  grabs his opponent from behind. A failed roll means
  no attack, a loss of initiative and no opportunity to
  parry or dodge his opponents counterstroke.
  •Stunning Strikes: Using a weapon or his bare hands
  (or kick attack) the stalker can deliver blows that stun
  rather than inflict damage. Each successful strike
  slightly stuns his opponent causing the following cu-
  mulative penalties: -1 initiative, -1 strike and parry and
  speed is reduced 10%. The penalties last for 2D4 melee
  rounds. Add the penalties from each successful stun
  attack, At some point the stunned character will be so
  debilitated that he will succumb easily to being pinned,
  entangled, disarmed, captured, or killed, or feel it nec-
  essary to surrender. A failed roll means his opponent
  is not stunned, suffers only one point of damage, and
  is probably angry.
  Tracking:  Visual tracking is the identification of tracks, and
  following the path of men or animals by the signs they leave
  on the ground and vegetation.  Tracking is a precise art,
  requiring much practice.  The skill includes the evaluation
  of tracks, indicating whether the person being tracked is
  loaded down with equipment, running, moving slowly (by
  measuring the space between steps), and so on.  By this
  means, the tracker can estimate the person's rate of move-
  ment, apparent direction, the number of persons in the
  party, and whether the person knows he is being followed.
  Other methods of tracking require recognizing other tell-
  tale signs, such as blood and other stains, broken and dis-
  placed vegetation, overturned rocks, litter (such as ciga-
  rette butts, ration cans, candy wrappers, soiled bandages
  and campfire remains), and even odors carried by the wind.
    Tracking also includes the recognizing  of dangerous ani-
  mals be their tracks , habits, and feces.  Likewise, tire tracks
  made by vehicles can reveal much, such as size and type of
  vehicle, the weight of its load, etc.
    Counter-Tracking techniques are also known, such as cov-
  ering one's trail, misdirection, parallel trails, avoiding ob-
  vious pitfalls like littering and others.
    A failed roll means that the signs are inconclusive, vague
  or misleading.  Additional signs must be found to verify or
  clarify (roll again).  Three consecutive failed rolls means
  the tracker has completely lost the trail.  Roll once every 40
  yards/meters when following a trail.  Persons attempting
  to follow a skilled tracker are -25% when following his trail
  if he is deliberately trying to conceal that trail (however,
  his rate of travel is reduce by half).  Base Skill:  25% + 5%
  per level of experience.
  Trap Construction: Training in the design and application
  of traps and mines used in anti- personnel and defense tac-
  tics. With readily available materials and simple tools, in-
  cluding shovels, knives, sticks, wire and rope, the charac-
  ter can build fiendish traps. Any who would scoff at the
  effectiveness of traps in modern mega-damage combat
  should reconsider. While traps may not damage M.D.
  equipment, unless the trap is augmented with explosives
  (requiring the Demolitions skill), simple pits can hamper,
  even immobilize, troops and robot vehicles by making them
  unable to climb out (will earth walls support the weight of
  a several ton robot trying to climb out? Not likely). Other
  traps can be used as alarms (triggering flares, video cam-
  eras, or simply producing noise), or even as diversions to
  distract the enemy while the character escapes.
       The greatest drawback of traps lies in the amount of time
  required to prepare them. It can take hours to prepare rock
  slides, large pits, etc., even with heavy equipment. But, even
  this time can be shortened with help from others, as only
  one character needs the skill, in order to successfully direct
  others in the traps' construction. Ingeniously prepared traps
  can, and often do, shift the advantage of a battle to the side
  that prepared the field for combat. See the Appendix for
  examples of most common types of traps.  Base Skill:  20%
  + 4% per level of experience.
  Trap/Mine Detection: Knowledge of the strategic place-
  ment of booby traps and mines, the tell-tale trademarks
  and indications of traps and mines, how to avoid them,
  and the use of mine and explosive detection equipment.
  The character has been trained to watch for suspicious ob-
  jects, dirt mounds, trip wires and camouflaging materials
  that may denote the presence of a trap. Simple snare traps
  and trip wires can be easily disarmed by the character, but
  the demolitions disposal skill is required to disarm mines,
  explosives, or complex traps.  Base Skill:  20% + 5% per
  level of experience for detecting by visuals alone. Add +50%
  when using special detection equipment to locate mines or
  explosives, +10% if the trap isn't a mine or explosives, but
  uses metal (such as a trip wire).  Note: See the Rifts World
  Book 11 description of this skill for use of some Dog Boy
  types to sniff out traps.
  
  22
  Urban Survival: This skill is like the Wilderness Survival
  except it is for cities, this skill differs from streetwise in the
  fact that you know more than the illegal parts of the city is,
  you know how to survive on minimal amounts of credits,
  know where the best restaurants, where cops are, how the
  city is run. Basically this skill is like if you live in the city all
  your life you know where things are, you know how people
  are going to react to you or how you look. Base Skill: 35%
  + 5% per level of experience.
  Urban Warfare: The Urban Warfare skill is divided into two
  parts, a house-to-house combat skill with a percentage, and
  a special sniping skill that provides weapon bonuses.
  ␣ ␣ The r
  eason for its placement in the Espionage category
  instead of Military is simple, it's not a total warfare skill.
  Instead, the character learns how to set explosives inside
  building without causing major structural damage to the
  building. Of course this doesn't mean a few rooms will be
  obliterated (not to mention those inside), but the explosion
  won't cause the building to collapse. The first percentage
  refers to the character's ability to assess the possible dam-
  age to a building's integrity inflicted by enemy fire, or that
  caused by his own attacks. It also grants the person with
  the skill to use only enough explosives to get the job done,
  without overkill (since they will usually be inside the build-
  ing at the time of the explosion), since too much could harm
  the player characters and any innocent people near by. The
  second percentage indicates the character's basic knowl-
  edge of building schematics. So they'll have a basic idea of
  where possible gas lines or electrical wiring could be lo-
  cated. This percentage is mainly for the GM, and should be
  taken into consideration if the character is shooting into a
  wall (whether incidentally or accidentally) or slashing with
  a blade weapon.  Base Skill: 56%/42% + 4% per level of
  experience.  Requires:  Demolitions, demolitions disposal
  is helpful, but not needed.  Special Note: This skill counts
  as two skills (either "other" or secondary).
  ␣ ␣ Also included in this skill is the training in sniping spe-
  cific people that may be concealed in a crowd or holding a
  hostage as a human shield. In these cases, the Urban War-
  fare skill can come in pretty handy.  Bonuses: +1 to strike
  with a modern weapon on when sniping. These bonuses
  can only be used with sniper rifles, bolt action rifles, bows
  and crossbows.
  Wilderness Survival:  Techniques for getting water, food,
  shelter, and help when stranded in wild forests, deserts, or
  mountains.  Characters without this skill will not be able to
  stay healthy for more than a few days in the wilderness
  once their supplies run out.  Base Skill:  30% + 5% per level
  of experience.
  Industrial
  Note:  Any O.C.C. that can pick Mechanical: Any, can pick
  from the Industrial category.
  Armor & Weapon Decoration:  This skill allows one to lav-
  ishly decorate weapons and armor with intricate engrav-
  ings, gemstones and plating of precious metal. With the
  proper materials the value of a weapon or suit of armor
  can be increased by 50 to 100 percent. This skill also en-
  ables the character to patch and restore up to 10 S.D.C.
  points on soft armor and 20 S.D.C. of chain, scale, and plate
  armor.  Base Skill:  15% + 5% per level of experience.
  Blacksmithing/Metalworking:  Blacksmithing is the abil-
  ity to work metal in a forge, to build horseshoes, tools, metal
  pieces, etc.  Character will know the basics of different (low
  grade) metals and will be able to work them into a variety
  of forms.  If the character chooses this skill twice, then it
  becomes metalworking.  The character then has all the abili-
  ties of the blacksmith, but has a more comprehensive knowl-
  edge of high-tech alloys, metal composites, etc.  Character
  will be able to (with proper facilities) work M.D. metal to a
  certain degree, and is an accomplished welder, and knows
  how to use plasma forges, laser tools, laser welders, remote
  robot manipulators (needed for the enormous heat in the
  plasma forges), and many other high-tech metal working
  abilities.  If the character also has Armorer, add a one time
  bonus of +15% to Metalworking.  Base Skill:  25% + 5%
  per level of experience.
  Carpentry:  A fundamental knowledge of working with
  wood.  The character knows how to prepare, treat, and pre-
  serve wood, recognize quality craftsmanship, can repair
  damaged wood and wood items, and build (chests, chairs,
  tables, cabinets, houses, etc.).  Adds +5% bonus to the boat
  building skill if taken.  Base Skill:  25% + 5% per level of
  experience.
  Cobblery:  Skill in repairing, mending, treating, and mak-
  ing shoes.  Base Skill:  35% + 5% per level of experience.
  Construction:  Knowledge in the methods for building
  houses, roads, bridges, towers, etc.  This includes knowing
  what building materials should be used, knowing how to
  set frames, what tools and techniques are appropriate, and
  accurately reading architectural plans to build some sort
  of structure.  Will also know how to use most construction
  equipment, mix cement, drill holes, etc.  Note:  Having the
  Armorer skill will enable him to build structures out of M.D.
  metals, as well as wood and concrete.  Base Skill:  30% +
  5% per level of experience.  Requires:  Carpentry, masonry,
  basic electronics, and plumbing.
  Fashion Tools and Weapons:  Useful tools and weapons
  can be constructed from readily available material. These
  crude items are usually made from wood, stone, vines, and
  bones, and include making a simple wood and/or stone
  hammer, club, hand shovel, pick, fishing hook, bone needle,
  wooden stake, torch, rope, string, fishing line, simple flute,
  blow gun, staff, wooden spear, bola, throwing stick, arrow,
  short bow, stone knife, and spear and axe head made from
  chipped stone. The ability to fashion tools is a source of
  pride for jungle tribesman and wilderness folk. An unsuc-
  
  23
  cessful roll results in a product that is completely useless,
  try again. It generally takes about 1D4 hours to make a
  small, simple item and 2D4+1 to make a larger, more elabo-
  rate item like a stone axe, spear with a stone head, short
  bow, etc.  Base Skill:  20% + 5% per level of experience.
  Glass blowing:  Skill in making objects out of glass, by
  blowing air into hot glass.  Can make tubes, vases, glasses,
  etc.  In conjunction with the art skill, the glass work will be
  of superior artistic quality.  Base Skill:  25% + 5% per level
  of experience.
  Logging:  Knowledge of the equipment, the techniques, and
  systems used in logging/clear cutting forests for the pur-
  pose of treating and selling the wood.  The character will
  know the basic methods for choosing trees/forests, cutting
  down a tree, or a group of trees, the maintenance and use
  of logging equipment (chain saws, climbing gear, etc.), a
  general knowledge of the value of different varieties of trees,
  and an understanding of how to treat/store wood.  Base
  Skill:  35% + 5% per level of experience.
  Masonry:  The skill of working stone; cutting it to size,
  knowing how to move blocks into position (as well as how
  to secure it there), adding some stone-carven details (bet-
  ter if Art is chosen), and so forth.  In rifts, masons also know
  how to prepare and mix concrete, cement, plaster and other
  glues, as well as how to lay bricks, stone slabs, tiles, and
  how to cut stone to precise measurements.  This skill is ideal
  for the building of streets, house foundations, strong walls,
  etc.  Base Skill:  35% + 5% per level of experience.
  Mining:  The ability to appraise land for its mineral value,
  suggest where to dig, what type of mine to use (open air, or
  shaft), how to transport the metal, and the basics of how to
  purify metal/extract metal from ore.  Base Skill:  25% +
  5% per level of experience.
  Pilot Construction Vehicles:  The knowledge of how to
  use all heavy construction vehicles, including cranes, bull-
  dozers, steamrollers, etc.  Base Skill:  44% + 4% per level of
  experience.
  Plumbing:  Knowledge of how to fix blocked drains, leaky
  faucets, add tubing/plumbing to a network, connect sys-
  tems to main drains/local sewage systems.  Also knows
  the basics of water management systems, desalinization
  plants, water pumps and water towers, and so on.  Base
  Skill:  36% + 4% per level of experience.
  Magical/ Religious
  Alchemy:  Throughout human history, there have been leg-
  ends about powerful magicians "turning dirt into gold," or
  spending their lives trying.  Though this may be the most
  famous, there are thousands of reports, stories, and myths
  about people using chemicals and strange combinations of
  plants to produce a powerful, physical change in a sub-
  stance.  This skill includes hundreds of accounts, and vol-
  umes of stories about formulae and procedures for various
  elixirs and potions (perhaps even less than 10% of these
  hold any truth).  To actually carry out the procedures in
  these myths is another affair, though.  The master of  this
  ancient art of manipulation has spent years learning which
  combinations of materials to use in accomplishing their
  goals.  Characters with this skill have the knowledge and
  skill to change lead into gold and other strange, bazar feats.
  Base Skill:  20% + 5% per level of experience.
  Art - Line Drawing:  The character is skilled in drawing as
  it pertains to magic symbols and diagrams.  Their symbols
  are not only functional but ??.  Using this skill to copy magic
  symbols drawn by others drastically reduces the chance of
  copying the image wrong and increases the mage’s chance
  of learning the spell by 2%.  Base Skill:  35% + 5% per level
  of experience.
  Art - Wards:  The character has focused their artistic abili-
  ties to creating visually pleasing and extremely functional
  Wards.  Due to the incredible skill in which these wards are
  drawn, increase the overall effectiveness of the magic by
  10% (e.g. damage, duration, range, etc.)  Base Skill:  35% +
  5% per level of experience.
  Astrology:  The study of the stars and other celestial bod-
  ies, their movements, positions, cycles, alignments and in-
  terrelations with the earth, each other and the effects on
  destines of people and animals.  Base Skill:  25% + 5% per
  level of experience.
  Create Magic Items:  This is the practiced art of creating
  magical weapons, armor and other items.  Items created
  with this skill do not have the power as those created by
  Techno-Wizards, Bio-Wizards and Rune Masters, but they
  are effective in it’s own right and are much easier to come
  across.  G.M.’s Note:  Consider items created by this skill
  as minor magical items.  Base Skill:  14% + 2% per level of
  experience.
  Create Magic Tattoos
  Create Scroll
  Create TW-Device
  Crystal Lacing:    Any Techno-Wizard can get this skill.
  Any other Wizard would have to have Electrical - Robotics
  and Mechanical - Robotics as prerequisites.  This skill al-
  lows the T-Wizard to place the crystal lacing in a suit of
  power armor.  This is very time consuming depending on
  the size of the suit.   1 ft of crystal lacing can be placed per
  hour.  This is very delicate work and can't be rushed.  At
  this rate they have no penalties, but to go faster would re-
  sult in a -1%  per 5 min rush.  Base Skill:  50% + 3% per
  level of experience.
       Techno-Wizards (T-wizards only) get an additional bo-
  
  24
  nus if they have any of the following skills.
  Name:
  Skill Bonus
  Robot Electronics
  +10%
  or Basic Electronics
  +3%
  Robot Mechanics
  +10%
  or Basic Mechanics
  +3%
  Directed Spells WP:
  Identify Wards:  This skill enables the character to recog-
  nize whether a symbol is a real magic ward, rune or warn-
  ing.  This does not give them the ability to read them.  Only
  identify true symbols.  Base Skill:  40% + 5% per level of
  experience.
  Language - Mystic:  This is the secret language of the
  mage’s.  Only those versed in mystic knowledge ever learn
  this skill.  This is the most common language that spell
  magic is cased in.  This lets mage’s hide key words from
  common folk with ease.  Be aware that this is not the only
  language known to magic users, some are even rarer with
  only a few dozen mage’s in throughout the Megaverse
  knowing it.  Base Skill:  50% + 5% per level of experience.
  Literacy - Mystic:  This is the ability to read and write the
  letters, numbers and symbols used in the Mystic language.
  Base Skill:  30% + 5% per level of experience.
  Lore - Ley Lines & Geomancy:  A study of ley lines, burial
  mounds, places of power, megaliths and geomancy beliefs
  that certain places on earth are polarized with an unknown
  energy or forces that can heal, cause paranormal phenom-
  ena, attract supernatural forces, open dimensional gate-
  ways, are magical or are places of evil.  The study includes
  “known” locations of such places, such as Stonehenge and
  the Bermuda Triangle, as well as the many theories behind
  them and the legacy of legends, mysteries, disappearances
  and dangers linked to each.  The skill will provide the char-
  acter with insight about the areas and enable him/her to
  recognize specific, known, places of power, as well as rec-
  ognize unknown megalithic markers of these revered or
  feared places.  Base Skill:  30% + 5% per level of experi-
  ence.
  Lore - Magic:  This area of study does not give the charac-
  ter any magic powers or the ability to read magic symbols.
  What it provides is general information about magic, magic
  creatures and myths about magic.  For example, a charac-
  ter with this skill knows about the general powers and abili-
  ties of infamous magic creatures such as the various types
  of dragons, sphinxes, unicorn, and so on.  He'd know what
  the main types of magic (on Earth or at least his geographic
  area) are, such as spell casting, summoning, rifting, techno-
  wizardry, stone magic, temporal magic, bio-wizardry, rune
  magic, necromancy, and so.  Likewise, the character is likely
  to know legends about powerful magic items, magic places,
  magic curses and related legends.  Although the character
  cannot read runes or mystic symbols, he is likely to be able
  to recognize whether the symbol is a real magic ward, rune
  or warning.
  The following abilities come with this layman's skill:
  Base Skill (general knowledge):  25% + 5% per level of
  experience.
  Recognize wards, runes and circles:  15% + 5% per level
  of experience.
  Recognize Enchantment:  i.e. magic items, people un-
  der charms and curses, etc.:  10% + 5% per level of
  experience.
  Lore - Religion:  A comprehensive study of the world's re-
  ligions, past and present, their beliefs, rituals, holy places,
  pantheons of deities and supernatural creatures (demons,
  spirits, angels), stories of creation, myths and legends.  The
  skill will help the character recognize specific rituals, their
  purpose, the deity(s), icons, and similar information.  Base
  Skill:  45% + 5% per level of experience.
  Meditation:  Involves engaging the mind and body so that
  the body remains motionless, but without fatigue or pain,
  and the mind stays in a clear, calm and rested state.  While
  meditating a character recovers Chi, I.S.P., P.P.E. and other
  internal resources at an accelerated rate. Although it is not
  a substitute for sleeping, characters will usually feel alert
  and refreshed after any period of meditation.  When in a
  meditative state they character is, at a subconscious level,
  well aware of what is happening in the environment and
  can instantly leave the meditation position with no combat
  penalties.
    Base Meditation Skill: Rolls based on meditation should
  be done as a check versus the character's Mental Endur-
  ance (M.E.) attribute.
    Base Meditation Time: The amount of time that a charac-
  ter can continue to meditate: One hour at first level, with
  an additional fifteen minutes at 2nd, 3rd, 4th, and 5th lev-
  els. At 6th level the meditation time jumps to three hours,
  and the character picks up another advancement into 7th
  level and beyond.
  Mystic Herbology:  Base Skill:  20% + 5% per level of ex-
  perience.
  Perform Ritual:  Base Skill:  50% + 3% per level of experi-
  ence.
  Perform Spell:  Base Skill:  75% + 3% per level of experi-
  ence.
  Philosophy - Oriental:  Characters with this skill are edu-
  cated in Oriental philosophical doctrine (Confucianism,
  Buddhism, Tibetan Lore, Taoism, Shinto, Zen, any major
  religion, etc.), knowing the main rules, sayings, beliefs, code
  of conduct, view of the universe/creation, etc.  Base Skill:
  70% + 2% per level of experience.
  Philosophy - Western:  Characters with this skill are edu-
  cated in Western philosophical doctrine (Christianity, Is-
  lam, Judaism, any major religion, etc.), knowing the main
  rules, sayings, beliefs, code of conduct, view of the uni-
  verse/creation, etc.  Base Skill:  60% + 3% per level of ex-
  perience.
  
  25
  organize the unit operations in their correct sequence, and
  they must consider the economic cost of the overall pro-
  cess.
    Because a continuous, or assembly-line, operation is more
  economical than a batch process, and is frequently ame-
  nable to automatic control, chemical engineers were among
  the first to incorporate automatic controls into their designs.
  Base Skill:  25% + 3% per level of experience.
  Aircraft Armor and Weaponry: A specialized skill for
  mounting aircraft weapons and repairing battle damage.
  Base Skill: 40%+4% per level of experience.
  Aircraft Mechanics - Basic:  This enables the character to
  maintain and do minor repairs on his/her aircraft.  This
  includes oil changes, changing spark plugs and wires, and
  other simple repairs, except any and all mecha.  Anything
  beyond this, requires a professional, remember this is like
  what the average person can do by his/her self.  GM's Note:
  Remember there are a differences between the military and
  civilian design and use of aircraft.  Please keep this in mind
  when the characters are using this skill.  Base Skill:  50% +
  5% per level of experience.
  Aircraft Mechanics - Expert:  This the understanding on
  the conventional aircraft.  This enables the character to re-
  pair, rebuild, and redesign, modify conventional aircraft
  with gas powered engines, except any and all mecha. This
  includes turbine and diesel engines.  Also includes single
  and twin engine, fan-jets, jet fighters, helicopter and shuttle
  craft (you get the idea).  The character can build and de-
  sign new aircraft.  Of course, they can design jets, single
  and twin engine planes, except any and all mecha.  This
  will enable the character to build an aircraft from the ground
  up.  The character will also be able to do body work, de-
  sign wings, build more efficient engines, build powerful
  motors/afterburners, etc. (you get the idea).  GM's Note:
  Remember there is a difference between the military use
  and the civilian use of aircraft and functions.  Please keep
  this in mind when the characters are using this skill.
    This means this person can repair, modify, convert or sabo-
  tage aircraft; as well as build and design his/her own en-
  gines, systems, and the aircraft itself.  The first percentile
  number reflects his/her ability to analyze/evaluate me-
  chanical systems, and diagnose and pinpoint problems.  The
  second percentile number indicates his/her skill level in
  actually repairing, working on, modifying or sabotaging
  anything dealing with aircraft.  Requires:  Aircraft Mechan-
  ics - Basic.  Base Skill: 30/25% + 5% per level of experi-
  ence.
  Armorer: This enables a character to properly fit M.D. type
  metal onto any surface. This includes mecha, buildings,
  bases, starships, etc. Any where and any surface that can
  hold the M.D. metal the character can mount it there, even
  to the point of making an air tight seal. Requires: Welding
  Basic through Expert. Base Skill: 25% + 5% per level of
  experience.
  Automotive Mechanics:  The ability to repair, rebuild,
  Mechanical
  Advanced Mechanics: This give the character a greater
  knowledge in simple machinery, and is able to operate,
  maintain, rebuild and modify most machinery designed for
  constructed wood or metal products (S.D.C.). Can work on
  Automobiles at half the base skill of Automotive Mechan-
  ics: Basic, without any harsh penalties. Working on aircraft
  and mecha are out of the question. GM's remember there is
  a difference between the military use and the civilian use
  of machines and their functions. Please keep this in mind
  when the characters are using this skill. Counts as Two
  Skills, unless otherwise stated.  Requires: Basic Math and
  Literacy Basic Mechanics; Writing is not required, but may
  be useful.  Base Skill: 35% + 5% per level of experience.
  Aeronautical & Aerospace Engineer:  Aeronautics deals
  with the whole field of design, manufacture, maintenance,
  testing, and use for both civilian and military purposes. It
  involves the knowledge of aerodynamics, structural design,
  propulsion engines, navigation, communication, and other
  related areas.  Aerospace engineering is closely allied to
  aeronautics, but is concerned with the flight of vehicles in
  space, beyond the earth's atmosphere, and includes the
  study and development of rocket engines, artificial satel-
  lites, and spacecraft for the exploration of outer space.  Base
  Skill:  48% + 2% per level of experience.  Requires:  Math
  Adv., Computer Operations, Computer Programming.
  Chemical Engineer: This branch of engineering is con-
  cerned with the design, construction, and management of
  factories in which the essential process consist of chemical
  reactions. Because the diversity of the materials default
  with, the practice, has been to analyze chemical engineer-
  ing problems in terms of fundamental unit operations or
  unit processes such as the grinding or pulverizing of sol-
  ids. It is the task of the chemical engineer to select and
  specify the design that will best meet the particular require-
  ments of production and the most appropriate equipment
  for the new applications. With the advancement of tech-
  nology, the number of unit operations increase, but con-
  tinuing importance are distillation, crystallization, disso-
  lution, filtration, and extraction. In each unit operation,
  engineers are concerned with four fundamentals: (1) the
  conservation of matter; (2) the conservation of energy; (3)
  the principles of chemical equilibrium; (4) the principles of
  chemical reactivity. In addition, chemical engineers must
  Read Runes:  This is the ability to read the ancient mystic
  language of runes.  A character with this skill can deter-
  mine if a symbol is a true rune and the meaning of it.  This
  skill is very rare, only Diabolist’s and ancient supernatural
  creatures like Dragons are likely to know this skill.  Base
  Skill:  30% + 5% per level of experience.
  Spellcrafting:  Base Skill:  10% + 3%
  
  26
  modify, and redesign conventional vehicles with internal
  combustion (gas) engines.  It also includes body work, tur-
  bine engines, methanol, ethanol and diesel truck engines.
  Working on hover jet systems for ground vehicles is pos-
  sible, but with a -20% penalty.  Working on reactor engines
  there is a -40% penalty.  Base Skill:  25% + 5% per level of
  experience.
  Basic Mechanics:  This is a rudimentary understanding of
  how machinery operates.  This person can repair and main-
  tain simple mechanisms and common motorcycles, auto-
  mobiles and similar vehicles.  Special modifications, soup-
  ing-up vehicles, and working on aircraft and mecha are out
  of the question!  Base Skill:  30% + 5% per level of experi-
  ence.
  Basic Cybernetics: This skill is similar to the M.D. in Cy-
  bernetics skill but scaled down. This skill gives the charac-
  ter a basic knowledge of the function and application of
  various cybernetic mechanics, their structure, function and
  repair. This is best applied to external bionic and cybernet-
  ics such as a bionic arm, leg, eye, body armor, etc. to make
  "field repairs." The character can also make (or help make)
  repairs on loose, uninstalled implants. However, they are
  not Cyber-Docs and can not perform surgery to remove or
  install any internal cybernetic. Nor can they attach or de-
  tach bionic systems to the body. Repairs can only be made
  to the external machine, i.e. arm, hand, weapon, etc., not
  the attachment to the nerves or flesh and blood body. Like-
  wise, the character cannot perform medical procedures of
  any kind, he's a basic cybernetic mechanic or assistant me-
  chanic/Operator! Base Skill: 25% +5% per level of experi-
  ence. Penalties: -5% if bionic part is attached to a living
  being. -10% if repairs are made under-fire or other stress-
  ful conditions. -30% if of alien manufacture and design! Re-
  quires: Mechanical Engineer, Literacy and Advanced Math-
  ematics skills.
  Bioware Mechanics:  A character with this skill can iden-
  tify, service and repair all items  of bioware and cybernetic
  enhancement, from the simplest dataplug to the most so-
  phisticated of the artificial eyes.  If assisted by a medical
  doctor or cyber-doc, he or she can add, remove or trans-
  plant bioware fittings and cybernetic implants.  They can-
  not build new bioware items nor change the function of an
  existing piece.   Base Skill:  30% + 5% per level of experi-
  ence.  -20% when working with bionic systems
  Civil Engineer: Civil engineering is perhaps the broadcast
  of the engineering fields, for it deals with the creation, im-
  provement, and protection of the communal environment,
  providing facilities for living, industry and transportation,
  including large buildings, roads, bridges, canals, railroad
  lines, airports, water-supply systems, dams, irrigation, har-
  bors, docks, aqueducts, tunnels, and other engineering con-
  structions. The civil engineer must have a thorough knowl-
  edge of all types of surveying, of the properties and me-
  chanics of construction materials, the mechanics of struc-
  tures and soils, and of hydraulics and fluid mechanics.
  Among the important subdivisions of the field are construc-
  tion engineering, irrigation engineering, transportation
  engineering, soils and foundation engineering, geodetic
  engineering, hydraulic engineering, and coastal and ocean
  engineering.  Base Skill:  30% + 5% per level of experience.
  Construction (Metal): This skill enables the character to
  work on sights such as skyscrapers, bases, outposts, etc.
  The character has a limited knowledge of Mecha Metal, but
  cannot repair armor and or mecha, that will require a char-
  acter with the Armorer Skill. This skill will also, add a one
  time bonus to Demolitions (+5%), Demolitions: Disposal
  (+5%), and Carpentry (+15%). GM's remember there is a
  difference between the military use and the civilian use of
  buildings and their functions. Please keep this in mind
  when the characters are using this skill.  Base Skill: 25% +
  5% per level of experience.
  Construction Engineering: The expert skill of repairing or
  building structures and/or supervising Basic Construction
  workers in building structures (also includes the ability to
  read complex blueprints and a working knowledge of
  Demolitions as pertains to construction; Basic and Ad-
  vanced Mathematics required). Base Skill: 40% + 5% per
  level of experience.
  Cross-Dimensional Trans-Location Device Mechanics:  In-
  volves building and repairing the machines that can cross
  dimensional barriers into alternate universes of reality.
  There is a +25% bonus for installing Cross-Dimensional
  devices in new vehicles, as well as modifying the wiring
  and structure in the vehicle.  A penalty of -25% is exacted
  for any rush jobs involving Hoppers.  Base Skill:  40% +
  5% per level of experience.
  Cybernetic/Bionic Repair:  A character with this skill can
  repair damage to the complex systems involved with cy-
  bernetics and bionics. They can also design and construct
  new systems providing that they have a fully stocked work
  shop and have the time available.  Note:  This is not the
  ability to install and connect cybernetic/bionic systems to
  the humanoid body and nervous system. Base Skill: 20%
  + 5% per level of experience. Requires: Computer Opera-
  tions, Computer Programming, Mechanical Eng.
  Cyclone Repair: This gives the character the ability to test,
  diagnose, and repair all models of Cyclone, provided that
  he or she has the time, proper tools, and patience to carry
  out the task. This is useless on other mecha. Base Skill:
  30%+5% per level of experience. Furthermore, extremely
  serious damage may be impossible to repair and a Bio-
  Maintenance Engineer must be sought.
  Design Engineering: The expert skill of understanding
  blueprints and graphic design (also includes knowledge of
  how to use CAD (Computer-Aided Design) programs). The
  Design Engineer can create complex blueprints and designs,
  and also make professional-quality perspective drawings.
  In addition to designing structures, Design Engineers may
  also design weapons, vehicles, mecha, or other devices,
  depending on what their other specialties (other skills) are
  
  27
  (Basic and Advanced Mathematics required). Base Skill:
  40% + 5% per level of experience.
  Drive repair:
  Chemical drive:  The chemical drive is the
  most basic space drive, the most expensive to run
  and the least efficient. It burns a mixture of hydro-
  gen and oxygen to provide propulsion and there-
  fore needs a lot of room for fuel. It is also prone to
  leaks and even explosions.
  Drive repair:
  Fold Drives:  Create a wormhole through
  space/time from point A to point B. Will not work
  correctly within a gravity well (for moons, planets
  & stars, this range is twice the object's radius from
  its surface). Approximately 1 day passes every hour
  spent in fold if the fold is done correctly, with about
  one parsec traveled per hour. If the drive is incor-
  rectly programmed, this could increase to as much
  as 1 YEAR per hour.
  Examples: Robotech & Macross II ships.
  Drive repair:
  Ion drive:  An ion drive uses electrical
  power to convert its hydrogen fuel into a stream of
  ions which propel the spacecraft.
  Drive repair:
  Plasma drive:  The plasma drive uses a
  controlled nuclear fusion reaction between deute-
  rium and helium-3 to produce plasma, which is then
  forced backwards by a magnetic field to provide
  thrust.
  Drive repair:
  Traction drive:  Generates a very power-
  ful and specialized pseudo-magnetic field which
  attaches itself to the fabric of the space-time con-
  tinuum and pulls the spacecraft along after it.
  Drive repair:
  Warp/Gravity Drives: Typified by the FTL
  drive systems of Manhunter and the CG drive of
  Phase World (-40% for one universe's techs to work
  on the other technology). In both, the ship projects
  a field that isolates it from the universe's gravity
  field, bypassing the normal limit of lightspeed.
  However, gravity wells can throw off travel, as the
  engines are calibrated to counter only the ship's
  gravitic signature. This skill also applies to sublight
  gravity drives, used in many atmospheric and lo-
  cal space craft.
    The four kinds of space drives are all different and work
  on totally different scientific principles.  A character with
  Drive Repair: chemical drive will have a complete knowl-
  edge of how these drives work, to the extant that they can
  build one if given time and enough spare parts, but their
  knowledge of ion drives, plasma drives or traction drives
  will be minimal.  A character can attempt to repair other
  types of drives, but at a penalty of -40%.  Base Skill:  30% +
  5% per level of experience.
  Fashion Tools and Weapons:  Useful tools and weapons
  can be constructed from readily available material. These
  crude items are usually made from wood, stone, vines, and
  bones, and include making a simple wood and/or stone
  hammer, club, hand shovel, pick, fishing hook, bone needle,
  wooden stake, torch, rope, string, fishing line, simple flute,
  blow gun, staff, wooden spear, bola, throwing stick, arrow,
  short bow, stone knife, and spear and axe head made from
  chipped stone. The ability to fashion tools is a source of
  pride for jungle tribesman and wilderness folk. An unsuc-
  cessful roll results in a product that is completely useless,
  try again. It generally takes about 1D4 hours to make a
  small, simple item and 2D4+1 to make a larger, more elabo-
  rate item like a stone axe, spear with a stone head, short
  bow, etc.  Base Skill:  20% + 5% per level of experience.
  Glitter Boy Engineer: This gives the character to build and
  design the Glitter Boy. The character must have knowledge
  on the power consumption and required to know the me-
  chanics of this mecha already. The Armorer is a separate
  skill, this is to apply the outer skin. One person with the
  proper equipment, proper skills, proper parts, etc. can as-
  semble a Glitter Boy in about 7 to 9 days.  Base Skill:  25%
  + 5% per level of experience.
  Glitter Boy Mechanics: As the technology advanced the
  role of in the Technical areas advanced as well, it is now
  impossible for one person to be technical minded of Ro-
  bots, Power Armor, and Glitter Boys. The character will
  have the knowledge it takes to repair and modify existing
  Glitter Boys as far as the structure, frame, and how every
  thing fits, but can not design and build one. The Armor,
  etc. are in different skill selections and will be needed for
  this skill. Requires: Glitter Boy Electronics, Armorer, etc.
  Base Skill:  25% + 5% per level of experience.
  Hardsuit/Motoroid Mechanics: This is the skill needed to
  maintain or modify a Hardsuit or Motoroid. The first per-
  centage number is for the Hardsuit, the second is for the
  Motoroid. (This skill is free to anyone of the Knight Saber
  OCC, but it costs anyone else two skill selections due to the
  specialized training involved). Base Skill: 48/28% +3% /
  additional level. Penalties: -25% to anyone not of the Knight
  Saber OCC, or the Heroes Unlimited Power Category of
  Robotics.
  Helicopter Mechanics:  Specific skill for helicopters.  Base
  Skill:  25% + 5% per level of experience.
  Industrial Engineer: Study includes fundamental theory
  and operations covering gas and arc welding, cutting, braz-
  ing, spot welding, forging, heat treatment, electroplating,
  forming and casting techniques. Knowledge and use of
  tools includes lathes, mills, shapers, grinders, welding and
  other related equipment and tools. GM's remember there
  is a difference between the military use and the civilian use
  of machines and their functions. Please keep this in mind
  when the characters are using this skill.  Requirements:
  Math Basic and Advanced, Chemistry, Welding, and Me-
  chanical Engineering.  Base Skill: 35% + 5% per level of
  experience.
  Jet Aircraft Mechanics:  Covers all jets and scramjets.  Base
  Skill:  25% + 5% per level of experience.
  Locksmith:  The study of lock designs and the ability to
  repair, build, modify and open locks.  The methods, tech-
  
  28
  niques, and tools of lock picking include the old style key
  and tumbler, combination, and modern electrical locking
  systems.  Time requirements:  1D4 melees to open an anti-
  quated key type lock or simple tumbler/combination type.
  1D4 minutes to open an elaborate tumbler type, 2D4 min-
  utes to open a simple electronic lock (usually by patching
  in a bypass system), and 1D4 hours to break a complex,
  state-of-the-art electronic lock system such as those used
  in high security and restricted areas.  Super high-tech sys-
  tems, such as those used by the Coalition's military and
  government, will require 3D4 hours and have a skill pen-
  alty of -20%.
    If an unsuccessful skill roll is made, the lock is not opened
  and the process must be repeated.  If an attempt to open an
  electronic lock fails, roll again.  A second failed roll means
  that the lock is irreparable damaged and can not be opened!
  Base Skill:  25% + 5% per level of experience.  Requires:
  At least basic electronics skill (-5% penalty when working
  on complex or high-tech locks) or electrical engineer (+5%
  bonus).
  Marine/Naval Engineer:  Engineers who have the overall
  responsibility for designing and supervising construction
  of ships are called navel architects. The ships they design
  range in size from ocean going super tankers as much as
  1300 feet long to small tugboats that operate in rivers and
  bays. Regardless of size, ships must be designed and built
  so that they are safe, stable, strong, and fast enough to per-
  form the type of work intended for them. To accomplish
  this, a navel architect must be familiar with the variety of
  techniques of modern shipbuilding, and must have a thor-
  ough grounding in applied sciences, such as fluid mechan-
  ics, that bear directly on how ships move through water.
    Marine engineering is a specialized branch of mechanical
  engineering devoted to the design and operation of sys-
  tems, both mechanical and electrical, needed to propel a
  ship. In helping the navel vessel architect design ships, the
  marine engineer must choose a propulsion unit, such as a
  diesel engine or geared steam turbine, that provides enough
  power to move the ship at the speed required. In doing so,
  the engineer must take into consideration how much the
  engine and fuel bunkers will weigh and how much space
  they will occupy, as well as the projected costs of fuel and
  maintenance.  Base Skill:  30% + 5% per level of experi-
  ence.
  Mecha Mechanics:  A comprehensive knowledge and abil-
  ity to repair, build, and modify Mecha, including the Lo-
  gan, AJAXS, Battloids and the old and new destroids, al-
  phas, betas, vindicators, cyclones, and Southern Cross
  mecha.  Note:  To receive this skill a character must be from
  Fort Knox or from the dimension of Robotech.  Base Skill:
  40% + 5% per level of experience.
  Mechanical Engineer:  Training, understanding, and
  knowledge of how machinery is designed, operated, built,
  and maintained.  Study includes of motion, kinetics, vari-
  able mass, equations of motion, momentum principles,
  work energy, vibrations, friction, inertia, thermodynamics
  (energy conversion); analysis and design of common me-
  chanical elements (gears, springs, clutches, brakes, shafts,
  bearings, etc.); materials (strengths, structures, stress, etc.),
  evaluation techniques, metal working (coolants, welding,
  cutting, etc.) analysis (functions/problem finding), combus-
  tion systems; fundamental vehicle design, and hydraulic
  repair.
      Characters can attempt to redesign, modify, repair, con-
  struct, or sabotage mechanical devices (includes nuclear
  reactor driven turbines and atomic engines).  The player
  must first roll to see if his character can figure out how to
  operate/analyze/ design a machine.  When a successful
  diagnostic roll has been made, roll again to determine when
  the character can fix/change/build the mechanism.  Base
  Skill:  25% + 5% per level of experience.  Special Bonus:
  Add a one time bonus of 5% to locksmith and surveillance
  systems skills if mechanical engineering is also known.
  There is a -30% penalty when working on alien or extremely
  unfamiliar mechanics.  This includes techno-wizard me-
  chanics.  The mechanic may be able to puzzle out some of
  the basic aspects of a device created by techno-wizardry,
  and may be able to figure out how to operate the machine,
  but will not be able to fully fathom how it works nor repair
  it.  Requires:  Basic or advanced mathematics, at least ba-
  sic electronics and literacy; metallurgy is not required, but
  may be useful.
  Metallurgy: This is the science of separating metals from
  their ores and preparing them for use by smelting, refin-
  ing, etc. Study include the behavior and properties of me-
  tallic, ceramic, polymeric and composite materials (observe
  mechanical, thermal, electrical and chemical behavior). This
  also includes work with plastics (polymeric) analysis, braz-
  ing, extraction of metals from areas; transformations (liq-
  uid-solid systems), fabrication and joining processes (metal
  alloys, structural changes/combinations) and the use of
  tools, equipment and methods.  Base Skill: 30% + 6% per
  level of experience.
  Mining Engineer:  This is an aspect of civil engineering
  and includes basic concepts and principles of statistics as
  they apply to the laws of motion (force, momentum, equi-
  librium, couples, trusses, frames, friction, fluids, mass, and
  inertia), surveying topography, fluid mechanics (channel
  flow, hydraulics of pipe flow, pumps); the composition,
  engineering proprieties and behavior of soils (strengths (ex-
  cavation, bulkhead, walls, earth, slopes); drilling and pip-
  ing methods and control theory.  Requires:  Math: Basic
  and Advanced, and physics.  Base Skill: 30% + 5% per level
  of experience.
  Mountain Bike Mechanics:  This is a more detailed and
  advanced skill on service and technical aspects of a bike.
  This is a professional level of skill.  A career can be made
  from this skill.  This includes the ability to basically build a
  bike from components.  It also includes the ability to check
  and maintain more sensitive bike systems.  Repair of brake
  and shock systems, derailed systems, computer systems,
  and alignment, etc.  All repairs imaginable can be done with
  this skill.  Base Skill:  35% + 5% per level of experience.
  
  29
  Nuclear Engineer:  This branch of engineering is concerned
  with the design and construction of nuclear reactors and
  devices, and the manner in which nuclear fission may find
  practical applications, such as the production of commer-
  cial power from the energy generated by nuclear reactions
  and the use of nuclear reactors for propulsion and of nuclear
  radiation to induce chemical and biological changes. In
  addition to designing nuclear reactors to yield specified
  amounts of power, nuclear engineers develop the special
  materials necessary to withstand the high temperatures and
  concentrated bombardment of nuclear particles that accom-
  pany nuclear fission and fusion. Nuclear engineers also
  develop methods to shield people from the harmful radia-
  tion produced by nuclear reactions and to ensure safe stor-
  age and disposal of fissionable materials.  Base Skill:  42%
  + 3% per level of experience.  Requires:  Math Adv., Phys-
  ics.
  Power Armor Mechanics: As the technology advanced the
  role of in the Technical areas advanced as well, it is now
  impossible for one person to be technical minded of Ro-
  bots, Power Armor, and Glitter Boys. The character will
  have the knowledge it takes to repair and modify existing
  Power Armors as far as the structure, frame, and how ev-
  ery thing fits, but can not design and build one. The Ar-
  mor, etc. are in different skill selections and will be needed
  for this skill.  Requires:  Power Armor Electronics, Armorer,
  etc.  Base Skill: 35% + 5% per level of experience.
  Radiation Technology - Industrial: This training also in-
  cludes a knowledge of radiation and its interaction with
  matter and a practiced familiarity with techniques and in-
  struments. Emphasis is on industrial use including safety
  procedures, governmental safety regulations. Radiological
  physics, theory and applications.  Requires: Literacy and
  Nuclear Physics.  Base Skill:  25% + 5% per level of experi-
  ence.
  Robot Mechanics:  This is the specific study of advanced
  mechanics as it applies to robotics.  Those skilled in this
  discipline can repair, modify, build, and sabotage robots,
  including the creations of the Coalition, power armor, and
  exoskeletons.  There is a 30% penalty when working with
  alien or extremely unfamiliar mechanics.  Base Skill:  20%
  + 5% per level of experience.  Requires:  Mechanical engi-
  neering and basic electronics.
  Safety Engineer: This field of engineering has as its object
  the prevention of accidents. In recent years safety engineer-
  ing has become a specialty adopted by individuals trained
  in the other branches of engineering. Safety engineers de-
  velop methods and procedures to safeguard workers in
  hazardous occupations. They also assist in designing ma-
  chinery, factories, ships and roads, suggesting alterations
  and improvements to reduce the likelihood of accident. In
  the design of machinery, for example, the safety engineer
  seeks to cover all moving parts or keep them from acciden-
  tal contact with the operator, to put cutoff switches within
  reach of the operator, and to eliminate dangerous project-
  ing parts. In intersections, known to result in traffic acci-
  dents. Many large industrial and construction firms, and
  insurance companies engaged in the field of workers com-
  pensation, today maintain safety engineering departments.
  Base Skill:  32% + 3% per level of experience.
  Sanitary Engineer: This is a branch of civil engineering,
  but because of its great importance for a healthy environ-
  mental, especially in dense urban-population areas, it has
  acquired the importance of a specialized field. It chiefly
  deals with problems involving water supply, treatment, and
  distribution; disposal of community wastes and reclama-
  tion of useful components of such wastes; control of pollu-
  tion of surface waterways, groundwater's, and soils; milk
  and food sanitation; housing and institutional sanitation;
  rural and recreational-site sanitation; insect and vermin
  control; control of atmospheric pollution; industrial hy-
  giene, including control of light, noise, vibration, and toxic
  materials in work areas; and other fields concerned with
  the control of environmental factors affecting health. The
  methods used for supplying communities with pure water
  and for the disposal of sewage and other wastes are de-
  scribed separately.  Base Skill:  30% + 5% per level of expe-
  rience.
  Satellite Systems:  There are many satellites in orbit.  They
  range from new models put out by on of the orbital sta-
  tions to spy on the others, to navigation beacons, burnt-out
  husks from pre-Flash times and even operational killer sat-
  ellites with dangerous weapons and deranged program-
  ming.  This skill allows a character to identify, strip down
  and repair any of these.  Base Skill:  30% + 5% per level of
  experience.
  Ship Mechanics:  The understanding of hydrodynamics
  and the training to repair, rebuild, modify and redesign
  water craft  Base Skill:  25% + 5% per level of experience.
  Spacefold Engineer:  This is the complete understanding
  of how the Spacefold engines work, how the fuel system
  works, the energy it can produce, etc.  This will enable the
  character to be able to analyze and examine problems with
  a spacefold engine.  Even gives the character the ability to
  design, build, and install one of these extremely complex
  engines.  Requires:  Spacefold Electronics, Math - Ad-
  vanced, Electrical Engineer and Mechanical Engineer.  Re-
  strictions:  An I.Q. of 16 or higher is required to select this
  skill.  Base Skill:  15% + 5% per level of experience.
  Spaceship Mechanics:  The ability to repair, rebuild, modify
  and redesign conventional vehicles.  This skill covers a ba-
  sic understanding of gravitronic systems, but only includes
  the most rudimentary knowledge of phase technology and
  no skills on Rift drives.  Conventional ship systems (com-
  munications, hull, life support) are pretty much the same
  everywhere.  Base Skill:  22%+5% per level of experience.
  Requires:  Mechanical and  electrical engineering.
  Starship Engineer:  The ability to design from the ground
  up any craft that flies in space.  This will enable the charac-
  ter to be able to analyze and examine problems with a space-
  
  30
  Medical
  Animal Husbandry:  This area of study provides the char-
  acter with a knowledge of the care, feeding, breeding, re-
  production, treatment and behavior of domestic animals,
  as well as very basic veterinary skills for minor illness, set-
  ting a broken leg and giving birth.  The animals included
  under this skill are cattle, sheep, goats, horses, mules, don-
  keys, ducks, chickens, and similar livestock and domesti-
  cated animals like dogs (see horsemanship for breeding
  horses and breeding animals for dogs).  The percentile num-
  ber indicates the degree of knowledge and skill one has
  about animals and their care.  Reduce the skill ability by
  half when caring for captive or injured wild animals.  Base
  Skill: 35% + 5% per level of experience.
  Bioengineering:  Use of engineering and biological prin-
  ciples for the identification of the functions of living sys-
  tems and for the development of (1) therapeutic devices,
  especially artificial body parts and systems, e.g., artificial
  blood vessels, pacemakers, dialysis equipment, and artifi-
  cial limbs that function like their prototypes; and (2) equip-
  ment for monitoring the performance of healthy and dis-
  eased organisms. Base Skill:  30% + 5% per level of experi-
  ence.  Requires:  Biology, Electrical Engineering and Me-
  chanical Engineering.
  Brewing:  The understanding and methods of making fer-
  mented alcoholic beverages from grains and fruits.  This
  specifically includes wine, mead, ale, beer and moonshine.
  Stronger alcohol, such as brandy, rum and whiskey, are not
  included, nor are champagnes or fine wines.  The first per-
  ship.  The character can design a fully interconnected sys-
  tem that includes propulsion, life support, navigation, liv-
  ing quarters, etc.  It includes detailed knowledge of all
  known forms of propulsion and their benefits.  Base Skill:
  25% + 5% per level of experience.  Requires:  Drive Repair:
  Ion, Fold, Plasma, Traction, warp/gravity drives.  Math
  Adv., Computer Operations, Computer Programming,
  Physics, Chemistry, Chemistry Analytical, Mechanical Eng.,
  Electrical Eng.
  Submersible Vehicle Mechanics:  Training in the diagno-
  sis and repair of submersible vehicles, including subma-
  rines, underwater robots, probes and stations.  Base Skill:
  25% +5% per level of experience.  Note:  Mechanical engi-
  neers can also effect repairs but at -15% and aircraft me-
  chanics are at -40%.
  Time Machine Mechanics:  This skill is required for as-
  sembling and repairing any kind of time travel devices.
  +5% for installing new time device in vehicle.  +25% in ad-
  justing wiring, grid, generator and battery of any time ma-
  chine.  Penalty of -20% for any rush job.  Characters must
  be from Fort Knox to learn this skill.  Base Skill:  30% + 5%
  per level of experience.
  Veritech Mechanics:  A very specialized skill dealing with
  the repair, building and maintenance of transformable
  mecha.  Without this skill, a character with mecha mechan-
  ics could effect structural repairs and limb replacement, but
  the delicate transformation system would be out of whack
  and prevent the veritech from changing into different con-
  figurations.  This includes all veritech mecha, including the
  cyclones, alphas, betas, VF series veritechs, vindicator and
  the different Southern Cross mecha, Logan, AJACS and
  VHT.  Base Skill:  30% + 5% per level of experience.  Re-
  quires:  Mechanical Engineer and Mecha Mechanics.
  Weapons Engineer:  This skill is usually reserved for mili-
  tary personnel.  This enables the character to design, build,
  modify, maintain, repair, mount, reload, and figure any
  weapons system know to man (S.D.C. or M.D.C.), includ-
  ing rail guns, energy weapons, and atomic power systems.
  This skill will be able to help a character design new weap-
  ons (hand held and mecha), missile (Damage, Range, Blast
  Radius, and M.D.C.), etc.  With this skill there are unlim-
  ited possibilities to designing and build new weapons in
  the time of Rifts.  The engineer can also add and repair
  body armor and is an expert welder.  A Reminder:  The
  GM has the final decision on any modifications, new weap-
  ons (Mecha or not).  GM's you should make sure to have
  the weapons in your campaign that balance the power.
  Player's should respect their Game Master's decision and
  not give him or her a hard time about it.  Base Skill:  25% +
  5% per level of experience.  Requires:  Mechanical Engi-
  neering and Electrical Engineering.
  Welding:  The character can do all types of welding and
  work with any of the S.D.C. and/or M.D.C. metals.  The
  character has the knowledge of Forge welding and the Tho-
  mas process.  Forge welding is done by means of hammer-
  ing, with the addition of heat.  The Thomas process melt-
  ing is caused by resistance to an applied electric current.
  This character can also do his/her own field repairs with a
  portable torch.  Requires:  Basic Math, Welding:  Basic and
  Advanced, and Literacy; Writing is not required, but may
  be useful.  Base Skill:  15% + 5% per level of experience.
  Zentraedi Mecha Maintenance:  This skill is intended to
  recover the limited repair and maintenance work that
  trained Zentraedi can perform on mecha.  It includes such
  things as reloading missiles and autocannons, replacing
  broken parts with working parts, and refueling mecha.  It
  does not include things like replacing destroyed armor on
  legs or repairing shorted communications systems.  When
  faced with such damage, Zentraedi support techs will sim-
  ply swap out the damaged leg with a working one or re-
  move communications modules and install a new one in
  its place.  If the damage doesn't cause too much impair-
  ment in combat effectiveness, however, the support techs
  are liable to leave the mecha as it is.  This skill is quite lim-
  ited in scope, covering only pods and power armor.  It does
  not cover repairs and maintenance to warships.  Base Skill:
  40% + 5% per level of experience.
  
  31
  Entomological Medicine:  Insect biology and medicine are
  completely different from the normal medical skills of doc-
  tors, and require a separate specialization.  A character with
  First Aid skill can help a wounded insect mutant, but any-
  thing more complex than that sill require assistance from a
  medic with this skill, who will be able to cure most insect
  complaints, from diseases to broken chitin.  Base Skill:  40%
  + 5% per level of experience.
  First Aid:  Rudimentary medical treatment which includes
  how to bandage wounds, stop bleeding, administer CPR/
  artificial respiration, and use antiseptics and common anti-
  inflammatory drugs and pain killers.  Base Skill:  45% +
  5% per level of experience.
  Field Surgery:  This skill reflects training in emergency, life-
  saving surgical procedures that can be performed in the
  field to keep critically wounded characters alive. Given the
  proper tools, the surgeon character can perform amputa-
  tions, suture torn arteries, check internal bleeding, cauter-
  ize wounds, give blood transfusions and even install cy-
  bernetic implants (penalty of -15% except if character has
  basic cybernetics skill). Field expedient surgery is a dan-
  gerous proposition that too often results in the death of the
  patient. Because of the risk involved, field surgery is at-
  tempted only when it is the only chance the wounded char-
  acter has for survival! If the operation is successful, the
  patient lives and can be evacuated to a hospital, but a failed
  roll results in the immediate death of the patient. Base Skill:
  16% + 4% per level of experience.
  ␣ ␣Optional Guidelines for Fatal Injury Treatment: In the
  violent world of Rifts, regular human and similar non-
  mega-damage beings are at an extreme disadvantage. Once
  a human's body armor is destroyed, a single M.D. blast will
  usually obliterate him/her. These guidelines are provided
  to give player characters a chance, however slight, to sur-
  vive a blast that would normally evaporate the character.
  If the GM agrees, the character can survive a mega-dam-
  age intensity wound if a trained medic makes a successful
  field surgery skill roll.
  ␣ ␣ Unless the attacker made a called shot or r
  olled an un-
  modified 19 or higher, the character has the chance to live.
  The basic idea is that the M.D. blast was partially absorbed
  by nearby cover or merely sheared off a limb (G.M.s, give
  some reasonable explanation). Within 1D4 melee rounds
  after the character's being hit, a medic character must at-
  tend to his/her injuries. If the medic makes a successful
  skill roll, the character is incapacitated but survives the at-
  tack, though just barely (reduce S.D.C. to zero and hit points
  are at 1D6 above zero). A failed roll means the injured char-
  acter was beyond saving and dies an instant later. Even if
  the field operation succeeds, the wounded character is in
  chock, crippled, may require additional extensive surgery
  and is likely to require cybernetic or bionic reconstruction
  and a long recovery period before he is able to adventure
  again. Although crippled, the character lives (it may be
  appropriate to also determine an insanity and permanent
  physical side-effects from the injury). Note: This optional
  survival rule is also applicable to Medical and Cyber doc-
  tors.
  centile number indicates the chance of success (a failed roll
  means an undrinkable batch of booze).  The second indi-
  cates the quality of the brew - the higher the number rolled
  the tastier the drink.  Base Skill:  25%/30% + 5% per level
  of experience.
  Criminal Sciences & Forensics:  Basic knowledge of po-
  lice skills including basic criminal law, fingerprinting, bal-
  listics (matching bullets to weapons and angles of impact),
  and general investigative techniques.
    Forensic medicine is the methods and techniques which
  enable the character to find evidence regarding the cause
  of death, time of death, and other details when examining
  a corpse.  Base Skill:  35% + 5% per level of experience.
  Requires:  Biology, chemistry, chemistry - analytical, ad-
  vanced mathematics, and literacy.
  Dentist: Take care of and treats the teeth and associated
  oral structures. Dentists are concerned with tooth decay,
  diseases of the supporting structures (such as gums), faulty
  positioning of the teeth, and tooth replacements, as well as
  prevention of these problems. Specialized fields of dentistry
  include orthodontics (corrective dentistry) and periodon-
  tics (treatment of gum disease, such as gingivitis).  Base
  Skill:  35% + 5% per level of experience. A failed roll means
  that the teeth are not cleaned properly, or the root canal
  was not done correctly, or braces were improperly placed.
  Note: Specializing in a specific type of Dentistry such as
  orthodontics, will add +15% to the skill, but the overall
  Density skill stays the same.  The skill would be listed like
  this Dentist/Orthodontics: 40%/65%, if you are a first level
  character.
  Diagnostic: This doctor of medicine is a specialist in diag-
  nosing the causes of disease and illness.  He/she cannot
  actually treat patients although he/she may be able to sug-
  gest treatment.  His/her special skill is determining and
  locating the cause of a malady.  Emphasis on anatomy,
  physiology, immunology, pathology, and requires the ad-
  ditional skills of microbiology and chemistry.  The same
  conditions (and penalty) applies to incomplete study in this
  fields Listed under M.D.  A Ph.D. is required to practice.
  Requires: Math: Basic and Advanced, Literacy, Writing.
  Base Skill:  30% + 8% per level of experience.
  Doctor of Veterinary Medicine (DVM): The veterinarian
  is a trained animal surgeon capable of treating most com-
  monly domesticated animals.  Has knowledge in basic
  anatomy, physiology, body chemistry, and so forth.  How-
  ever, since he is not specializing on one particular animal,
  the information tends to be more broad, though still in
  depth.  When dealing with largely unfamiliar animals (such
  as animals not usually domesticated) a -25% penalty is
  imposed.  Alien creatures are even more difficult: -40 to -
  70%, depending on how strange/different they are.  The
  first number is the vet's ability to accurately diagnose the
  problem.  The second is the ability to treat.  Base Skill:  60/
  50% + 5% per level of experience.  Requires:  Biology, pa-
  thology, chemistry, advanced math, and literacy.
  
  32
  General Practitioner: or family doctor, is versed in clinical
  skills and most of the biological skills as listed under M.D.
  in the treatment and care of the human body. The major
  difference is the G.P. is not trained in the art of surgery. The
  same conditions for incomplete studies as listed under M.D.
  also apply to this category. Requires:  Math - Basic and
  Advanced, Chemistry - Pharmaceutical, Microbiology, Lit-
  eracy, Writing, and Diagnostic.  Base Skill:  30% + 8% per
  level of experience.
  Genetics Engineer:  Group of research techniques that ma-
  nipulate the DNA (genetic material) of cells in order to
  change heredity traits or produce biological products. The
  techniques include the use of hybridomas (hybrids of rap-
  idly growing cancer cells and cells that make amounts of
  desired antibody) to make monoclonal antibodies, gene
  splicing or recombinant DNA technique (in which the DNA
  of a desired gene is inserted into the DNA of a bacterium,
  which then reproduces itself, yielding more than a desired
  gene), and polymerize chain reaction (which makes copies
  of DNA fragments and is used in DNA Fingerprinting).
  Genetically engineered products include bacteria designed
  to efficiently break down oil slicks and industrial waste
  products, drugs (human and bovine growth hormones,
  human insulin, interferon), and plants that are resistant to
  diseases and insects or that yield fruits or vegetables with
  desired quantities. Because genetic engineering involves
  techniques used to obtain patents or human genes and cre-
  ate patentable living organisms, it has raised many legal
  and ethical issues.
    Questions have also been raised about the safety of re-
  leasing into the environment genetically altered organisms
  that might disrupt ecosystems. GM's remember there is a
  difference between the military use and the civilian use of
  Genetics Engineer. Please keep this in mind when the char-
  acters are using this skill.  Base Skill: 15% + 5% per level of
  experience.  Requires:  Biology, Botany, and Math: Basic
  and Adv.
  Holistic Medicine:  Training in the recognition, prepara-
  tion, and application of natural medicines usually made
  from whole plants and/or their parts (roots, leaves, fruit).
  The holistic doctor is basically a natural pharmacist and
  naturalist who creates drugs from vegetation and studies
  common ailments.  He can find and use plants to create
  salvs, balms, ointments, and lotions, to soothe burns, boils,
  rashes, and insect bites, reduce swelling, as well as create
  local anesthetics, and to heal wounds faster (twice as quick
  as normal).  Potions and tonics are created to settle upset
  stomachs, induce drowsiness, or hallucinations.  The indi-
  vidual can also make alcohol and poison (hemlock and
  mandrake for example).
    The student of herbology also has a good knowledge of
  plant lore and when and where to find healing plants, ed-
  ible fruit, roots, and bark, as well as how to use and/or
  avoid dangerous flora.  The character can also preserve
  foods and knows how to set and mend bones, bandage cuts,
  and suture cuts.
    Note:  Plants are seasonal and the right root or leaf may
  not be readily available in certain times of the year/sea-
  son, or may be found exclusively in remote regions.  Game
  master should use a certain amount of common sense and
  drama with this skill.  Base Skill:  20% + 5% per level of
  experience.  A failed roll means the treatment or concoc-
  tion did not work.
  Medical Doctor:  The medical doctor is a trained surgeon
  and has a doctorate in the medical sciences.
    Areas of training include: clinical skills, medical discipline,
  code of ethics, physiology (muscle, respiratory, blood, body
  fluids), pathology (diseases, their structure and function),
  rudimentary pharmacology (use, reaction, and interaction
  of drugs), laboratory skills, and techniques and methods
  of data collection.  The medical doctor (M.D.) is also a
  trained surgeon and has a basic knowledge regarding cy-
  bernetics.  This means the M.D. can remove and attach most
  cybernetic mechanisms (although at a penalty of -10%, and
  -40% on bionics).  Base Skill:  60/50% + 5% per level of
  experience.  The first percentage number is the doctor's
  ability to accurately diagnose the problem.  The second
  percentage number is the doctor's skill at successfully treat-
  ing the problem.  Requires:  Biology, pathology, chemistry,
  basic or advanced mathematics and literacy.
  M.D. in Cybernetics:  This doctor is a specialist in the sci-
  ence of cybernetics and a master surgeon.  The character
  has all the basic knowledge and requirements of the regu-
  lar M.D., although his diagnostic skills are nowhere near
  as honed, but is a specialist in surgery and the removal of
  limbs and internal organs and the surgical attachment of
  cybernetic replacements (artificial organs and prosthetics).
  He can also repair cybernetic prosthetics (if not too badly
  damaged).  Base Skill:  40/60% + 5% per level of experi-
  ence.  The first percentage number is the "Cyber-Doc's"
  ability to accurately diagnose and treat a non-surgical prob-
  lem/illness.  The second percentage number is the doctor's
  ability to perform complex surgery, remove and install all
  types of cybernetic organs and devices.  The cyber-doc can
  also work on bionic implants and systems but suffers a -
  15% skill penalty.  Bionic sciences is much more complex
  and machine oriented than cybernetics.
    Note:  An M.D. in Cybernetics can become a bionics sur-
  geon (M.D.B. in cybernetics) by selecting this cybernetics
  skill twice and electrical engineering (and must have all
  the M.D. requirements).  This will make him a master in all
  of the cybernetic and bionic sciences.  There is  now no pen-
  alty for installing bionics and there is a special bonus of
  +10% added to the character's surgery skill.  The M.D.B.
  can also repair, modify, design, and build bionic and cy-
  bernetic devices.  Game Master's Note:  One can not create
  a bionic implant in a garage.  The character will need ac-
  cess to a cybernetics or bionics laboratory to build or modify
  an artificial implant.  Even a high-tech medical facility will
  not have the necessary components to create a cybernetic
  or bionic mechanism, although it may have access to them.
  Medical - Juicer Technology:  This is a medical specialty
  dealing with the Juicer conversion.  Note:  A character needs
  this skill and an M.D. in Cybernetics or Medicine to install
  
  33
  the bio-comp and other Juicer implants.  This skill allows a
  doctor to supply the right drugs to a Juicer, recognize Juicer
  variants, and diagnose most Juicer side effects and syn-
  dromes.  Base Skill:  40% + 5% per level of experience.
  Medical Instruction:  The ability to instruct others in basic
  medical skills and the use of medical equipment.
    With this skill the character is familiar with and trained
  in, the style of mental and physical pedagogy (education).
  The character can instruct another individual or group in
  any skill they posse if it’s at least 60%.
    For every 10% of the base skill, there will be one weeks
  worth of training (ex.  If the base skill is 30%, then it will
  take three weeks for a trainee to learn.  A base skill of 45%
  will take four and a half weeks of training).  The trainee
  will receive upon completion of training, a base skill score
  in that skill if they successfully roll equal to or beneath the
  base skill number (ie. if the base skill is 56%, then after 5
  weeks, 6 days of instruction if they roll 56% or less then
  they have learned that skill).
    Should a trainee not pass the base skill roll then they roll
  one six side die (1D6) per week of training and that will be
  the number of additional hours of retraining before they
  can reroll and attempt to gain the skill.  For base skills with
  odd end numbers, round up.  If on the third try they still
  don’t pass, they are not eligible for that skill.
  Nurse:  Male or female, highly trained in the care of the
  sick and injured. Skills include: CPR, first aid, the adminis-
  tering of drugs, and medication; fundamental use of com-
  mon medical instruments and tools, knowledge of hospi-
  tal and clinical procedure, and a working knowledge of
  anatomy and physiology (enabling them to recognize/ in-
  terpret any symptoms of disease, drugs and laboratory
  tests). Requires:  Math - Basic and Advanced, Chemistry
  Pharmaceutical, Microbiology, Literacy, Writing and Diag-
  nostics.  Base Skill: 30% + 5% per level of experience.
  Paramedic:  An advanced form of emergency medical treat-
  ment which includes all first-aid techniques, the setting of
  broken bones, suturing of wounds, use of oxygen and emer-
  gency medical equipment, administering of drugs, knowl-
  edge of how to move a critically injured person, the removal
  of cybernetic prosthetics, and other life-saving techniques.
    A failed roll means the patient has not responded to treat-
  ment or that the treatment has been improperly adminis-
  tered.  Note:  For serious injury or coma, roll three times,
  consecutively, on percentile dice.  A roll of two successful
  out of three means the wound has been properly treated or
  that the patient's condition has been stabilized.  Failure
  means the patient's condition is unchanged.  Another char-
  acter can immediately attempt to apply medical aid or the
  same player can try again, but only after the character has
  spent six minutes for reexamination and/or concentration
  on the problem.  Base Skill:  40% + 5% per level of experi-
  ence.
  Parapsychology:  Study of paranormal or psychic phenom-
  ena not explainable by accepted principles of science. Mod-
  ern experiments have concentrated principally on Extra-
  sensory perception (ESP) and psychokinesis (mental influ-
  ence on physical objects). Scientists differ to the validity of
  the results.  Base Skill:  30% + 3% per level of experience.
  Pathology:  This branch of medicine deals with the nature
  of diseases, their cause and symptoms, and the functional
  and structural changes caused by disease.  Training includes
  anatomy, physiology, cell biology, manifestation of disease,
  tissue injury and repair, abnormal cell structure, metabo-
  lism, diagnosis of human diseases, tissue culture methods
  and applications, analysis of drugs in biological samples
  and laboratory research, investigative methods, and use of
  instruments and equipment.  Base Skill:  40% + 5% per
  level of experience.  Requires:  Biology, chemistry, and lit-
  eracy.
  Plastic Surgery:  The ability to manipulate a persons fea-
  tures, under surgery, to correct problems, or to create a
  whole new appearance.  Base Skill:  60% +  6% per level of
  experience.
  Psychiatry:  Branch of medicine concerned with the diag-
  nosis and treatment of mental disorders. Psychiatrists are
  licensed physicians who complete a three-year residency
  in psychiatry after their medical training.  Modern tech-
  niques such as psychotherapy and psychoanalysis can be
  traced to the pioneering work of Sigmund Freud, who
  turned to the behavior and emotional history of the patient
  for clues to his or her psychological disorder. Research has
  discovered that biological, genetic, psychological, and so-
  cial components contribute to many types of mental illness.
  This causal diversity is reflected in treatment, which may
  include the use of drugs that influence neurotransmitter
  functions in the brain, electroconvulsive therapy (ECT),
  psychotherapy, and behavior therapy. Base Skill: 30 + 5%
  per level of experience.
  Psychobiology: Study of anatomical and biochemical struc-
  tures and processes and their effect on behavior. It is closely
  related to physiological psychology. Areas of investigation
  include hormonal and biochemical changes in nerves,
  glands, and muscles, and how these changes influence de-
  velopment, emotions, and learning.  Base Skill: 45% + 5%
  per level of experience.
  Psychology: Science or study of the thought processes and
  behavior of humans and other animals in their interaction
  with their environment.  Psychologists study sensory per-
  ception, emotion and motivation, problem solving, use of
  language and other mental tasks group interaction, adjust-
  ment to social and physical environment, and the normal
  and abnormal development of these processes. The file is
  closely allied with such disciplines as anthropology and
  sociology in its concerns with social and environmental
  influences on behavior physics in its treatment of vision,
  hearing, and touch; and biology in the study of the physi-
  ological basis of behavior. Psychology encompasses a very
  broad range of specialties and approaches including be-
  haviorism; gestalt; neuropsychology, which studies the in-
  teraction of brain function and behavior; and clinical psy-
  
  34
  Medieval Civilization Skills (in terms of all
  Earth-based RPGs):
  Courtly Etiquette: Should a nobleman not take this skill
  they obtain it automatically at 20% + 3% per level begin-
  ning at level two. Conversely, they gain a +10% bonus if
  they take this skill consciously. A fundamental understand-
  ing of the manners of lords, ladies, and other royal figures
  chology, which focuses on the diagnosis and treatment of
  psychological problems. Base Skill: 30% + 5% per level of
  experience.
  Psycho-Therapy: This training deals with the principles,
  theories and evaluation of human behavior as they apply
  to psychology. Includes, analysis, understanding and treat-
  ment of emotional, mental, motivational, perceptual disor-
  ders; interaction of emotion, nervous system, sensory mo-
  tor mechanisms, personality assessment, alcoholism, drug
  addiction, and treatment.  Requires:  Math - Basic and Ad-
  vanced, Chemistry - Pharmaceutical, microbiology, Literacy,
  Writing and Diagnostics.  Base Skill:  30% +5% per level of
  experience.
  Sea Holistic Medicine:  Training in the recognition, prepa-
  ration, and applications of natural medicines derived from
  aquatic plants/seaweed and animals, including ink, blood,
  poisons and other secretions and chemicals.  This skill also
  includes the knowledge of where to find the necessary
  plants or animals, how to extract the necessary components
  and some knowledge of legends as they pertain to the heal-
  ing properties of the sea and sea animals.  Otherwise, the
  skill is fundamentally the same as the standard holistic
  medicine skill.  Note:  The standard skill does NOT include
  medicines derived from the oceans and seas, likewise, the
  sea holistic knowledge does NOT include most of the land
  herbs and plants (only a handful of the very most common
  and basic items).  Base Skill:  20% + 5% per level of experi-
  ence.  A failed roll means the treatment or concoction did
  not work.
  Specialist:  This is a doctor of medicine who specializes in
  one or two areas of study/medicine. General knowledge
  includes biology, anatomy, physiology and clinical/labo-
  ratory skills and instruments. Specific areas may include:
  Audiology (Sound/ hearing), biochemistry, internal medi-
  cine, neurology, neuro-surgery, obstetrics and gynecology,
  ophthalmology (muscle/ skeletal), otolaryngology (ear,
  nose, throat), pediatrics, physiology (internal organs),
  radiationoncology, and radiology. A PH D is required.  Re-
  quires: Math - Basic and Advanced, Chemistry - Pharma-
  ceutical, microbiology, Literacy, Writing and Diagnostics.
  Base Skill:   20% + 5% per level of experience.
  Surgeon: This person must study most of the same medi-
  cal areas as listed under the M.D., with an emphasis on
  anatomy, physiology, pathology and expert in surgical tech-
  niques.  This doctor of medicine is a specialist in surgery.
  The same conditions (and penalty) for incomplete studies
  as noted under M.D. also apply to this category.  A Ph.D. is
  required to practice.  Requires:  Math - Basic and Advanced,
  Chemistry - Pharmaceutical, microbiology, Literacy, Writ-
  ing and Diagnostics.  Base Skill:  30% + 5% per level of
  experience.
  Radiation Technology - Medical: This training includes a
  knowledge of radiation and its interaction with matter; use
  as a diagnostic tools (radiography, X-ray, fluoroscopy, mam-
  mography, topography, etc.), the physics of nuclear medi-
  cine with emphasis on imaging, radiation therapy, radio
  biology (interaction with cells) and a practiced familiarity
  with techniques, interpretation, and instruments. A master's
  degree is required for professional activities; incomplete
  studies in this area could provide a position as a radiologi-
  cal lab assistant.  Requires:  Math - Basic and Advanced,
  Microbiology, Literacy, Writing and Some Nuclear Physics
  as relating to this skill. Base Skill: 30% + 5% per level of
  experience.
  Toxicology:  This is a specialty in medicine that deals with
  poisons, venoms and toxins, their manufacture, composi-
  tion and antidotes.  This skill is useful for both healers and
  assassins.  A successful skill roll will help determine if poi-
  sons have been used on somebody and even the general
  type of poison/toxin used (a definite answer may require
  an autopsy and the forensics skill).  Base Skill:  40% + 5%
  per level of experience.  Requires:  Biology, chemistry and
  literacy.
  Veterinarian:  Prevention, diagnosis, and treatment of ani-
  mal diseases.  They usually specialize in either small ani-
  mals such as pets, or large animals, or such as horses and
  farm animals, and/or reptiles. This involves the anatomy,
  behavior, etc. of the specific type of animal that the veteri-
  narian is specialized in. The character will also know how
  to create antibiotics for certain animal diseases only.
    The veterinarian skill also gives the character specific
  knowledge about the behavior, habits, evolution, physiol-
  ogy, cells, anatomy, and genetics of animals. This knowl-
  edge enables the character to prepare antidotes for various
  diseases like rabies, venom from snakes, disarming skunks,
  etc. This knowledge enables the character to perform sur-
  gery, remove glands and sacs of poison or chemicals, pre-
  pare antidotes to poisons (from all reptiles and animals
  only) and the care, keeping, and medical treatment of wild-
  life animals, including bears, cougars, etc.  Base Skill:  35%/
  25% + 5% per level of experience. The first number is the
  character's general knowledge. The second number is spe-
  cific medical and scientific applications, including making
  antibodies to poison, capturing animals without killing
  them (+10 to hunt/kill), surgery (animals only; -60% on
  humanoids), and the care, keeping and medical treatment
  of animals. Note: -30% when dealing with alien and mu-
  tant life forms. Requires: Microbiology, Math - Basic and
  Advanced, Literacy, Writing and Chemistry Pharmaceuti-
  cal.
  
  35
  training and expertise. In the PFRPG, the individual O.C.C.
  will indicate which of the three applies to that occupation
  (general knowledge is most common). The ability to skip
  and/or upgrade to higher levels of ability is up to the GM
  in all other games, though I would suggest giving Cyber-
  Knights at least Knight level as a base. Each type of horse-
  manship has the following skills and areas of knowledge.
  The higher the skill percentage the better the skill or abil-
  ity. Note: To avoid being thrown from the horse when jump-
  ing, charging, kicking or performing some other difficult
  maneuver or trick, the character must roll under his per-
  centage to remain in the saddle and in control of his ani-
  mal.
  Ride & care of horses: The first percentile number indi-
  cates the character's riding ability and a fundamental
  knowledge of feeding, caring, and grooming of horses.
  Recognize quality/breed: The first percentile number
  also indicates the success ratio of recognizing the breed
  quality, age, strength, speed, health, and general at-
  tributes/ capabilities (race horse, workhorse, warhorse,
  etc.) of the animal.
  Breed horses: The second percentile number indicates
  the knowledge in the raising, breaking, training and
  breeding of horses. It includes shoeing horses, giving
  birth, and curing minor ailments and injuries.
  Jumping: The second percentile number also indicates
  the success ratio of NOT being thrown from the horse
  when jumping, charging, kicking or performing some
  other difficult maneuver or trick, character must roll
  under his percentage to remain in the saddle and in con-
  trol of his animal. Damage from being thrown off a horse
  is typically 1D6.
  Racing: The second percentile number also indicates the
  success ratio of maintaining control and getting maxi-
  mum speed while racing at full gallop. A failed roll means
  the horse runs quickly but 10% short of its maximum
  speed attribute. A successful roll not only means run-
  ning at maximum speed, but the rider can coax that little
  extra spirit and speed out of the animal. Once every four
  minutes, the rider can get the horse to kick into over-
  drive and run at 25% faster than its normal maximum.
  However, this speed can only be maintained for one
  minute at a time and cannot be done more than three
  times in a 15 minute period. Maximum running speed
  can be maintained for a period of minutes equal to the
  horse's P.E. attribute. Pushing the horse beyond its en-
  durance will cause it to slow down by 30% and after 4D4
  minutes, collapse from exhaustion (requires at least a half
  hour rest and light activity for another hour).
  Combat: All bonuses are in addition to other combat
  skills, weapon proficiencies, or attribute bonuses. Ap-
  plies to the rider, not the horse. The rider gains a combat
  advantage from the height and speed of being mounted.
  Horsemanship - General: Base Skill: 35%/20%+5% per
  level of experience.
  Combat: All bonuses are in addition to other combat
  skills, weapon proficiencies, or attribute bonuses. Ap-
  plies to the rider, not the horse. The rider gains a com-
  bat advantage from the height and speed of being
  is provided by this skill. This would extend to include the
  proper titles used in addressing people of importance, cor-
  rect introductions of oneself, and the basic functions of court
  procedures. Several times to "call" for rolls include filibus-
  tering, visiting another country's leaders, and when attend-
  ing an exclusive ceremony. Base Skill:  30 + 5% per level
  starting at level two.
  Falconry: The art of training and handling falcons and other
  birds of prey. The use of these animals is much more lim-
  ited than many fantasy gamer’s would believe. Falcons
  were used specifically for the entertainment of the rich and
  hunting game fowl. A standard hunt would entail a game
  bird (quail, pheasant, duck, etc.) being flushed out into the
  air by dogs, and the falcon released to strike it down. They
  were also used for catching small ground game, such as
  rabbits, but were not as god at this form of hunting as with
  birds.
     Players take note! For game purposes, let us presume that
  these avian predators can be trained to pursue and attack
  any "moving" target that they are directed at, then return
  to their master. In real life, this would be limited to natural
  prey for these animals, but for game play includes any tar-
  get pointed out by the controller. This means a falcon could
  be sent to fly in the face of an opponent and slash at him
  with its claws for up to two attacks per round before re-
  turning to its master. These birds respond to hand signals
  and whistles, and are trained to strike and return; little more.
  Under no circumstance can these birds fly alongside its
  master or follow even simple instructions - this is a dumb
  bird, not a dog with wings.
     Also note that falcons or any other uncaged bird cannot
  be taken into underground dwellings or inside buildings
  without panicking. This is one reason they are always
  blinded with a leather hood when not actually in use. An-
  other reason is that the instinctively attack any small, mov-
  ing prey and are easily startled. Furthermore, it is impos-
  sible to engage in combat with a falcon on one's wrist or
  shoulder without injuring the falcon or oneself.
     Trainers must roll two out of three successful rolls to suc-
  ceed in training their bird, after spending a month training
  the bird. Failure means the animal cannot be broken of bad
  habits and training is a general failure (no second attempt
  possible). Base Skill: 30%+5% per level of experience.
  Field Armorer: This is a somewhat simplistic version of a
  weapons engineer and assistant blacksmith. A competent
  field armorer can maintain, fix and modify medieval body
  armor (a successful roll and 1D4 hours of work with a black-
  smith facility restores 30% of lost S.D.C.) In addition, the
  field armorer can patch holes in metal armor or pots, ar-
  rows and arrowheads, sharpen blades, and make basic
  metal items (such as horseshoes, nails, spikes, chain links
  and simple rings). He can also deactivate, reset and fix
  simple mechanical traps.  Base Skill: 30%+5% per level of
  experience.
  Horsemanship
     There are three ranges of horsemanship skills: General,
  Knight, and Palladin. Each indicates a certain degree of
  
  36
  Military
  Armorer:  This is the ability to maintain, fix, modify,  and
  repair most body armor and armor plating.  With this skill,
  a character will be able to repair damaged Mega-Damage
  armor, and add armor to robots and vehicles.  Armor can
  be modified to have more M.D.C. than it had originally,
  but at -30%.  Even then, the armor will slow down the bot/
  vehicle tremendously.  The character can, however, repair
  damaged armor, patch holes, and reinforce modifications/
  weapon systems with M.D.C. housings.  Base Skill:  25% +
  5% per level of experience.  Requires:  Mechanical engi-
  neer, basic math, basic electronics, literacy.
  Arsenal - Creating:  This gives the character the ability and
  knowledge of making weapons. This knowledge can be
  used to create new weapons and modify weapons. The
  character must be able to have access to an environment
  that is suitable for making the weapon. This skill adds a +1
  to all weapons created plus normal for that weapon cat-
  egory.  Base Skill: 35 + 5% per level of experience.
  Arsenal - Reloading:  This gives the character the knowl-
  edge to reload weapons that have been chosen in their W.P.
  They can fire more rounds and reload their weapon, before
  mounted.
  +1 to parry or dodge while on horseback.
  Inflicts +1D4 to damage when on horseback.
  Charge attack (running horse) with a lance, pole-arm or
  spear: +1D6 damage.
  The attacker must roll under the second percentile num-
  ber to avoid being dismounted. Charge attacks count
  as two melee actions/attacks.
  Horse attack: This indicates that the rider is skilled
  enough to remain saddled while he attacks and has his
  horse rearing or kicking in simultaneous attack (roll
  under second percentile number). Damage from the
  kick of a horse will vary with the size and breed of the
  animal: generally 2D6 from the front legs and 4D6 from
  the rear legs.
  Horsemanship - Knight: Base Skill: 40%/30%+5% per
  level of experience.
  Combat: All bonuses are in addition to other combat
  skills, weapon proficiencies, or attribute bonuses. Ap-
  plies to the rider, not the horse. The rider gains a com-
  bat advantage from the height and speed of being
  mounted.
  +1 on initiative when on horseback.
  +1 to roll with fall or impact when knocked from a horse.
  +2 to parry or dodge while on horseback.
  Inflicts +1D6 to damage when on horseback.
  Charge attack (running horse) with a lance, pole-arm or
  spear: +2D6 damage.
  The attacker must roll under the second percentile num-
  ber to avoid being dismounted. Charge attacks count
  as two melee actions/attacks.
  Horse attack: This indicates that the rider is skilled
  enough to remain saddled while he attacks and has his
  horse rearing or kicking in simultaneous attack (roll
  under second percentile number). Damage from the
  kick of a horse will vary with the size and breed of the
  animal; generally 2D6 from the front legs and 4D6 from
  the rear legs.
  Horsemanship - Palladin: Base Skill: 45%/40%+5% per
  level of experience.
  Combat: All bonuses are in addition to other combat
  skills, weapon proficiencies, or attribute bonuses. Ap-
  plies to the rider, not horse. The rider gains a combat
  advantage from the height and speed of being
  mounted.
  +1 on initiative when on horseback.
  +2 to roll with fall or impact when knocked from a horse.
  +2 to parry or dodge while on horseback.
  Inflicts +6 to damage when on horseback.
  Charge attack (running horse) with a lance, pole-arm or
  spear: +3D6 damage.
  The attacker must roll under the second percentile num-
  ber to avoid being dismounted. Charge attacks count
  as two melee actions/attacks.
  Horse attack: This indicates that the rider is skilled
  enough to remain saddled while he attacks and has his
  horse rearing or kicking in simultaneous attack (roll
  under the second percentile number). Damage from the
  kick of a horse will vary with the size and breed of the
  animal; generally 2D6 from the front legs and 4D6 from
  the rear legs.
  Heraldry: A surprising number of players have inquired
  about heraldry or coats of arms, so we include a brief de-
  scription courtesy of Michael Kucharski:
     The heraldry skill is really two-fold. First, it offers politi-
  cal knowledge regarding ruling governments/powers,
  kingdoms and royal families. The heraldry symbols are
  often genealogical and political stamps that can reveal a
  great deal to those familiar with world politics and politi-
  cal intrigue. Such emblems can reveal at a glance what king-
  dom the wearer represents, his royal family, social status,
  reputation, military strength, wealth, etc.
     The second is the ability to correctly create (or devise) or
  blazon a heraldic mark in accordance to the rules of the
  land and court. Punishment for stealing or forgery of
  another's insignia can be quite severe, and can lead to
  lengthy imprisonment, torture, or death at the hands of an
  irate noble, knight or royalty. Base Skill: 15%/20%+5% per
  level of experience. The first number indicates the
  character's ability to recognize and interpret the political
  significance of a coat of arms (as described above). The sec-
  ond number indicates the character's ability to recognize
  whether the emblem is correctly emblazoned, as well as to
  make a proper coat of arms himself (as described below).
  Add a +5% bonus if the character also has the intelligence
  skill.
  
  37
  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 now only takes four 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
  Weapon Range Penalties:
  •For targets between 50%-75% of the weapons range,
  there is a -1 to strike.
  •For targets between 75%-90% of the weapons range,
  there is a -2 to strike.
  •For ranges above 90% of the weapons range there is a
  -4 to strike.
  This takes into account for the effects of the environment
  on the shot (wind, gravity, etc).
  Sight Penalties:
  •For every 500 ft. away from the target there is a -1 to
  strike (any scope or sight modifiers are added after
  this).
  The reason for that is at long range the target will be harder
  to see.  Note:  All bonuses and penalties are accumulative.
  Defense Systems:  Since the climate of space is somewhat
  hostile, every large base (including all orbital stations, the
  moon bases, asteroid outposts and even some large ships)
  is equipped with systems designed to detect and, if neces-
  sary, destroy incoming ships or attacks.
    A character with the defense systems skill will have a full
  understanding of the defenses of their home station.  They
  will know how it works, how to arm, aim and fire the weap-
  ons, and how to repair the system in case of damage.  They
  will also have a rough knowledge of the systems used by
  the other stations, which may help them evade detection
  or destruction, or even to work out how to destroy the
  enemy's defenses in a raid; +1 to strike bonus when using
  cannons and their likes.  Base Skill:  30% + 5% per level of
  experience.
  Demolitions:  Provides the person with an advanced
  knowledge in the use and workings of explosives and deto-
  nation devices for the purpose of blowing up bridges, build-
  ings and sabotage.  This includes all types of explosives
  such as mines, dynamite, plastics, nitro, blasting caps, etc.
  It also includes a basic understanding of the strategic place-
  ment of mine and booby traps.  This will increase a
  character's awareness of suspicious rope, string and wire.
  GM's remember there is a difference between the military
  use and the civilian use of explosives and their functions.
  Please keep this in mind when the characters are using this
  skill.  Note:  Any and all training is done on land, and the
  penalty for try an explosive underwater without the Un-
  the melee is over in time to fire again.  Base Skill: 40 + 5%
  per level of experience.
  Assassination Techniques:  This skill includes the ability
  to calculate drop and wind resistance when firing a weapon
  from long ranges. On a successful roll, the character gains
  +3 to strike and automatically hits the enemy at a key place
  in the head or heart and counts as a "point blank" shot (see
  page 17 of Rifts Conversion Book 1 for details). On an un-
  successful roll, the character is -3 to strike and normal dam-
  age is inflicted. Each use of this skill counts as a melee at-
  tack.  Base Skill:  25% + 3% per. level of experience. Note:
  Not applicable to energy weapons.
  Camouflage:  The skill of concealing a fixed base position,
  vehicle, bot, equipment or individual, using natural or ar-
  tificial materials.  A fair amount of time is involved in the
  preparation of larger position.  Large cargo nets, cut
  branches or underbrush are used most often in camouflage.
  This skill is also used to conceal traps.  Base Skill:  20% +
  5% per level of experience.
  Combat Sniper:  This is a advanced sniper skill. It costs
  two other skill selections to get and has to be gotten sepa-
  rately 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 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.
    To be effective the would-be sniper must be in place and
  the weapon must be steady.  This means the sniper cannot
  be standing up, on a moving vehicle, etc.  Being well con-
  cealed is also a very, very good idea if you want to live.
    Once all this is taken care of, the sniper must prepare to
  take the shot.  This is a process of checking the wind, lis-
  tening to your surroundings, focussing, controlling breath-
  ing, etc.  For true professionals, it's almost a state of medi-
  tation.  The time spent in this preparation determines how
  effective the shot is, if it hits.
    It also takes a minimum of four melee rounds (60 secs.) to
  get prepared to take a shot.  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.
  Preparation Time:
  •less than 4 melee rounds (rushed, hardly any prep
  time):  -3 to strike, damage as per normal for weapon
  •5 melee rounds -> 4 minute (minimum time for a de-
  cent shot):  +2 to strike, damage is maximum for
  weapon (3d6 = 18, 1d4x10 = 40, etc.)
  •5 minutes -> 10 minutes (good prep time):  +4 to strike,
  damage is maximum x 2
  •greater than 10 minutes (optimum prep time, sniping
  at it's best - one shot, one kill):  +6 to strike, damage is
  maximum x 3
  Requires:  Camouflage and Prowl.
  Bonuses:
  
  38
  derwater: Demolitions Skill is -30%.  That's right this skill
  is separate from the Underwater: Demolitions skill.  In or-
  der to stop or disarm an explosive, you need Demolitions:
  Disposal.  Base Skill:  60% + 3% per level experience. A
  failed roll means a dud; no explosion.
  ␣ ␣ A
   reminder that skill also includes the his/her level of
  familiarity with explosive devices and his/her recognition
  and diagnostic abilities concerning them.  It also includes
  his/her proficiency in the use and activation of explosives.
  If a character does not roll under his proficiency when at-
  tempting to diagnose a problem he/she will have no idea
  what's wrong or how to fix it.  If he/she fails to success-
  fully arm an explosive device the following possibilities
  will occur (without the characters knowledge).  Roll per-
  centile dice.
  01 - 14 Device is damaged will not explode; needs repair.
  15 - 29 Device is not armed, but undamaged (can be tried again).
  30 - 49 Device will explode in half the time set.
  50 - 74 Device will explode in twice the time set.
  75 - 91 Device will explode in 60 seconds.
  92 - 00 Explodes Instantly!
  ␣ ␣ The time r
  equired to build an explosive device depends
  upon the materials on hand.  Homemade bombs take sev-
  eral hours to build, while commercial demolition equip-
  ment can be put together in 20 minutes.  Activation requires
  just a few seconds and can be controlled by timing or radio
  devices.
  Demolitions - Creating:  This skill gives the character the
  ability and knowledge of how to make a bomb of all sorts
  and how to use that bomb. Only restrictions can not make
  a nuclear bomb without a I.Q. of  24, unless taught to the
  character even then they have a 0-45% chance of having it
  malfunction or blow up before it is finished doing three-
  fourths the normal damage.  Requires:  Must  have arse-
  nal creating and a minimum I.Q. of 20.  Base Skill: 40% +
  5% per level of experience.
  Demolitions - Disposal (or Explosive Ordnance Dis-
  posal):  This skill enables the character to safely defuse
  unexploded mines, bombs, explosive booby traps, dud ar-
  tillery rounds, dud explosive charges, or any explosive
  devices not of his/her own design.  Note:  Any and all
  training is done on land, and the penalty for try an explo-
  sive underwater without the Underwater: Demolitions Dis-
  posal Skill is -30%.  That's right this skill is separate from
  the Underwater: Demolitions Disposal skill.  In order to
  have an understanding of an explosive, you need Demoli-
  tions.  Requires: Demolitions.  GM's remember there is a
  difference between the military use and the civilian use of
  explosives and their functions.  Please keep this in mind
  when the characters are using this skill.  Base Skill:  60% +
  3% per level of experience.  A failed roll means the item
  has exploded without warning.
  ␣ ␣ A
   reminder this indicates the character's ability to disarm/
  deactivate an explosive device not of his/her own construc-
  tion.  The results of an unsuccessful attempt at disarming a
  bomb are as follows:  (roll percentile dice)
  01 - 26 No effect; still armed try again.
  27 - 39 Will explode in half the remaining time.
  40 - 55 Will explode in 60 seconds.
  56 - 78 Will explode in 30 seconds.
  79 - 00 Explodes Instantly!
  ␣ ␣ The time r
  equired to disarm an explosive device varies
  with the type and condition involved.  Maximum attempts
  possible, unless blown up, is one try every 30 seconds/two
  melees.
  Find Contraband, Weapons & cybernetics:  The character
  with this skill knows where to find arms dealers, smug-
  glers, body ship-shops, M.O.M. and Juicer conversions,
  criminal cyber-docs and illegal medical treatment, as well
  as how to spot them. He is also familiar with their prac-
  tices, hang-outs, gang or criminal ties, general practices,
  code of conduct, pricing structures and modes of opera-
  tion.  Likewise, the character has a good idea of what Black
  market weapons and cybernetics should cost and what
  these people pay for contraband items (typically about 20%
  of what they sell it for).  the character also knows the pen-
  alty of  being caught with an illegal weapon, implant or
  bionics.  For most societies, any M.D. weapons, concealed
  weapons and sidearms are forbidden inside large popula-
  tion centers.
    This skill is especially appropriate in the modern cities of
  Rifts Japan, as well as in large cities of the Coalition States,
  the NGR, Atlantis, and other large, modern cities.  Base
  Skill:  26% + 4% per level of experience.  Note:  This skill
  should be considered a separate skill apart from streetwise.
  Field Armorer: This is a somewhat simplistic version of a
  weapons engineer and assistant blacksmith. A competent
  field armorer can maintain, fix and modify body armor (a
  successful roll and 1D4 hours of work with a blacksmith
  facility restores 30% of lost S.D.C.). In addition, the field
  armorer can patch holes in armor or metal pots, make ar-
  rows and arrowheads, sharpen blades/weapons, and make
  horseshoes and basic metal items (including nails, spikes,
  chain links, simple rings and horseshoes). He can also de-
  activate, reset and fix simple traps (roll for each attempt).
  Base Skill: 30% + 5% per level of experience.
  Fortification: This is the skill of designing and building
  defensive fortifications suitable for modern mega-damage
  combat. If provided with the time and materials, the char-
  acter can greatly increase the defensive value of natural
  terrain with murderous defenses that include obstacles to
  impede movement and protective structures to shield
  friendly forces from enemy fire. The character is trained to
  prepare mine fields, barbed wire, tank obstacles, tanglefoot
  wire, booby traps, trenches, tank ditches, foxholes/shell
  scrapes, reinforced concrete or earthen walls, bunker com-
  plexes, rail gun/mortar emplacements, tunnel systems and
  similar defensive constructions. Base Skill: 30% + 5% per
  level of experience.
  ␣ ␣ Even with the advent of mega-damage warfar
  e, the old
  standby fortifications listed above have useful applications.
  Obstacles like ditches and mine fields slow the advance of
  'bots, infantry and tanks, exposing them for longer periods
  to defending firepower. Earthen walls and foxholes made
  from S.D.C. materials still afford soldiers some protection
  and can disperse energy blasts or deflect shrapnel from
  explosives. If these protective structures are built with
  
  39
  mega-damage concrete and alloys, they provide defenders
  with as much protection as any robot vehicle or tank!
  Military Construction Engineer:  This is the ability to de-
  sign permanent or field expedient roadways, drop zones,
  buildings, bridges, water mains, and reservoirs.  The char-
  acter will also know how to use the construction vehicles
  required for the above projects (ex. bulldozers, forklifts,
  cranes, graders, scrapers, dump trucks, rollers, and so on).
  Base Skill:  40% + 5% per level of experience.
  Military Engineer: This branch is concerned with the ap-
  plication of the engineering sciences to military purposes.
  It is generally divided into permanent land defense and
  field engineering. In war, army engineer battalions have
  been used to construct ports, harbors, depots, and airfields.
  Military engineers also construct some public works, na-
  tional monuments, and dams. Military Engineering has
  become an increasingly specialized science, resulting in
  separate engineering subdisciplines such as ordnance,
  which applies mechanical engineering to the development
  of guns and chemical engineering to development of pro-
  pellants, and the Signal Corps, which applies electrical en-
  gineering to all problems of telegraph, telephone, radio, and
  other communication.  Base Skill:  35% + 5% per level of
  experience.
  Military Etiquette:  This skill grants a basic understanding
  of the way the military works.  It includes basic rules of
  behavior (when to salute, how to address superiors/sub-
  ordinates, etc.) as well as how to deal with military bureau-
  cracy, who to contact to get things done, and other useful
  information.   A character with this skill will have a good
  idea of how matters are handled in military bases and fa-
  cilities, from the setting of watches to where to get live
  ammo (actually getting the ammo is a different matter al-
  together, of course).  Base Skill:  35% + 5% per level of
  experience.
  Military Instruction:  There is a difference between how
  those in the civilian world are taught, and how those in the
  military are taught.  With this skill the character is familiar
  with and trained in, the style of mental and physical peda-
  gogy (education).  The character can instruct another indi-
  vidual or group in any skill they posse if it’s at least 60%.
      For every 10% of the base skill, there will be one weeks
  worth of training (ex.  If the base skill is 30%, then it will
  take three weeks for a trainee to learn.  A base skill of 45%
  will take four and a half weeks of training).  The trainee
  will receive upon completion of training, a base skill score
  in that skill if they successfully roll equal to or beneath the
  base skill number (ie. if the base skill is 56%, then after 5
  weeks, 6 days of instruction if they roll 56% or less then
  they have learned that skill).
      Should a trainee not pass the base skill roll then they roll
  one six side die (1D6) per week of training and that will be
  the number of additional hours of retraining before they
  can reroll and attempt to gain the skill.  For base skills with
  odd end numbers, round up.  If on the third try they still
  don’t pass, they are not eligible for that skill.
  Navel/Marine Engineer: Engineers who have the overall
  responsibility for designing and supervising construction
  of ships are called navel architects. The ships they design
  range in size from ocean going super tankers as much as
  1300 feet long to small tugboats that operate in rivers and
  bays. Regardless of size, ships must be designed and built
  so that they are safe, stable, strong, and fast enough to per-
  form the type of work intended for them. To accomplish
  this, a navel architect must be familiar with the variety of
  techniques of modern shipbuilding, and must have a thor-
  ough grounding in applied sciences, such as fluid mechan-
  ics, that bear directly on how ships move through water.
  ␣ ␣ Marine engineering is a specialized branch of mechanical
  engineering devoted to the design and operation of sys-
  tems, both mechanical and electrical, needed to propel a
  ship. In helping the navel vessel architect design ships, the
  marine engineer must choose a propulsion unit, such as a
  diesel engine or geared steam turbine, that provides enough
  power to move the ship at the speed required. In doing so,
  the engineer must take into consideration how much the
  engine and fuel bunkers will weigh and how much space
  they will occupy, as well as the projected costs of fuel and
  maintenance.  Base Skill:  30% + 5% per level of experi-
  ence.
  Naval History: is a basic historical knowledge of the oceans
  and seas of Rifts Earth and the beings that travel on and
  below them. The base skill percentage indicates the approxi-
  mate degree of information the character has learned or
  can remember accurately about the oceans and seas, or
  various aquatic creatures and beings.  Base Skill:  30% +
  5% per level of experience.
  Naval Tactics: A basic understanding of the "military doc-
  trine" of the navy in question (CS, Free Quebec, NGR,
  Nemo's New Navy, freebooters, etc.; each is a little differ-
  ent) and the naval military in general. It includes preferred
  methods of fighting (on both small scale engagements or
  full battles), seaman do's and don'ts, ship weapon systems,
  ship and naval power armor recognition, naval combat,
  strategies and tactics, and other basic naval procedures,
  military methods and operations.
    In combat, a successful tactics roll will reveal the obvious
  and/or some hints as to the best way to approach a poten-
  tial combat situation (like recognizing a potential attack
  because torpedo tubes are open, the best way to impair or
  scuttle a ship, ideal targets, evasive maneuvers, etc.). Oth-
  erwise a successful roll will determine an accurate recogni-
  tion of a naval vessel, use or reading of naval weapon sys-
  tem, proper execution of a naval tactic or maneuver, and
  proper procedure.  Base Skill:  30% +5% per level of expe-
  rience.
  Nuclear, Biological & Chemical Warfare (NBC):  This is
  the knowledge of safety precautions to protect oneself and
  other from the effects of nuclear, biological or chemical
  warfare, waste and contamination. The character is also
  knowledgeable in the safe handling and "clean-up" and
  containment of such hazardous materials.  Base Skill:  35%
  
  40
  + 5% per level of experience.
  Paired Weapons:  This training involves a particular type
  of hand to hand fighting technique. This training is reserved
  for special military personnel and is in the use of training
  the character to use two weapons at once with a deadly
  accuracy. This only applies to the Ancient W.P.'s, but adds
  an additional attack to the characters arsenal. The charac-
  ter will be able to fight with one arm and defend with an-
  other without the loss of attacks. In other words the char-
  acter will can attack and parry in one attack, instead of us-
  ing two separate attacks to achieve the same results. The
  advantage is that the character while parrying an attack
  can him/her self attack the character he/she is parrying.
  Where a normal character can not do such a thing with out
  calling a simultaneous attack and even then both charac-
  ters connect with their blows.
  Parachuting:  The skill of parachuting includes the meth-
  ods, procedures and techniques of parachuting, packing
  the chute, skydiving techniques, precision landing, land-
  ing without injury, and practice of jumping from a high
  altitude aircraft.  The advantage of parachuting is secrecy,
  since the trooper' insertion into enemy territory is silent
  and often goes unnoticed.  The following three methods
  are the ones most commonly used by modern paratroop-
  ers:
  High-Altitude-High-Opening (HAHO):  jumps take
  place form a height of 25,000 to 30,000 ft.  As the para-
  troopers drop they travel laterally to the desired drop
  zone (DZ) where they wish to land.  This technique is
  used to "throw off" enemy units since they will prob-
  ably search for paratroopers directly beneath the path
  of the aircraft.
  High-Altitude-Low-Opening (HALO)  operations also
  begin at 25,000 to 30,000 ft but the paratrooper does
  not pop the chute until an altitude of 4,000 ft, or even
  less.  The jump takes place so rapidly that there is little
  chance for the paratroopers to be viewed after the
  chutes open.
  The most dangerous method is Low-Altitude-Low-
  Opening (LALO) drops.  The jump is made at the mere
  height of 300 to 500 ft.  If there are any complications (a
  failed roll) the paratrooper is likely to be injured (bro-
  ken bones) or killed (30% chance)!  Even if the jump
  goes without a hitch, there is a 20% chance of taking
  6D6 S.D.C. from an awkward landing, even if wearing
  M.D. armor.
    Failure on a parachuting roll indicates that there are com-
  plications somewhere along the jump.  This might mean
  an improperly packed chute, tangling of lines, etc.  On a
  high altitude jump, the character gets a second roll for their
  reserve chute.  If the second roll also fails then the charac-
  ter falls to his death!  There is not enough time on a low
  altitude drop to use a reserve chute, so a failed roll means
  the character hits the ground (humans die!) without a sec-
  ond chance.  Parachuting can be selected as a Military or
  Pilot Related skill.  Base Skill:  40% + 5% per level of expe-
  rience.
  Radiation Technology - Military: This includes knowledge
  of safety regulations, practices and procedure; radiological
  physics, interaction with matter, radioactivity and charac-
  terization and development of neutron beams and heavy
  particles for use in combat/weapons. In experimental
  stages of research, the ion beam is the only success thus far
  in use of energy as a weapon (laser is amplified light). Re-
  quires: some form of Nuclear physics, Base Skill: 30% +
  5% per level of experience.
  Recognize Weapon Quality:  The ability to determine the
  level of a weapon's quality, including craftsmanship,
  weight, balance, edge, metal strength and so on. The char-
  acter can also recognize if the weapon is crafted by a dwarf,
  kobold or other master weapon smiths, and if it may have
  bonuses to strike, parry or damage, or other special (magic)
  properties. Although the person may be able to tell that a
  weapon is superbly crafted, with bonuses, it is impossible
  to determine exactly what these bonuses are until used in
  combat or intense practice.
  ␣ ␣ In modern times it gives the ability to accurately deter
  -
  mine a weapon's durability, reliability and quality by physi-
  cally examining it. This includes knowing which manufac-
  turers are reputed to make the best weapons, the ability to
  recognize damage or signs of misuse, modifications/
  customization or wear and tear, whether the weapon can
  be made as good as new with a little repair work and/or
  cleaning, whether it is a cheap (or quality) "knock-off"
  (copy/imitation), and so on. The character can also recog-
  nize if the weapon is stolen (serial numbers filed away, etc.),
  new, old and if it has any other special features or proper-
  ties as well as knowing what the fair price should be.  Base
  Skill:  25% + 5% per level of experience.  Note:  Reduce the
  skill ability by half if the item is not actually handled (seen
  but not touched/examined).
  Ship-to-Ship Combat:  This is the specific skill of flying a
  spacecraft in combat.  While the Pilot Spacecraft: advanced
  skill lets a character fly in these situations, this skill allows
  the pilot to use a ship's weapons and defense systems at
  the same time.  The character also understands the theory
  and tactics of  spatial dog-fighting, rather than relying on
  good instinct.  If, during combat, a character with this skill
  is only operating a ship's weapons systems, then they re-
  ceive a +5% modifier to all ship combat moves and +1 to
  strike and dodge.  Base Skill:  25% + 5% per level of expe-
  rience.
  Siege Engineer: This is the knowledge of designing, repair-
  ing and properly using siege weapons.  This is reflected by
  the first percentile number.  With the proper siege weap-
  ons, the character can direct a siege against a castle or fort.
  The second percentage is the characters skill in countering
  a siege by anticipating an opponents strategies and tactics.
       A successful roll indicates that the construction, repair,
  siege or counter tactics meets with positive results.  A failed
  roll results in problems that lead to failure.  Base Skill: 20/
  10% + 6% per level of experience.
  Sniper:  This skill represents special training in long range
  
  41
  Physical
  Acrobatics:  Aerial feats of agility and strength, such as
  walking tightrope, high wire, trapeze, and stunts performed
  above the ground.  Other physical abilities include, rolls,
  somersaults, leaps and falls.
  Provides the following abilities:
  60% + 5% per level - Sense of Balance
  60% + 5% per level - Walk Tightrope or High Wire
  80% + 2% per level - Climb Rope
  40% + 4% per level - Climbing (or adds a bonus of +15% to climb
  skill)
  60% + 5% per level - Back Flip
  30% + 5% per level - Prowl (or adds a bonus of +10% to Prowl skill)
  +2 to Roll with Punch/Fall, +1 to P.S., +1D4 to P.P.
  +1 to P.E.+1D6 to S.D.C.
  Leap four feet high and five feet long, plus 2 feet per level.
  Fearless of Heights.
  Aerobics: Training to increase physical endurance, body
  toning, and weight loss. Provides the following:
  +1 to roll with punch or fall
  +1 to P.P.
  +3 to P.E.
  rifle firing and marksmanship.  Only rifles that can be made
  to fire a single round or blast can be used for snipering (no
  automatic/multi-firing rifles).  Adds a bonus of +2 to strike
  on an aimed shot.
  Strategy/Tactics:  This is part of the training given to com-
  bat soldiers and officers, and includes a basic understand-
  ing of the "military doctrine" of the army in question, in-
  cluding preferred methods of fighting (on both a small scale
  engagement or a full battle), "do's and don'ts," guerrilla
  warfare, and other basic military methods.  A successful
  strategy/tactics roll will reveal some hints as to the best
  way to approach a potential combat or military situation,
  like recognizing potential attack/retreat areas, getting good
  fields of fire, recognizing a good location for a crossfire or
  booby trap, etc.  Base Skill:  30% + 5% per level of experi-
  ence.
  Torturing Tactics: Training in the questioning and torture
  of prisoners, this skill includes placing wood under finger-
  nails, use of the rack, and a very general knowledge of
  medical procedures (+5% to First Aid). Three successful rolls
  will extract a bit of information, but three consecutive, un-
  successful checks will result in death of the prisoner (with
  no save vs. death)! All patients will die after 3d4 days of
  intense torture (around eight rolls can be made every day).
  Base Skill: 40 + 5% starting at level two.
  Trap Construction:  Training in the design and application
  of traps and mines used in anti- personnel and defense tac-
  tics. With readily available materials and simple tools, in-
  cluding shovels, knives, sticks, wire and rope, the charac-
  ter can build fiendish traps. Any who would scoff at the
  effectiveness of traps in modern mega-damage combat
  should reconsider. While traps may not damage M.D.
  equipment, unless the trap is augmented with explosives
  (requiring the Demolitions skill), simple pits can hamper,
  even immobilize, troops and robot vehicles by making them
  unable to climb out (will earth walls support the weight of
  a several ton robot trying to climb out? Not likely). Other
  traps can be used as alarms (triggering flares, video cam-
  eras, or simply producing noise), or even as diversions to
  distract the enemy while the character escapes.
       The greatest drawback of traps lies in the amount of time
  required to prepare them. It can take hours to prepare rock
  slides, large pits, etc., even with heavy equipment. But, even
  this time can be shortened with help from others, as only
  one character needs the skill, in order to successfully direct
  others in the traps' construction. Ingeniously prepared traps
  can, and often do, shift the advantage of a battle to the side
  that prepared the field for combat. See the Appendix for
  examples of most common types of traps. Base Skill:
  20%+4% per level of experience.
  Trap/Mine Detection:  Knowledge of the strategic place-
  ment of booby traps and mines, the tell-tale trademarks
  and indications of traps and mines, how to avoid them,
  and the use of mine and explosive detection equipment.
  The character has been trained to watch for suspicious ob-
  jects, dirt mounds, trip wires and camouflaging materials
  that may denote the presence of a trap. Simple snare traps
  and trip wires can be easily disarmed by the character, but
  the demolitions disposal skill is required to disarm mines,
  explosives, or complex traps. Base Skill: 20%+ 5% per level
  of experience for detecting by visuals alone. Add +50%
  when using special detection equipment to locate mines or
  explosives, +10% if the trap isn't a mine or explosives, but
  uses metal (such as a trip wire) Note: See the Rifts World
  Book 11 description of this skill for use of some Dog Boy
  types to sniff out traps.
  Underwater Demolitions:  Fundamentally the same basic
  skills and training as demolitions, but with an emphasis
  on using explosives in an underwater environment, includ-
  ing underwater techniques, area affect, sound wave dam-
  age, different types of explosives , as well as arming, dis-
  arming and repairing torpedoes  and depth charges.  Base
  Skill:  56% + 3% per level of experience.  Note:  Any char-
  acter with the demolitions skill can use explosives under-
  water, but is -10%.
  Weapons Specialist:  This is a somewhat simplistic ver-
  sion of the weapons engineer as it applies to infantry weap-
  ons.  A competent weapons specialist character can main-
  tain, fix, modify, mount, reload/charge ammunition, and
  figure out most small arms.  They can repair all types of
  pistols and rifles, adjust targeting sights, use optical en-
  hancements, reload missiles and ammo drums, recharge
  E-clips, install/ mount a rail gun or machinegun on a ve-
  hicle, and even fix most small robot and bionic weapons
  like forearm blasters and retractable blades.   Base Skill:
  40% + 5% per level of experience.
  
  42
  ness when fighting under starlight (characters without the
  skill normally only suffer half of the normal penalties). Also
  when dealing with invisible opponents, the character only
  suffers half the normal penalties. To receive these benefits
  the player must roll under the blind fighting skill percent-
  age. Also the character has a chance of detecting the pres-
  ence of an invisible creature, equal to half the skill profi-
  ciency. Base Skill: 10% + 5% per level of experience.
  Body Building:  The building of muscle tone and body
  strength through weight lifting and exercise.  Provides the
  following.
  +2 to P.S.,  +10 on S.D.C.
  Boxing:  Classic art of fighting with fists.  Training helps
  build the body and reflexes.  Skilled boxers will Automati-
  cally Knockout opponents on a natural twenty for 1D6
  melee rounds.  Unlike normal Knockout/Stun this does
  NOT have to be declared before the strike roll.
  One additional attack per melee.
  +2 to Parry/Dodge
  +2 to Roll with Punch/Fall
  +1 to P.E., +1D4 to P.S., +3D6 to S.D.C.
  Climbing:  Knowledge of the tools and techniques for
  climbing up sheer surfaces.  Players should roll once for
  every 20 ft of a vertical climb.  Every "skilled" climber gets
  a second roll to recover his/her hold.  Base Skill:  50% +
  8% per level
    Rappelling is a specialized, rope climbing skill used in
  descending from helicopters, scaling walls, and cliff fac-
  ings.  For game purposes, rappelling will include ascend-
  ing and descending climbs.  Minimum base effectiveness
  is 30% + 5% per level of experience.  A failed roll means a
  slip or fumble; roll again to regain hold or fall.  Provides
  the following:
  +1 to P.S., +1 to P.E., +1D6 to S.D.C
  Damage from Falls 1D6 from a 10 foot height plus 1D6
  for each additional 10 feet of height, or fraction there
  of.
  Deadball:  This sports skill concentrates on dodging tech-
  niques, reaction speed, and general athletic abilities.  A char-
  acter with this skill automatically knows the Deadball
  Weapon Proficiency and game rules.
  +1 on initiative
  +1 to dodge
  +1 to roll with fall or impact
  +1D6 to Spd., +2D4 to S.D.C.
  Fencing: The ancient arts of Hand to Hand Weapons are
  learned from fencing teachers. This includes not only Olym-
  pic-style fencing with foil, epee or saber, but also Kendo
  (use of the Samurai sword) and other weapons. Adds a
  bonus of + 1 to strike and parry when combined with W.P.
  Sword. Note: Paired Weapons is a separate skill. See the
  W.P. Tables in the Combat Section for details.
  Forced March: Practiced training in uniform marching with
  a full field pack and weapons. The marching is done at an
  Arm Wrestling:  Distractions... need to beat the other guy's
  roll three times in a row: First successful roll steadies the
  grip, Second successful roll tilts the enemy's arm down,
  and the third successful roll slams the enemy's hand to the
  table!  Roll 20 sided die (plus bonuses).  High rolls win, ties
  mean no advantage for either side-stalemate, roll again.
  Every three points of a character's P.S. above 16 counts as a
  +1 bonus to win at arm wrestling. Furthermore, a charac-
  ter with the arm wresting skill gets an additional +1 bonus
  at 1st level, 5th, 10th and 15th levels.  Note:  Counts as two
  skill selections for most O.C.C.s (GM's call for who can take
  it as a single skill slot).
  Athletics:  Training in, and enjoyment of, vigorous exer-
  tion for competitive sports, exercises, and contests of
  strength, endurance and agility.  Provides the following:
  +1 to Parry & Dodge
  +1 to Strike w/body block/tackle; does 1D4 damage
  +1 to roll with Punch or fall
  +1 to P.S.
  +1D6 to Spd.
  +1D8 to S.D.C.
  Basketball: This sports skill teaches the character the rules
  of the game, and its basic tactics. A character with basket-
  ball can use this skill for most of the games maneuvers,
  including throws and passes. Base Skill: 35% + 3% per
  additional level.
  Shot Type & Penalty:
  1pt (Foul-Line Shot) = No Penalty
  2pt (Inside Foul-Line Area) = No Penalty
  2pt (Inside 3pt Line) = -2%
  3pt (From 3pt Line) = -5%
  3pt (From Half-Court: Center) = -10%
  3pt (From Half-Court: Outside) = -15%
   3pt (Full Court "Hail Mary") = -25%
  Athletic Bonuses: +2 to Dodge, +1 to Physical Prowess, +1
  to Physical Endurance, +1d4 to Speed, +1d4 to Structural
  Damage Capacity.
  Battle Bike Combat:  A person trained in Battle Bike Com-
  bat be comes one with his machine, with better reflexes,
  endurance, and concentration.  His Riding ability is im-
  proved and he learns the best ways to "Crush" and oppo-
  nent which allows his side to score and win.  Requires:
  Pilot Motorcycle.
    Bonuses:  +1 attack when on a Bike.  +1 ME, +1 PE, +1d4
  PP,  +10% Pilot Motorcycle.
    Special␣Attack:  The "Crush" Either a sideswipe or kick
  attack, good only against a person on either a one or two
  wheeled motorcycle, If the attack hits the target the target
  must make a piloting roll or lose balance and crash their
  bike.  A person with Battle Bike Combat has an additional
  +5% Pilot Motorcycle only to save against this.  The "Crush"
  it self causes no damage, but a rider still suffers damage
  from the crash.
  Blind-Fighting: The skill of fighting in conditions of poor
  or no light. The character only suffers half the normal pen-
  alties for fighting in complete darkness or when blinded,
  and only suffers one quarter the normal penalties of blind-
  
  43
  even pace and rhythm that enables the marchers to cover
  great distances on foot at a faster than normal pace. Increase
  the normal physical endurance rate as to how long an ac-
  tivity like marching can be maintained by five times; ap-
  plicable only to forced marches. Maximum speed on a
  forced march is roughly 60% of one's speed attribute and
  enables a large group of dozens to hundreds of soldiers to
  travel at the same consistent pace; suitable for everybody
  in the group (never less than a speed of 8). Likewise, this
  skill trains soldiers to make coordinated charges and ma-
  neuvers, including spear runs, spear and shield placement,
  and so on.
  Gymnastics:  Learning to do falls, rolls, tumbles, cartwheels,
  and to work on rings and parallel bars.  Characters with
  Gymnastics can leap 4 ft up or 4 ft across, with an addi-
  tional 2 ft per level.  Note:  Characters with Leap Attack
  can use these distances in a strike.
  Provides the following abilities:
  50% + 5% per level - Sense of Balance
  70% + 5% per level - Climb Rope
  20% + 6% per level - Climbing (or adds a bonus of +10% to climb
  skill)
  70% + 8% per level - Back Flip
  30% + 5% per level - Prowl
  60% + 3% per level - Rings & Bars
  +3 to Roll with Punch/Fall
  +2 to P.S., +1D4 to P.P., +2 to P.E., +3D6 to S.D.C.
  Hand to Hand Combat:
  Aikido:  The following techniques are know at first level:
  Body block/tackle, body flip/throw, break fall, disarm,
  holds, roll with punch/fall/impact, pull punch, kick attack
  (2D4 damage), and the usual strike , parry and dodge.
  Bonuses:  +2D6 S.D.C., +1D4 to M.E., +1 to P.P., and +1 to
  P.E.
  Level
  1   Two attacks per melee round; +3 to break fall, +2 to
  roll with punch/fall/impact, +2 to body flip/throw,
  and +2 to pull punch.
  2   +1 on initiative, +2 to parry and dodge.
  3   Automatic dodge and +1 to disarm.
  4  + 1 attack per melee round and +1 to body flip/throw.
  5  Critical body flip/throw on Natural 18-20 (double
  damage).
  6   +1 to parry/dodge and +1 to body flip/throw.
  7   Automatic flip/throw and +2 to pull punch
  8   +1 attack per melee
  9   +1 on initiative and +1 to strike, parry and dodge.
  10 Double existing P.P.E. (inner spirit) and +1 to disarm.
  11 +1 to parry, +2 to dodge, and +1 to body flip/throw.
  12 +1 attack per melee.
  13 +1 on initiative and +2 to body block/tackle.
  14 Critical strike on a natural 18-20
  15 +1 attack per melee.
  Assassin:  This is taught to character trained by secret or-
  ganizations (CIA, Mafia, etc.), this is the specialized sci-
  ence of killing.  It includes learning Automatic Parry, Pull
  punch, roll with punch/fall, kick attack, knock-out/stun,
  critical strike and death blow.  Id does NOT include the
  ability to do Jump kick or leap attack.
  Level
  1   +2 to strike (one attack per melee).
  2   +2 additional attacks per melee.
  3   +3 to pull/roll with punch/fall
  4   +4 to damage.
  5   +1 additional attack per melee.
  6   +3 to parry/dodge.  Entangle.
  7   Knock-out/stun on an unmodified roll of 17-20.
  8   +1 additional attack per melee.
  9   Kick attack does 1D6 damage.
  10 Critical strike on an unmodified roll of 19 or 20.
  11 +2 to strike
  12 Death blow on a roll of a natural 20.
  13 +1 additional attack per melee.
  14 +2 to damage.
  15 +2 to strike.
  Basic:
  Level
  1   Two attacks per melee; +2 to pull/roll with punch,
  fall or impact.
  2   +2 to parry and dodge.
  3   Kick attack does 1D6 points damage.
  4   +1 additional attack per melee
  5   +1 to strike.
  6   Critical strike on an unmodified roll of 19 or 20
  7   +2 to damage.
  8   Judo-style body throw/flip; does 1D6 damage, and
  victim loses initiative and one attack per melee.
  9   +1 additional attack per melee
  10 +2 to pull/roll with punch, fall or impact.
  11 +1 to parry and dodge
  12 +1 to strike
  13 Critical strike or knockout from behind.
  14 +2 to damage
  15 +1 additional attack per melee.
  Commando: The commando hand to hand combat skill is
  exclusive to the commando and Special Forces O.C.C.s and
  is a form of martial arts.
  Bonuses: +2D6 S.D.C. and +1 to M.E.
  Level
  1  Starts with two attacks per melee round, paired weap-
  ons, body flip/throw, body block/tackle and +2 to
  save vs horror factor.
  2  +1 on initiative, +1 to strike, +2 to parry and dodge, +3
  to roll with punch/fall/impact, +3 to pull punch.
  Backward sweep kick: Used only against opponents
  coming up behind the character. Does no damage: it
  is purely a knock-down attack (same penalties as
  body flip) but cannot be parried (an opponent can
  try to dodge it but is -2 to do so).
  3  Disarm, +1 to automatic body flip.
  4  + One attack per melee and Karate kick attack. This is
  a conventional, karate-style, kick. It starts with bring-
  ing the knee, folded, up to chest level, then the foot
  is completely extended. Does 2D6 damage.
  5  Automatic dodge and critical body flip/throw.
  6  +2 on initiative, +1 to strike, parry and dodge, and +1
  
  44
  to body flip/throw.
  7  +2 to damage, +1 to save vs horror factor, +1 to dis-
  arm, +1 to automatic dodge and +2 to pull punch.
  8  + One attack per melee, jump kick, +1 to body flip/
  throw, and +1 to roll with punch/fall/impact.
  9  Death blow on a natural 18-20!
  10  +2 to save vs horror factor, +1 on initiative and +1 to
  strike.
  11  +1 to disarm, +1 to pull punch and +1 to body flip/
  throw.
  12  +2 to damage, +1 to parry and dodge, +2 to auto-
  matic dodge.
  13  + One attack per melee.
  14  Automatic body flip/throw.
  15  Critical strike on a natural 17-20.
  Expert:
  Level
  1   Two attacks per melee to start, +2 to pull/roll with
  punch, fall or impact.
  2   +3 to parry and dodge
  3   +2 to strike
  4   +1 additional attack per melee
  5   Kick attack does 1D6 damage
  6   Critical strike on an unmodified roll or 18, 19, or 20
  7   Paired weapons.
  8   Judo-style body throw/flip; does 1D6 damage, and
  victim loses initiative and on attack
  9   +1 additional attack per melee.
  10 +3 to damage.
  11 Knockout/stun on an unmodified roll of 18, 19, or 20
  12 +2 to parry and dodge
  13 Critical strike or knockout from behind (triple dam-
  age).
  14 +1 additional attack per melee
  15 Death blow on a roll of natural 20.
  Judo:  This is a basic, modern style of martial arts common
  among the high-tech communities like the Republic of Ja-
  pan, Ictho and Takamatsu.  This is typically the basic hand
  to hand combat used by the Armed Forces and police of
  the Republic.
    Basic & Special Moves:  Body Block/tackle, body flip/
  throw, break fall, disarm, roll with punch/fall/impact,
  strike, parry, dodge, and pull punch are available at first
  level.  All bonuses are cumulative.
  Bonuses:  +2D4 S.D.C., +1 to M.E., +1 to P.P.
  Level:
  1   Two attacks per melee round; +3 to roll with punch/
  fall/impact, +3 to pull punch.
  2   +2 to parry and dodge, +1 to strike.
  3   +1 to body flip/throw and body tackle; +1 to disarm.
  4   +1 additional attack per melee and Karate-Style kick
  2D6 damage.
  5   Critical body flip/throw on natural 19 or 20 (double
  damage).
  6   +1 to strike, parry and dodge; +1 to body flip/throw.
  7   Paired weapons and +2 to damage.
  8   Jump kick and +1 to roll with punch/fall/impact.
  9   +1 additional attack per melee.
  10 +2 on initiative and +1 to parry and dodge.
  11 +1 to break fall and +1 to disarm
  12 Critical strike on a natural 18, 19, 20
  13 +2 to damage and knock-out/stun on a natural 19 or
  20.
  14 +1 additional attack per melee.
  15 Automatic body flip/throw.
  Jujitsu:  The following techniques are know at first level:
  Maintain balance, break fall, disarm, body block/tackle,
  body flip/throw, holds, roll with punch/ fall/impact, pull
  punch, kick attack (2D4 damage), knee and elbow strikes
  (1D6 damage), and the usual, strike, parry and dodge.
  Limitation:  Characters of an honorable alignment cannot
  select this skill (i.e. can't be principled or aberrant).
  Bonuses:  +3D6 S.D.C., +2 to P.S., +1 to P.P.
  Level
  1   Two attacks per melee round; snap kick (1D6 dam-
  age), knife hand (2D4 damage), +3 to roll with
  punch/fall/impact, +2 to parry and dodge, and +2
  to pull punch.
  2   +1 to strike, tripping/leg hook and backward sweep
  kicks.
  3   +1 on initiative and critical strike from behind.
  4  + 1 attack per melee round and +1 to damage.
  5   Palm strike (2D4 damage) and drop kick
  6  Critical strike on a Natural 18-20 (double damage).
  7   +1 to strike, +1 to body flip/throw and +1 to disarm.
  8   +1 attack per melee and +1 to maintain balance.
  9   Critical body flip/throw on natural 17-20.
  10 Jump kick and leap attacks.
  11 +1 attack per melee and +2 to pull punch.
  12 +1 on initiative, +1 to parry and dodge, and +1 to strike.
  13 +2 to damage, +2 to pull punch, and +2 to break fall.
  14 +1 attack per melee.
  15 Death blow!
  Karate:  There are a variety of different styles of karate.
  What follows is a variation of Japanese Kyokushinkai Ka-
  rate - "the School of Ultimate Truth."  The focus of this mar-
  tial art is on aggressive combat and striking power, espe-
  cially the power to break through solid objects, as well as
  an emphasis on raid strikes and speed. Training is very hard
  and competitive.
    The following techniques are known at first level:  Break
  fall, body block/tackle, roll with punch/fall/impact, pull
  punch, kick attack (2D4 damage), karate kick (2D6 dam-
  age), karate punch (2D4 damage), knees and elbow strikes
  (1D6 damage).
  Bonuses:  +3D6 S.D.C., +1D4 to P.S., +2 to P.E., and +2 to
  Spd.
  Level
  1   Two attacks per melee round; snap kick (1D6 dam-
  age), knife hand (2D4 damage); +1 on initiative, +2
  to roll with punch/fall/impact, +2 to parry, +1 to
  dodge, +1 to break fall and +2 to pull punch.
  2   +1 to strike, tripping/leg hook and backward sweep
  kicks.
  3   +1 additional attack per melee; +2 to damage.
  4   +1 on initiative, +1 to disarm, and roundhouse kick
  
  45
  (3D6 damage)
  5   power punch and palm strike (2D4 damage)
  6   +1 additional attack per melee and +2 to pull punch
  7   Power kick, wheel kick, and +1 to strike, parry and
  break fall.
  8   Critical strike on a natural 18-20, critical strike from
  behind and death blow on a natural 20.
  9   +1 additional attack per melee and +2 to damage.
  10 Jump kick and leap attacks.
  11 +1 on initiative, +1 to parry and dodge, and +1 to strike.
  12 +1 additional attack per melee and +2 to pull punch.
  13 Death Blow
  14 +2 to damage, +2 to pull punch, +2 to break fall.
  15 +1 additional attack per melee.
  Kendo:  This martial art developed around the art of
  swordsmanship.  Consequently, it deals with balance, strik-
  ing, parrying and slacking.
    The following techniques are known at first level:  Dis-
  arm, break fall, roll with punch/ fall/impact, pull punch,
  karate punch (2D4 damage), kick attack (2D4 damage), knee
  and elbow strikes (1D6 damage).
  Bonuses:  +2D4 S.D.C., +1 to P.S., +1 to P.P., and +2 to Spd.
  Level
  1   Two attacks per melee round to start; knife hand (2D4
  damage); +1 on initiative, +2 to roll with punch/fall/
  impact, +1 to disarm, +1 to parry (punch attacks), +1
  to dodge, +1 to break fall and +2 to pull punch.
  2   +1 to strike and paired weapons.
  3   +1 additional attack per melee; +2 to parry.
  4   +1 on initiative, +1 to disarm, and +1 to parry.
  5   Tripping/leg hook and backward sweep kicks.
  6   Power punch and palm strike (2D4 damage).
  7   +1 additional attack per melee and +2 to pull punch.
  8   Critical strike on a natural 18-20, critical strike form
  behind and death blow on a natural 19-20.
  9   +1 additional attack per melee and +4 to damage.
  10 Automatic dodge.
  11 +1 on initiative, +1 to strike, and +2 to break fall.
  12 +1 additional attack per melee and +2 to pull punch.
  13 Jump kick and leap attacks.
  14 Death Blow!
  15 +1 additional attack per melee.
  Magic:  This is a Hand to Hand skill that only applies to
  heavy magic users such as Lay Line Walkers, Mystics,
  Shifters, Warlocks and various others (G.M.'s discretion, not
  available to Techno Wizards). The idea is, that if a Magic
  user spends enough time honing his magic skills, then it
  becomes useless to even bother with physical fighting.
  Level:
  1.   2 physical attacks per. melee, 3 attacks with magic. +3
  to Parry, +3 to Dodge, 2D6x10 to P.P.E. +3 to strike
  using magic +1 to parry energy/  projectile weapons
  using magic spells such as 'fireball' or 'call lightning'
  (only those with Hand to Hand: Magic can do this, a
  parry in this fasion counts as one Hand to Hand at-
  tack, and spends P.P.E) can also cast defensive spells,
  such as 'Armor of Ithan' as a parry but has no bounus
  to do so. +3 to save vs. magic.
  2.   +1 to parry using magic
  3.   +1 to parry + dodge (physical) 1 additional magic
  attack per. melee +2 strike using magic
  4.   +2 save vs. magic, +3 save vs. psionics
  5.   +2 parry using magic, 1D4x10 to P.P.E.
  6.   3 additional spells from any level
  7.   +5 save vs. horror factor
  8.   1 additional physical attack, 1 additional magic at-
  tack
  9.   +3 initiative +1 parry (physical) +1 strike using magic
  10.  2D4x10 to P.P.E.
  11.  +1 to strike and parry using magic
  12.  +2 save vs. magic +1 strike, parry and dodge (physi-
  cal)
  13.  4 additional spells from any level
  14.  2 additional magic attacks per. melee
  15.  3D4x10 to P.P.E.
  Martial Arts:
  Level
  1   Two attacks per melee; +3 to pull/roll with punch, fall
  or impact.
  2  +3 to parry and dodge; +2 to strike.
  3   Karate-style kick does D damage.
  4   +1 additional attack per melee.
  5   Jump Kick (critical strike).  Entangle.
  6   Critical strike on an unmodified roll of 18, 19 or 20.
  7   Paired Weapons
  8   Leap attack (critical strike).
  9   +1 additional attack per melee
  10 Judo style body throw/flip; does 1D6 damage, victim
  loses initiative and one attack.
  11 +4 to damage.
  12 +2 to parry and dodge.
  13 Knock-out/stun on an unmodified roll of 18, 19 or 20.
  14 +1 additional attack per melee.
  15 Death blow on a roll of a natural 20.
  Ninjutsu/Tai-Jutsu:  The art of ninjutsu has come to be iden-
  tified as the art of the Japanese assassin.
    The following techniques are know at first level:  Main-
  tain balance, back flip, body block/tackle, body flip/throw,
  holds, roll with punch/fall/impact, pull punch, drop kick,
  kick attack (2D4 damage), knee and elbow strikes (1D6
  damage), paired weapons.
  Bonuses:  +2 to M.A., +1 to P.S., +1 to P.E., +1 to P.P., and +4
  to Spd.
  Level:
  1   Two attacks per melee; snap kick (1D6 damage), knife
  hand (2D4 damage), +2 to roll with punch/fall/im-
  pact, +2 on initiative, ++1 to parry, +2 to dodge, and
  +2 to pull punch.  Parried Weapons:  Training in the
  use of two weapons, one in each hand, to strike and
  parry simultaneously.
  2   +1 to strike, cartwheel (attack), back flip (escape), back
  flip (defensive), and back flip (attack).
  3   +1 additional attack per melee and palm strike (2D4
  damage).
  4   Leap attack, axe kick, and +2 to strike when perform-
  ing any back flip or cartwheel.
  
  46
  5   Tripping/leg hook and backward sweep kicks and +2
  to damage.
  6   +1 additional attack per melee and roundhouse kick
  (3D6 damage).
  7   Critical strike on a natural 18-20, or from an attack
  from  behind; Death blow on a natural 20.
  8   +1 on initiative, +1 to strike and parry, +1 to roll with
  punch fall/impact, +2 to maintain balance.
  9   Death Blow!
  10 +1 additional attack per melee and +2 to pull punch.
  11 Double existing P.P.E. (inner spirit)!
  12 +1 on initiative and +2 to roll with punch/fall/im-
  pact.
  13 +2 to damage and +1 to disarm.
  14 Jump attack, +2 to back flip/cartwheel, +2 to damage.
  15 +1 additional attack per melee.
  Teng-jutsu (rare among humans/mortals):  Note:  Teng-
  jutsu can only be learned from a tengu or a 12th level mas-
  ter of Teng-jutsu.
    The following techniques are known at first level:  Break
  fall, roll with punch/fall/impact, maintain balance, back
  flip escape, back flip attack, cartwheel (attack), body block/
  tackle, pull punch, kick attack (2D4 damage), karate kick
  (2D6 damage), karate punch (2D4 damage), knees and el-
  bow strikes (1D6 damage), plus the tengu special mystic
  martial art powers.
  Level:
  1   Two attacks per melee round and all special powers of
  this style of martial arts.  Also +2 to dodge (normal),
  +2 to pull punch or kick, +1 to disarm, +1 to roll with
  punch/fall/impact, +3 to maintain balance, +1 to
  break fall.  Can perform Karate style kick, jump kick,
  leap kick/attack and all other types of kicks.
  2   Drop kick, +1 on initiative, +2 on all back flips.
  3   +1 to strike, +1 to disarm, +1 to leap dodge.
  4   +1 additional attack per melee.
  5   Critical strike from all kicks (double damage) and jump
  kick and leap attacks.
  6   +1 to roll with punch/fall/impact, +2 to pull punch or
  kick, and +1 to leap dodge.
  7   +1 on initiative, tripping/leg hook and backward
  sweep kicks.
  8   +1 additional attack per melee.
  9   +2 to disarm, +1 on all back flips, +1 on cartwheel
  attack.
  10 Axe kick and +1 on initiative and +1 to parry.
  11 +1 additional attack per melee.
  12 +1 to leap dodge and +1 to disarm.
  13 Snap kick and wheel kick.
  14 +1 to pull punch and +1 to leap dodge.
  15 +1 additional attack per melee.
  Zanji Shinjinken-Ryo:  This is the ancient school of samu-
  rai swordsmanship.  Unlike some other forms of martial
  arts that incapacitate an opponent, zanji is designed to kill.
  Not wound, not injure, not knockout, but kill!  A sword is
  an instrument of death, but also an extension of the swords-
  man.  The secret of sword mastery is rooted in the ability of
  being able to respond instantly, without reflection, with-
  out hesitation, to anything that might happen.  No amount
  of technical skill can benefit a samurai whose mind inhib-
  its spontaneous response to the environment around him.
  In this sense, the sword and the man are of one mind and
  one spirit; a living extension of each other.
    A samurai swordsman will carefully evaluate any oppo-
  nent.  Standing motionless, he will wait until the exact
  moment when, without thought or direction, he can in-
  stantly strike.
    The following techniques are known at first level:  Dis-
  arm, maintain balance, roll with punch/fall/impact, pull
  punch, Karate punch (2D4 damage), kick attack (2D4), knee
  and elbow strikes (1D6 damage).
    Bonuses:  +3D6 S.D.C., +2 to M.E., +2 to P.P., +1 to P.E.
  Level:
  1   Two attacks per melee, knife hand (2D4 damage),
  paired weapons, +2 on initiative, +2 to roll with
  punch/fall/impact, +2 to parry with sword or staff
  (in addition to W.P. bonuses), +3 to dodge, +2 to dam-
  age, +2 to pull punch.
  2   +1 additional attack per melee, +1 to disarm, +1 to
  maintain balance.
  3   +1 on initiative, +1 to strike, +1 to parry, critical strike
  from behind and death blow on natural 20.
  4   +1 additional attack per melee, +2 to damage.
  5   Critical strike on a natural 18-20, +1 to maintain bal-
  ance.
  6   +1 to roll with punch/fall/impact, +1 to dodge, +1 to
  maintain balance.
  7   Power punch/stab (with hand or sword), jump kick
  and backward sweep kick.
  8   +1 additional attack per melee, +1 to dodge.
  9   Death Blow!
  10 +1 on initiative, +1 to save vs horror factor, +1 to main-
  tain balance.
  11 +1 additional attack per melee.
  12 +2 to damage, +1 to save vs horror factor, and the
  knowledge and skill to create a "true" samurai sword.
  13 +1 additional attack per melee.
  14 Double existing P.P.E. (inner spirit) and +1 to disarm.
  15 +1 additional attack per melee.
  Zero Gravity Combat Advanced: This is similar to Hand
  to Hand Combat: Expert, but focuses on the techniques and
  movements that fighting in low gravity entails. Using this
  skill to fight in any kind of gravity has a -3 modifier on all
  combat rolls, including damage rolls. In addition, if fight-
  ing in zero gravity against someone with no zero gravity
  movement/combat skills, the character gets a +1 on all com-
  bat rolls, excluding damage, and also gets one additional
  attack per melee. In order to obtain this skill, the character
  must have spent at least six months in a weightless envi-
  ronment.
  Level
  1  Two attacks per melee to start, +2 to pull/roll with
  punch, fall or impact.
  2  +3 to parry and dodge
  3  +2 to strike
  4  +1 additional attack per melee
  5  Kick attack does 1D6 damage
  
  47
  6  Critical strike on an unmodified roll or 18, 19, or 20
  7  Paired weapons.
  8  Judo-style body throw/flip; does 1D6 damage, and
  victim loses initiative and on attack
  9  +1 additional attack per melee.
  10  +3 to damage.
  11  Knockout/stun on an unmodified roll of 18, 19, or 20
  12  +2 to parry and dodge
  13  Critical strike or knockout from behind (triple dam-
  age).
  14  +1 additional attack per melee
  15  Death blow on a roll of natural 20.
  Zero Gravity Combat Basic: This is similar to Hand to
  Hand Combat: Basic, but focuses on the techniques and
  movements that fighting in low gravity entails. Using this
  skill to fight in any kind of gravity has a -3 modifier on all
  combat rolls, including damage rolls. In addition, if fight-
  ing in zero gravity against someone with no zero gravity
  movement/combat skills, the character gets a +1 on all com-
  bat rolls, excluding damage, and also gets one additional
  attack per melee. In order to obtain this skill, the character
  must have spent at least six months in a weightless envi-
  ronment.
  Level
  1  Two attacks per melee; +2 to pull/roll with punch, fall
  or impact.
  2  +2 to parry and dodge.
  3  Kick attack does 1D6 points damage.
  4  +1 additional attack per melee
  5  +1 to strike.
  6  Critical strike on a n unmodified roll of 19 or 20
  7  +2 to damage.
  8  Judo-style body throw/flip; does 1D6 damage, and
  victim loses initiative and one attack per melee.
  9  +1 additional attack per melee
  10  +2 to pull/roll with punch, fall or impact.
  11  +1 to parry and dodge
  12  +1 to strike
  13  Critical strike or knockout from behind.
  14  +2 to damage
  15  +1 additional attack per melee.
  Juggling: The ability to toss "up" a number of objects, such
  as balls, clubs, knives, lit torches, and almost any small
  objects, and keep them continuously in the air with fast
  hand movements. It is used for the entertainment of others
  and to develop greater hand-eye coordination. Base Skill:
  35%+5% per level of experience
  1. Bonuses: +1 on initiative, +1 to strike with any thrown
  missile weapon. +1 to parry.
  2. Number of Items juggled/hurled: Up to four objects/
  items at level one, plus one for every two levels of ex-
  perience gained.
  Juicer Football:  This sports skill teaches the character the
  rules of the game, basic tactics and combat elements.  A
  character with Juicer Football can use this skill for most of
  the game’s maneuvers, including throws and passes.  Base
  Skill:  32% + 4% per level of experience.  This skill is not
  recommended for ordinary humans.
    Body Block/Tackle:  Knocks one’s opponent to the ground
  (90% chance if target is smaller than attacker, 60% if the
  same weight, 50% if target is up to 50% larger, 20% if 100%
  larger, no chance if target is over 100% larger).  The tackled
  person loses initiative and one melee attack/action and
  suffers 1D4.D.C plus P.S. bonus, per each person who tack-
  les him.
    Athletic Bonuses:
  +1 to roll with punch/fall
  +1 to P.S., +1 to P.E., +1D4 to Spd, +3D6 to S.D.C.
  Kickboxing: Art of fighting with hands and feet with an
  emphasis on kicking. Skilled kickboxers automatically
  knockout opponents with kicks or punches with natural
  20. Victim is knocked out for 1D10 melees. Character doesn't
  need to call for knockout. The following bonuses are added:
  2D6 damage from Tai kick
  +2 additional attacks per melee
  +2 to strike and parry
  +3 to P.S.
  +1D4 x 5 to S.D.C.
  Marathon: Most any character can run a marathon. To rep-
  resent a character who trains for, and runs in a marathon
  relatively often (maybe twice a year), you can use this physi-
  cal skill. Running extreme distances takes an incredible toll
  on the body. The stamina is increased tremendously, and
  competitive marathon runners manage to maintain for
  hours speeds that most non-runners can't maintain for min-
  utes. However, it is nearly impossible to do long distance
  running and maintain high muscle mass, or extreme
  strength, both of which are basically required for sprinting
    People with this skill can maintain physical exertion for 5
  times the normal duration with no penalty. After that, PE
  checks should be applicable every few minutes.  Once a PE
  check is failed, ME checks may be applicable. Definite bo-
  nuses should be given for some sort of motivation - cheer-
  ing crowds, encouragement from a friend, or pursuit by a
  ravenous crudbeast.
  If figure the bonuses for marathon _after_ all other bonuses
  have been added in, from physical skills, OCCs, or what-
  ever.
    Bonuses:
  +4 PE
  if speed is less than 10
       +3D4 spd
  if speed is between 11 and 20
        +2D4 spd
  if speed is between 21 and 30
        no bonus
  if speed if above 30
       -1D4 for every 10 points above 20, rounding down (ie
  -1D4 for 32, -3D4 for 55)
        -1D4 PS for every 5 points above 15
  Meditation:   Involves engaging the mind and body so that
  the body remains motionless, but without fatigue or pain,
  and the mind stays in a clear, calm and rested state. While
  meditating a character recovers Chi, I.S.P., P.P.E. and other
  
  48
  internal resources at an accelerated rate. Although it is not
  a substitute for sleeping, characters will usually feel alert
  and refreshed after any period of meditation. When in a
  meditative state they character is, at a subconscious level,
  well aware of what is happening in the environment and
  can instantly leave the meditation position with no combat
  penalties.
    Base Meditation Skill: Rolls based on meditation should
  be done as a check versus the character's Mental Endur-
  ance (M.E.) attribute.
    Base Meditation Time: The amount of time that a charac-
  ter can continue to meditate: One hour at first level, with
  an additional fifteen minutes at 2nd, 3rd, 4th, and 5th lev-
  els. At 6th level the meditation time jumps to three hours,
  and the character picks up another advancement into 7th
  level and beyond.
  Movement - Zero Gravity:  This skill is given automati-
  cally to any character born in zero gravity or a gravity field
  of less than 0.1 g (10% of Earth); all others must purchase it
  as normal.  It simply allows a character to move with com-
  plete freedom in conditions of zero gravity.  GMs may, at
  their discretion, make players roll against this skill rather
  than making a P.P. check for difficult moves.  Characters
  who do not have this skill while in zero gravity will have
  difficulty in performing normal tasks; -15% skill penalty, -
  1 attack/action per melee, -2 on initiative, reduce speed
  and combat bonuses by half.  Base Skill:  P.P. multiplied by
  5, +4% per level of experience.
  Murderthon:  Another sports skill usually reserved for Juic-
  ers.  It teaches the character all the basic rules and combat
  maneuvers of the game.  Plus it offers the following bo-
  nuses:  +1 to strike, +1 to dodge, +1 to roll with punch or
  fall, +2D4 to S.D.C.
  Oxygen Conservation:  Oxygen conservation is a physical
  skill, and allows a character to reduce the amount of oxy-
  gen that they need to survive.  By concentrating on noth-
  ing else, a character with this skill can lower their heart-
  beat, metabolic rate and breathing to half their normal rate,
  and therefore, will consume half as much oxygen (lasts
  twice as long).  It is often taught as a survival precaution.
  It also adds +1 to P.E. attribute.  Base Skill:  30% + 5% per
  level of experience.  Requires:  Basic math.
  Pressure Point Control Tactics:  Developed by physicians
  in association with law enforcement personnel, PPCT is a
  relatively simple, reliable system of pressure point manipu-
  lation designed to aid the officer in apprehending and con-
  trolling a suspect with minimal use of force. In game terms,
  it acts as a supplement to the character's Hand to Hand
  skill, similar to Boxing or Wrestling. It is available only as a
  Scholastic or "Other" skill, and should ideally be restricted
  to characters with a law enforcement/security or martial
  arts background.
  Bonuses:
  •+2 to Hold/Lock, Pin/Incapacitate, or Entangle (this
  bonus applies both to the initial attack/defense and to
  subsequent attempts to maintain or break the hold). If
  the character does not possess one or more of the above
  attacks, the training includes an Entangle attack.
  •Knock-Out/Stun on Natural 20 (if the character already
  has a Knock-Out/ Stun attack, from Hand to Hand
  training, Boxing, etch, reduce the target number by one.
  •Knockdown attack - using basic pressure points, the
  character numbs the opponent's leg briefly; just long
  enough to force them to fall. May be performed with a
  kick or with a blunt weapon (commonly a nightstick or
  similar instrument). Does normal damage for the ap-
  plication method (ie, normal kick or weapon damage),
  and the opponent loses initiative and one attack. Re-
  quires a called shot (12 or higher, bonuses included).
  Rolls under 12 which hit do normal kick damage only.
  Successfully rolling with a knockdown kick means the
  character does not fall, but suffers normal damage.
  Maintain Balance rolls are at -5 vs a knockdown kick of
  this type.
  •Disarm punch - using basic pressure points, the char-
  acter numbs the opponent's arm briefly; just long
  enough to cause them to drop their weapon or other
  carried object. Does the character's normal punch dam-
  age (1d4 or higher; N&SS/MC characters may use the
  Fore-Knuckle, Double Knuckle, and Power Punch
  strikes as well), and acts as a Disarm attack. The dis-
  arm punch takes two attacks. As with the Knockdown
  kick, a called shot (12+ with bonuses) is required; lower
  rolls do normal damage but do not cause the Disarm
  effect. Rolling with a Disarm punch means it does nor-
  mal punch damage, but does not cause a Disarm. At
  the GM's option, the Disarm punch may be used to force
  opponents to break Locks, Holds, and similar attacks,
  as well.
  •+1 to Save vs Pain
  •+1d6 S.D.C.
  Pool: Pool is played using 2D10 or 1D20. A roll of 13 or
  better is needed to sink a ball. A roll of 1-3 results in a criti-
  cal miss (see chart). Pool is played either 18 ball, 9 ball, or
  trickshot! Bets can be made in the game by price per ball.
  The party with the most ball sunk out of the given game
  wins money equal to the number of balls sunk times the
  wager per ball (example. Your team plays a 100 credit per
  ball game. You manage to sink 10 balls and win. Your groups
  winnings is 1000 credits [10 X 100, and this money is to be
  split up between the players on 1 side as seen by the play-
  ers]). Trick shots are bets and the player has a -3 to called
  shots. If a player scores a ball, they get to roll again if not
  the dice are surrendered to the next player.
  (1-5 games) 1st- Natural 20 sinks 2 balls (Critical strike)
  (5-12 games) 2nd- W.P. Pool Cue, +1 to hit
  (13-20 games) 3rd- Critical strike on Natural 19-20
  (21-29 games) 4th- 3 is no longer a critical miss
  (30-44 games) 5th- +1 to hit
  (45-56 games) 6th- a roll that adds up to 19 is equivalent to a Critical
  Strike.
  (57-66 games) 7th- 25% chance of being recognized as a famous pool
  player.
  (67-77 games) 8th- +1 to hot called strike penalty
  (78-87 games) 9th- People pay 1D6x100 credits to watch you play
  (88-97 games) 10th- You may instruct people in the fine art of pool and
  you can get payed 1D4x100 credits a lesson.
  
  49
  (98-107 games) 11th- +1 to hit, 60% chance of being recognized
  (108-117 games) 12th- Skill ability to not sink the cue ball
  (118-126 games) 13th- The bar pays you 3D6x100 credits to play there
  (127-139 games) 14th- +1 to hit, 80% chance of being recognized
  (140+ games) 15th- +2 to hit. At this level you become the Micheal
  Jordan of pool and you are payed an extra 1D6x1000 credits per
  game.
  Critical Miss Chart
  01-10 You hit your opponent and might get into an old fashioned brawl.
  11-15 Lucky you bounced a ball and scored.
  16-31 You break the pool cue. You must play 100 credits to replace it.
  32-60 Scratch! You've ripped the felt. You have to pay 400 credits to
  replace.
  61-69 You sank a ball for your opponent.
  70-85 You sunk the cue ball. Three times you lose.
  86-00 You sunk the eight ball. You lose.
  Prowl:  This skill helps the character to move with stealth;
  quietly, slowly and carefully.  Techniques include balance
  and footing, short steps and pacing, rifle positioning, prone
  positions for low visibility, and crawling.  A failed Prowl
  roll means that the character has been seen or heard.  If the
  Prowl is successful, then the character is not seen and may
  make a Sneak Attack.  Base Skill:  46% + 8% per level of
  experience.
  Running:  A routine of running and exercise to build speed
  and endurance.
  +1 to P.E., +4D4 to Speed, +1D6 to S.D.C.
  Skiing:  This skill includes Cross-country and Downhill
  skiing.  Base Skill:  40% + 5% per level
  Sub-Zero Conditioning:  This is training in surviving the
  intense levels of cold in arctic conditions.  This includes
  the knowledge of when it’s safe to travel outdoors and how
  long a person can survive based on what their wearing.
  Bonuses:
  +4 to all save vs. cold rolls, +3d6 SDC, +1d6 PE
  Swimming - Basic:  The rudimentary skill of keeping afloat,
  dives, lifesaving, and swimming techniques.  The percen-
  tile number indicates the overall quality of form as skill of
  execution.  A special bonus of +1 to Parry and Dodge while
  in water applies.  A character can swim a distance equal to
  3x his P.S. in yards/meters per melee.  This pace can be
  maintained for total of melees equal to his P.E.  Base Skill:
  50% + 8% per level of experience
  Swimming - Competitive: Is an elaboration of basic swim-
  ming techniques with an emphasis on form and speed.  The
  conditions and skills mentioned in basic swimming all ap-
  ply to the competitive swimmer, but with the following
  bonuses.  Base Skill:  70% + 8% per level of experience.
  Bonuses:
  +2 to dodge underwater
  Spd +1D4, P.S. +1, P.E. +1, S.D.C. +1D6
  Swimming - Deep Sea: requires a basic or competitive
  swimming skill.  This training includes the use of deep sea
  diving equipment, techniques, and supplementary items.
  Base Skill:  40% + 8% per level of experience.
  Swimming - S.C.U.B.A.:  The letters S.C.U.B.A. stands for
  Self-contained Underwater Breathing Apparatus.  Charac-
  ters learn the methods of skin diving and underwater swim-
  ming, and use of oxygen tanks/apparatus, mask and flip-
  pers.  A character can swim a distance equal to 2x his P.S. in
  yards/meters per melee, maintained for total of melees
  equal to his P.E.  Base Skill:  50% + 5% per level of experi-
  ence.
  Bonuses:
  +2 to dodge underwater
  +1 to P.S., +1 to P.E., +3D4 to Spd. when swimming only,
  +1D6 to S.D.C.
  Swimming - Snorkel: A person must have either a basic or
  competitive swimming skill before he/she can select the
  snorkel skill. This ability is the simple skill of swimming
  by using as air intake tube. Swimmers can swim near the
  waters surface with an air tube protruding above for air, or
  can completely submerge, surfacing periodically.  Base Skill:
  60% + 8% per level of experience.
  Track and Field:  This relates to the sport track and field
  and relies basically on the running and other such sports
  of that sort. This is increasing the characters speed and agil-
  ity.
  +10 speed, +2 P.P., +2 P.E., +2 P.S., +1 to throw an object
  Tumbling: This skill builds and strengthens the body for
  feats of strength, endurance and agility. Abilities include a
  variety of gymnastic type rolls, leaps, tumbles, falls, cart-
  wheels, somersaults, and hand stand type exercises. These
  differ from the acrobat in that they are performed on the
  ground and involve rigorous exhibitions of speed and
  strength involving elaborate tumbles, back-flips, body
  throws, and so on.
  •Sense of Balance is the ability to maintain grip, hold or
  footing, 20%+5% per level.
  •Body Throw: While usually used on a cooperative part-
  ner, this judo-type flip can be used on an opponent,
  doing 1D6 damage, plus the victim loses initiative and
  one attack that melee (Note: The tumbler must be weap-
  onless, using both hands to grab his opponent and
  throw/flip him to the ground).
  •Back Flip and Somersault: +4 to dodge quickly by flip-
  ping out of harm's way or over one's opponent. Always
  ends in a tumble and crouched stance. Like all dodges,
  it takes place of one attack that melee. However, be-
  cause the tumbler has flipped a fairly great distance,
  the attacker also loses one attack, as he must turn around
  or lunge forward to renew his attack. 40% + 5% per level.
  •Stilt Walk: To construct and walk on stilts, 50%+5% per
  level of experience. A failed roll means a fall off the stilts
  (roll every 15 feet walked).
  •Pole Vault: 8 feet for every other level of experience.
  Success ratio is 50% + 5% per level. Failure means only
  half the intended height is achieved, or the tumbler has
  vaulted into a wall or other solid object (2D4 damage).
  Will always land in a tumbling roll unhurt, when suc-
  cessful.
  •Leaps: 5ft long plus one foot every other level, 4ft high
  
  50
  Pilot Skills (Air, Ground, Sea, Space)
  Air
  Air-to-Air Combat:  Practice and theory of aerial combat.
  The big advantage of this skill is that there is no limit on
  how high a character can advance.  In every other skill there
  is a 98% maximum proficiency.  With Air-to-Air Combat
  there is no limit and character may have percentiles over
  100%.  Use for aerial Combat Rolls only.  Can be used with
  one or more other Pilot skills.  Bonus of 10% + 2% per level
  is added to the regular pilot skill.
  Airplane:  Includes old propeller, single and twin engine
  types.  Base Skill:  50% + 4% per level of experience.
  Combat Pod:  Training includes maneuvering, and control-
  ling remote-control drones, evasion and combat pod com-
  bat strategies.  Base Skill:  40% + 4% per level of experi-
  ence.  The skill gives the user a +2 to strike, parry and dodge
  while inside the machine.
  Contragravity Pack:  Similar to piloting a jet pack.  Base
  Skill:  42% + 4% per level of experience.
  Cross-Dimensional Piloting and Navigation:  Includes
  knowledge of theory and operation of the various cross-
  dimensional location and signaling devices.  +20% for set-
  ting a course to a known, previously visited dimension.
  +10% for setting a course to any dimension emitting a lo-
  cator beacon signal.  Base Skill:  25% + 5% per level of
  experience.
  Fighter Combat "Basic" Training:  While this skill was cre-
  ated for space fighters, I've extended it for all fighters.
  One extra attack per round at level one.
  +2 to strike (in addition to other bonuses).
  +3 to dodge attacks while flying.
  +1 to dog-fighting rolls (or +5% on d%)
  Critical strike chance as in pilot's HTH.
  One additional attack at level six.
  One additional attack at level eleven.
  Fighter Combat "Elite" Training
  Two extra attacks per round at level one.
  +2 to strike (cumulative with other bonuses).
  +5 to dodge attacks while flying.
  +3 to dog-fighting rolls (or +15% on d%).
  Critical strike chance as in pilot's HTH.
  One additional attack at level five.
  One additional attack at level ten.
  Flight System Combat:  This skill allows the character to
  use specialized fight packs like the Icarus Flight System at
  full efficiency and take advantage of all possible bonuses.
  The sophisticated control systems of the Icarus are as quick
  to react as the systems of a suit of power armor. Those with-
  out training do not get the following bonuses and the base
  skill level is reduced by half. Base Skill: 40% + 5% per level
  of experience.
  ␣ ␣Bonuses:
  ␣ ␣ +1 attack/action per melee at levels 1, 3, 5, 8 and 1
  1
  ␣ ␣ +2 to dodge when flying.
  ␣ ␣ If the pilot has auto-dodge, he can use it while flying!
  Helicopter:  are aircraft capable of vertical take-off, hover-
  ing, and high maneuverability at low altitudes, very use-
  ful in urban environments. †Includes all commercial heli-
  copters used for observation, traffic reporting, police, chauf-
  plus one foot every three levels.
  •+2 roll with punch or fall, +2 P.S., +1 P.E. and +2D4 S.D.C.
  Vacuum Survival:  Being exposed to hard vacuum with-
  out any protection is inevitably fatal. This skill  simply
  changes the amount of time that a character can survive in
  vacuum by teaching them the right things to do; for ex-
  ample, not trying to hold their breath.  For every point that
  a character has in this skill they can survive one second in
  hard vacuum.  Characters without the skill can last as many
  seconds as they have P.E. points.  Note:  This skill applies
  only to exposure to vacuum.  Running out of air in a ship
  or spacesuit is covered by the Oxygen Conservation skill.
  Base Skill:  Automatic skill.  Time of survival:  Seconds
  equal to P.E. +20 seconds, and +5 seconds per level of expe-
  rience.
  Wrestling:  As taught in High Schools and colleges.  Wres-
  tling is more of a sport than a combat skill, but it does pro-
  vide useful combat training.
  Pin/Incapacitate on a roll of 18, 19, or 20
  Crush/Squeeze does 1D4 damage
  Body Block/Tackle does 1D4 damage and opponent must
  Dodge or Parry to avoid being Knocked down.
  +2 to Roll with Punch/Fall
  +2 to P.S., +1 to P.E., +4D6 to S.D.C.
  Swimming & Fatigue Note: For humans and similar sur-
  face dwelling D-bees, the act of swimming on the surface
  of the water has the same fatigue rate as running and me-
  dium to heavy exertion, especially at great speed or very
  long periods of time. Swimming underwater with
  S.C.U.B.A. equipment or other underwater equipment is
  considered to be light activity, unless extremely active, in-
  volved in combat or fast swimming (in which case it is con-
  sidered strenuous or heavy activity). For most aquatic life
  forms, including amphibs, naut'yll, Lemurians, aquatic D-
  bees and mutants, underwater activities such as fast swim-
  ming, diving, playing and underwater acrobatics are con-
  sidered light activities and can be conducted for hours with-
  out fatigue. Pulling a heavy load and combat is considered
  medium to heavy activity. Remember that the buoyancy of
  water reduces the weight of most items by 30% when used/
  carried underwater. This means the fatigue rate for carry-
  ing a heavy load is reduced by 30% or 30% more can be
  carried at the normal fatigue rate. Characters can also lift
  30% heavier weights.
  
  51
  feuring, etc.  The smallest hold two passengers, while the
  larger one will hold four to eight passengers.  Base Skill:
  44% + 4% per level of experience.
  Helicopter (Military):  These usually include the larger and
  heavier (armored) type as well as transport choppers.  Gen-
  erally, they hold four or twelve passengers, although the
  largest can hold three times that.  The fighter types such as
  the Huey line can be mounted with machine guns and mis-
  siles.  These are military vehicles.  Base Skill:  40% + 4%
  per level of experience.
  Jet Aircraft:  Includes large and small commercial trans-
  port jets.  Base Skill:  40% + 4% per level of experience.
  Jet Aircraft - Commercial (Large):  are the large passenger
  type aircraft used by airlines, such as the DC-10, DC-9, 747,
  etc.  Base Skill:  40% + 4% per level of experience.
  Jet Fighters:  Training includes flying, maneuvering, aerial
  combat strategies, and typical fighter jet weapon systems.
  Base Skill:  40% + 4% per level of experience.
  Jet Packs:  This is the piloting skill for backpack like units
  that strap to the back of an individual to carry him airborne.
  The typical jet pack is a one person unit capable of hover-
  ing above the ground and flying at an average altitude of
  300 feet.  Base Skill:  42% + 4% per level of experience.
  Lighter-than-Air Vehicles: Includes skill in both hot-air/
  helium balloons and powered blimps & dirigibles. Char-
  acter can pilot, steer, raise & lower, and land/dock all air-
  ships. Can also locate problems, sew up or glue torn fabric,
  repair control linkages (including pedal driven propellers),
  and attach ropes and rigging. Note that engine repair is a
  separate skill, requiring Aircraft Mechanics.  Base Skill:
  50%+5% per level of experience.
  Time Machine:  The character knows how to manipulate
  the controls for the Temporal Field Projection Grid, and
  when the Temporal Resistance Battery is ready for dis-
  charge.  Although many time machines are sufficiently au-
  tomated to do without a pilot, without a pilot there is no
  way to manually bring a time machine back after an acci-
  dent or malfunction.  +20% Skill in Evaluating/Identify-
  ing a Strange Time Period.  +10% chance of Figuring Out
  and Operating an Unfamiliar Time Machine.  Base Skill:
  40% + 5% per level of experience.
  Wingrider Flying Wing:  The very specialized and diffi-
  cult skill of piloting the Wingrider Flying Wing, gliders and
  similar “Wing” shaped vehicles.  Base Skill:  15% + 5% per
  level of experience.
  Ground
  Automobile:  Manual and automatic transmission; includes
  dune buggies, jeeps, and small trucks.  Base Skill:  60% +
  2% per level of experience.
  Battle Bike Combat:  A person trained in Battle Bike Com-
  bat be comes one with his machine, with better reflexes,
  endurance, and concentration.  His Riding ability is im-
  proved and he learns the best ways to "Crush" and oppo-
  nent which allows his side to score and win.  Requires:
  Pilot Motorcycle.
    Bonuses:  +1 attack when on a Bike.  +1 ME, +1 PE, +1d4
  PP,  +10% Pilot Motorcycle.
    Special␣Attack:  The "Crush" Either a sideswipe or kick
  attack, good only against a person on either a one or two
  wheeled motorcycle, If the attack hits the target the target
  must make a piloting roll or lose balance and crash their
  bike.  A person with Battle Bike Combat has an additional
  +5% Pilot Motorcycle only to save against this.  The "Crush"
  it self causes no damage, but a rider still suffers damage
  from the crash.
  Bicycle:  Where most characters can ride a bicycle with
  minimal training, having the bicycle skill means the char-
  acter can (1) ride a suitably tough bike over wilderness and
  rocky terrain, (2) attain speeds up to three times normal
  running speed, (3) travel cross-country at a speed equal to
  the character's full-out running speed (Speed attribute), and
  perform jumps and tricks (roll under skill proficiency.  A
  failed roll means a crash or fall). Speed can be maintained
  for a number of hours equal to half the character's Physical
  Endurance (P.E.).
    The skill also includes some basic bicycle mechanics/re-
  pairs, so the character can fix tires, reattach chains, and
  generally make sufficient field repairs to get a wounded
  bike to a garage.  Base Skill:  44% + 4% per level of experi-
  ence.  Note:   This skill costs one slot for persons from cul-
  tures that consider bicycle use as a an adult means of ev-
  eryday transportation, two slots for motorized societies
  (such as the U.S.).
  Combat Engineer Vehicles (CEV):  The ability to drive,
  perform maintenance, carry out minor repairs on the CEV,
  and use it’s equipment.  With the CEV skill, a character can
  use the CEV’s: bow blade plow to dig ditches and tank runs,
  rear deck winch to lift other tanks or APCs as well as use it
  to remove tank engines (including it’s own), the character
  also has rudimentary training in the CEVs turret gun and
  the explosive shells used with it.  Base Skill:  40% + 5% per
  level of experience.
  Commercial Vehicles: This includes trucks with cranes,
  "cherry pickers", ladders, etc.  Base Skill: 40% + 3% per
  level of experience.
  Construction Equipment: The ability to drive bulldozers,
  backhoes, forklifts, cranes, et cetera. Could be considered a
  Piloting skill. Base Skill:  60% + 5% per level of experience.
  Dog Sled:  This skill covers the operation of a Dog sled,
  harnessing animals to pull the sled and the commands to
  give to the animals and to pack the sled properly, a failed
  roll could mean one of the animals breaking loose, or the
  
  52
  sled being overloaded etc.  Base Skill:  30% + 5% per level
  of experience.
  Farm Equipment: This enables the character to use the big
  farm equipment such as the combine, cotton picker, all the
  PTO's etc. This also enables the character to use the ma-
  chinery parts not only to drive the vehicles. Base Skill: 65%
  + 5% per level of experience.
  Freight Hauler: Includes forklifts, airport luggage wagons,
  tractors, etc. Base Skill: 40% + 3% per level of experience.
  Hardsuit/Motoroid: This is the skill needed to pilot the
  Armored Suits depicted in the Bubblegum Crisis Animated
  Series. It also confers some combat bonuses due to the ex-
  oskeleton that is in the suit. Base Skill: 36/16% + 6% per
  additional level of experience. The first percentage num-
  ber is for the Hardsuit, the second is for the Motoroid. (This
  skill is free to anyone of the Knight Saber OCC, but it costs
  anyone else two skill selections due to the specialized train-
  ing involved). GM's Note: The Hardsuit must be worn in
  order to use the Motoroid in Humanoid Mode.
  Heavy Machinery:  Base Skill:  40% + 3% per level of ex-
  perience.
  Horsemanship:  In this devastated and mutated land, the
  horse has become a popular means of transportation.  The
  skill includes the basic principles of riding, the care and
  feeding of the animal, recognizing breed and quality, charg-
  ing, and jumps.  The percentile number is used whenever
  the character tries to determine breed, quality, and when
  performing special jumps or maneuvers.  Base Skill:  40%
  + 4% per level of experience.
    Special Bonuses:  The horseman has the advantage of
  height, leverage, and velocity when attacking on a horse.
  This provides the following bonuses when charging on
  horseback:  +1 to parry and dodge, +4 to damage.  Note
  that a person can not shoot a projectile weapon of any kind
  (bow and arrow or gun) with any degree of accuracy.  An
  aimed shot is impossible on a moving animal!  Bursts are
  possible if the horse is moving quickly, but not at a full
  gallop.  At full gallop, the shooter can fire only as wild.
  Horsemanship - Exotic Animals:  This skill is basically the
  same as the original horsemanship skill, except that the
  character is experienced in riding other types of "tamed"
  animals.  This can include elephants, pegasus,
  dragondactyle, gryphons, demon hounds, fury beetles, gi-
  ant insects, Wormwood parasites, and other alien or mon-
  strous beasts trained to be riding animals.  Wild, untamed
  creatures cannot be ridden (except by the likes of the Simvan
  monster riders).  Base Skill:  30% + 4% per level of experi-
  ence.
    Note:  Characters with the traditional "horsemanship" skill
  for riding Earth horses and other very horse-like animals
  can quickly figure out how to ride exotic and alien riding
  animals, but at a skill penalty of -12% to ride ground/run-
  ning animals and -14% to ride flying or tree climbing and
  leaping animals.  Similarly, D-bees not familiar with riding
  the fast and sleek Earth horse are -10% to ride them.
  Horse - Teamster/Wagoner:  Hitching and driving teams
  of horses is an entirely separate skill from horsemanship.
  Includes care and feeding of horses and mules.  Base Skill:
  50% + 5% per level of experience.
  Hovercycle: Characters who select the pilot hover craft skill
  can drive hovercycles, hovercars, etc., however, those who
  specifically select the pilot hovercycle skill can pilot any type
  of hovercycle, rocket sleds, or jet propelled, one or two-
  man hover vehicles with skill and finesse.  They can also
  perform jumps, stop on a dime, perform dive-drops (i.e.
  soar off the edge of a cliff, keep control of the hovercycle
  and keep on going without crashing when they reach the
  bottom), and tricks without penalty (-20% to piloting rolls
  if the only skill is the general pilot hover craft).  This skill
  includes the Southern Cross Hovercycle, as well as those
  vehicles that are intermediary between hovercraft and air-
  craft, such as the various Rifts sky cycles and the
  Mechanoids RPG's Flying Guns. This skill has more in com-
  mon with motorcycle riding than it does with the aircraft
  and hovercraft skills. Base Skill:  70% + 3% per level of
  experience.
  Hover Craft (ground):  The knowledge needed in piloting
  hover cycles and other hover vehicles used for ground
  transport.  These vehicles can be tricky, because they uti-
  lize several air jets and directional thrusters that push the
  craft along, above the ground, on a cushion of air.  The ve-
  hicles can usually attain great speeds, are capable of driv-
  ing over incredibly rugged terrains, and make sensational
  jumps over small craters and ravines.  Base Skill:  50% +
  5% per level of experience.
  Jump Bike Combat:  Another elite skill used for such ad-
  vance performance vehicles as the Tarantula Jump Bike.
  Base Skill:  45% + 5% per level of experience.
    Bonuses:
  +1 attack per melee round with bike’s weapon systems.
  Automatic Dodge: +1 to dodge
  Bike Jump Attack:  This attack uses the rockets to have
  the bike jump in the air and then land on a target.  The
  sensitive rocket controls require a special skill roll.  Base
  Skill:  25% + 5% per level of experience.  If the skill roll
  is successful, the pilot can make a normal attack roll
  (at +1 to strike in addition to normal bonuses) to hit
  the target.  Damage to his opponent is 3D6 M.D.  Note:
  This attack can only be done if there is room to maneu-
  ver (open terrain only).
  Mecha Combat:  Each mecha, the alpha, beta, cyclone, vin-
  dicator and all the others, has a different weapon system,
  hand to hand aptitude, and personality quirks that make
  each specific mecha unique.  Because each handles differ-
  ently, the pilot must select a separate mecha combat skill
  for each specific mecha type (cyclone, alpha, beta, etc.) to
  enjoy its maximum combat effectiveness (bonuses).
    The Hand to Hand Bonuses from Mecha Combat Train-
  
  53
  ing list the exact combat abilities, damage and bonuses for
  each mecha.  They are found at the end of this section.
  Mecha Combat is usually reserved for mecha pilots.  Each
  specific mecha type, new and old, counts as a separate skill
  selection.  Note:  In addition to the specific mecha, the
  veritech pilot can operate all other aircraft style mecha, but
  only at the basic level.  The cyclone rider can use all cy-
  clones with equal skill.
  Mecha Cyclone:  This is a separate mecha pilot skill be-
  cause of the many unique capabilities and the different
  "power armor" type operation of this man-sized mecha unit.
  Training focuses on transformation and piloting, not com-
  bat.  Thus, Mecha Combat Cyclone must be taken to enjoy
  the full combat bonuses available.    Base Skill:  50% + 5%
  per level of experience.
  Mecha Destroids:  Characters are taught the fundamen-
  tals of piloting destroids.  Usually one specific model and
  type is learned per each skill selection.  Only the Destroid
  O.C.C. learns to pilot all destroids (with at least three spe-
  cific types selected as areas of expertise).  Base Skill:  50%
  + 5% per level of experience.
  Mountain Biking:  This is more than just riding a bike.
  This skill includes basic maintenance, (i.e., repairing flats,
  changing tires, adjusting seats, handlebars, shocks, etc., se-
  lection, (knowing the difference between Huffy and Spe-
  cialized)  basic technical lingo, (knowing what a three piece
  crank is) trail selection (no, rocks are not always fun to ride
  over) and some useful maneuvering (Doing a 180 turn
  within 10 feet isn't as easy as it looks).  This Does NOT
  include more detailed adjustments and equipment changes.
  Base Skill:  40% + 5% per level.  Note: these are two sepa-
  rate skills, but, if a character that has basic mechanics
  chooses mountain biking, mountain bike mechanics comes
  with it.  Otherwise, it requires a separate selection.
  Offensive Driving:  Practice and theory of wheeled com-
  bat.  The big advantage of this skill is that there is no limit
  on how high a character can advance.  In every other skill
  there is a 98% maximum proficiency.  With offensive driv-
  ing there is no limit and characters may have percentile
  over 100%.  Use for control rolls only.  Can be used with
  one or more pilot skills.  Base Skill:  30% + 5% per level of
  experience.
  Pilot Glitter Boy: Characters with this skill are taught the
  fundamentals of maneuvering power armor (utilized by
  the Coalition).  The training focuses on piloting, not com-
  bat thus, robot combat is a separate distinct skill (see Glit-
  ter Boy Skills).  Base Skill: 65% + 5% per level of experi-
  ence.
  Pilot Motorcycle and Small Vehicles:  This includes snow
  mobiles, jet sleds, Landfliers, Bushbikes and similar one
  and two-man vehicles, as well as motorcycles, dirt bikes,
  and all two and three-wheeled vehicles.  Base Skill:  60% +
  4% per level of experience.
  Pilot Track Vehicles:  Includes landcrawlers, half-tracks,
  light tanks, tractors and heavy construction vehicles (bull-
  dozers, steamshovels, etc.)  Base Skill:  40% + 4% per level
  of experience.
  Robots and Power Armor:  Characters with this skill are
  taught the fundamentals of maneuvering giant robots (uti-
  lized by the Coalition) and power armor suits (such as glit-
  ter boy armor).  These are robot exoskeletons and vehicle
  type robots that require a pilot and/or crew.  The training
  focuses on piloting, not combat; thus, robot combat is a
  separate and distinct skill.  Base Skill:  56% + 3% per level
  of experience.
  Robot Combat Basic:  Unlike the elite robot combat train-
  ing that follows, the basic combat training gives the pilot a
  fair working knowledge of most robot-vehicle systems and
  their most basic combat capabilities.  The pilot will be able
  to pilot and use the various weapon systems and fighting
  capabilities, but not at full efficiency.  Player should take
  note of the Basic Robot Combat Training tables in the com-
  bat section.
  Robot Combat Elite:  Each robot or power armor type has
  a different weapon system, hand to hand aptitude, and
  quirks that make each specific type unique.  Because each
  handles differently, the elite pilot studies individual robot
  war machines to familiarize himself with every element of
  that specific robot.  This means the pilot must select the
  Robot Combat: Elite skill for each specific robot type in
  which he desires to be an expert operator to enjoy its maxi-
  mum combat effectiveness.  Elite training automatically
  gives the pilot a basic understanding and ability to pilot
  ALL standard types of robot vehicles at the "basic" level as
  well.
   The Hand to Hand Bonuses from Robot Combat Training
  lists the exact combat abilities, damage, and bonuses for
  each specific robot type.  They are found in the combat sec-
  tion.  Robot Combat: Elite is usually reserved for special-
  ists in the military and mercenaries such as the infamous
  Glitter Boys; however, just about anybody can learn to pi-
  lot and fight with a robot.  Note:  There is no base skill as
  the pilot has specific skills and bonuses as he progress in
  level of experience, much like hand to hand combat.
  Snowmobiles:  Skill in the use of vehicles designed to op-
  erate on the snow like snowmobiles and snow tractors.  Base
  Skill:  50% + 5% per level of experience.
  Tanks and APCs:  Military vehicles often have unconven-
  tional controls and handle differently than conventional
  vehicles, especially the many ton, armored combat vehicles
  such as tanks and armored personnel carriers (APC).  Thus,
  special training is required to pilot them.  Base Skill:  36%
  + 4% per level of experience.
  Titan Transport:  The very special aspects of piloting the
  all-terrain mecha assault unit (a.k.a. GMU) are learned.
  Base Skill:  40% + 5% per level of experience.
  
  54
  Truck:  This piloting skill specifically applies to large cargo
  and transport vehicles like eight to sixteen wheeled com-
  mercial trucks and multi-ton transports.  Base Skill:  40%
  + 4% per level of experience.
  Unicycle: The ability to ride a unicycle. Well duh! Base
  Skill: 40% + 5% per level of experience.
  Sea
  Advanced Deep Sea Diving:  Skill in the methods, tech-
  niques and equipment used in deep sea diving and explo-
  ration.  Includes the use of most types of diving suits, div-
  ing pods (attached to tethers/life lines) and light to me-
  dium power armor.  It does not include combat models.
  Base Skill:  40% + 4% per level of experience.
  Boat -  Sail Type:  Small sailing and medium-sized sailing
  yachts, and fishing boats.  Base Skill:  60% + 5% per level
  of experience.
  Boat -  Motor and Hydrofoils:  These include all types of
  small motor driven boats and yachts.  Base Skill:  55% +
  5% per level of experience.
  Boat -  Ships:  This includes all large sailing and motor
  driven sea-faring vessels.  Base Skill:  45% + 5% per level
  of experience.  Motor driven ships:  44% + 4% per level of
  experience.
  Boat - Warships/Patrol Boats:  Special training in the use
  of military warships, combat hydrofoils, patrol boats and
  amphibious beachcraft/ transports.  Includes a basic idea
  of how to use sonar and targeting equipment, depth
  charges, torpedoes, and other common weapon systems,
  as well as evasive maneuvers and piloting.  Base Skill:  40%
  + 4% per level of experience.  Note:  Characters with the
  motor boat or ship skill can also pilot these vessels but at a
  -12% penalty.
  CVS & SLV: This applies to any and all submersible ves-
  sels.  Of course the character must pick one specific type
  vessel, such as the Prometheus, but may have several later
  on.  Also, includes training on exactly how the vessel oper-
  ates, such as the engines and sensors.  Each vessel has dif-
  ferent controls, engine speeds, layouts, sensors, operating
  procedures, etc., that is the reason way the character must
  pick a specific skill.  Base Skill:  30% + 5% per level of
  experience.
  Sailing:  A rudimentary knowledge about sailing vessels,
  large and small, as well as the terms and principles of sail-
  ing. The first percentile number is for small sailing vessels,
  while the second is for piloting ships. May be taken twice
  to denote professional quality.  Base Skill:  35%/20% + 5%
  per level of experience.
  Seamanship:  Most sailors don't really need to know how
  to sail, they just need to be able to follow orders when it
  comes to belaying, hauling, dropping or trimming sail,
  which means they need to know the difference between a
  crossjack, a mizzen mast, a fore lower top gallant and a
  hundred other names for specific sails, ropes, masts and
  cross-masts. The skill also includes being able to judge,
  evaluate and repair sails, rope and rigging (every sailor has
  to be handy with a needle and thread, as well as knowing
  how to braid rope). Also involves the basics of ship clean-
  ing and maintenance, as well as how to skillfully operate
  the pumps needed to remove the water that collects in the
  bilge. Requirements:  Must have the Sewing skill.  Base
  Skill:  22% + 4% per level of experience.
  Ships - Small:  This include the freighters, yachts, house
  boats, cruisers, etc.  Also, includes training on exactly how
  the vessel operates, such as the engines and sensors.  Of
  course the character must pick one specific type vessel, such
  as a freighter, but may have several later on.  Each vessel
  has different controls, engine speeds, layouts, sensors, op-
  erating procedures, etc., that is the reason way the charac-
  ter must pick a specific skill.  Note:  This does not include
  the submersible ships, this is a separate skill.  Base Skill:
  50% + 5% per level of experience.
  Ships - Small Military:  This includes the PT type boats,
  military cruisers, certain mine sweepers, etc.  Also, includes
  training on exactly how the vessel operates, such as the
  engines and sensors.  Of course the character must pick
  one specific type vessel, such as a freighter, but may have
  several later on.  Each vessel has different controls, engine
  speeds, layouts, sensors, operating procedures, etc., that is
  the reason way the character must pick a specific skill.  Note:
  This does not include the submersible ships, this is a sepa-
  rate skill.  Base Skill:  50% + 5% per level of experience.
  Ships - Large:  This oil tankers, aircraft carriers, large cruise
  ships (such as the Queen Marry), etc.  Also, includes train-
  ing on exactly how the vessel operates, such as the engines
  and sensors.  Of course the character must pick one spe-
  cific type vessel, but may have several later on.  Each ves-
  sel has different controls, engine speeds, layouts, sensors,
  operating procedures, etc., that is the reason way the char-
  acter must pick a specific skill.  Note: This does not include
  the submersible ships, this is a separate skill.  Base Skill:
  30% + 5% per level of experience.
  Ships - Military Large:  This includes destroyers, aircraft
  carriers, battleships, etc.  Also, includes training on exactly
  how the vessel operates, such as the engines and sensors.
  Of course the character must pick one specific type vessel,
  such as a freighter, but may have several later on.  Each
  vessel has different controls, engine speeds, layouts, sen-
  sors, operating procedures, etc., that is the reason way the
  character must pick a specific skill.  Note: This does not
  include the submersible ships, this is a separate skill.  Base
  Skill:  50% + 5% per level of experience.
  Ships - Submersibles:  The knowledge and skill of pilot-
  ing all types of submersibles, including underwater sleds,
  
  55
  mini-subs and most types of submarines, does not include
  military submarines.  Base Skill: 40% + 5% per level of ex-
  perience.  Note:  -20% when using alien or unusual subma-
  rines.  Does not include power armor or deep sea diving
  suits.
  Ships - Military Submersibles:  This includes all of the
  submersible aircraft carriers etc.  Also, includes training on
  exactly how the vessel operates, such as the engines and
  sensors. Of course the character must pick one specific type
  vessel, such as a freighter, but may have several later on.
  Each vessel has different controls, engine speeds, layouts,
  sensors, operating procedures, etc., that is the reason way
  the character must pick a specific skill.  Note: This does not
  include the submersible ships, this is a separate skill.  Base
  Skill:  50% + 5% per level of experience.
  Submarines: This includes conventional and nuclear sub-
  marines. Of course the character must pick one specific type
  vessel, such as a Los Angles Class submarine, but may have
  several later on. Also, includes training on exactly how the
  vessel operates, such as the engines and sensors. Each ves-
  sel has different controls, engine speeds, layouts, sensors,
  operating procedures, etc., that is the reason way the char-
  acter must pick a specific skill. Base Skill:  45% + 5% per
  level of experience.
  Submersibles:  The knowledge and skill of piloting all types
  of submersibles, including underwater sleds, mini-subs and
  most types of submarines, including military submersibles.
  Base Skill:  40% + 4% per level of experience.  Note:  -20%
  when using alien or unusual submarines.  Does not include
  power armor or deep sea diving suits.
  Underwater - General:  This will include the rest of the
  underwater vehicles not covered in the skills above, that
  may come out in later books. Also, includes training on
  exactly how the vessel operates, such as the engines and
  sensors. Of course the character must pick one specific type
  vessel, such as a freighter, but may have several later on.
  Each vessel has different controls, engine speeds, layouts,
  sensors, operating procedures, etc., that is the reason way
  the character must pick a specific skill.  Note: This does not
  include the type submersible ships, this is a separate skill.
  Base Skill:  50% + 5% per level of experience.
  Underwater Robots & Power Armor: Basically most if not
  all of the mecha in Rifts can be outfitted with specialized
  gear to make them water compatible. The mecha reacts slug-
  gish underwater, although the mecha is water tight, if it is
  damaged during an attack (30 M.D.C. and beyond) the
  mecha circuitry and internal systems are exposed and are
  very susceptible to the elements in their under water envi-
  ronment. There is no skill percentage, but without this skill
  reduces related piloting skills by half.
    Note: Glitter Boys have not been designed for underwa-
  ter, nor will they.
  Water Skiing & Surfing:  All water skiing techniques, meth-
  ods and use of most types of recreational forms of “riding
  the waves,” including skis, ski jet boots, water boards, surf
  boards and sail boards.  Base Skill:  40% + 4% per level of
  experience.
  Water Scooters:  The knowledge and skill of piloting all
  types of one- and two-man water sleds (underwater) and
  jet skis (surface sleds).  Base Skill:  50% + 4% per level of
  experience.
  Space
  EVA:  Short for Extra-Vehicular Activity, this skill involves
  working outside a spacecraft while wearing a vacuum suit.
  The skill covers suit operation and repair, damage control,
  maneuvering and knowing what to do when things go
  wrong.  A character should have Movement Zero G to take
  this skill.  Base Skill:  40% + 5% per level of experience.
  Fighter Combat "Basic" Training:  While this skill was cre-
  ated for space fighters, I've extended it for all fighters.
  One extra attack per round at level one.
  +2 to strike (in addition to other bonuses).
  +3 to dodge attacks while flying.
  +1 to dog-fighting rolls (or +5% on d%)
  Critical strike chance as in pilot's HTH.
  One additional attack at level six.
  One additional attack at level eleven.
  Fighter Combat "Elite" Training
  Two extra attacks per round at level one.
  +2 to strike (cumulative with other bonuses).
  +5 to dodge attacks while flying.
  +3 to dog-fighting rolls (or +15% on d%).
  Critical strike chance as in pilot's HTH.
  One additional attack at level five.
  One additional attack at level ten.
  Mecha Veritech:  The piloting skills required to fly the big
  transformable mecha.  Training focuses on the transforma-
  tion process and the strengths and weaknesses of each mode
  of operation (jet, guardian and battloid).  This skill is gen-
  erally reserved for the Veritech Pilot O.C.C. exclusively.
  Base Skill:  50% + 5% per level of experience.  This includes
  all RDF, REF and Southern Cross Veritechs.
  Mecha Zentraedi Style Battle Pods:  This skill is needed to
  pilot the REF Battle Pods.  The operation of these new mecha
  is fairly simple, but very different from the Earth mecha.
  Only the Zentraedi Warriors and Destroid Pilot O.C.C.'s
  are allowed to select this skill.  Base Skill:  50% + 5% per
  level of experience.
  Solar Sailer: This skill allows a character to pilot a solar
  yacht, giant ore ships, and other types of solar sail-using
  ships. Only persons with skill are proficient in the tech-
  niques required to bring one of these ships in against the
  solar wind. Base Skill: 44%+4% per level of experience.
  
  56
  Space Shuttle:  Base Skill:  60% + 4% per level of experi-
  ence.
  Spacecraft:  This piloting skill is applicable to all large space-
  craft, including the Garfish and Ikazuchi carriers.  Note:
  The Horizont is considered a space shuttle.  Base Skill:  50%
  + 5% per level of experience.  Also adds a +5% bonus to the
  Navigation: Space skill.
  Spacecraft - Advanced:  This skill allows a player to pilot
  almost any ship in almost any situation, including inter-
  planetary journeys, combat and chases.  They can also pull
  fancy stunts, make landing on the Moon, Mars and in other
  gravity wells and if necessary, can cut the amount of fuel
  used on a journey by up to 50%.  Base Skill:  40% + 4% per
  level of experience.
  Space Fighter:  Typically one to three man fighter vehicles
  specifically designed for fighter to fighter, fighter to power
  armor, fighter to ship, or fighter to robot space combat.
  These vessels engage in reconnaissance, military support,
  close combat, dog-fights, surgical strikes, and rescue mis-
  sions.  Some resemble atmospheric jet fighters or shuttle
  crafts (and may have transatmospheric capabilities) while
  others may look like rockets, geometric shapes or resemble
  animals (typically fish) and insects.  Base Skill:  50% + 3%
  per level of experience.
  Starship:  These are the BIG intergalactic vessels, massive
  cargo ships, ore haulers, transports, battleships and other
  immense ships, usually with a crew and/or passengers that
  number into the hundreds or even thousands.  Base Skill:
  36% + 4% per level of experience.
  Yacht:  This skill allows a character to pilot a solar yacht
  and giant ore ships in orbit and on interplanetary journeys.
  Anyone trying this without the skill is liable to destroy the
  yacht's delicate sail, making it useless.  Base Skill:  44% +
  4%  per level of experience.
  SPECIAL NOTE:  The following rules apply to all types of
  automobiles, trucks, vans, motorcycles and even armored
  vehicles/tanks.
  Special Maneuvers:
  Conditions and Penalties:
  Evasive Action:  Fleeing or dodging another vehicle, ob-
  stacle, missile or some other attack by moving out of
  the way.  Evasive action often involves weaving, zig-
  zagging and sudden turns at high speeds.  A successful
  roll means the pilot has successfully dodge out of the
  way.  Skill Penalty:  -15%; pilot/driver can not attack,
  passengers are -6 to strike in an attack.  A failed roll
  means an ineffective evasive maneuver which, in turn,
  means the vehicle has been struck, blasted, and/or the
  attacker is still hot on his tracks.  THREE CONSECU-
  TIVE, successful evasion rolls means the pilot has com-
  pletely lost the pursuer.
  Reverse Driving:  This is simply driving in reverse/back-
  ward/  Skill Penalty:  -25% if driving over 65 mph, and
  roll for each turn, swerve or evasive action.  Pilot can
  not attack, but passengers are only -2 to strike.  A failed
  roll means a minor collision.
  Stunts:  Includes sharp turns at high speeds, sudden on-
  the-dime-stops, sudden U-turns at high speeds, pro-
  pelled leap (such as riding up over an incline or object,
  sailing 20 ft in the air, land and keep on going) and simi-
  lar maneuvers.  Skill Penalty:  -25%; lose all attacks that
  melee.  A failed roll means the stunt is incomplete and
  serious difficulties encountered.  Roll on the following
  table:
  Loss of Control (Stunt and Sideswipe)
  01-38
  Minor collision; momentarily stopped.  Reduce vehicle's
  S.D.C. by 1/3.  Occupants shaken, but okay.
  39-59
  Stunt maneuver botched; reduce speed by half.
  60-80
  Engine or structural problems develop, requiring pilot to
  pull over and stop.  Vehicle needs 2-12 hour's worth of re-
  pairs.
  81-97
  Collision.  Vehicle is totaled; pilot and occupants receive
  3D6 points of damage (subtract form hit points).
  98-00
  Collision/crash; all killed.
  Sharp Curves:  90 degrees, high speed.  Skill Penalty:  -
  10%
  Sideswipe:  This maneuver can be used against a sta-
  tionary object, moving vehicle or person.  The purpose
  of a sideswipe is to strike another vehicle, object or per-
  son with a glancing blow from the body of your vehicle.
  To strike, the swiping player rolls under his Pilot skill
  minus the 20% skill penalty in attempting this danger-
  ous maneuver.  Note:  The target, if controlled by an-
  other person, can attempt to dodge via "evasive action"
  or "stunt" driving.  Skill Penalty:  -20%; no other attack
  possible.  A failed roll to sideswipe means an automatic
  miss, and the player must roll under his Pilot skill, -20%,
  to maintain control of the vehicle.  If control is lost, roll
  on the Loss of Control Table under stunts.  Damage from
  a sideswipe is 2D6 for every 20 miles of speed. The side-
  swipe also damages the vehicle, which is equal to 1/3
  the damage inflicted to the target.  Thus, if the sideswipe
  inflicted 24 points of damage to the target, it would also
  do 8 points of damage to the vehicle.
  SPECIAL NOTE:  The following rules apply to ALL air-
  craft.  Roll under your pilot skill for each maneuver:
  Special Maneuvers:
  Conditions and Penalties:
  Evasive Action:  Fleeing or dodging another aircraft, ob-
  stacle, missile or other attack by moving out of the way.
  All attacks are lost while engaged in evasive action; un-
  less something suddenly flies directly in front of the ve-
  hicle, and even then the pilot is -4 to strike.  Note:  This
  tactic will lose any attacker(s), meaning they cannot at-
  tack unless the attacker(s) engage in a "dog tail" chase.
  Skill Penalty:  -12% (no attack possible) Maneuver con-
  sumes one full melee.  A failed roll means an ineffective
  evasive maneuver, attacker(s) still in strike position and/
  
  57
  Pilot Related
  Aerial Navigation:  Used for determining position, espe-
  cially at night or over water.  Base Skill:  30% + 5% per
  level of experience.
  Astrogation (Navigation via Astronomy): The ability to
  navigate, from the study of the stars and other celestial
  bodies, their movements, positions, cycles, alignments, and
  interrelations with the earth and each other (including, on
  magical worlds, the ebb and flow of mystic energy along
  ley lines). Training includes reading maps and star charts,
  course computation, following landmarks, and the use of
  navigational equipment. Includes land, air and water navi-
  gation, as well as piloting by the stars and instruments
  alone. This ability is ideal for sailors. A failed roll means
  the navigator is off course. To determine how many miles
  off course, roll ...
  2D6 miles when traveling on foot.
  1D6x10 miles when traveling by animal transportation
  (horse, wagon, car, etc.).
  2D4x10 when using a boat (also, when flying magically
  or through use of a jet pack).
      A blown roll also results in an improper direction; roll
  1D8 for the true course, starting with North-East as 1 and
  going clockwise through the eight major compass points),
  rerolling a result of the direction that is the one actually
  desired.
      Roll the error distance and direction once for every hour
  that one travels after the failed check. If using a landmark,
  etc. for navigation, making the next chance at -10% can dis-
  cover the error. If using direction only as the guide, the roll
  is at 1/2 normal level to discover the error. If the roll fails,
  but is still under the normal skill roll in either case, then
  the navigator is now following a parallel course (off by the
  distance in error) to the one desired. A second or later con-
  secutive totally failed roll compounds the original devia-
  tion, resulting in a new random course roll. Base Skill:
  40%+5% per level of experience.
  Constellation Navigation:  Base Skill:  45 + 5% per level
  of experience.
  Debris Ring Navigation: The Debris Ring is the outer most
  layer of the containment of Earth. Every so often for some
  reason or another some one ends up in the debris ring with-
  out a way to get out. With this skill a pilot can successful
  attempt to navigate the debris ring without taking dam-
  age, a failed roll means that the ship takes 1D100 MD to a
  or have struck.  The player's attacks are forfeit even
  though the evasive action failed.
  Tilt Dodge:  This is a difficult maneuver in which the
  pilot attempts to avoid an attack by quickly tilting or
  jerking out of the way at the last minute.  In this way,
  the pilot can stay on curse and continue his own attacks
  (if any).  Skill Penalty:  -35%; -2 to strike.  A failed roll
  means no dodge, aircraft is hit and takes full damage.  A
  tilt dodge can be used to attempt to avoid each indi-
  vidual attack.  A tilt dodge can not avoid more than one
  blast form a multiple simultaneous assault; evasive ac-
  tion is necessary.
  Stunts:  These are sudden, severe or highly difficult ma-
  neuvers, in including dives, sharp turns, dead-man's
  drops (nearly straight down, high speed drop), tumbles,
  somersaults and similar actions.  Skill Penalty:  -30%;
  lose all attacks that melee.  A failed roll means the stunt
  is incomplete and serious difficulties encountered.
  Roll percentile dice on the following table:
  01-40
  Engine chokes; stalled out and descending.  Must make an
  emergency landing unless the vehicle can be restarted (Pilot
  skill -25%; can try once every melee).  All attacks are defen-
  sive only, -4 to strike.
  41-70
  Stunt maneuver botched; speed and altitude reduced by 1/
  3.
  71-88
  Engine difficulties; forced to make an emergency landing.
  Repairs will require 4-24 hours.
  89-00
  Engine and/or vehicle damaged beyond repair; crash inevi-
  table.  Character must parachute to safety.  Optional:  Can
  direct vehicle on a suicide crash into an immediate target.
  Pilot skill, -20% to strike.
  Emergency Landing:  Executed when the vehicle or pi-
  lot is damaged and flight can not be maintained.  Skill
  Penalty:  -30%; loses all attacks.  A failed roll will result
  in a crash landing.
  Roll on the following table for Crash Landing:
  01-31
  Pilot and/or passengers survive; minor injury.
  32-57
  Crash; pilot and passengers take 5D6 damage.
  58-80
  Pilot and passengers in critical condition/coma, require
  immediate, extensive medical treatment.  Treat as surviv-
  ing death and coma.
  81-83
  No survivors; vehicle exploded.
  84-00
  Passengers survive with minor injury, pilot dead.  Op-
  tional:  Pilot can opt to parachute to safety rather than at-
  tempting a landing.
  Shadow:  Is a maneuver in which the air vehicle pursues
  another vehicle without detection.  This is usually done
  by flying above and behind the pursued, using clouds
  as cover.  The pursuer will mimic the vehicle pursued
  in every way, so that they will be thought to be a radar
  shadow or aberration.  Skill Penalty:  -20%; no attacks
  possible without revealing true position and nature.
  While imitation the evasive actions, stunts, and so on of
  the craft being shadowed, roll for each maneuver being
  copied.
  Dog Tail:  This is an offensive maneuver in which the
  pilot closely pursues an enemy air vehicle while locked
  in combat.  This is the only maneuver that con pursue a
  vehicle taking evasive action.  By hanging on the enemy's
  tail, or "dog tailing", the attacker can usually strike with
  little or no fear of a counter-strike.  Skill Penalty:  -15%,
  no strike penalty.  A failed roll means the target has mo-
  mentarily slipped out of the striking range/area.  Roll
  once every other melee to maintain dog tail position, or
  for every evasive or stunt action.
  
  58
  random part of the ship. Base Skill: 30% + 5% per level of
  experience.
  Instrument Rating:  This skill allows a pilot to steer a course,
  take-off or land, in total darkness, using just the aircraft's
  instrument readings.  Base Skill:  30% + 5% per level of
  experience.
  Interplanetary Navigation:  This allows a character to plot
  and lay in a course for the large distances between planets.
  For the purposes of this game, anything outside the orbital
  plane of the Earth and Moon (the Zone) is regarded as be-
  ing interplanetary.  A character must have basic math and
  computer operation to take this skill.  A failed skill roll
  means that the spacecraft is off course.  To find out how far
  it is from its destination, subtract the character's skill from
  the failed roll and multiply the result by one million.  That
  is the resulting miss in kilometers.  Base Skill:  45% + 5%
  per level of experience.
  Navigation:  Training in map reading, star charts, course
  computation, following landmarks, and use of navigational
  equipment.  Includes land, air, and water navigation, as
  well as piloting by instruments alone.  A failed roll means
  the pilot is off course.  Roll 2D6x100 for most aircraft,
  4D6x100 for jets, and 2D6x10 for ground vehicles to deter-
  mine how many miles/kilometers they are off course.  Roll
  for every hour that one is off course.  Base Skill:  40% + 5%
  per level of experience.  Requires:  Basic math, read sen-
  sory equipment and at least minimal literacy.
  Navigation Space:  Basically the same as normal naviga-
  tion techniques.  The only difference is the use of stars and
  some of the sensory equipment.  More importantly, a failed
  roll will place the ship 4D6 light years off course!  Base
  Skill:  40% + 5% per level of experience.
  Navigation - Underwater: This much the same as the skill
  above, but this entails relying on Instruments Only! Char-
  acters that have the Ocean Geography Surveying skill get
  a one time bonus of 15%. Note: does not include air, land,
  water. Requires: Basic Math and Read Sensory Instruments.
  Base Skill: 55% + 5% per level of experience. A failed roll
  means the pilot is of course. Roll 4D6x100 to determine how
  many miles/kilometers they are off course by. Roll every
  hour that one is off course.
  Orbital Navigation:  Characters with Orbital Navigation
  will be able to plot courses for traveling in the orbital planes
  of the Earth and its moon, and will know the positions of
  any major objects within this area, such as space stations,
  rogue asteroids and "no-go" zones.  Base Skill:  50% + 5%
  per level of experience.  Requires:  Basic math.
  Radar/Sonar Operations (Read Sensor Equipment):  The
  ability to use radar (radio echo bounces) and sonar (under-
  water sound echo bounces) equipment and correctly read
  the information to precisely locate and follow aircraft, ships
  and submarines.  This is all included in the skill ability to
  read sensor equipment.  Base Skill:  30% + 5% per level of
  experience.
    A note about sonar:  In submarines there are two methods
  or types of sonar operations, passive and active.  To use
  active sonar, the sub must give a pulse of sound to bounce
  off any nearby ships or objects.  This is very dangerous since
  it immediately gives away the position of the ship; most
  subs will not use active sonar unless absolutely necessary.
    Most submersibles will rely on passive sonar systems.  This
  is much more difficult since the sonar operator must sift
  through the background noise to find any enemy ships.
  Sometimes they will not be able to distinguish the location
  of a ship form the background static.  Despite this fact pas-
  sive sonar is used because it does not give away the loca-
  tion of the sub.  Skill Penalty:  -15% on read sensory equip-
  ment skill.
  Read Sensory Equipment:  Individuals with this training
  can operate, maintain, understand, and "read" or interpret
  sensory data from all types of conventional sensor devices.
  These devices include radar, sonar, motion detectors, sur-
  veillance equipment, optical enhancements, instrument
  panels, and so on.  Note that characters without this skill
  cannot understand nor operate aircraft, radar, or detection/
  surveillance equipment.  Base Skill:  40% + 5% per level of
  experience.
  Starship Gunnery - Automated:  This skill is used to fire a
  starship's guns in combat, such as on the SDF-3 or on one
  of the many Zentraedi spaceships.  The character may have
  to lock these guns on one specific target or on multiple tar-
  gets in an instant.  To aim the guns at multiple targets takes
  time, how much time, this depends on how many guns and
  how many targets. GM’s use your best judgment to deter-
  mine this.  If you have 25 guns and 12 target it will take on
  the average 2 to 3 combat rounds to set these guns before
  they can be fired.  Refer to Dodging the big guns. Special
  Bonus: +2 to strike.  Note:  Characters without the weap-
  ons systems skill will be able to operate them, but no bo-
  nus to strike and will never have the initiative.  Requires:
  Read Sensory Instruments, Computer Operation, and Com-
  puter Programming.  Base Skill:  70% + 5% per level of
  experience, and represents the overall comprehension and
  ability of the character.  A Note of Reference:  A character
  must first roll the Read Sensory Instruments skill, then the
  Computer Operations Skill, then the Computer Program-
  ming skill, then this skill to achieve the desired settings.  If
  the character misses one of these rolls the guns do not lock
  on its intended target(s) and the whole process has to be
  repeated.
  Starship Gunnery - Manual:  This skill applies to the guns
  on a ship that have to be fired manually, some of the guns
  on the larger Zentraedi ships have to be manned.  The char-
  acter aims his/her weapon at a specific target and fires at
  it.  Bonus:  +2 to strike.  Note:  Characters without the weap-
  ons systems skill will be able to operate them, but no bo-
  nus to strike and will never have the initiative.  Requires:
  Read Sensory Instruments.  Base Skill:  70% + 5% per level
  of experience, and represents the overall comprehension
  and ability of the character.
  
  59
  Temporal Navigation/Time Detection Equipment:  Char-
  acter knows how to read and evaluate the information from
  temporal detection equipment.  Includes a knowledge of
  the Absolute Referent Device and Quantum Differential
  Device sensors.
    From anywhere in the time stream, the character can ac-
  curately read the instruments to pinpoint an exact tempo-
  ral location.  Has enough training to attempt to diagnose
  and repair malfunctions in these devices, using the base
  skill.  Base Skill:  40% + 5% per level of experience.
  Weapon System:  This is the complete understanding of
  weapon units and systems incorporated into military ve-
  hicles, power armor, and robot vehicles.  It includes lasers,
  particle beams, rail guns, missile and grenade launchers,
  cannons, and vehicle/robot weapons.  Adds a special bo-
  nus of +1 to strike when using these types of weapons; this
  does not include hand-held weapons.  Base Skill:  40% +
  5% per level of experience.
  Weapon Systems (Battloid):  This is the understanding on
  how the weapon systems work in the battloids only!  The
  character can not master all of the weapon systems on all
  of the battloids, but can master the weapons systems in
  one particular battloid, such as the T.C. Battloid from the
  Southern Cross Book.  It includes comprehensive training
  on the weapons systems of that particular battloid.  Bonus:
  +2 to strike.  This does not include hand-held weapons
  which require individual W.P. training.  Note:  Characters
  without the weapons systems skill will be able to operate
  them, but no bonus to strike and will never have the initia-
  tive.  Requires:  Read Sensory Instruments.  Base Skill:
  80% + 5% per level of experience, and represents the over-
  all comprehension and ability of the character.
  Weapon Systems (Battle Pod):  This is the understanding
  on how the weapon systems work in the Zentraedi Battle
  Pods (RDF and REF) only!  The character can not master
  all of the weapon systems on all of the Battle Pods, but can
  master the weapons systems in one particular Battle Pod,
  such as the Officers Pod found in ROBOTECH: The Role
  Playing Game.  It includes comprehensive training on the
  weapons systems of that particular Battle Pod.  Bonus:  +2
  to strike.  This does not include hand-held weapons which
  require individual W.P. training. Note:  Characters with-
  out the weapons systems skill will be able to operate them,
  but no bonus to strike and will never have the initiative.
  Requires:  Read Sensory Instruments.  Base Skill: 80% +
  5% per level of experience, and represents the overall com-
  prehension and ability of the character.
  Weapon Systems (Destroids):  This is the understanding
  on how the weapon systems work in the Destroids (REF
  and RDF) only!  The character can not master all of the
  weapon systems on all of the Destroids, but can master the
  weapons systems in one particular Destroid, such as the
  REF Gladiator found in ROBOTECH II: The Sentinels.  It
  includes comprehensive training on the weapons systems
  of that particular Destroid.  Bonus: +2 to strike.  This does
  not include hand-held weapons which require individual
  W.P. training.  Note: Characters without the weapons sys-
  tems skill will be able to operate them, but no bonus to
  strike and will never have the initiative. Requires: Read
  Sensory Instruments.  Base Skill:  80% + 5% per level of
  experience, and represents the overall comprehension and
  ability of the character.
  Weapon Systems (General):  This is the complete under-
  standing of weapon units and systems incorporated in ve-
  hicles, such as the Cammanchero.  It includes a vast vari-
  ety of weapons, lasers, particle beams, auto cannons, mis-
  sile launchers and so on.  Bonus:  +2 to strike.  This does
  not include hand-held weapons which require individual
  W.P. training.  Note: Characters without the weapons sys-
  tems skill will be able to operate them, but no bonus to
  strike and will never have the initiative.  Requires:  Read
  Sensory Instruments.  Base Skill: 60% + 5% per level of
  experience, and represents the overall comprehension and
  ability of the character.
  Weapon Systems (Glitter Boy):  This is the understanding
  on how the weapon systems work in the Glitter Boys.  The
  character can not master all of the weapon systems on all
  of the Glitter Boys, but can master the weapons systems in
  one particular Glitter Boy such as the CS GB-10 "Cheetah".
  It includes comprehensive training on the weapons systems
  of that particular Glitter Boy.  Bonus: +2 to strike.  This
  does not include hand-held weapons which require indi-
  vidual W.P. training.  Note: Characters without the weap-
  ons systems skill will be able to operate them, but no bo-
  nus to strike and will never have the initiative.  Requires:
  Read Sensory Instruments.  Base Skill:  75% + 5% per level
  of experience, and represents the overall comprehension
  and ability of the character.
  Weapon Systems (Power Armor):  This is the understand-
  ing on how the weapon systems work in the Power Armor.
  The character can not master all of the weapon systems on
  all of the Power Armor, but can master the weapons sys-
  tems in one particular Power Armor such as the SAMAS.
  It includes comprehensive training on the weapons systems
  of that particular Power Armor.  Bonus:  +2 to strike.  This
  does not include hand-held weapons which require indi-
  vidual W.P. training.  Note: Characters without the weap-
  ons systems skill will be able to operate them, but no bo-
  nus to strike and will never have the initiative.  Requires:
  Read Sensory Instruments.  Base Skill:  75% + 5% per level
  of experience, and represents the overall comprehension
  and ability of the character.
  Weapon Systems (Robots):  This is the understanding on
  how the weapon systems work in the Robots.  The charac-
  ter can not master all of the weapon systems on all of the
  Robots, but can master the weapons systems in one par-
  ticular Robots such as the UAR-1 Enforcer.  It includes com-
  prehensive training on the weapons systems of that par-
  ticular Robot.  Bonus:  +2 to strike.  This does not include
  hand-held weapons which require individual W.P. train-
  ing.  Note:  Characters without the weapons systems skill
  
  60
  Rogue Skills
  Acting:  This is simply the skill of pretending, convincingly,
  to be someone else.  Since this is mainly used for stage act-
  ing (or on television, etc.), it is not as useful for deceiving
  someone face to face.   It can be used to this end, but is no
  substitute for the Impersonation skill.  Attempting to im-
  personate/fool someone is done at -25%.  This skill includes
  knowledge of acting styles, method acting, improvisation,
  and so forth.  Base Skill:  36% + 4% per level of experience.
  Requires:  Radio: basic
  Appraisal: Using a small magnifying glass a skilled ap-
  praiser can identify types of gems and give a rough value.
  If a success is under 15% then the value is exact.  In addi-
  tion, any check under 10% results in the noticing of magi-
  cal properties. (See Decipher Magical Properties for how
  to find out what they are).  Gems can only be appraised
  once per person. Base Skill: 40% + 4% per level of experi-
  ence.
  Bargain/Bribe: This persuasion skill is used when a player
  character bargains with an NPC. It's usually used when
  they haggle over the price of something, but could also be
  used in diplomatic relations, to bribe someone, etc.
    Use of the skill is resolved as an opposed roll; both char-
  acters make bargain skill rolls. Generally, the character with
  the higher roll gets the better part of the deal.
  If the item over which they're bargaining has a price, use
  the average price or the black market price. If the price has
  no average cost or a black market value the GM must de-
  cide on the this price. In order to determine a bargain/ bribe
  the player character must roll his/her Percentile Dice, as
  well for the NPC or the person offering the merchandise.
  Then compare the rolls: If the PC's roll is at least three times
  the NPC's: The purchase price is half of the average cost or
  black market price.
  If the PC's roll is at least twice times the NPC's: The pur-
  chase price is 3/4 of the average cost or black market
  price.
  If the PC's roll is higher than, but not twice the NPC's:
  The purchase price is 10% of the average cost or black
  market price.
  If the rolls are tied: The purchase price is equal to the
  average cost or black market price.
  If the NPC's roll is higher than, but not twice the PC's:
  The purchase price is 10% higher of the average cost or
  black market price.
  If the PC's roll is at least twice times the NPC's: The pur-
  chase price is 3/4 higher of the average cost or black
  market price.
  If the PC's roll is at least three times the NPC's: The pur-
  chase price is 50% higher of the average cost or black-
  market price.
    The result is what the player character can bargain the
  NPC down to; he can always refuse the deal, if he/she
  wishes. The Bargain skill is, after all, trying to make a deal
  -- a payment in exchange for the official's approval.  In this
  case, don't make a bargain skill roll for the target of the
  bribe attempt; instead, the PC rolls the percentile dice, and
  the NPC rolls the percentile dice and the higher of the two
  wins out. In other words if a PC rolls a 45% on the dice and
  NPC rolls 35% the player character wins. Now there are
  several factor that play in this. The alignment of the char-
  acter and also their disposition.
    There are also penalties for talking to certain alignments.
  For instance a Diabolical character is easier to bribe than a
  Scrupulous character will is to bribe. Also, take into con-
  sideration the disposition such as being Gung-ho or Shy or
  Likes to take chances. This will make a PC or NPC despite
  his/her alignment take or offer higher or lower bribes.
  BS Smooth Talking: The ability to smooth talk oneself out
  of danger or potentially embarrassing situations, and the
  ability to come up with a completely bullshit explanation
  for any occurrence.  This is the art of making lame-ass ex-
  cuses and being able to get away with it.  Base Skill:  35%
  + 5% per level.
  Cardsharp:  A skill that involves the manual dexterity of
  hand and finger manipulation to perform tricks, palming,
  and other gimmicks of sleight of hand with playing cards.
  This includes dealing from the bottom or middle of the deck,
  stacking a deck (to a cardsharp's favor), hiding cards up
  the sleeve (and elsewhere), fancy and impressive methods
  of shuffling and dealing the cards, as well as "marking"
  cards, card counting and understanding the odds.
    Marking cards often includes a complex series of Braille-
  like indentations, punctures or trimmed edges so that they
  are slightly concave or convex, all things that the delicate
  touch of the professional cardsharp can feel as he deals the
  cards.  Other types of "marks" include incredibly subtle,
  almost indiscernible variations of the pattern on the back
  of cards, typically in the right, upper corner.
    A failed roll means the character has fumbled the trick,
  will be able to operate them, but no bonus to strike and
  will never have the initiative.  Requires:  Read Sensory In-
  struments.  Base Skill:  75% + 5% per level of experience,
  and represents the overall comprehension and ability of
  the character.
  Weapon Systems (Veritech):  This is the understanding on
  how the weapon systems work in the Veritechs (REF and
  RDF) only!  The character can not master all of the weapon
  systems on all of the Veritechs, but can master the weap-
  ons systems in one particular Veritech, such as the Alpha
  from the INVID INVASION Book.  It includes comprehen-
  sive training on the weapons systems of that particular
  Veritech.  Bonus:  +2 to strike.  This does not include hand-
  held weapons which require individual W.P. training.  Note:
  Characters without the weapons systems skill will be able
  to operate them, but no bonus to strike and will never have
  the initiative.  Requires:  Read Sensory Instruments.  Base
  Skill:  80% + 5% per level of experience, and represents the
  overall comprehension and ability of the character.
  
  61
  length, 6 inches in width and weigh 10 lb or less.  The
  smaller and/or lighter the item, such as a knife, gem, small
  sack, etc., the easier it is to conceal (add a bonus of +5%).
  Larger items such as a book or club or statue or other simi-
  larly larger and heavier objects are more difficult to con-
  ceal on ones person for obvious reasons.  A penalty of -5%
  applies to items over 7 inches (remember 14 inches maxi-
  mum) because it is more difficult size.  Larger than 14 inches
  are impossible to conceal.  Base Skill:  20% + 5% per level
  of experience.
  Contortionist:  The ability to temporarily dislocate bones
  from joint, fold and bend the body to fit into extremely small
  areas or through spaces normally too tiny for a normal per-
  son.  Can fold into a two foot ball and flatten self to four
  inches.
  Adds  +5% to escape artist skill.
  Adds  +2 to roll with punch or fall.
  Dice Rolling: The character is trained in the art of rolling
  dice. This skill is checked when ever dice are rolled for any
  thing, include save checks, damage rolls, and/or skill checks
  (Note: does not include this skill's check). A successful roll
  means the character may add or subtract 1 from any die
  roll and/or may add or subtract up to 10% from a percent-
  age roll (D100). Note: this skill does not effect the roll made
  to determine psionics or any other rolls while determining
  a character and its abilities. Bonuses: May add 1 to any
  two attributes under 18 or May add 1 to any attribute over
  18. Note: cannot choose the same attribute twice. Base Skill:
  16%+4% per level of experience. (IQ bonus doesn't apply)
  False Divination: This is a fraudulent form of fortune tell-
  ing, or divination, where one pretends read the future. This
  could be casting the Yarrow Sticks for an I Ching reading,
  drawing from the Tarot, "contacting" spirits, or more
  fantastical means. However, the con artist is fixing the re-
  sults, by stacking the cards, arranging the sticks, or just plain
  lying. One form of false divination can be taken per skill
  slot spent on this skill. Beware; on a roll of 01 or 00 (GM's
  choice), a false divination may come true, to the detriment
  of either the diviner or the customer; GMs, make them
  squirm! Base Skill: 24%+3% per level of experience.
  Find Contraband, Weapons & cybernetics:  The character
  with this skill knows where to find arms dealers, smug-
  glers, body ship-shops, M.O.M. and Juicer conversions,
  criminal cyber-docs and illegal medical treatment, as well
  as how to spot them. He is also familiar with their prac-
  tices, hang-outs, gang or criminal ties, general practices,
  code of conduct, pricing structures and modes of opera-
  tion.  Likewise, the character has a good idea of what Black
  k market weapons and cybernetics should cost and what
  these people pay for contraband items (typically about 20%
  of what they sell it for).  the character also knows the pen-
  alty of  being caught with an illegal weapon, implant or
  bionics.  For most societies, any M.D. weapons, concealed
  weapons and sidearms are forbidden inside large popula-
  tion centers.
    This skill is especially appropriate in the modern cities of
  missed (or misread) one of this secret markings, or was too
  obvious and is caught cheating!  Base Skill: 24% + 4% per
  level of experience.  Add +4% if the character also has the
  palming skill.
  Con: A character uses his Con skill to persuade an NPC to
  do something that isn't in the NPC's best interest Con can
  involve reasoned argument and false logic, or simply throw-
  ing a verbal smoke screen to get the target to hesitate. Some-
  time it can take the form of a bargain - "do this for me and
  I'll do that for you" - but in a Con, the conner has no inten-
  tion of fulfilling his/her part of the bargain. Note: You can
  not make an NPC do something that is against their align-
  ment.
    When a character makes a Con attempt, determine a diffi-
  culty number for the attempt, depending on how likely the
  target is to believe the player character (All penalties are
  accumulative):
  Very Easy (your own grandmother) - 0%. Any situations
  in between may be + or - 5% that is up to the GM and/
  or the players.
  Easy (a naive teenager) - 10%. Any situations in between
  may be + or - 5% that is up to the GM and/or the play-
  ers.
  Moderate (An Infantry guard who doesn't have orders
  preventing it) - 20%. Any situations in between may be
  + or - 5% that is up to the GM and/or the players.
  Difficult (local town police) - 30%. Any situations in be-
  tween may be + or - 5% that is up to the GM and/or
  the players.
  Very difficult (Dog Boy) - 40%. Any situations in between
  may be + or - 5% that is up to the GM and/or the play-
  ers.
      Whether the target has a particular reason to trust or like
  the character (+0%), or distrust or dislike him/her (+10% if
  they hate the other character).
      Whether what they are asked to do is particularly risky,
  dangerous or costly (+10% for risking their lives). If the
  character's roll is higher than the victims roll, his/her tar-
  get does what he/she wants. You can use the number rolled
  as an indication of the degree of success; if it's much higher
  than the victims (at least twice as much), the victim may
  volunteer additional help, and may never realize he/she
  has been had. If it's close, the victim may do as asked, then
  realize he she has been duped as the player character walks
  away.  Note:  Robots without a human brain, Royal Guard,
  etc., plus characters above the level of 12, can not be conned.
  Base Skill:  30% + 5% per level of experience. A failed roll
  means that the Con did not work and depending on who
  the intended victim was, the character may be in big trouble
  or no trouble at all and manage to annoy the NPC.
  Concealment:  Is the practiced ability of hiding something
  on ones body or in hand, usually by continually moving it
  around from hand to hand or place to place unnoticed.
  Objects must be no larger than 14 inches in height and
  
  62
  Rifts Japan, as well as in large cities of the Coalition States,
  the NGR, Atlantis, and other large, modern cities.  Base
  Skill:  26% + 4% per level of experience.  Note:  This skill
  should be considered a separate skill apart from streetwise.
  Gambling (Standard):  This skill enables the character to
  skillfully play in several games of chance.  The character
  knows the rules of 1D4 games, plus an additional game for
  every 2 points of the character’s I.Q. (round up).  In addi-
  tion to rules, the character understands the theories of math-
  ematical “odds” (+5% bonus to math skill), some basic strat-
  egies and tactics for winning consistently, when to hold
  them, old them, etc.  Base Skill:  30% + 5% per level of
  experience.
  Gambling (Dirty Tricks):  This is the other side of gam-
  bling in which the character is skilled at cheating in games
  of chance.  This includes knowledge of dirty tricks such as
  counting cards, how to use marked cards, using trick/
  loaded dice, stacking the deck (in one’s favor), sleight of
  hand tricks to hide cards up sleeves or in the palm of the
  hand, dealing from the bottom of the deck, and other cheats
  (must have the palming skill for the latter two).  Base Skill:
  30% + 5% per level of experience.
  Hide/Sneak: Make a hide/sneak skill roll when a charac-
  ter tries to hide him/her self, to camouflage something, to
  sneak past someone, or to disguise him/her self - any time
  basically, that he/she is trying to avoid detection. If no one
  is actively looking for or trying to find the hiding charac-
  ter, determine the difficulty and apply the correct penalty
  for the attempt: (All Penalties are accumulative)
  Very Easy (hiding in a prepared shelter of tree limbs and
  leaves in the middle of the forests of Earth) - 0%. Any situ-
  ations in between may be + or - 5% that is up to the GM
  and/or the players.
  Easy (hiding from a patrol in a canyon on Tyrol) - 10%.
  Any situations in between may be + or - 5% that is up
  to the GM and/or the players.
  Moderate (hiding in a doorway in the streets of a city on
  Earth) - 20%. Any situations in between may be + or -
  5% that is up to the GM and/or the players.
  Difficult (hiding behind a leg of an 20 ft. tall Robot while
  a patrol is search for you) - 30%. Any situations in be-
  tween may be + or - 5% that is up to the GM and/or
  the players.
  Very Difficult (Hiding in the middle of the wastelands
  with no shelter for miles around) - 40%. Any situations
  in between may be + or - 5% that is up to the GM and/
  or the players.
  If someone is searching for the hider, use the "hide" roll
  like a "dodge" (including all penalties) that is, the hider's
  die roll matched against the searcher's die roll accounting
  for all penalties. Whom ever has the higher roll wins that
  particular battle. Base Skill: 30% + 5% per level of experi-
  ence.
  Juggling:  The ability to toss "up" a number of objects, such
  as balls, clubs, knives, lit torches and almost any, usually
  small, objects and keep them continuously in the air.  As a
  skilled expert, the practitioner develops a superior sense
  of coordination, manual dexterity and reflexes, which pro-
  vides the following abilities and bonuses.
  1.  Four attacks per melee with a thrown weapon.  This
  can include darts, knives, throwing axe, javelin, small
  spear, club and other small items appropriate for throw-
  ing.  It does not include swords, maces, ball and chain,
  pole arms, staves, chains or other objects.  Add one
  additional throwing attack at third level and another
  at sixth and ninth.  The thrown attack takes the place
  of normal hand to hand combat that melee.  This means
  the character can either attack by throwing missile
  weapons OR by engaging in hand to hand combat; he
  CAN NOT do both in the same melee round.
  2.  Bonuses:  +1 to strike with any thrown/missile weap-
  ons.  +1 to parry.  These are both in addition to hand to
  hand or W.P. skill bonuses.
  3.  Number of Items Juggled:  Up to four objects/items
  at level one, plus ONE for each additional level of ex-
  perience.
  Base Skill:  40% +5% per level of experience.
  Locate Secret Compartments: Vaguely similar to the es-
  pionage skill of detect concealment, this skill focuses spe-
  cifically on finding and opening trap doors and secret com-
  partments constructed within building’s and furniture. The
  character is familiar with all standard types of trap doors,
  hidden floor and ceiling panels, secret rooms, and secret
  passages, as well as the usual methods of opening them.
  This gives the character a solid idea of where such secret
  doors are most likely to be found, how to identify and ac-
  cess them, and their typical construction and design. This
  knowledge also includes finding secret compartments con-
  cealed and built into furniture, boxes, toys, the heel of a
  boot, clothing and other objects. It takes about 2D4+6 min-
  utes to properly search the walls and floors of a 10 foot
  square area or any one piece of furniture or object. Roll once
  to locate and again to open it.  Base Skill:  20% + 5% per
  level of experience. Add a bonus of +5% if the character
  also knows carpentry and another +5% if he has the gen-
  eral repair or field armorer skill. Reduce this skill by half
  when trying to detect camouflage and other forms of con-
  cealment. Also reduce by half if an attempt is made to de-
  activate or safely trigger a trap.
  Palming:  Simply the ability to pick up and seemingly make
  a small object such as a coin, key, playing card, knife, etc.
  disappear by hiding or concealing it in ones hand.  Adds a
  bonus of +5% to pick pocket skill.  Base Skill:  25% + 5%
  per level of experience.
  Pick Locks:  The character knows the methods and tools
  for picking/opening key and basic tumbler type locks.  This
  does not include sophisticated computer or electronic locks.
    It takes 1D6 melee rounds for each attempt to pick a lock.
  A failed roll means the lock holds; try again.  Base Skill:
  30% + 5% per level of experience.
  Pick Pockets:  An ability to remove items from a person
  without their being aware of it.  If a pick pocket attempt
  
  63
  fails, the item has NOT been removed and there is a 67%
  likelihood  of the intended victim recognizing the intent of
  the action.  Base Skill:  25% + 5% per level of experience.
  Pool: Pool is played using 2D10 or 1D20. A roll of 13 or
  better is needed to sink a ball. A roll of 1-3 results in a criti-
  cal miss (see chart). Pool is played either 18 ball, 9 ball, or
  trickshot! Bets can be made in the game by price per ball.
  The party with the most ball sunk out of the given game
  wins money equal to the number of balls sunk times the
  wager per ball (example. Your team plays a 100 credit per
  ball game. You manage to sink 10 balls and win. Your groups
  winnings is 1000 credits [10 X 100, and this money is to be
  split up between the players on 1 side as seen by the play-
  ers]). Trick shots are bets and the player has a -3 to called
  shots. If a player scores a ball, they get to roll again if not
  the dice are surrendered to the next player.
  (1-5 games) 1st- Natural 20 sinks 2 balls (Critical strike)
  (5-12 games) 2nd- W.P. Pool Cue, +1 to hit
  (13-20 games) 3rd- Critical strike on Natural 19-20
  (21-29 games) 4th- 3 is no longer a critical miss
  (30-44 games) 5th- +1 to hit
  (45-56 games) 6th- a roll that adds up to 19 is equivalent to a Critical
  Strike.
  (57-66 games) 7th- 25% chance of being recognized as a famous pool
  player.
  (67-77 games) 8th- +1 to hot called strike penalty
  (78-87 games) 9th- People pay 1D6x100 credits to watch you play
  (88-97 games) 10th- You may instruct people in the fine art of pool and
  you can get payed 1D4x100 credits a lesson.
  (98-107 games) 11th- +1 to hit, 60% chance of being recognized
  (108-117 games) 12th- Skill ability to not sink the cue ball
  (118-126 games) 13th- The bar pays you 3D6x100 credits to play there
  (127-139 games) 14th- +1 to hit, 80% chance of being recognized
  (140+ games) 15th- +2 to hit. At this level you become the Micheal Jor-
  dan of pool and you are payed an extra 1D6x1000 credits per game.
  Critical Miss Chart
  01-10 You hit your opponent and might get into an old fashioned brawl.
  11-15 Lucky you bounced a ball and scored.
  16-31 You break the pool cue. You must play 100 credits to replace it.
  32-60 Scratch! You've ripped the felt. You have to pay 400 credits to
  replace.
  61-69 You sank a ball for your opponent.
  70-85 You sunk the cue ball. Three times you lose.
  86-00 You sunk the eight ball. You lose.
  Pool Shark:  This skill teaches the character the physics
  and geometry of the pool table. Studying this skill allows
  the character to perform trick shots as well as the ability to
  prepare for the next several shots in advance. This also al-
  lows the player to regulate his/her game to win or lose
  depending on the situation. This skill demonstrates the
  basic skills of angling and ricocheting as well as english
  and "jumping" the cue ball for more difficult shots. Re-
  quires: Basic math.  Base Skill:  40% + 5% per level of ex-
  perience.
  Prowl:  This skill helps the character to move with stealth;
  quietly, slowly and carefully.  Techniques include balance
  and footing, short steps and pacing, rifle positioning, prone
  positions for low visibility, and crawling.  A failed Prowl
  roll means that the character has been seen or heard.  If the
  Prowl is successful, then the character is not seen and may
  make a Sneak Attack.  Base Skill:  46% + 8%
  Safecracking:  This is a specialized skill in which the char-
  acter studies the strengths, weaknesses, and construction
  of safes and how to open them without damaging the con-
  tents inside.  The fingers of the safecracker are so sensitive
  that they can "feel" the subtle calibration of combination
  locks and other locking mechanisms.  When using explo-
  sives, they can use their abilities to such precision that they
  can "blow" the lock off a safe, security door, safe deposit
  box and similar without creating a big, area affect explo-
  sion or inflicting damage to the contents (a failed safecrack-
  ing skill or demolitions roll means the explosion was too
  much and the contents are damage).  Base Skill:  20% + 4%
  per level of experience.  Bonuses:  Adds +5% bonus to the
  lock picking and demolitions skill.  Penalties:  Requires
  Focus, concentration and keen hearing, Characters with a
  M.E. under 15 are -10% on this skill.
  Search: Used when trying to locate someone or something.
  When the target is not actively hiding or hidden, the user
  must roll and of course there are penalties (all penalties are
  accumulative):
  Very Easy (when you know its exact location) - 0%. Any
  situations in between may be + or - 5% that is up to the
  GM and/or the players.
  Easy (when you know its approximate location) - 10%.
  Any situations in between may be + or - 5% that is up
  to the GM and/or the players.
  Moderate (when your information on its location is a few
  days old) - 20%. Any situations in between may be + or
  - 5% that is up to the GM and/or the players.
  Difficult (when you're following a cold trail - week or
  month old information) - 30%. Any situations in be-
  tween may be + or - 5% that is up to the GM and/or
  the players.
  Very Difficult (when nobody's seen it in years) - 40%.
  Any situations in between may be + or - 5% that is up
  to the GM and/or the players.
    If the target is hidden, the hider's hide/sneak skill roll in-
  creases the searcher's difficulty number. Take one round to
  use when attempting to find a hider in your immediate area
  (spot an ambush before they attack you). When used in
  detective work, can involve minutes performing a computer
  search (provided the character has Computer skills), or days
  tracking down a witness and informants. GM's remember
  there is a difference between the military use and the civil-
  ian use of searching. Please keep this in mind when the
  characters are using this skill. Counts as Three Skills, un-
  less otherwise stated.  Base Skill:  30% + 5% per level of
  experience.
  Seduction: This "skill" involves considerable practice and
  experience in this difficult game of con artistry.  This char-
  acter will have studied extensively the nature of the male/
  female mind (and anatomy) so as to understand how to
  best seduce a potential sexual partner.  Though this skill
  may be useful to prostitutes, massagers, and even psycholo-
  gists, it is mainly used as a deceptive ploy to gather infor-
  mation from someone when they are at their weakest.  In-
  tended targets will not necessarily be turned into putty, even
  if the roll is successful.  The G.M. should take all mitigating
  
  64
  circumstances into account when tabulating bonuses and
  penalties.  If the victim suspects that he is being manipu-
  lated, and resists, then there is almost no chance of success
  (also, consider sexual orientation and compatibility).  Base
  Skill: The M.A. + P.B. attributes +4% per level of experi-
  ence.
  Shell Game: It's the same the world over. All the character
  needs is a flat surface, three shells (or cups, or bowls), a
  pea, and a gullible customer. The idea is to keep moving
  the shells around and let the customer bet on where the
  pea will appear. Missing the roll (getting over the base skill
  on percentile) means that a customer has a genuine chance
  of spotting the correct shell and wins. Or, if the pea was
  hidden or palmed, the customer is likely to see the trick.
  Three Card Monty is the card variant of this skill, found in
  the more urban areas. Base Skill: 20%+4% per level of ex-
  perience.
  Sleight of Hand:  This skill counts as TWO skills.  A skill
  that involves the manual dexterity of hand and finger ma-
  nipulation to perform certain feats.  One of the tricks, or
  gimmicks, of sleight of hand is to distract the observer(s)
  with one hand and palm or otherwise manipulate an item
  with the other hand.  Sleight of hand also includes a basic
  level of escape artistry.  Techniques include hand position-
  ing, tensing, popping joints in and out, the study of knots,
  and usually a hidden lock picking tool(s).  Bonuses:  +5%
  to palming, +5% to pick pockets, +10% to escape artist, +6%
  to concealment.  All are one time skill bonuses applicable
  immediately.
      To escape from locked chains and manacles, the charac-
  ter must have the lock pick skill as well.   Note that an es-
  cape artist does NOT need to see the knots, locks or
  manacles that hold him.  Escapes and lock picking can be
  done by touch and/or sound, as well as sight.
  Time Restrictions and Penalties
      Although the sleight of hand skill provides added skill
  and nimbleness of hands, the character is still restricted by
  time and the odds against him.  The following penalties
  apply whenever the character tries to pick a lock or escape
  his bonds.  They generally reflect the complexity and diffi-
  culty of the job.  In some cases, more than one penalty may
  apply.  For Example:  The character may be handcuffed,
  arms and legs/feet tied, and then locked in a chest (total
  darkness), for a cumulative penalty of -25%.  ALL penal-
  ties are cumulative.  Note:  ALL the locks and vaults may
  be of the highest quality and supposedly unpickable; how-
  ever, they are not super sophisticated.  Bank vaults, profes-
  sional security systems, electric locks, and electric alarm
  systems, are beyond the capabilities of the magician/es-
  cape artist.  See electrical skills.
      A failed skill roll means that the time has been spent in a
  futile attempt.  Try again!  The same attempt by any char-
  acter other than the stage magician will take three times as
  long.
  Escape and Lock Pick Penalties
  -0%
  Rope and typical knots:  One melee
  -5%
  Rope and superior knots:  1D4 melees
  -0%
  Key padlock:  1D4 melees
  -5%
  Combination padlock:  1D6 melees
  -15%
  Security combination lock:  2D6 melees
  -5%
  Typical door key lock:  1D4 melees
  -10%
  Security door key lock:  2D4 melees
  -5%
  Any standard key lock (doors, chests, etc.):  1D6 melees.
  -5%
  Handcuffs:  1D4 melees
  -20%
  Straitjacket:  2D4 melees
  -15%
  Jail cell door:  2D6 melees
  -5%
  Car trunk: 1D4 melees
  -25%
  Vault door with superior combination lock:  2D6 minutes from
  the outside, 2D6 melee rounds from the inside.
  -80%
  Electrical lock/bank vault:  6D6 minutes.
  -20%
  Lack of proper tools; must use inferior, improvised tool(s), like
  a hairpin or belt buckle.
  -50%
  No tools at all.
  -10%
  Total darkness.
  Streetwise:  This skill instills an understanding of the darker
  side of city life and the scoundrels who roam the streets.
  The streetwise character will be able to recognize gang
  members by their actions and philosophies, gang colors
  (emblems and clothing that denote membership to a par-
  ticular organization), gang symbols and mannerisms, and
  dangerous locations and gangland haunts.  The individual
  will also recognize a potential brawl situation, assess a gang
  members rank/power in the organization, and know some
  of the hangouts, modes of operation, rituals, ethics, and
  perhaps even notorious gang leaders of the more infamous
  street gangs.  This skill also includes the ability to recog-
  nize and locate black market dealers/organizations, illegal
  cyber-doc clinics, drugs and arms dealers, and similar crimi-
  nal outfits.  Base Skill:  20% + 4% per level of experience.
  Streetwise - Con Games: This skill provides the individual
  with a great understanding of one of the dark sides of city
  life: con artists.  He will know their tricks, games, meth-
  ods, and practices.  He will be able to spot con artists, and
  judge if they are cheating, and how.  This skill also pro-
  vides the character with enough knowledge to set up a con
  game himself, pulling reasonable wages from other people's
  gullibility.  Con games can be anything from the simple
  shell game known the world over, or can be a huge, elabo-
  rate scheme, like getting investors for real estate, etc.  Base
  Skill:  20% + 4% per level of experience.
  Streetwise - Drugs:  This skill gives the character the abil-
  ity to recognize characters addicted to drugs, street corner
  pushers, big time dealers, drug smugglers, juicers, Japes,
  and undercover agents looking to bust dealers.  Similarly,
  the character has a good idea what drugs cost, how to use
  them and where to buy them (even if he doesn't use them
  himself).  The character also knows most of the "street
  names" of common drugs, recognizes the drug when he
  sees it and know the general effects and dangers it repre-
  sents.  He can also recognize the symptoms in others and
  can guess what drug a user may be high on with reason-
  able accuracy (roll under skill ability).  Note:  This addi-
  tional street knowledge can be included as part of the regu-
  lar streetwise skill or used as an additional rogue skill;
  G.M.'s choice.  Base Skill:  25% + 5% per level of experi-
  ence.
  Streetwise - Gambling:  This skill gives the character gen-
  
  65
  Science
  Note:  In the world of Rifts, the majority of people can not
  read nor write.  Most of the science skills require literacy as
  a prerequisite skill.  Anthropology (everything can be com-
  mitted to memory) and mathematics are the only excep-
  tions.
  Anthropology: This is the behavioral study of man and
  other intelligent life-forms and their environments.  Stud-
  ies include societies, customs and beliefs, religions, politi-
  cal structure, as well as rudimentary history and archaeo-
  logical background.  It is important to note that anthropol-
  ogy is more concerned with the study of modern races and
  societies than it is with ancient ones.  This is especially im-
  portant when dealing with other races and cultures in the
  present time in order to avoid accidentally breaking taboos
  or codes of behavior.  It will also tell the anthropologist
  whether he may be dealing with a dangerous people (hate
  humans, fear technology or magic, are cannibals, worship
  demons, etc.).
    The skill can also be used in the examination of items/
  artifacts and ruins to identify the probable people/race,
  purpose, and technological level.  The character can iden-
  tify the period in which the item was used (contemporary
  or ancient), but is not skilled enough to tell whether an item
  is an authentic artifact or a forgery.
    In the world of Rifts, few humans and fewer non-humans
  know much about humankind or the world before the rifts.
  The anthropological student is one of the few who is well
  versed in the legends and few facts about the "Time of Man."
  As a result, he can often identify pre-rifts technology and
  man-made creations.  He is also knowledgeable in their
  black market value and the many laws that prohibit the
  possession, sale, and scavenging of ancient artifacts.  Base
  Skill:  20% + 5% per level of experience.
  Archaeology:  This is the scientific study of relics of an-
  cient civilizations by excavation and other means.  Studies
  include proper excavation (digs) techniques, analysis, pres-
  ervation, restoration, and dating methods (including car-
  bon dating), as well as a rudimentary history and anthro-
  pology background.
    Like the anthropological student, the archaeologist is one
  of the few who is well versed in the legends and few facts
  about the "Time of Man."  He is an expert in the identifica-
  tion of pre-rifts technology and man-made creations, from
  books and clothing to vehicles and buildings.  The charac-
  ter can ascertain whether the item is an ancient artifact or
  of recent construction, and therefore, if an item is an au-
  thentic or a forgery.  He is also well versed in their black
  market value and the many laws that prohibit the posses-
  sion, sale, and scavenging of ancient artifacts.  For example:
  The possession of books (even comic and children's books),
  video discs, or other pre-rifts educational or technological
  data is illegal by the decree of the Coalition.  Failure to turn
  such items over to the government is a serious crime pun-
  ishable by imprisonment or death.  Base Skill:  20% + 5%
  per level of experience.
  eral knowledge about many common types of gambling
  (from cards and roulette, to horses and gladiatorial com-
  bat).   Knowledge includes the rules of the games, odds of
  winning, best bets, knowing when to stop, spotting a cheat-
  ing casino/rigged system, and knowing who to talk to for
  the inside information (for a price).  A successful roll does
  not mean the character wins automatically, but correctly
  understands all the risks and odds involved, and will win
  more consistently than someone who is gambling randomly.
  Base Skill:  20% + 5% per level of experience.
  Streetwise - Networks:  This skill gives the character an
  understanding of the darker side of computer networks.
  Computerized networks exist in many high-tech cities in
  Rifts, particularly in the NGR.   These networks are very
  complex and difficult to navigate, but on them one can find
  all sorts of illegal activity and illegal contacts and connec-
  tions.  Characters with this skill will know who and how to
  ask on the Net about various things, will know how to ob-
  tain pirated software, will be able to buy and sell to the
  Black Market and others from this connection.  Networks
  can be very useful in finding large amounts of information
  in very little time.  Note:  Though no more than Computer
  Operation is required, the more computer skills the char-
  acter has, the better he will fit in on the net.  For instance,
  speaking fluent techno-can will make the character "talk
  the talk" of the Net.  Computer Hackers will also be able to
  gain illegal access to parts of the Net where certain types of
  people hang out, etc.  Add a +15% bonus if the character
  has hacking and other computer-related skills.  Base Skill:
  15% + 5% per level of experience.  Requires:  Computer
  operation, literacy.
  Use & Recognize Poison: People with this skill are trained
  in the use of poisons and toxins of all types.  This includes
  the use and preparations of poison from plants, roots, mush-
  rooms, animals and insect venom, and other deadly sub-
  stances, as well as antidotes. Types of poisons include in-
  gestive (must be eaten), contact (is absorbed through the
  skin) or blood (enters the bloodstream by cut or injection).
  The use of poison can be dangerous. The first percentile
  number indicates the success ration of using and adminis-
  tering poison carefully and properly. IF the person fails to
  make his success ration, there is a 1-30% chance of having
  inflicted himself (is an antidote handy?). The second num-
  ber indicates the character's ability to recognize food, drink
  or items that have been poisoned.  Base Skill:  24%/16% +
  4% per level of experience. Add +4% if the character also
  knows holistic medicine.  Restriction:  Only characters of
  an evil and anarchist alignment can use poison to inflict
  bodily harm on others. Also note that many poison inflict
  damage and cause ailments and pain, but do not automati-
  cally or instantly kill the victim.
  Ventriloquism:  This is the ability to speak without mov-
  ing one's lips.  The character can talk, while making it seem
  as though he is saying nothing.  This does NOT include the
  ability to throw one's voice, although with no apparent
  source for the sound, a person might be confused.  It is
  mostly a parlor trick and stage act.  Base Skill:  25% + 5%
  per level of experience.
  
  66
  Astronomy:  The study of the stars and other celestial bod-
  ies, their movements, positions, cycles, alignments, and
  interrelations with the earth and each other.  This knowl-
  edge can also be used to determine direction, approximate
  distances, identify seasons, and tell the time of day.  Base
  Skill:  25% + 5% per level of experience.
  Astrophysics:  Knowledge of Stellar astronomy and how it
  relates to nuclear physics, quantum mechanics, relativity,
  and other explanations for the creation of deep space phe-
  nomena, like quasars and black holes.  Gravitonic drive
  systems require this skill to understand the principles un-
  der which they work.  Note:  Basic and advanced Math-
  ematics are required before taking Astrophysics.  Base Skill:
  30% + 5% per level of experience.
  Biochemistry:  Science concerned chiefly with the chemis-
  try of biological processes. From its roots in chemistry,
  chiefly organic and physical chemistry, biochemistry has
  broadened to encompass any biological problem amenable
  to the investigative techniques of both chemistry and phys-
  ics. Biochemists study such things as the structure and func-
  tion of proteins, carbohydrates, and enzymes; the chemi-
  cal regulation of metabolism; and the molecular basis of
  the action of genes. A milestone in the growth of the field
  with the elucidation of the structure of DNA.  Requires:
  Read the passage above.  Base Skill:  50% + 5% per level of
  experience.
  Biology:  Basic understanding of cells, anatomy, physiol-
  ogy, evolution, and genetics.  The character will know how
  to use a microscope, cultivate bacteria, and how to classify
  new organisms.  Base Skill:  30% + 5% per level of experi-
  ence.
  Biophysics:  Application of various tools, methods, and
  principles of physical science to the study of biological prob-
  lems. In biophysics, physical mechanisms and mathemati-
  cal and physical models have been used to explain life pro-
  cesses such as the transmission of nerve impulses, the
  muscle contraction mechanism, and the vital mechanism.
  Base Skill: 45% + 5% per level of experience.
  Biotechnology:  The use of biological processes, as through
  the exploitation of living organisms or biological systems
  as a component in the development or manufacture of a
  product, in the technological solution to a problem, and
  the like. For example, genetic engineering techniques have
  been used to create custom-designed bacteria capable of
  producing drugs and other substances. Such bacteria can
  be grown in quantify in "bioreactors" and then processed
  to extract the substance produced; specially cultured plant
  and animal cells can be similarly grown and processed.
  Often the extracted substance is not the final product and
  needs further chemical processing. The field of biotechnol-
  ogy also, includes genetically enhanced livestock; plants
  and foods with genetically engineered qualities, such as
  improved disease resistance or prolonged shelf life; cus-
  tom-designed drugs, fertilizers, and pesticides; and thera-
  pies to repair genetic defects.  Base Skill:  35% + 5% per
  level of experience.
  Botany:  Plants, their categories and functions, are studied
  extensively,  Characters will know the basics of cross-fer-
  tilizing and germinating, as well as growing experimental
  plants.  Base Skill:  25% + 5% per level of experience.
  Cartography:  The methods and abilities needed for accu-
  rate map making and map reading.  Includes a basic un-
  derstanding of geology, estimation of distances, and the use
  of advanced sensors for gaging altitude, distance, depths,
  etc.  Characters will be able to make extremely accurate
  land and underwater maps, including topography, prevail-
  ing wind/currents, terrain type and all other pertinent geo-
  graphic information.  Also includes the ability to accurately
  read and interpret a map, adding +10% to navigation skills
  when this skill and a map are present.  Base Skill:  40% +
  5% per level of experience.  Requires:  Navigation, read
  sensory equipment, and literacy.
  Chemistry:  The basic under standing of chemical principles
  and formulae.  Characters know enough chemical labora-
  tory procedures of analyzing and synthesizing chemical
  compounds to act as competent assistants.  Base Skill:  30%
  + 5% per level of experience.
  Chemistry - Alchemical: A combination of modern chem-
  istry (organic and analytical), botany (a lot of elixirs require
  different herbs, flowers and roots), and history, with a little
  cryptography thrown into the mix.  The character can in-
  terpret ancient alchemical texts, formulas and directions,
  and knows how to substitute modern ingredients for their
  ancient counterparts, and can use high-tech versions of the
  primitive equipment.  A successful roll means the charac-
  ter succeeds in interpreting an alchemist's formula (even if
  written in code).  Depending on the complexity of the pro-
  cedure, it could take from one to six additional rolls to ac-
  curately reproduce an actual elixir.  Base Skill:  25% + 5%
  per level of experience.  Requires:  Cryptography, Chemis-
  try, Chemistry - Analytical, Biology, Lore: Alchemy, and Lit-
  eracy.
  Chemistry - Analytical:  Training in chemical engineering
  theories useful in the analysis of compounds and their prac-
  tical applications.  Characters will be highly skilled in the
  use of laboratory equipment and can analyze and synthe-
  size chemicals.  Base Skill:  25% + 5% per level of experi-
  ence.  Requires:  Chemistry, advanced mathematics, and
  literacy.  Computer operations is strongly suggested but
  not required.
  Chemistry - Chinese Alchemical: A combination of mod-
  ern chemistry (organic and analytical), botany (a lot of elix-
  irs require different herbs, flowers and roots), and history,
  with a little cryptography thrown into the mix. The charac-
  ter can interpret ancient alchemical texts, formulas and di-
  rections, and knows how to substitute modern ingredients
  for their ancient counterparts, and can use high-tech ver-
  sion of the primitive equipment. A successful roll means
  the character succeeds in interpreting an alchemist's for-
  
  67
  mula (even if written in code). Depending on the complex-
  ity of the procedure, it could take from one to six addi-
  tional rolls to accurately reproduce an actual elixir. Re-
  quires:  Classical Chinese Literacy, Chemistry and Biology.
  Base Skill:  25% + 5% per level of experience.
  Chemistry - Pharmaceutical:  This is the study of drugs
  and their interaction with the human body.  Knowledge
  includes a familiarity with common medical drugs, drug
  interactions, dosages, the use/distribution of drugs, their
  effects on the human body, and other biological applica-
  tions.  The skill will enable characters to recognize com-
  mon drugs and their effects, recognize poisons/toxins, and
  safely administer existing drugs (painkillers, hallucinogens,
  stimulants, relaxants, antibiotics, tranquilizers, and so on).
  The character will also be able to synthesize complex poly-
  mers and organic molecules (often taken from living tissue
  samples).  A failed roll means the drug is improperly ad-
  ministered or prepared, and has no effect, or the
  synthesization process was badly set up, and did not work,
  etc.  Base Skill:  20% + 5% per level of experience.  Re-
  quires:  Chemistry, Chemistry - analytical, advanced math,
  computer operation, and literacy.
  Cosmology: Science that aims at a comprehensive theory
  of the creation, evolution, and present structure of the en-
  tire universe. The polemic system and the Copernican sys-
  tem are the theories that describe the position of the earth
  in the universe. According to a hypothesis, the steady-state
  theory, the universe expands, but new matter is continu-
  ously created at all points in space left by the receding gal-
  axies; this theory has new adherents. Base Skill:  45% + 5%
  per level of experience.
  Cross-Dimensional Physics:  Figuring out the weird mul-
  tidimensional equations involved in cross-dimensional
  theory requires a character of pure genius.  Restrictions:
  Characters must have a Minimum Required I.Q. of 26, and
  both Basic and Advanced Math to learn Cross-Dimensional
  Physics.  Characters with an I.Q. of 21-25 can also take this
  skill, but are -25%.  Base Skill:   25% + 5% per level of expe-
  rience.
  Cryptozoology:  This is the science of piecing together
  physical, circumstantial, and theoretical evidence to hypoth-
  esize 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.  Base Skill:  40% + 5% per level of experience.
  Requires:  Biology and zoology.
  Ecology: Study of the interrelationships of organisms and
  the physical environment. Within the Biosphere; the basic
  unit of study is the ecosystem - a community of plants and
  animals in an environment supplying the raw materials for
  life, i.e., chemical elements (or food) and water. An ecosys-
  tem is delimited by climate, altitude, latitude, water and
  soil characteristics, and other physical conditions. The en-
  ergy for fueling life activities reaches the earth in the form
  of sunlight. By photosynthesis green plants capture that
  light energy and store it in the chemical bonds of carbohy-
  drates, fats and proteins. Some of the energy is acquired by
  plant-eating animals, and a fraction of it passed on to preda-
  tory animals.  Such sequences, called food chains, overlap
  at many points, forming food webs. Once spent, the en-
  ergy for life cannot be replenished except by further expo-
  sure of green plants to sunlight. The chemicals of life are
  continually recycled by such processes as photosynthesis,
  reception, and nitrogen fixation. Disruption of these cycles
  by natural causes such as drought or pollution can disturb
  the balance of an entire ecosystem. An ecosystem that has
  reached a stable and self-perpetuating stage is known as a
  climax community. When extensive and well-defined, the
  climax community is called biome. Examples are tundra,
  savanna (grassland), desert, and forests.  Suability is at-
  tained through a process known as succession, whereby a
  relatively simple community, such as lichen- and algae-cov-
  ered rocks, gives way over time to one more complex, such
  as forest or tundra.  Base Skill:  30% + 5% per level of expe-
  rience.
  Electrochemistry: Science dealing with the relationship be-
  tween electricity and chemical changes. Of principal inter-
  est are the reactions that take place between electrodes and
  the electrolytes in electric and electrolytic cells and that take
  place in an electrolyte as electricity passes through it.  Re-
  quires:  Base Skill:  35% + 5% per level of experience.
  Entomology: The study of insects, an arthropod class com-
  prising about 675,000 known species, and representing
  about nine tenths of all classified animal species. Insects
  are studied for purely biological reasons, as well as for their
  role as crop pollination; carries of vital, bacterial, fungal,
  and protozonal diseases; parasites of humans and livestock;
  destroys of economically important plants; and predators
  other destructive insects.  Note: -30% when dealing with
  alien and mutant life forms. Base Skill: 25% + 5% per level
  of experience. Requires: Biology - Basic and Advanced,
  Math - Basic and Advanced, and Chemistry.
  Ethology: Study of animal behavior, especially its physi-
  ological, ecological, and evolutionary aspects. Originally,
  an organism's actions were classified as either instinctive
  behavior (actions not influenced by the animal's previous
  experience, e.g., common reflexes) or learned behavior (ac-
  tion dependent on earlier experience, e.g., problem solv-
  ing). Current emphasis is on the interaction between envi-
  ronmental and genetically determined responses, particu-
  larly during early development. Base Skill: 30% + 5% per
  level of experience.
  Ethnology: Scientific study of the origin and functioning
  of humans and their cultures, usually considered a branch
  of cultural Anthropology.  Requires: Base Skill: 45% + 5%
  per level of experience.
  Geochemistry: The study of the chemistry of a planet (like
  
  68
  Earth), especially the study of the absolute and relative
  abundance of the elements and their distribution and move-
  ment. Such studies have provided insights into the evolu-
  tion of the oceans and atmosphere, the ages of rocks, the
  chemical evolution of life, and more recently, the effects of
  the massive introductions of pollutants into the environ-
  ment. This will help the character in discovering cleaner
  sources of power, organic was to rid a pesky insect, etc. In
  other words the character will study and develop machines,
  chemicals, gases, etc. to be more environmental friendly.
  Counts as three skills.  Note: A failed roll means the experi-
  ment or device failed, can not roll again until the experi-
  ment is finished. Base Skill: 45% + 5% per level of experi-
  ence.
  Geology: The science dealing with the structure of plan-
  etary crusts, and the formation and development of their
  various layers, including individual rocks and fossils.  Char-
  acters are skilled in quantifying rocks and minerals, as well
  as being able to judge good conditions for finding a par-
  ticular type of mineral (such as precious metals or stones,
  or fossil fuels).  Base Skill: 25% + 5% per level of experi-
  ence.  Requires: Advanced math, and literacy.
  Geophysics:  This is the study of the structure, composi-
  tion, and dynamic changes of a planet and it's atom- sphere,
  based on the principles of physics. Applied geophysics uses
  seismic, electrical, gravimetric, and radiometric techniques
  for geological exploration and prospecting.  Base Skill:  35%
  + 5% per level of experience for those on earth.
  Hydrology: Study of water and its properties, including
  its distribution and movement in and through the land ar-
  eas of the earth. The hydrologic cycle consists of the pas-
  sage of water from the oceans into atmosphere; onto,
  through, and under the lands; and back to the ocean.  Hy-
  drology is mainly concerned with the part of the cycle that
  follows the precipitation of water onto the land and pre-
  cedes its return to the oceans.  Base Skill: 30% + 5% per
  level of experience.
  Horticulture: Science of cultivating fruits, vegetables, flow-
  ers, and ornamental plants; a branch of Agriculture. Horti-
  culture usually refers to small-scale gardening and
  agronomy to the large scale growing of field crops. Al-
  though many horticultural practices are ancient, relatively
  recent knowledge of genetics, plant physiology and pathol-
  ogy, biochemistry, ecology, entomology, and soils, and their
  application (e.g. in plant breeding) of this knowledge, have
  made horticulture an extremely complex science.  Requires:
  See the passage above.  Base Skill:  45% + 5% per level of
  experience.
  Interdimensional Theory:  This complex skill  can only
  truly be understood by highly intelligent creatures.  It re-
  quires thinking of the universe in terms of four dimensions
  (not the typical three we are accustomed to).  At higher
  skill percents, it also allows the person to think abstractly
  about five or six dimensional structures.  Practically, the
  character will understand some of the theories and facts
  about interdimensional travel, the boundaries between di-
  mensions, what exists in between dimensions, void, quan-
  tum mechanics, time travel, space fold, and other complex,
  dimensional-theory areas of study.  Despite this knowledge,
  it is unlikely the character will ever be able to suggest a
  practical way to perform any of these feats.  Note:  Many of
  the equations involved in these theories are much to com-
  plicated, even for super intelligent creatures, so computers
  are needed to fully use this skill.  Base Skill:  The I.Q. at-
  tribute +2% per level.  Requires:  Advanced math, and com-
  puter operation.  Also, an I.Q. of 23 or higher is needed to
  grasp the concepts.
  Marine Biology:  This skill is a general knowledge of the
  ecology of the oceans and seas, with an emphasis on un-
  dersea habitats, environments, and the types of fish and
  sea animals attracted to such places.  This skill also gives
  the character the knowledge of where to look for particu-
  lar types of sea creatures (i.e. in coral reefs, under rocks,
  inside caves, warm water, cold water), the types of food
  sea animals eat/prey upon, migration patterns of fish and
  eels, and a knowledge of tides, water composition, and
  ocean plant-life.
    The marine biology skill also gives the character specific
  medical and scientific knowledge about the behavior, hab-
  its, evolution, physiology, cells, anatomy and genetics of
  fish, marine mammals and other types of sea life.  This
  knowledge enables the character to perform surgery, re-
  move glands and sacs of poison or chemicals, prepare anti-
  dotes to poisons (from sea creatures only) and the care,
  keeping and medical treatment of marine animals, includ-
  ing dolphins and whales.  Base Skill:  35%/25% + 5% per
  level of experience.  The first number is the character’s gen-
  eral knowledge.  The second number is specific medical
  and scientific applications, including making antidotes to
  poison, capturing animals without killing them (+10% to
  hunt/kill), surgery (sea animals only; -60% on humanoids),
  and the care, keeping and medical treatment of marine ani-
  mals.  Note:  -30% when dealing with alien and mutant life
  forms.  Requires:  Biology, advanced mathematics and
  chemistry.
  Mathematics - Basic:  Knowledge of basic math, including
  the ability to count, addition, subtraction, multiplication,
  division, and fractions.  Base Skill:  45% + 5% per level of
  experience.
  Mathematics - Advanced:  Knowledge of all basic and ad-
  vanced mathematics, including algebra, geometry, trigo-
  nometry, calculus, and techniques for using advanced math-
  ematical formulae.  Base Skill:  45% + 5% per level of expe-
  rience.
  Mathematics - Accounting:  Knowledge of advanced math-
  ematics, specifically as they relate to money, taxes, the tabu-
  lation of debts, accounts, ledgers, assets, liabilities, and so
  forth.  Base Skill:  45% + 5% per level of experience.  Re-
  quires:  Advanced math, and literacy.
  Mathematics - Statistics: Includes probability, regression,
  
  69
  forecasting, and experimental design.  Base Skill:  50% +
  4% per level of experience. Requires:  Basic and Advanced
  Mathematics.
  Microbiology: This is a branch of medicine that deals with
  micro-organisms including bacteria, viruses, fungi, para-
  sites and disease agents in man. The study includes anti-
  bodies, immunology, techniques in the diagnosis of infec-
  tious disease, biochemical genetics, cell structure, cell prin-
  ciples.  Requires:  A background in biology and chemistry.
  The same conditions for incomplete studies apply as noted
  under M.D.  Base Skill:  20% + 6% per level of experience.
  Nanotechnology:  This is the study of how matter  acts on
  an atomic/molecular level, and how the principles of mo-
  lecular biology, enzyme control, genetic manipulation, and
  fine-point electromagnetic control can be used to manipu-
  late matter on an atomic level.  Nanotechnology deals with
  creating things bottom up, atom by atom.  It deals with the
  theoretical technologies that could evolve from being able
  to control matter atomically.  Skill includes using STM
  (Scanning Tunneling Microscopes), electron microscopes,
  and all other types of apparatus associated with observing
  matter on a molecular level.  Base Skill:  30% + 5% per
  level of experience.  Requires:  Computer operation, biol-
  ogy, chemistry, advanced math, and literacy.  Restrictions:
  On Rifts, the study of nanotechnology is very rare.  Only
  high level scientists, working for large corporations have
  been able to develop any useful applications for the diffi-
  cult technology.  It is unlikely that a character will be able
  to find someone to teach him this skill.
  Nanomanufacturing:  This is an extension of the
  Nanotechnology skill, giving a greater depth of knowledge
  in this area.  The character will know the basics of building
  STMs, monomolecular needles, and fine-point electromag-
  netic control devices, all for the purpose of manipulating
  individual atoms.  He will know how to make
  nanofactories, how to produce advanced alloys, and so on,
  all by using atom control devices.  Actually building these
  devices may take months or years, and can only be at-
  tempted when in superior high-tech facilities, that have
  access to appropriate technology.  Base Skill:  25% + 5%
  per level of experience.  Requires:  Nanotechnology, com-
  puter operation, computer programming, computer hack-
  ing, biology, chemistry, Chemistry - analytical, chemistry
  pharmaceutical, mechanical engineer, electrical engineer,
  advanced math, and literacy.
  Nanorobotics:  The specifics of programming nanofactories
  (once built) to produce extremely small robots.  The size of
  the robots can be anything from 100 times smaller than a
  human cell to around 1 cm in diameter.  These robots can
  have manufacturing, medical, repair, cleaning or other func-
  tion, but in each case the nanoscientist will have to be ex-
  tremely proficient in the appropriate category (ex: if it will
  be for medical applications, then must be an M.D., patholo-
  gist, toxicologist, and an M.D.B.).  It may take months (even
  years) of programming and designing the robots, but once
  the plans are set, and the factories set up, production will
  occur extremely quickly.  Note:  Can attempt to make self-
  replicating nanorobots, but at -40%.  Base Skill:  20% + 5%
  per level of experience.  Requires:  Nanotechnology,
  nanomanufacturing computer operation, computer pro-
  gramming, computer hacking, biology, toxicology, chem-
  istry, Chemistry - analytical, chemistry pharmaceutical,
  computer repair, mechanical engineer, robot mechanics,
  electrical engineer, robot electronics, power systems, ad-
  vanced math, and literacy.
  Nuclear Physics:  Study of the components, structure, and
  behavior of the nucleus of an atom. It is especially with the
  nature of matter and with nuclear energy. The subject is
  commonly divided into three fields:
  1.Low Energy Nuclear Physics: the study of radioactiv-
  ity.
  2.Medium Energy Nuclear Physics: the study of fires
  between nuclear particles.
  3.High Energy or Particle Physics: the study of the trans-
  formations among subatomic particles in reactions pro-
  duced in a particle accelerator.
    This helps the character to understand the fusion turbine
  engine, how our sun produces its energy and can apply
  this knowledge to building nuclear devices. The character
  must character must choose one of the following fields of
  study or the character can choose all three, but at the cost
  of other skills unless otherwise stated. The skill costs lists
  as follows: number one costs two skills, number two costs
  four skills, and number three costs six skills, all are accu-
  mulative, unless otherwise stated.  Base Skill:  25% + 5%
  per level of experience for any and all of the choices above.
  Requires:  Basic and Adv. Math, chemistry and chemistry
  analytical, and Chemical Engineering.
  Ocean Geographic Surveying:  The methods and ability
  to identify natural geographic formations (mountains,
  trenches, coral reefs, etc.), identify wreckage and under-
  water cities, identify Earth minerals, damage caused by
  earthquakes, earthquake zones, determining depth, accu-
  rate map making, accurate map reading and geographic
  photograph identification and evaluation, as well as a ba-
  sic knowledge of geology and oceanography.  Base Skill:
  15% + 5% per level of experience (+15% to read maps).
  Oceanography: The study of the sea integrating marine
  applications of geography, geology, physics, marine biol-
  ogy, and meteorology. Oceanography is important to ship-
  ping, fisheries, and climatological studies. This will help in
  attacks at sea, build bases at sea, building sea ships, etc.
  Requires: Geology, Physics, Marine Biology, Ocean Geo-
  graphical Survey, and Meteorology. Base Skill:  45% + 5%
  per level of experience.
  Oxygen Systems:  This skill allows a character to under-
  stand all the different ways of obtaining and recycling oxy-
  gen, and to build and repair the machinery and equipment
  necessary for both.  All stations and ships have some kind
  of oxygen recycling system.  Stations and large ships will
  have a hydroponics plant, which they depend on for both
  food and recycled oxygen, while smaller ships will have a
  
  70
  basic recycling unit.  Both will have some kind of equip-
  ment for converting water into oxygen and hydrogen.  This
  is not a very exciting skill, but a necessary one.  Base Skill:
  58% + 4% per level of experience.
  Paleontology: Study of prehistoric life through the exami-
  nation of ancient bones and fossils. A successful roll means
  the character can identify the species and time period of
  any prehistoric animals, including dinosaurs. Character also
  has an immediate chance of identifying the time period of
  any particular prehistoric era simply by observing local
  vegetation. Specimens can be accurately dated using the
  lab tests listed at the end of this section.  Base Skill:  40% +
  5% per level of experience.
    Dating rocks, fossils & artifacts:  The length of time and
  level of accuracy under scientific conditions is listed on the
  following chart. Scientific determination of an item's age
  can be conducted by the character only if the character has
  the Chemistry-Analytical skill, and access to the proper
  facilities. Otherwise, the item must be sent to a laboratory
  that specializes in such work. The latter is expensive, cost-
  ing as little as one thousand dollars for items only a few
  hundred years old and as much as $10,000 to $40,000 for an
  object which is thousands or millions of years old; the abil-
  ity to do this "in-house" reduces the price to 1D6x10% of
  normal, but often reduces the usefulness of the data in terms
  of scholastic debate. This is because the ties of the charac-
  ters' lab to them brings up the question of impartiality, and
  the possibility of fraud. Many times, an item is generally
  considered fraudulent simply because it goes against ac-
  cepted "history", and if the tests were done by the discov-
  erer, it would stand even less a chance (the reason why,
  even as late as the coming of the Rifts, scientists on BtS
  Earth considered anyone who thought Atlantis was a real
  place a crackpot, and declared even legitimate Atlantean
  artifacts as frauds, without even studying them).
  Age In Years
  Level of Accuracy
  under 300 years old
  Within 2D4 years
  301-500 years old
  Within 2D6 years
  501-1000 years old
  Within 3D6 years
  1001-2000 years old
  Within 6D6 years
  2001-5000 years old
  Within 1D6x10 years
  5001-10,000 years old
  Within 2D6x10 years
  10,001-50,000 years old
  Within 3D6x10 years
  50,001-200,000 years old
  Within 2D6x100 years
  200,001-1 million years
  Within 3D6x100 years
  1 to 10 million years
  Within 2D6x1000 years
  over 10 million years
  Within 2D6x50000 years
  Parapsychology: is the study of the paranormal. It is based
  on three standard forms of paranormal activity (or scien-
  tific anomalies). One is ESP (Extra-Sensory Perception), one
  is PK (Psychokinesis), and the other is a term that repre-
  sents a few different fields: anomalies that suggest survival
  after death (near-death experiences, apparitions, and rein-
  carnation).
      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 Para-
  psychologists study (that fit into the three standard groups
  above) are: Telepathy, Precognition, Clairvoyance,
  Psychokenisis, Bio-PK (direct mental interactions with liv-
  ing systems), Near Death Experiences, Out-Of-Body Expe-
  riences, Reincarnation, Hauntings, and Poltergeists. Of
  course, there are many Parapsychologists who seem deter-
  mined 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.  Base Skill:  40%
  + 5% per level of experience.  Requires:  Psychology. Rec-
  ommended: Mathematics - Statistics.
  Petrology: A branch of geology concerned with the origin,
  composition, structure, and properties of rocks, as well as,
  laboratory simulation of rock-forming processes. This will
  help in establishing what rock formation make the best
  cover, or what rock formations block sensors, etc. This ap-
  plies to land and water rock formations.  Base Skill:  45% +
  5% per level of experience.
  Physical Chemistry: branch of science that combines the
  principles and methods of physics and chemistry. It pro-
  vides a fundamental theoretical and experimental basis for
  all of chemistry, including organic, inorganic, and analyti-
  cal chemistry. Important topics are chemical equilibrium,
  electrochemistry, molecular structure, molecular weights,
  reaction rates, solutions, and states of matter.  Requires:
  Read the passage above.  Base Skill:  15% + 4% per level of
  experience.
  Physics: The understanding of the physical properties of
  matter and energy, including acceleration, rotation, iner-
  tia, velocity, optics, waves and particles.  This skill also in-
  cludes the use of all lab equipment related to physics, such
  as lasers, mirrors, and even (at higher percents) particle
  accelerators.  Base Skill:  25% + 5% per level of experience.
  Requires: Advanced math, and literacy.
  Psychological Warfare:  This is the art of manipulating the
  mind to get the desired reaction from the victim.  The char-
  acter could attempt to say or do something to influence a
  target with the end-result of the victim doing something
  the character intended.
  ␣ ␣ For example, a player's vampir
  e character, Born With a
  Sharp Tooth, wants to lure some unsuspecting NPCs to their
  death.  She is the owner of a bar that is a front for all her
  vampire pals so they can feed on the customers.  Born With
  a Sharp Tooth wants to lure the NPCs to the cellar so her
  friends can ambush and kill them.  The player has devised
  a plan to help her character do this, unfortunately it re-
  quires this skill, fortunately Born With a Sharp Tooth has
  this skill.  Disguised under her cover as barmaid she ap-
  proaches the NPC's table.  In a near whisper that everyone
  seated at the table can hear she asks them if they would
  like today's special of "raw meat".  When they reply no she
  states it again in a way that seems to suggest there is more
  
  71
  to the word then originally implied; maybe it is a secret
  word or term used to describe some illegal activity.  The
  player would then make a skill role for the vampire.  If the
  roll succeeds then the NPCs understand the implied mean-
  ing behind her words.  If any of the NPCs have a genuine
  interest in unsolicited activities they would follow the vam-
  pire to the cellar and the awaiting ambush.  If the roll fails
  then the NPCs would simply say no (in probably a dis-
  gusted manner) and continue with ordering their food.  If
  any of the NPCs at the table are versed in psychological
  warfare or psychology they could make a counter-roll to
  see if they noticed anything suspicious in the vampire’s
  failed attempt (this can only be attempted if the character
  fails his/her roll).
  ␣ ␣ If the tar
  get is of the same race as the character then the
  roll is made based on the base skill, but if the target is of a
  different race then a Lore roll (DB or otherwise) must be
  performed.  If successful then the roll is still based on the
  base skill, but if the roll fails the character receives a -10%
  on his skill roll.  If the target is a rare (generally uncom-
  mon) race then the character must perform his roll at -15%
  As mentioned in the above example characters with Psy-
  chology or Psychological Warfare may make counter-rolls
  when someone makes a failed attempt to manipulate them.
  A successful roll would simply tell them that they noticed
  something suspicious in "saboteurs" approach.  It is sug-
  gested that the GM perform these type of rolls for the play-
  ers (as they should not be aware of any weird going-ons
  unless the roll succeeds and even then it is limited)  and
  announce nothing unless the roll is successful. Base Skill:
  25% + 5% per level of experience. Requires: Psychology
  Psychology:  The study of the human mind and human
  behavior.  It scientifically tries to unravel the psychological
  process by considering the effects of such intangibles as
  attitude, desires, thoughts, memories, stress, environment,
  dreams, and emotion.  The psychology skill provides the
  character with a complete, broad understanding of the prin-
  ciples, practices and theories of psychology.  Thus, he or
  she will recognize abnormal behavior (phobias, psychoses,
  obsessions, neuroses, etc.), stress and exhaustion, as well
  as suggest a therapy.  The character will also be able to rec-
  ognize the use/presence of unnatural influences, such as
  drugs, hypnosis and other mind control (like magic,
  psionics and possession).  A failed roll means that an ab-
  normality has not been recognized or that an incorrect judg-
  ment has been made.  Base Skill:  30% + 5% per level of
  experience.  Requires:  Research, computer operation, and
  literacy.  Restrictions:  This is a very rare skill on Rifts, stud-
  ied by few.  Therefore, it is unlikely anyone but a Rogue
  Scientist would have learned it.
  Psychotherapy:  This training is an in depth knowledge of
  the principles, theories and evaluation of human behavior,
  and includes analysis, understanding and treatment of
  emotional, mental, motivational, and perceptual disorders;
  interaction of emotion, nervous system, sensory-motor
  mechanisms, personality assessment, drug dependence,
  and treatment.  This character will not only be able to rec-
  ognize abnormal behavior (insanity) but is also able to treat
  the person himself (see cures for insanity).  The individual
  is also able to assess another character's disposition, social/
  economic background, environment, probable alignment,
  and recognize the use/presence of mind/personality al-
  tering influences.  The first number indicates the proficiency
  for recognizing and treating a psychological abnormality.
  The second number is the character's skill in accurately as-
  sessing characteristics, disposition, alignment, etc.  The
  character must spend at least an hour of conversation with
  the other person to make an assessment.  Roll for each in-
  dividual characteristic.  Alignment assessments are limited
  to good, selfish, evil.  Base Skill:  30/20% + 5% per level of
  experience.  Requires:  Psychology, research, computer
  operation, and literacy.  Restrictions:  This is a very rare
  skill on Rifts, studied by few.  Therefore, it is unlikely any-
  one but a Rogue Scientist would have learned it.
  Temporal Physics:  This is the theoretical physics that ex-
  plains all the weird things about time travel, including the
  Coils, Twists and Cycles.  Characters or research teams who
  are investigating time travel for the first time must have a
  Temporal Physicist to explain the theory, and to predict
  setting needed to reach any new Twists or Cycles.  Charac-
  ters with this skill are also able to evaluate improvements
  in time travel devices, and can design totally new kinds of
  temporal manipulation machines.  Restrictions:  Charac-
  ters must have a Minimum Required I.Q. of 21 to  learn
  Temporal Physics.  Base Skill:  20% + 5% per level of expe-
  rience.
  Theology/Philosophy: Theology is the study of God(s),
  religions, and the relationships between the deities and the
  universe and its people.  Rational theology is based on opin-
  ions deduced from reason. Philosophy is the study of the
  processes governing thought and conduct. Areas can in-
  clude aesthetics; ethics, logic, metaphysics and so on.  Base
  Skill:  50% + 8% per level of experience.
  Trans-Dimensional Physics:  Characters with this skill are
  able to literally picture, in their mind's  eye, the entire math-
  ematical universe, complete with time coils and an infinity
  of alternate dimensions.  Characters must have both Basic
  and Advanced Math, PLUS both Cross-Dimensional Phys-
  ics and Temporal Physics.  Base Skill:  10% + 4% per level
  of experience.  Minimum Required I.Q.:  46.
  Undersea Farming:  The knowledge of cultivating under-
  sea plants, algae, and/or breeding aquatic animals/fish for
  harvesting and production.  Undersea  farming includes,
  but is not limited to, growing crops (either through hydro-
  ponics or on the ocean floor), lobster farms, oyster beds,
  and fish hatcheries.  Base Skill:  35% + 5% per level of ex-
  perience.
  Xenology:  The biological study of alien species.  This skill
  provides general information about the most commonly
  encountered species in the Three Galaxies.  Without
  Xenology, any attempts to use a medical skill on a creature
  from another species are at -20% to skill rolls.  Base Skill:
  30% + 5% per level of experience.
  
  72
  Technical
  Spatial
  EVA:  Short for Extra-Vehicular Activity, involves working
  out-side a spacecraft or station while wearing a vacuum
  suit.  The skill covers suit operation and repair, damage
  control, maneuvering and knowing what to do when things
  go wrong.  A character should have Movement - Zero Grav-
  ity to take this skill.  Note:  The EVA skill is not necessary
  for walking on the moon in a vacuum suit.  Base Skill:
  40% + 5% per level of experience.
  Jury-rig:  Jury-rigging is an essential part of life in post-
  flash space.  When something breaks down it must be re-
  paired quickly and with anything that comes to hand.  A
  character with this skill can repair almost anything, or even
  build something out of scrap components.  There is no guar-
  antee that the jury-rig will hold for very long (4D6 hours or
  2D4 days, whichever is most appropriate), or will even work
  in the way intended (roll again, a failed roll means the sys-
  tem is only 50% functional), but it may well save a
  character's life until they can get to a base and buy some-
  thing more permanent.  Base Skill:  40% + 5% per level of
  experience.
  Mining:  Mining is an important part of orbital life because
  it is the main source for new supplies of the oxygen, water,
  ores and rare metals that the space stations need to sur-
  vive.  The skill covers prospecting, identifying minerals and
  frozen gases, as well as operation mining equipment, ex-
  plosives and refining gear.  A character with the skill can
  also tell the quality of a refined product, and will know
  about many of the current mining operations in the solar
  system.  Base Skill:  35% + 5% per level of experience (in-
  cludes both demolition skills).
  Salvage:  This skill allows characters to find, identify, pick
  up, strip down, evaluate and possibly sell, any debris, as-
  teroids, wrecks and space junk that they can locate.  They
  can also strip a piece of wrecked machinery for spare parts
  and may even be able to make something work again, given
  time and enough parts.  Many character make a living out
  of salvage work.  Base Skill:  35% + 5% per level of experi-
  ence.
  Zoology: 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.
  Advanced Fishing:  The normal fishing skill has to do with
  the recreational sport of fishing with a hook, pole and line.
  Advanced fishing is the knowledge of commercial fishing
  techniques, including the use of nets, cages (for lobsters
  and crabs), trolling, explosives, harpoon guns and other
  methods and techniques used in commercial fishing of mass
  catches from the ocean.  It also includes a knowledge of
  baiting, as well as cleaning, preparing, storing and preserv-
  ing catches for transport to market.  Base Skill:  30% +5%
  per level of experience.  Note:  -15% when dealing with
  alien creatures and mutants.
  Antiquarian: Knowledge of historical and ancient artifacts,
  including the ability to accurately appraise valuables. In-
  cludes a basic understanding of precious stones and met-
  als. Of course, the definition of "historical" depends on the
  game and era played; i.e. this skill would be used by a Rifts
  Black Marketeer to appraise pre-rifts items (his area of spe-
  cialty), while most other games would not include 20th/
  21st century technology in the skill. The exact nature of the
  area(s) of specialization of the skill is up to the GM, and
  may be based on the History Specializations possessed.
  Base Skill:  40% + 5% per level of experience.
  Art:  The ability to draw or paint or sculpt or do craft-work.
  Scholastic art training indicates a professional quality, while
  a secondary skill indicates a talented amateur.  Base Skill:
  35% + 5% per level of experience.
  Balloon Animal Making: The ability to turn long thin bal-
  loons into light-weight animal masterpieces, as well as
  churning out novelty hats, big "glasses" etc. Scholastic train-
  ing indicates a proffesional clown or stage magician level
  of ability, while secondary skill means a gifted amateur.
  Base Skill: 35% + 5% per level of experience.
  Basic Construction:  The practiced skill of repairing struc-
  tures (including bridges, houses, skyscrapers, the Statue of
  Liberty, etc.) or building them, under competent supervi-
  sion (this would be the skill belonging to most of today's
  construction workers--non-college-trained, blue collar la-
  borers). This includes the ability to read simple blueprints
  and the ability to operate simple construction equipment
  (such as small welders, solderers, power drills, etc.). People
  who have this proficiency understand how buildings are
  constructed. This can be useful in the case of rescuers try-
  ing to dig people out from under a collapsed building (i.e.
  figure out how to shift it so the whole thing won't collapse
  on the people). Base Skill: 50% + 5% per level of experi-
  ence.
  Basic Drafting: Includes reading and drawing simple blue-
  prints, as well as making fairly good-quality drawings (Ba-
  sic Mathematics required). Base Skill: 50% + 5% per level
  of experience.
  Bionics:  Study of living systems with the intention of ap-
  plying their principles to the design of engineering systems.
  Drawing on interdisciplinary research in the mechanical
  and life sciences, bionics has been used in audiovisual
  
  73
  equipment based on human and ear function, to design air
  and naval craft patterned after biological structure of birds
  and fish, and to incorporate principles of the human neu-
  rological system in data-processing systems. Another ap-
  plication has been the development of artificial limbs con-
  trolled by recognition of the electrical patterns in muscle
  tissue.  Base Skill:  45% + 5% per level of experience.
  Breed Dogs: The first percentile number indicates the art
  of raising, mating/breeding, taming and training domes-
  tic and wild canines, as well as a knowledge about canines
  in general.
    The second percentile number is used to attempt to tame
  a wild canine, teach a dog tricks, or to train the animal for a
  specific task like tracking, retrieving, pointing, herding
  animals, attack on command, and so on. A failed roll means
  that the animal refuses to learn that particular trick or spe-
  cialty. Note: These are trained work animals or pets, not
  familiars. Base Skill: 40%/20% + 5 % per level of experi-
  ence.
  Brewing: Is the making of fermented alcoholic beverages
  from grains or fruits. This specifically includes wine, mead,
  ale, beer and moonshine. More sophisticated alcohol, such
  as brandy, rum, and whiskey, are not included, nor are
  champagnes or fine wines. The first percentile number in-
  dicates the chance of success (a failed roll means a ruined
  batch of booze). The second indicates the quality of the
  brew-the higher the number rolled the tastier the drink).
  Base Skill:  25%/30%+5% per level of experience.
  BS Writing: Similar to both the Technical: Writing skill and
  the BS Smooth Talking skill, BS Writing is much like a mix
  of the two.  This is the ability to come up with a completely
  lame-ass piece of writing that will pass off as a genuine
  article.  This also includes the ability to think up some BS
  and right it on the fly, much like righting this skill descrip-
  tion <g>.  Characters skilled in BS Writing will often use a
  lot of proverbs and will use many big words in their writ-
  ing, such as supercalifragilisticexpealodocious and acetyl-
  salicylic acid (aspirin).  Base Skill:  45% + 5% per level of
  experience.
  Bureaucracy: This skill involves knowledge of bureaucra-
  cies and their procedures. It can be used in two ways. First,
  to determine whether a player character knows something
  about a bureaucracy (how to get the right form), or about
  bureaucracy in general (what kinds of things they're likely
  to require).
    It can be used to obtain cooperation from a bureaucrat.
  Someone unfamiliar with a bureaucracy can struggle with
  forms, procedures and bureaucrats for hours without get-
  ting what he/she wants; someone who knows how to deal
  with bureaucrats will figure out the right procedures, which
  forms he needs, and who he needs the approval of or coop-
  eration from a bureaucracy. Of course there are penalties
  on the type of information being requested:
  • Available to All (finding out how much you owe for
  that car you bought.) - 0%
  • Available to Almost Anyone (finding out who's on the
  next flight coming into town.) - 10%.
  • Any situations in between may be + or - 5% that is up
  to the GM and/or the players.
  • Available to Anyone Who Qualifies (Use of credit or to
  acquire a loan from a bank.) -20%.
  • Any situations in between may be + or - 5% that is up
  to the GM and/or the players.
  • Fairly Restricted (Low level secrets that even privates
  know, that have and/or can be leaked to the public.) -
  30%.
  • Any situations in between may be + or - 5% that is up
  to the GM and/or the players.
  • Moderately Restricted (Limited to Lieutenants and
  above, no civilians can obtain access to the informa-
  tion.) -40%.
  • Any situations in between may be + or - 5% that is up
  to the GM and/or the players.
  • Extremely Restricted (Limited to Colonels and above,
  no civilians can obtain access to the information.) -50%.
  • Any situations in between may be + or - 5% that is up
  to the GM and/or the players.
  The difficulty is modified for: (All are accumulative)
  • How common or unusual the request is. Bureaucra-
  cies have smooth procedures for dealing with common
  problems, but are unwilling to break rules or establish
  new procedures.
  Very common problems: - 0%.
  Uncommon Problems: - 15%.
  Extremely unusual requests: - 25%.
  Any situations in between may be + or - 5% that is
  up to the GM and/or the players.
  • Funding and Morale level of the Bureaucracy:
  Whether the bureaucracy is extremely well funded
  and has an Excellent morale (- 0%)
  Whether the bureaucracy is somewhat well-funded
  and has good morale (-15%)
  Poorly funded and in a bad shape (funding savaged,
  completely mismanaged: -25%).
  Any situations in between may be + or - 5% that is
  up to the GM and/or the players.
  • Whether officials have particular reason to trust the
  character (Coalition, or a Coalition ally - 0%).
  • Whether officials have a particular reason to distrust
  the character (Coalition or ally dealing with their par-
  ticular officials - 15%).
  • Known crime figures dealing with any type of author-
  ity -30%.
  • Any situations in between may be + or - 5% that is up
  to the GM and/or the players.
    Once the difficulty number is determined, make a skill
  roll. Success means the character gets what he wants in short
  order (depending on circumstances, that can mean in a few
  minutes or a few days). Failure means his request is re-
  fused, or routed elsewhere, or the bureaucracy will take
  days or months making up his mind, etc.  Base Skill:  60%
  + 5% per level of experience.
  Candlemaking:  Characters with this skill will be able to
  produce their own candlewax for the purpose of candle-
  making. It is also possible to create specialty candles with
  
  74
  of virtually any mythic figure dying and being reincarnated
  as some "other" mythic figure. Characters will, given a few
  hours of research time and access to a decent library, be
  able to come up with a variety of legends (unfortunately,
  often contradictory) on any given named mythic entity or
  related to any particular place or period of Chinese history.
  Base Skill:  35% + 5% per level of experience.
  Cobbling:  The simple skill of fashioning and repairing
  shoes, boots, and sandals of all types and makes. May be
  taken twice to denote professional quality.  Requirements:
  Leather Working.  Bonuses:  +5% if the sewing skill is
  known.  Base Skill:  25% + 5% per level of experience.
  Construction Demolitions:  This is the same as the Techni-
  cal Demolitions skill; however only civilian (construction)
  applications are taught. When working under military con-
  ditions, or with a military application of the skill, subtract
  30%. Note: An exception to this is the Military Construc-
  tion Engineer, who specializes in this kind of work.  Base
  Skill: 60% + 5% per level of experience.
  Contacts:  Because the number of people living in orbit and
  the rest of the solar system is so small, there is a good chance
  that a character will know or have heard of a particular
  person.  This skill measures how good that knowledge of
  the people around him is .  It can also be used to make
  connections between objects and people who are particu-
  larly associated with them.
    The base percentage of this skill is a character's chance of
  having heard of a character before.  If the person in ques-
  tion is from the same home base or in the same occupation
  as the character making the roll, this base percentage is
  doubled.  One-tenth of the base percentage is the character's
  chance of personally knowing the person mentioned.
    To give an example, Parks, a pilot from the Yuro base,
  notices a distinctively designed transport vessel moving
  near his hip. His contacts skill is 12%, but because particu-
  lar ships are associated with their pilots and he is a pilot,
  he doubles it to 24% before the rolls the dice.  He gets an 02,
  less than one-tenth of his 24%, and recognizes the ship as
  belonging to an old business associate, Tobermory.  They
  dock and Tobermory introduces his new engineer Clint,
  originally from the Freedom base.  Parks rolls against his
  base 12% because he is not  an engineer nor from Freedom
  Station, and the result of 45% shows that he has never heard
  of Clint before (too bad, because Clint is a dangerous psy-
  chotic).  Base Skill:  6% + 2% per level of experience.
  Deep Sea Fishing:  Although similar to Freshwater fish-
  ing, the methods involved are very different.  Smaller fish
  are generally caught using a variety of different nets in
  quantity (4D6 fish at a time).  For bigger fish (50 pounds
  and up), special tackle is required, which is actually attached
  to the ship.  Those with this skill have a basic knowledge of
  the most common fish, and know the proper techniques
  for preparation and cooking (some fish have poison glands
  or quills that must be removed prior to cooking).  For line
  fishing, roll once every hour, but once every ten minutes
  for net fishing.  May be taken twice to denote professional
  this skill, with penalties appropriate to the complexity of
  the job. May be taken twice to denote professional quality.
  Base Skill:  30% + 5% per level of experience.
  Chinese Antiquarianism: Knowledge of the value and rar-
  ity of Chinese artistic, historical and ancient artifacts. The
  character can attempt to appraise the dollar value of any
  item. In addition, the character knows how to buy and sell
  antiques, and will be able to locate customers for any given
  item. The character can also attempt to determine fakes and
  frauds, based on both the quality of the item, as well as
  whether or not it fits correctly into the knowledge of the
  period. Also includes a basic understanding of precious
  stones and metals and the ability to do simple quality tests.
  For example, the character can do a simple test for the pu-
  rity of gold or examine a gem and determine its size (car-
  ats), clarity and luster.  Base Skill:  35% + 5% per level of
  experience.
  Chinese Calligraphic Codes & Code Breaking: This very
  special form of Cryptography involves training in Chinese
  mythology, the classics of Chines literature, plus an exten-
  sive investigation into the different styles and techniques
  of Chinese calligraphy. Chinese codes usually involve two
  levels of deception. First, the characters are altered, substi-
  tuted, or invented, so that the code-breaker will have to
  figure out a whole new "alphabet." Second, the messages
  are usually cryptic references to historical or mythic fig-
  ures, so the code-breaker has to have a good knowledge of
  books and legends.  Base Skill:  10% + 2% per level of ex-
  perience.
  Chinese Classical Studies: The character is a master of the
  four categories of classics of China, including hing (clas-
  sics), Shih (history), Tzu (philosopher's writing), and Chi
  (miscellany). In addition, the character has committed to
  memory (to the point where they could pass one of the
  fabled imperial examinations) the Five Sacred Books (the I
  Ching, Shih Ching (Book of Odes), Shu Ching (Book of
  History), Li Chi (Book of Ritual), and Ch'un Ch'iu (Spring
  & Summer Annals)) -- and the four books of Confucian
  thought -- The Great Learning, the Doctrine of the Mean,
  Analects of Confucius, and the Works of Mencius. Base
  Skill: 40%+5% per level of experience.
  Chinese Mythology - Buddhist: This skill is pretty much
  the same as the Taoist version, except that it deals with the
  equally crowded hordes of Chinese Buddhist entities. How-
  ever, it is a different skill from the Taoist version. Base Skill:
  35%+5% per level of experience.
  Chinese Mythology - Taoist: Includes extensive knowledge
  of the vast library of works on Chinese myths relating to
  gods, ghosts, demons, monsters, dragons, Immortals, and
  the undead. Since there are such a vast array of mythic en-
  tities (it is said, for example, that every star in the sky cor-
  responds to a named deity in Chinese Mythology), charac-
  ter is very skilled at locating written references on any given
  subject. This is all further complicated by the legends of
  Immortals becoming gods, of gods becoming mortal, and
  
  75
  quality.  Note: While someone with the Freshwater fishing
  skill can catch and cook fish while on ship, using the usual
  techniques, they'll catch only the smaller fish, and they'll
  only roll for success once per hour.  Also, they won't have
  the knowledge involved in identifying which are edible,
  or the details of how a specific fish should be prepared.
  Bonuses: +5% if the identify sea life skill is known.  Base
  Skill:  32% + 4% per level of experience
  Diplomacy: A very important survival skill, this skill rep-
  resents either a natural talent or special training in the gentle
  art of compromise and negotiation.
    Those who possess this skill are experts at dealing with
  others and have a knack for creating items such as political
  policy and for smoothing over hurt feelings.
    Though this skill is not meant to replace characters role-
  playing out their encounters and political dealings, the GM
  should incorporate it somehow into the situation.  Base
  Skill: 25% + 5% per level of experience.
    Because of the massive factors that affect a diplomatic situ-
  ation (not all of which can possibly be represented), here
  are some bonuses and penalties that will affect the
  character's skill roll:
  Bonuses:
  • Get's a bonus to his skill percentage for a high M.A.,
  using the I.Q. attribute section of the "bonuses from
  high attribute" chart to determine the bonus.
  • The skill user has had favorable dealings with the other
  party in the past: +10%
  • The skill user's race is allies with that of the other party:
  +5%
  • The other party favors the skill user's position (though
  he may not be completely sure): +15%
  Penalties:
  • For each point of I.Q. that the one upon whom the skill
  is being used has above 16, subtract 2% to the skill user's
  percentage.
  • The skill user has had unfavorable dealings with the
  other party in the past: -20%
  • The skill user's race is enemies with that of the other
  party: -10%
  • The other party opposes the skill user's position vehe-
  mently: -25%
  Entrepreneurship: The mastery of business, finances and
  economics necessary to build companies from scratch, as
  well as management of existing corporations, recognizing
  and solving problems, investment opportunities, and to the
  know-how buy out other businesses. Aside from manage-
  ment skills the character has to have the charm necessary
  to raise investment money and direct both people and re-
  sources.  Base Skill:  40% + 4% per level of experience. This
  skill costs 1 slot for running businesses whose yearly gross
  is less than 100,000 dollars/credits, 2 slots for grosses up to
  1 million, 4 slots for grosses up to 10 million, and 6 slots for
  no upper limit. For operating businesses over their exper-
  tise, there is a -10% per skill slot difference penalty. Also,
  persons with the 4 or 6-slot versions are -30% to operate
  businesses that fall in the 1-slot skill's area of expertise.
  Falconry:  The art of trainng and handling falcons, and other
  birds of prey.  The use of these animals is much more lim-
  ited than many fantasy gamers would believe.  Falcons were
  used specifically for the entertainment of the rich and hunt-
  ing game fowl.  A standard hunt would entail a game bird,
  such as a quail, pheasant, duck, etc., being flushed out into
  the air by dogs, and the falcon released to strike it down.
      Players take note!  For game purposes, let us presume that
  these avian predators can be trained to pursue and attack
  any visible, flying foe or target, strike down other birds,
  and return them to its master.  Let us further suppose that
  they can be trained to strike at any “moving” target that
  they are directed at.  This means a falcon could be sent to
  fly in the face of an opponent and slash at him with its claws
  for up to two attacks before returning to its master or fly-
  ing into the sky.  These trained birds respond to hand sig-
  nals and whistles.  They are trained to strike and return,
  little more.  Under no circumstances can these birds fly
  alongside their masters or follow even simple instructions
  - this is a dumb bird, not a dog with wings.
      Note:  Falcons or any uncaged birds cannot be taken into
  underground dwellings or inside buildings without pan-
  icking  This is one reason they are always blinded with a
  leather hod.  Another reason is that they instinctively at-
  tack any small, moving prey and are easily startled.  Fur-
  thermore, it is impossible to engage in combat with a fal-
  con on one’s wrist or shoulder without injuring the falcon
  or oneself.
      Trainers must roll two out of three successful rolls to suc-
  ceed in training their bird.  Failure means that the animal
  cannot be broken of bad habits and training is a general
  failure.  Base Skill:  30% + 5% per level of experience.
  Fashion Tools and Weapons: Useful tools and weapons
  can be constructed from readily available material.  These
  crude items are usually made from wood, stone, vines, and
  bones, and include making a simple wood and/or stone
  hammer, club, hand shovel, pick, fishing hook, bone needle,
  wooden stake, torch, rope, string, fishing line, simple flute,
  blow gun, staff, wooden spear, bola, throwing stick, arrow,
  short bow, stone knife, and spear and axe head made from
  chipped stone.  The ability to fashion tools is a source of
  pride for jungle tribesman and wilderness folk.  An unsuc-
  cessful roll results in a product that is completely useless,
  try again. It generally takes about 1D4 hours to make a
  small, simple item and 2D4+1 to make a larger, more elabo-
  rate item like a stone axe, spear with a stone head, short
  bow, etc.  Base Skill:  20% + 5% per level of experience.
  Gem Cutting: The ability to evaluate and cut gemstones.
  The monetary value of a gemstone can be determined by a
  thorough examination where any flaws, chips or imperfec-
  tions will be observed.  In addition, the character can cut
  gem stones to increase their value or cut one stone into sev-
  eral smaller ones.  The first percentile number is to appraise
  gemstones while the second is used to cut stones.  When a
  cutting roll is failed the stone is damaged, which decreases
  its value.  However, the stone can be cut again to repair the
  flaw; although the stone will be smaller and of lesser value
  
  76
  than the original.  Base Skill:  25/10% + 5% per level of
  experience.
  Gemology: Skill in identifying and appraising the value of
  precious metals (silver, gold, etc.) and stones (jade, ruby,
  sapphire, diamond, etc.). This ability also enables the per-
  son to identify fakes, but at a penalty of -10%. A failed roll
  means the character cannot tell whether or not the item is
  fake or real, or its value is grossly under or overestimated.
  Base Skill: 25%+5% per level of experience.
  General Repair/Maintenance: Not everyone can be an
  Operator, blacksmith or a carpenter, but many are good with
  their hands and capable of doing minor work for them-
  selves. The General Repair/Maintenance skill includes:
  sharpening blades, minor repairs on weapons, packing their
  own S.D.C. bullets/ammunition, sew tears in clothes (it
  may not look pretty, but does the job), replace a wagon
  wheel, change a tire, shoe a horse, repair furniture, paint,
  varnish, nail and assist in basic woodworking, and even
  do minor patchwork on armor (restores 1D6 M.D.C.).
    Roll once to see whether the character can figure out what's
  broken, what must be done to fix it, and whether it's be-
  yond this meager abilities.  Roll again to determine success
  or failure in making the actual repair. If failure, the player
  may try again, but only twice.  Base Skill:  35% + 5% per
  level of experience. Reduce skill proficiency by half if the
  item is extremely damage, complex, high tech or alien.
  Glassworks: This skill can be used to create a variety of
  glass products from store windows to ceramic style glass-
  ware. When used in conjunction with the blacksmith skill
  it is possible to create stained glass windows. May be taken
  twice to denote professional quality. Areas of specializa-
  tion: Glassblowing (making glass objects, such as bowls,
  goblets, and others), glazier (coating an object in glass), and
  oculist (lens maker).  Bonuses:  +5% if the chemistry skill is
  known.  Base Skill:  20% + 5% per level of experience.
  History: An extensive and continuing study and love for
  world history. This skill provides the character with a gen-
  eral knowledge of the growth of civilizations, cultures, re-
  ligions and myths, past and present. The character will rec-
  ognize major types of ancient architecture, ruins, areas of
  historical significance, weapons, characteristics, demons
  and deities. Select one Lore as an area of particular inter-
  est, but note that any educational skill bonuses will not
  apply to that lore area. Base Skill: 45%+5% per level of
  experience. A failed roll means failure to recall details.
  History-Era Specialization: There is a big difference be-
  tween the History skill (roughly equivalent to High School/
  College US & World Civilization classes) and having a thor-
  ough knowledge of an era of history (300 level and above
  classes on the subject). Each of the following specializations
  is the result of in-depth study of a cultural era, possibly at
  the graduate school level. A beginning list of specializa-
  tions is below; it does not necessarily encompass all possi-
  bilities, especially for alien cultures. Note that some skills
  are available only in certain games, for obvious reasons.
  These specializations are described below.
  Cost
  |
  Type
  -------- | ---------------------------------------------------------
     1
  |
  20th Century
     1
  |
  19th Century
     1
  |
  18th Century
     1
  |
  West
     1
  |
  16 & 17th Century
     1
  |
  Renaissance Era
     1
  |
  Medieval Era
     1
  |
  Greco-Roman Era
     1
  |
  Middle-Eastern (600 AD to modern day)
     1
  |
  Ancient Middle-Eastern
     1
  |
  Oriental Culture
     1
  |
  Indian (Asia)
     2
  |
  Native American - Pre-Columbian
     2
  |
  African - Pre-Colonial
     2
  |
  (Rifts) Atlantean Era
     2
  |
  (Robotech or Macross) Zentraedi
     2
  |
  (Rifts & PFRPG) Palladium World
  History, 20th Century: From 1901 to 2000 A.D. Characters
  who visit the modern world from another time, or another
  dimension, will be confused and bewildered without this
  skill. Anyone brought up in the 20th Century will auto-
  matically know how to get around in the world, but unless
  they have this skill, they won't necessarily know anything
  about the big picture of society and politics. Base Skill: 50%
  + 5% per level of experience.
  History, 19th Century: From 1801 to 1900 A.D. The mature
  and developed colonial empires are at their height, and with
  the defeat of Napoleon, Britain becomes the foremost world
  power. Also covers the birth of the industrial age, when
  steam engines and massive political movements move mil-
  lions around the world. Military and weapons technology
  advances from the flintlock, through the percussion cap,
  and on to the prototypes for all modern gunpowder weap-
  ons. Base Skill: 60% + 5% per level of experience.
  History, 18th Century: From 1701 to 1800 A.D. Although
  America breaks off from Britain to form the United States,
  virtually every other colonial tactic is successful. The En-
  glish and French colonial empires continue to grow, while
  the Spanish and Portuguese gradually fade into feeble and
  incompetent dominions. Age of Flintlock Guns. Base Skill:
  50%+5% per level of experience.
  History, West: This is a basic historical knowledge of the
  myths, legends and (distorted) history of the pre-Rifts West,
  as well as the post-Rifts New West. The focus of this his-
  tory is on cowboys, gunslingers, gunfighters, Indians, and
  their weapons, habits and mannerisms, as well as the Code
  of the New West, Cowboy's Code, and basic information
  about notable monsters, vampires and famous people and
  outlaws. The base skill percentage indicates the approxi-
  mate degree of information the character has learned or
  can remember accurately.  Base Skill: 30% + 5% per level
  of experience.
  
  77
  History, 16th & 17th Century: From 1492 to 1700 A.D. The
  major feature of this era is the establishment of the first
  true worldwide empires. Both Spain and Portugal estab-
  lish global networks of trade and colonization, while En-
  gland, Holland and France try to fill in the gaps. Age of
  Matchlock Guns. Base Skill: 60% + 5% per level of experi-
  ence.
  History, Renaissance: From 1350 A.D. to the beginning of
  the 1500’s. After the monotony of the Middle Ages, the fol-
  lowing historical period saw dramatic changes in every field
  of human arts and technology. Age of early (mostly artil-
  lery) guns. Base Skill: 50% + 5% per level of experience.
  History, Medieval: From roughly 476 A.D. until about 1350
  A.D. The age of feudal society, where armored knights,
  nobles and kings dominated the world by force of person-
  ality and arms. Also covers the Gothic Conquests, the Byz-
  antine Empire, and the rise of Muslim Civilization (though
  the latter is covered in more depth by its own specialty).
  Base Skill:  40% + 5% per level of experience.
  History, Greco-Roman: Rome, and the Roman system of
  government of laws, played an important role in world af-
  fairs for almost 2,000 years. The character will learn about
  Rome from its start as a City-State, around 500 B.C., through
  the sacking of Rome in 455 A.D., and continuing through
  the Byzantine, Eastern Roman Empire, that lasted until 1453
  A.D. Also includes classical Greek and Etruscan history,
  from the time of the Minoan culture up to the rise of Rome.
  Base Skill:  40% + 5% per level of experience.
  History, Ancient Civilizations: Includes a study of
  Mesopotamian, Sumerian, Babylonian, Egyptian,
  Phoenician, Greek and Persian civilizations. In other words,
  all known history, from the earliest records (about 3500 B.C.)
  until about 200 B.C. Unfortunately, much is unknown about
  this period, and much more woefully inaccurate.  Base
  Skill:  30% + 5% per level of experience.
  History, Chinese: Extensive knowledge of the history of
  China. The character can, based on architecture, materials,
  technology, artistic form, and style of calligraphy, identify
  objects or sites associated with the various dynasties and
  pre-dynastic periods. The character will know the names,
  and at least a brief history, of all the various rulers of China,
  the various kingdoms and provinces, and important neigh-
  boring nations, as well as the works of such important writ-
  ers as Confucius, Mencuius, Lau Tzu, and Sun Tzu.  Note:
  In order to have the Chinese History skill, the character
  must have at least stage 3 skill in Chinese Language.  Base
  Skill:  45% + 5% per level of experience.
  New Historical Specializations (not taken from existing
  lists):
  History, Middle-Eastern (Islamic):  Covering from ca. 600
  AD to the modern day, this skill covers the states of the
  Middle East from the decline of Roman & Byzantine influ-
  ence and the origins of Islam, to the modern nations that
  arose from the spread of the religion. To a lesser extent,
  also covers the non-Islamic states affected by the Islamic
  ones (Israel, Lebanon, Moor-occupied Spain prior to 1490,
  etc.)  Requires: knowledge of one of the Islamic philoso-
  phies (Cultural/Temple skill). Base Skill: 40% + 5% per
  level of experience.
  History, Oriental Cultures (general): Unlike Chinese His-
  tory, this covers China, Mongolia, Japan, and Southeast Asia
  from Vietnam to Thailand. As this is a lot less specific, the
  information is as well. One specific area listed (other than
  Chinese) can be further specialized in, but at the cost of an
  additional skill slot and a requirement of knowledge of the
  language for that specialization.  Base Skill:  20% + 5% per
  level of experience. For an area specialization, add +20% to
  that area, but subtract 10% from all other areas.
  History, Indian (Asia): The history of the Asian subconti-
  nent from the arrival of the Aryans through the British co-
  lonial era. Is somewhat spotty from 1800 on (use appropri-
  ate century skills, otherwise use this skill at -20%), and in-
  formation concerning the pre-Aryan civilization is mostly
  theoretical, and based on the legendary stories handed
  down from that period. Note that many non-traditional his-
  torians (those who don't blindly dismiss the idea of ancient
  high-tech civilizations) have pointed out that the Vedas and
  other books have VERY detailed, graphic accounts of the
  use of aircraft, chemical weapons, and even NUCLEAR
  WEAPONS, even describing in detail the decontamination
  procedures for the latter. In BTS, Rifts, or even the Anime-
  based games, such references could be directly connected
  to the fall of Atlantis and related civilizations (in the first
  two, fighting off the demons; in the latter, tying into the
  origins of the Tyroleans or Marduk).  Base Skill:  40% + 5%
  per level of experience.
  History, Native American (Pre-Columbian): This skill cov-
  ers the societies of the Americas prior to the arrival of the
  Conquistadors. Taken as a first level specialization, it cov-
  ers to an extent all of the societies from Alaska to Chile, but
  is weak in all areas. When the skill is taken, the character
  must take an area of concentration, with a bonus of +20%
  in that area alone. Choose from South American, Central
  American, North American and Arctic cultures.  Base Skill:
  20% + 5% per level of experience.
  History, Pre-Colonial Africa: This skill covers the African
  continent from the point of view of the areas not influenced
  directly by Phoenician or Egyptian ancient civilization, nor
  by their Greco-Roman conquerors. One has to be careful to
  keep objective in this area, as much of the "facts" in this
  field are either remnants of colonial disbelief that the na-
  tives could have been responsible, or "Black Power" myths
  that are as equally fallacious. The only trustworthy histo-
  ries are the local oral ones, and these can be distorted by
  later cultural exposure.  Base Skill:  20% + 5% per level of
  experience.
  History, Rifts Atlantean Era: Only available to True
  
  78
  Atlanteans, Sunaj and their allied races (such as the Chiang
  Ku Dragons). The might and majesty, not to mention the
  tragic fall, of ancient Atlantis is too important for those so-
  cieties who witnessed it to forget )for to forget can mean its
  repetition). Base Skill:  40% + 5% per level of experience.
  History, Robotech or Macross Zentraedi: As with the
  Zentran Lore Skill, this skill's specifics depends on the uni-
  verse it comes from. Whereas the Lore skill is primarily a
  cultural (or lack thereof) skill, this skill is a compiled record
  (from ship archives and interviews with officers) of the real
  history of the race, from its greatest battles to its supposed
  origins. Can be used at -40% for use on Tyrolean or Marduk
  history.  Base Skill:  40% + 5% per level of experience.
  History, Palladium World: A skill common on both Palla-
  dium and Rifts Earth (among immigrants), this is a schol-
  arly skill on the history of Palladium from the defeat of the
  Old Ones up to the point studies were last done on the
  planet (may be up to date, or off by hundreds of years if
  the last visit was right after the Rifts came to Earth). A per-
  son with skill has likely read, at least, portions of the Tristine
  Chronicles, possibly even the entirety of one of the popu-
  lar versions.  Base Skill:  40% + 5% per level of experience.
  Invention: This skill allows the character to take an idea
  and invent something from it. The skill is used in conjunc-
  tion with other skills, following the formula below. An ex-
  ample of the invention skill in use is: A blacksmith wishes
  to make a better, stronger horseshoe, by using his inven-
  tion, blacksmith, chemistry, and horsemanship: general
  (first percentile) skills, he comes to a final percentage chance
  of making the new horseshoe. If the skill roll fails, then the
  invention is useless, and the inventor has to start again.
    Formula: [invention percentage + appropriate skill per-
  centages] divided by the total number of skills = final
  percentage chance of inventing.
    Invention time is equal to 1 year multiplied by (100% -
  invention percentage), or longer (GM's discretion, try
  to be fair).
    For example: a character wishing to invent the catapult
  would use the invention skill (35%), carpentry (50%), math-
  ematics: advanced (60%), and blacksmith (45%).  The for-
  mula would be: [35% + (50% + 60% + 45%)] divided by 4.
  Giving a final percentage of 47% (always round up) to suc-
  cessfully invent the catapult.  The time needed to invent
  the catapult would be [ 1 year multiplied by (100% - 35%)],
  making 0.65 years, or about 7 months and 27 days.  Al-
  though a prototype might be ready in half that time (just
  don't expect good results when using the prototype).
  Requires:  A minimum I.Q. of 12.  Base Skill:  0% + 5% per
  level of experience.
    Note: It is possible to invent something without the in-
  vention skill. The character just uses the skills most directly
  involved in the same formula. The major difference comes
  in the time needed to complete the invention, which is al-
  most double, or even triple, the time needed for someone
  who possesses the invention skill.
  Investigative: This area of study involves the techniques,
  principles, and theories of investigation. It trains a person
  to look for and recognize clues systematically examining
  details with care and accuracy. This is applicable to envi-
  ronments, events, the spoken word, and body language.
    Research and interrogation techniques are also learned.
  The interrogation of a person involves a series of questions
  which will probe unobtrusively or bluntly into the area in
  question. The tact of the interrogator may be gentle, quiet
  and calming or violent, intimidating and unnerving. All of
  these tactics are verbal and emotional and do not suggest
  physical abuse/torture.  Note:  If a character refuses to talk
  he/she can reveal little. However, body language/move-
  ment may tell the interrogators all they need to know.
    Generally, a person with this skill will uncover at least
  one or two leads/clues per each hour of investigation. Of
  course many of them may be false leads, dead ends, or non-
  conclusive. Game Masters use your discretion in each case,
  as circumstances can be very different each time, perhaps
  revealing many clues or none at all even after hours of in-
  vestigation.  Base Skill:  30% + 5% per level of experience.
  Japanese Mythology: Includes extensive knowledge of the
  vast library of works on Japanese myths relating to ghosts,
  spirits, demons/oni, goblins, faerie folk, monsters, drag-
  ons, immortals, undead, elemental forces, supernatural
  animals and gods. Japanese mythology has so many gods
  and supernatural beings, including Buddhist and Shinto,
  that the phenomenon had been called by some 20th Cen-
  tury scholars, the "rush hour of the gods."  Base Skill:  30%
  + 5% per level of experience. This skill also gives the char-
  acter a fair understanding of Chinese Buddhist gods and
  demons (-10% skill penalty) and even Hindu and Brahmin
  gods (-20% skill penalty).
  Journalism: Fundamental journalistic writing techniques,
  editing and news reporting, for newspapers, magazines,
  radio and television. It also includes typing skills. The writ-
  ing quality is professional if two slots spent on this skill
  (+10% Bonus). Base Skill: 40%+4% per level of experience.
  A failed roll means the item is horribly written.
  Language:  Characters with a language skill can understand
  and speak in a language other than their own native tongue.
  Language is one of the few skills that can be selected re-
  peatedly in order to select several different languages.  Each
  selection gives the character knowledge of a different lan-
  guage and costs one skill selection each time.
    There are several major languages in the world of Rifts,
  they include:
  American
  (English, the universal language of the American conti-
  nents)
  Awarak
  Ancient Eygption
  Brodkil
  Cariban
  Chinese
  Classical Greek
  Creole
  (a universal trade language in S. America)
  Demongogian
  Dragonese
  (elven from the Palladium Fantasy RPG)
  Dwarven
  Elven
  • Common Elven is known as Alyenya and is the only
  widely used elven language. Each race of elf (with the
  exception of half-elves) has their own secret language.
  • The Sylvendi (Common Elves) speak Sylnya, a language
  
  79
  tied closely to their beloved forest. So much so in fact that
  anyone who can speak Sylnya may try to communicate
  with a creature of the forest at half their Sylnya language
  proficiency (except Sylvendi elves who, of course, use full
  proficiency).
  • The Ilyendi (High Elves) speak Ilyenya. A language of
  nobility and power. Any one speaking Ilyenya gains a +5%
  to trust/intimidate, or charm/impress while speaking the
  language (Except Ilyendi elves who gain +10%).
  • The Ubelendi (Drow) language of Ubelnya inspires fear
  and horror in all who hear it. While speaking Ubelnya a
  character has an innate horror factor of 6, or a bonus of +1
  if their own innate horror factor is higher than 6 (Ubelendi
  speaking Ubelnya gain a +2 bonus to horror factor).
  Ubelnya is only taught to Ubelendi and their servants,
  any outsider displaying an understanding of the language
  is usually killed. A character may only possess this lan-
  guage if taught it by an Ubelendi or one of their servants.
  Euro
  (a blend of Russian, German, and Polish)
  Faerie Speak
  (faerie folk as found in the Palladium RPG)
  French
  Gargoyle
  Ge
  Giantese
  Goblely
  Human: Eastern
  used on Palladium earth
  Human: Southern
  used on Palladium earth
  Human: Northern
  used on Palladium earth
  Human: Western
  used on Palladium earth
  Japanese
  Orcish
  (surprisingly the various tribes of Orcs all utilize a simi-
  lar language, a few of the smarter tribes have developed
  a written language
  Portuguese
  Shaydorian
  Spanish
  (the second major tongue of the Americas)
  Trade One
  (believed to be the language of the First Race)
  Trade Two
  (favored by telepathic races because it uses telepathy in
  addition to the spoken word)
  Trade Three
  (The wolfen language)
  Trade Four
  (English/American)
  Trade Five
  (Uses hisses, whistles and clicks for most words)
  Trade Six
  Techno-can
  (Basic but modified America/English; a universal com-
  puter/ techno language used in high-tech computer com-
  munications and systems.  Not used as an everyday spo-
  ken language but as a specialized tech-language devel-
  oped for technical journals and as a universal computer
  language)
  Troll
  In all my readings I have found only one instance of Trolls
  smart enough to have a written language. The Rock Trolls
  of Shannara (by Terry Brooks). So, in general, it can be
  assumed that Trolls do not have a written language.
  Tupian
  Base Skill:  50% + 5% per level of experience.
  Language - Chinese:  The Chinese language continues to
  flourish in that part of the world and in neighboring re-
  gions such as southern Russia, Mongolia, and parts of the
  Middle East and India.  Base Skill:  40% + 5% per level of
  experience for all Asians, but only 25% for all Westerners.
  Language Dialects: Taking this skill for a particular lan-
  guage means the character will be able to communicate in
  all the dialects of that language. This roll is needed only
  when the dialect in question is different to the character's
  own dialect. It can also be used to make out words in closely
  related language trees (Dutch/German, the Slavic Lan-
  guages, or the Romance languages).  Base Skill:  50% + 5%
  per level of experience.
  Language Historical:  Besides time travel, these skills are
  often useful in dealing with D-Bees from alternate Earths,
  whose history diverged from (Rifts) Earth's own, or even
  in other games that could conceivably deal with visitors
  from another Earth.
  Language - Classical Greek: One of the most valuable of
  all historical languages. Once limited to a fairly small re-
  gion, Alexander's great conquests spread Greek through
  much of the world. Highly educated people were expected
  to speak, read and write Greek until the early Twentieth
  Century. It is also one of the standard languages used by
  all True Atlantean societies, and so would be a boon for
  most dimensional travelers. Base Skill: 50% + 5% per level
  of experience.
  Language - Latin: The rough language of the Roman sol-
  diers and merchants became the common language of trade
  all over Europe, Africa and through much of Asia.  Later,
  with the growth of the Church of Rome, Latin became the
  common language of priests and learned people all over
  the world. Note that educated people living at the height
  of the Roman Empire preferred to speak Greek. Base Skill:
  55% + 5% per level of experience.
  Language - Mongolian:  Modern day Mongolian is a
  bastardized form of Chinese, Pakistani and Himalayan
  sub-dialects, mixed with various Russian words for
  certain items, people, weather and so on.  It is spoken in
  eastern Kazakh, Afghanistan, and Pakistan, as well as
  Mongolia and parts of Siberia and northern China.  Base
  Skill:  40% + 5% per level of experience.  Note:  Charac-
  ters who speak Russian or Chinese can pick out words
  and phrases at about 35% level of understanding; those
  who speak Euro can only understand at a 10% level.
  Language - Norman French: Useful in Western Europe from
  about 800 A.D. to 1200 A.D. After the Norman Conquest in
  1066 A.D., it became the nobles' language in England. Even-
  tually, it evolved into modern French, the language of cul-
  ture until the Twentieth Century.  Base Skill:  55% + 5%
  per level of experience.
  Language - Portuguese: The main explorers of the Fifteenth
  Century were Portuguese, and they spread their language
  throughout the known world. Along with the Spanish, the
  Portuguese maintained the major colonial empires after the
  discovery of America. Their language is common in South
  America, Southeast Asia, and along the coast of Africa. Note
  that it is closely related to Spanish during this period, and
  the other language can be understood at a -10% penalty,
  with an additional -5% for every 100 years since 1500 A.D.
  Base Skill:  55% + 5% per level of experience.
  Language - Russian:  The Warlords are so drive to reclaim
  and rebuild Russia that they insist on speaking the Rus-
  sian language as it existed prior to the Great Cataclysm.
  The only changes in the language are some words added
  to describe dimensional Rifts, ley lines, D-Bees, and magi-
  cal references, as well as local slang words for various spir-
  its, undead and monstrous creatures.  A speaker of Old
  Russian can understand other Slavic dialects (Ukrainian
  and Polish at -40%).  Base Skill:  50% + 5% per level of
  experience.
  
  80
  Language - Colonial Spanish: Spain, and the royal family
  of Spain, dominated Europe, and most of the rest of the
  world, from the time of the discovery of America in 1492
  A.D., until the defeat of the Spanish Armada. Most edu-
  cated people and diplomats would be expected to speak
  Spanish until the Eighteenth Century. Note also the com-
  patibility with Portuguese in that language skill; the same
  modifiers apply here.  Base Skill:  55% + 5%  per level of
  experience.
  Chinese Language & Literacy: Chinese, as a language is
  unique in the world. That's because the language has been
  in continuous use, both in the spoken and written form,
  for over three thousand years. And, because the written
  language is based on abstract characters (ideas), rather than
  phonetics (sounds), it has become more and more complex
  as it evolved. Here are the four "levels" of literacy available
  to characters, depending on which skills they select. Na-
  tive Speakers get Stage 2 or 3 as their base skill, based on
  their level of education. An upgrade costs the stage level in
  slots, not counting other requisites.
  Stage 1 - Thousand Character Literacy. This applies only
  to characters who take Chinese as an secondary
  skill.  The character can read simple instructions,
  write notes, and knows how to use a Chinese dic-
  tionary (something that a character with no skill in
  Chinese could not do). The character knows only
  one dialect, either Mandarin or Cantonese.  Base
  Skill:  40% + 5% per level of experience.
  Stage 2 - Chinese Literacy. Applies to native speakers
  (those raised in a Chinese-speaking household) and
  to characters who take Chinese as an O.C.C. skill.
  The character can read and write around 3,000 ideo-
  grams, and can quickly learn more when they need
  to. Reading and writing are fully fluent and it's
  possible to read all modern newspapers, magazines
  and popular books.  The character knows both
  Mandarin and Cantonese dialects. Base Skill:
  55%+5% per level of experience.
  Stage 3 - Advanced Chinese Literacy. The character must
  have an O.C.C. skill in Chinese Language (or be a
  native speaker) and either Chinese Antiquarianism,
  Chinese Classical Studies, Chinese History, or Chi-
  nese Mythology (any one will do). Or, must spend
  two language slots from the Oriental Studies Pro-
  gram (the base ability, plus the additional slot). The
  character has a mastery from 15,000 to 50,000 char-
  acters, which means that anything printed in the
  late Twentieth Century is Readable. With reference
  books and dictionaries, the character can attempt
  to decipher ancient manuscripts and inscriptions.
  Knows both Mandarin and Cantonese, and can also
  read and write Chinese cursive script.  Base Skill:
  60% + 5% per level of experience.
  Stage 4 - Classical Chinese Literacy. The character must
  have an O.C.C. in the Chinese Language (or be a
  native speaker plus Chinese Classical Studies, Chi-
  nese History, and Chinese Mythology). This allows
  the character to be able to read and write in just
  about any version of the Chinese characters, includ-
  ing the pre-dynastic pictographies. The character
  can speak Mandarin and Cantonese and, if exposed
  to a speaker of ancient Chinese, could easily pick
  up the spoken language.  Base Skill:  60% + 5%
  per level of experience.
  Law: A general knowledge of the laws and legal systems of
  the societies the character is familiar with. If a character
  chooses to be an expert in a single legal system, give a 10%
  bonus for that system, but reduce the by 5% for all other
  legal systems not related to it. For example, in most Rifts
  North American societies, the legal systems are based on
  the pre-rifts United States system (including the Canadian
  areas).  Requires:  Literacy.  Base Skill:  30% + 5% per level
  of experience.
  Law - CCW:  This skill covers the laws of the Consortium
  of Civilized Worlds, including  the Civilization Compact.
  Base Skill:  30% + 5% per level of experience.
  Leather Working:  The character is skilled at tanning and
  preserving animal hides. Usually this skill is combined with
  tailor to enable the character to make leather goods such as
  clothing, capes, bags and even leather armor. If this is done
  the character can fully repair, and make modifications to
  leather armor (see armor in the Combat and Equipment
  sections). May be taken twice to denote professional qual-
  ity.  Bonuses:  +5% for each of the following skills: sew, and
  skin and prepare animal hides.  Base Skill:  20% + 5% per
  level of experience.
  Literacy:  The written word is more valuable than ever in
  the world of Rifts, yet, sadly, the majority of the world's
  population can not read or write.  Illiteracy is encouraged
  by the Coalition as it is a means of securing the empire's
  power base and hold over the people.  Those who are liter-
  ate will be viewed with suspicion unless they are a mem-
  ber of the Coalition's elite aristocracy or military.
    Like the language skill, the character may be able to read
  and write several different languages, but each language
  counts as a separate skill selection.  American/English is
  the official written language of the Coalition.  Base Skill:
  30% + 5% per level of experience.
  Lore - Alchemy: Throughout human history, there have
  been legends about powerful magicians "turning dirt into
  gold," or spending their lives trying.  Though this may be
  the most famous, there are thousands of reports, stories,
  and myths about people using chemicals and strange com-
  binations of plants to produce a powerful, physical change
  in a substance.  This skill includes hundreds of accounts,
  and volumes of stories about formulae and procedures for
  various elixirs and potions (perhaps even less than 10% of
  these hold any truth).  To actually carry out the procedures
  in these myths is another affair, though.  Base Skill:  25% +
  5% per level of experience.
  
  81
  Lore - Alien: This skill helps characters identify known alien
  races, and provides information on their culture, habits, etc.
    For Rifts: Phase World characters, this would include the
  Three Galaxies, while the Mechanoids, Robotech &
  Manhunter universes have their own unique subsets of
  alien races. For the first two, it is very difficult to know
  every single recorded alien species without a computer
  database handy, but the latter two have a small enough core
  group of races for most of it to be in memory only. It also
  includes most of the well known legends and speculations
  common to that spacefaring society.  Base Skill: 25% + 5%
  per level of experience. When dealing with less known alien
  species, G.M.s can assign a penalty from -5% to -30% at
  their discretion.
  Lore - Animal:  This is the ability to identify any species
  and races of animals.  This is not give the ability to identify
  any type of monsters or supernatural creatures.  Base Skill:
  25 + 5% per level of experience.
  Lore - Astral: An in depth knowledge about the Astral
  Plane, Outer Plane, Inner Plane, Void, and major kingdoms,
  as well as a general knowledge about astral travel, meth-
  ods of travel and navigation, astral beings, domains and
  dangers. Having this skill will add an additional +2% per
  level to the Astral Navigation psionic power (see Nightbane:
  Between the Shadows; New Psionic abilities). Astral Lore
  can only be learned from the few individuals and organi-
  zations who regularly venture into the Astral Plane. Base
  Skill:  26% + 4% per level of experience.
  Lore - Cattle/Animals: This is a general knowledge about
  cattle, horses, livestock, and other notable animals of the
  West. This knowledge includes what they eat, where they
  live in the wild, means of defense, the value of their meat,
  fur, hides and horns, and their natural predators, as well as
  the most notable tales about supernatural animals, spirits,
  gods and magic attributed to or involving animals (includ-
  ing some Indian spirit and totem lore). Base Skill: 30% +
  5% per level of experience.
  Lore - Cetra: This is a comprehensive study of the Cetra
  species, their powers, limitations, and the myths and be-
  liefs associated with them. Very few non-Cetra have the
  crucial pieces of evidence that would allow them to have
  this skill, and those fortunate few usually gained the knowl-
  edge from a Cetra who was willing (or forced) to pass the
  knowledge on. Base Skill: 30% + 5% per level of experi-
  ence.
  Lore - Chinese Mythology - Buddhist: This skill is pretty
  much the same as the Taoist version, except that it deals
  with the equally crowded hordes of Chinese Buddhist en-
  tities. However, it is a different skill from the Taoist ver-
  sion. Base Skill: 35% + 5% per level of experience.
  Lore - Chinese Mythology - Taoist: Includes extensive
  knowledge of the vast library of works on Chinese myths
  relating to gods, ghosts, demons, monsters, dragons, Im-
  mortals, and the undead. Since there are such a vast array
  of mythic entities (it is said, for example, that every star in
  the sky corresponds to a named deity in Chinese Mythol-
  ogy), character is very skilled at locating written references
  on any given subject. This is all further complicated by the
  legends of Immortals becoming gods, of gods becoming
  mortal, and of virtually any mythic figure dying and being
  reincarnated as some "other" mythic figure. Characters will,
  given a few hours of research time and access to a decent
  library, be able to come up with a variety of legends (un-
  fortunately, often contradictory) on any given named
  mythic entity or related to any particular place or period of
  Chinese history. Base Skill: 35% + 5% per level of experi-
  ence.
  Lore - Conspiracy: A comprehensive knowledge about the
  issue of conspiracy and cover-ups by world governments
  in the areas of the paranormal, UFOs, military, experimen-
  tal 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, the Illumi-
  nati, and drug and chemical weapons testing. Base Skill:
  30% + 5% per level of experience.
  Lore - Cults and Sects: 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 iden-
  tifying marks of the major cults. Base Skill:  30% + 5% per
  level of experience.
  Lore - D-Bee:  Most D-bees (the slang term for dimensional
  Beings) are just alien humanoids form another dimension
  or planet.  To be classified as a D-bee, the creature must be
  remotely humanoid in appearance, usually a biped, has a
  human-like intelligence and does not possess supernatu-
  ral powers.  Creatures who are not humanoid in basic shape
  and have extremely monstrous or demonic appearances
  and/or powers, are usually considered to be monsters
  rather than D-bees.
    D-bee lore is the general study of alien humanoids.  This
  area of study will include culture shock, common types,
  common behavioral patterns, the distinction between in-
  stinctive predators and social oriented beings, myths and
  legends.
    Specific areas of knowledge include the general habits,
  behavior, customs, powers and weapons of the most infa-
  mous D-bees, including Psi-stalkers, Simvan, Xiticixes, True
  Atlanteans, Kittani, Altara warriors, temporal raiders, and
  Kydians (Splugorth Overlords).  The D-bee lore skill also
  includes similar, general information about common D-bees
  living in the geographic area where the skill is being taught;
  i.e. beings commonly know to live in North America will
  be know by the CS.  Similarly, D-bees in Germany/Europe
  are known by the NGR, and so on.  D-Bee lore is not a sci-
  ence.  Consequently, it is not always accurate, complete or
  in depth.  See anthropology for an in-depth approach to
  behavioral science.  Base Skill:  25% + 5% per level of ex-
  perience.
  
  82
  Lore - Demons and Monsters:  This is the study of demonic
  creatures and supernatural monster lore throughout the
  ages and around the world.  It includes the beliefs of an-
  cient and primitive cultures, as well as documentation in
  the modern Rifts world regarding demons, vampires, pos-
  session, places of magic, reputed places of demonic habita-
  tion or attraction, and the study of legendary and known
  supernatural beings, including their know habits, appear-
  ance, weaknesses, strengths, powers and abilities.  The
  master of demon lore may be able to identify a particular
  type of monster by hearing its description or a description
  of its actions, seeing a drawing or photograph or footprint,
  or by how it acted, killed, or exhibited certain abilities.  Base
  Skill:  25% + 5% per level of experience.
  Lore - Dimensions:  This is the study of myths, legends,
  and accounts of other dimensions/planes of existence.  The
  character gains a certain knowledge of famous dimensions,
  such as Wormwood, Hades, Dyval, Phase World, Uricos,
  Rifts Earth, the Elemental Planes, the Astral Plane, and
  other, less well known dimensions.  The character may be
  able to surmise what dimension someone visited by listen-
  ing to an account they give, but actually getting to other
  dimensions is an entirely different matter.  The character
  will have heard the myths about rifts, teleport spells, and
  portals, as well as other means of traveling between dimen-
  sions, but will not actually be able to perform any magic
  himself.  Base Skill:  25% + 5% per level of experience.
  Lore - Dragon:  This is the study of dragons, their history
  and lore over the ages and around the megaverse. It in-
  cludes knowledge of all known species of Dragons as well
  as their performed habitat and the known natural abilities
  for each species. The character with this skill may be able
  to identify a particular species of dragon by hearing its
  description or a description of its actions, seeing a drawing
  or photograph or foot print, how it acted, killed or exhib-
  ited certain abilities. Base Skill:  30% + 5% per level of ex-
  perience.
  Lore - Dreamstream: This skill is helpful in understanding
  and identifying the features, dangers and inhabitants of the
  Dreamstream. Even a beginner will automatically know of
  such things as Dream Pools and other major concepts re-
  garding the dream lands. Skill rolls are necessary to iden-
  tify creatures and events/transformations of the
  Dreamstream.  Base Skill:  25% + 5% per level of experi-
  ence.
  Lore - Faerie:  This skill is effectively the same as the previ-
  ous Demon and Monster lore skill, except that the empha-
  sis of the lore is on the faerie folk.  Since the coming of the
  rifts and magic, the fairies of ancient myths have proven to
  be quite real and often encountered in the wild, especially
  near ley lines and nexus points.  Faerie folk include fairies,
  sprites, pixies, brownies, bogies, toad stools, pucks, kelp-
  ies, gnomes, ogres, and a host of other supernatural be-
  ings.  Base Skill:  25% + 5% per level of experience.
  Lore - Farm: This skill is not to be confused with the sci-
  ence of botany in which the character can farm, and iden-
  tify and grow plants. Farm lore is a knowledge of myths
  and legends about real and mythological plants, roots, herbs
  and farming. It also includes a very basic knowledge of
  how to grow and care for plants, where notable plants (usu-
  ally poisonous or medicinal/herbal) and mythical plants
  are said to be found, and adds a bonus of +2% to the skills
  of botany, holistic medicine and faerie lore. Base Skill: 25%
  + 5% per level of experience.
  Lore - Folklore and Mythology: This skill is a comprehen-
  sive study of folklore and mythology. The character will be
  able to identify the major players involved with a given
  region and can roll at half the skill level to be able to iden-
  tify minor players in myth. These players include gods,
  heroes, monarchs, creatures, and tales.  Base Skill:  30% +
  5% per level of skill.
  Lore - Galactic/Alien:  This skill helps characters identify
  know alien races, and provides information on their cul-
  ture, habits, etc.  Given the number of alien species in the
  Three Galaxies, it is very difficult to know every single re-
  corded alien species without a computer database handy.
  It also includes most of the well known legends and specu-
  lations about the Cosmic Forge, cosmo-knights, kreeghor
  and prometheans.  Base Skill:  25% + 5% per level of expe-
  rience.  When dealing with less known alien species, G.M.s
  can assign a penalty from -5% to -30% at their discretion.
  Lore - Geomancy & Lines of Power:  A study of ley lines,
  burial mounds, places of power, megaliths, and geomancy
  beliefs that certain places on earth are polarized with an
  unknown energy or forces that can heal, cause paranormal
  phenomena, attract supernatural forces, open dimensional
  gateways, are magical or are places of evil.  The study in-
  cludes "known" locations of such places, such as Stonehenge
  and the Bermuda Triangle, as well as the many theories
  behind them and the legacy of legends, mysteries, disap-
  pearances and dangers linked to each.  The skill will pro-
  vide the character with insight about the areas and enable
  him/her to recognize specific, known, places of power, as
  well as recognize unknown megalithic markers of these
  revered or feared places.  Base Skill:  25% + 5% per level of
  experience.
  Lore - General Law:  The study of Law allows the charac-
  ter to know many legal precedents, procedures and pun-
  ishments common throughout the Russian Frontier.  It in-
  cludes the laws, customs and punishments of the Warlords,
  Cossacks and Sovietski, the code of the Ware-Knight and
  Huntsman, as well as the laws, customs and practices of
  most villages and major cities.  This can be an invaluable
  skill when trying to argue for one’s life before a Warloard
  or Concil of Elders.  Base Skill:  25% + 5% per level of ex-
  perience.
  Lore - Ghosts and Faeries: A study of reports, myths and
  legends regarding the supernatural, ghosts, apparitions,
  haunted houses and places, death cults, necromancy (ritu-
  als and purpose), mediums/seances, and near death expe-
  
  83
  riences, as well as myths regarding faerie folk, including
  faeries, sprites, leprechauns, nymphs, woodland/nature
  spirits, goblins, gnomes, trolls, ogres, bogies and others;
  their magic powers, habitat, and so on. This includes ghosts,
  spirits and faeries of all cultures around the world.  Base
  Skill:  35% + 5% per level of experience.
  Lore - History of Russia:  This is a basic historical knowl-
  edge of the myths, legends and (distorted) history of the
  pre- and post-Rifts Russia.  It includes the history of the
  Soviet Union, Communism in Russia, bits and pieces about
  the Ukraine, Poland and Mongolia, but focuses mainly on
  pre-Communism traditions, Christianity, ancient gods and
  myths, and basic information about notable monsters, vam-
  pires and famous Russian people, heroes, and outlaws.  The
  base skill percentage indicates the approximate degree of
  information the character has learned or can remember ac-
  curately.  Base Skill:  30% + 5% per level of experience.
  Lore - Indians:  Characters with this skill can recognize the
  different tribes and nations, warriors and shamans, totems,
  fetishes and warnings, identify the people by their hous-
  ing, clothing and weapons, and has a fundamental under-
  standing about the Native Americans' society, beliefs, cus-
  toms and laws - at least the most notable. They also know
  about Indian gods, spirits, and magic. Base Skill:  25% +
  5% per level of experience.
  Lore - Japanese Mythology:  Includes extensive knowledge
  of the vast library of works on Japanese myths relating to
  ghosts, spirits, dead, elemental forces, supernatural animals
  and gods.  Japanese mythology has so many gods and su-
  pernatural beings, including Buddhist and Shinto, That the
  phenomenon had been called by some 20th Century schol-
  ars, the "rush hour of the gods."  Base Skill:  30% + 5% per
  level of experience. This skill also gives the character a fair
  understanding of Chinese Buddhist gods and demons (-
  10% skill penalty) and even Hindu and Brahmin gods (-
  20% skill penalty).
  Lore - Juicer:  This skill covers all there is to know about
  Juicers, different Juicer variants, what powers they possess,
  Juicer lore and myths, drug side effects, etc.  A character
  with this skill will recognize Juicers by their armor and
  abilities, as well as know the names of the most famous
  Juicers in history, current famous Juicer leaders, infamous
  gangs, and similar facts.  Base Skill:  30% + 5% per level of
  experience.
  Lore - Magic:  This area of study does not give the charac-
  ter any magic powers or the ability to read magic symbols.
  What it provides is general information about magic, magic
  creatures and myths about magic.  For example, a charac-
  ter with this skill knows about the general powers and abili-
  ties of infamous magic creatures such as the various types
  of dragons, sphinxes, unicorn, and so on.  He'd know what
  the main types of magic (on Earth or at least his geographic
  area) are, such as spell casting, summoning, rifting, techno-
  wizardry, stone magic, temporal magic, bio-wizardry, rune
  magic, necromancy, and so.  Likewise, the character is likely
  to know legends about powerful magic items, magic places,
  magic curses and related legends.  Although the character
  cannot read runes or mystic symbols, he is likely to be able
  to recognize whether the symbol is a real magic ward, rune
  or warning.
  The following abilities come with this layman's skill:
  Base Skill (general knowledge):  25% + 5% per level of
  experience.
  Recognize wards, runes and circles:  15% + 5% per level
  of experience.
  Recognize Enchantment:  i.e. magic items, people un-
  der charms and curses, etc.:  10% + 5% per level of
  experience.
  Lore - Megaverse:  The player is knowledgeable in the
  workings of dimensions, multiple planes of existence, theo-
  ries concerning parallel worlds, etc.  Base Skill:  25% + 5%
  per level experience.
  Lore - Nightbane: This is a comprehensive study of the
  Nightbane species, their powers, limitations, and the myths
  and beliefs associated with them. Very few non-Nightbane
  have the crucial pieces of evidence that would allow them
  to have this skill, and those fortunate few usually gained
  the knowledge from a Nightbane who was willing (or
  forced) to pass the knowledge on. Base Skill: 30% + 5%
  per level of experience.
  Lore - Nightlands: The study of the shadowy parallel di-
  mension ruled by the Ba'al. This skill includes knowledge
  about the inhabitants of the Nightlands, including the
  Nightlords, Dopplegangers, Hunters and Hounds, and oth-
  ers. This skill is most often found in the hands of mystics
  and psychics who have seen the Nightlands with their own
  eyes, but a number of occultists have also unearthed a few
  forbidden books discussing this mysterious plane of exist-
  ence.  Base Skill:  25% + 5% per level of experience.
  Lore - Omens and Superstition: This skill lets the charac-
  ter 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 recog-
  nize the source of the omen or superstition. Base Skill: 30%
  + 5% per level of experience.
  Lore - Psychic & Psionics:  Knowledge about psionic pow-
  ers, how they are believed to works, how they affect people,
  their limitations, and who possesses them.  This skill also
  provides a rudimentary knowledge about people and be-
  ings who possess psionic power such as minor and major
  psychics, healers, Psi-Stalkers, Simvan, Bursters, Mind
  Melters, Mind Bleeders, and the most infamous supernatu-
  ral creatures (vampires, possessing entities, Goquas,
  Mindolars, Raksashas, etc.).  The character may also have a
  passing knowledge about some of the psionic weapons and
  symbiotes of Atlantis, famous psychics in the region, mind
  control (via drugs, psychology, hypnosis, magic and
  psionics) and myths and legends about such places as the
  Astral Plane, Dreamstream, The Enclave and Psyscape.  The
  
  84
  character does not have to be a psychic himself, but he
  should believe that psychic powers really exist.  Psychic
  lore is most commonly known by people who are psychic
  themselves, or involved in the PAB, Pandora Project (see
  the Spook Squad material in the Nightbane books) or simi-
  lar organizations in Beyond the Supernatural, Heroes Un-
  limited or Rifts that study paranormal phenomena.  Base
  Skill:  25% + 5% per level of experience.
  Lore - Read Aura:  This skill gives the character the ability
  to distinguish between different spices just by their aura.
  With repeated practice and time a character could ID both
  the species and the individual character.  Note: Do to some
  of the close distinctions between humanoid races (and some
  creatures and SN creatures for that matter) the skill level
  starts of low.   Base Skill:  20% + 2% per level of experi-
  ence. (very difficult to tell the small changes in an aura need
  to ID someone/thing).  Requires: The psionic ability of See
  Aura.
  Lore - Religion:  A comprehensive study of the world's re-
  ligions, past and present, their beliefs, rituals, holy places,
  pantheons of deities and supernatural creatures (demons,
  spirits, angels), stories of creation, myths and legends.  The
  skill will help the character recognize specific rituals, their
  purpose, the deity(s), icons, and similar information.  Base
  Skill:  25% + 5% per level of experience.
  Lore - Science: This knowledge gives the character an in-
  depth understanding about the general overview and con-
  cept 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 par-
  ticipants. Base Skill:  30% + 5% per level of experience.
  Lore - Sea: Knowledge regarding the myths and legends
  of the oceans and seas of the known world, including the
  edge of the world, sea monsters, sea creatures and aquatic
  people, ghost ships, and general knowledge about marine
  animals and whether or not they are dangerous to human-
  oids.  Base Skill:  25% + 5% per level of experience.
  Lore - Technology:  Can identify the name, company and
  type of any equipment found.  Characters can also estimate
  the value of the item and whether or not it was constructed
  before or after the coming of the Rifts.  Note:  Does not
  include ancient weapons.  Vibro-blades, nuero-maces and
  other similar type of equipment based on technology can
  be identified.  Base Skill:  40% + 5% per level of experi-
  ence.
  Lore - Temporal:  The technical skill of temporal lore is the
  study of temporal and dimensional theory and travel. It
  does not give the character any abilities of the temporal
  O.C.C.s. It includes knowledge of theories of time travel,
  such as the Theory of Non-Interference and the Fate Corol-
  lary. Also included are such things as basics of dimensional
  travel and disturbances (ley line storms) and infamous di-
  mension-traveling races (temporal raiders, dragons, etc).
  It also gives the character a rudimentary knowledge of how
  temporal technology and techno-wizardry works (basically;
  nowhere near enough to repair or build such devices). The
  character can also attempt to activate temporal devices he/
  she has no training with, but at a -30% penalty.  Base Skill:
  25% + 5% per level of experience.
  Lore - "Time of Man":  This is the study of all stories, myths,
  documents and artifacts pertaining to the history of hu-
  mankind on earth before the coming of the Rifts.  This in-
  cludes a working knowledge of all theories about the com-
  ing of the Rifts, a reasonable knowledge of how the world
  was before, the ability to identify Pre-Rifts artifacts (and
  recognize fakes), the ability to appraise the artifacts value,
  etc...  Base Skill:  25% + 5% per level of experience.
  Lore - UFOlogy: 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 sci-
  ence-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.
  Lore - Undead: By personal observation or through a de-
  scription of traits and combat the character can recognize
  all types of undead and the signs/presence of necromancy.
  The character also knows the origins of most types of the
  undead, including automatons (animated dead), banshees,
  corpse creatures, dark life, ghouls/nasu, mares, maxpary,
  shamblers, mummies, spectres, syvans, vampires, yema,
  and zombies. A success roll indicates whether the charac-
  ter accurately remembers the information about them. A
  failed roll means he is flustered and either can't remember
  or recalls the wrong information.  Base Skill:  10% + 5%
  per level of experience.
  Lore - Vampires: The study of the undead, their habits, ori-
  gins, powers and weaknesses. The skill will help a charac-
  ter determine if a person is under the sway or control of a
  vampire, or whether or not a victim has been killed by the
  undead. It will also aid in differentiating fact from super-
  stition regarding the vampire's vulnerabilities and strength,
  the few ways to truly destroy them, and basic vampire-
  hunting tactics. At the higher levels of knowledge (65%+),
  the character may have some idea about vampire intelli-
  gences, the Wampyr sub-race, and other detailed informa-
  tion.  Base Skill:  36% + 4% per level of experience.
  Lore - Witches: This skill enables a character recognize the
  handiwork, enchantment, rituals, and influence of witch-
  craft. He or she can also positively identify a witch by physi-
  cal examination, recognize the evil familiar, and to tall
  whether it is an animal or demon. The character also knows
  about pacts, basic abilities, weaknesses and similar data
  about witches. Roll to recognize witches, familiars, rituals,
  or enchantment. A success means positive identification. A
  
  85
  failed roll means inconclusive evidence, which may mean
  the suspect may be the innocent. Note about evil witches:
  All suffer from the same weaknesses: Holy water acts like
  acid doing 2D4 per application to a witch, twice that for
  demons and devils.  Salt is a lethal poison which does 2D4
  damage per ounce (28 gm). Immersion in salt/sea water
  causes 4D8 per melee round (aquatic witches (for example
  mermaid witches) are the exception). Magic and psionics
  due full damage, as do most normal weapons. Base Skill:
  10% + 5% per level of experience.
  Lore - Wormwood:  This is the study of the planet Worm-
  wood, its history, inhabitants and cultures.  It includes a
  comprehensive knowledge of the current workings on
  Wormwood, including an understanding of the ongoing
  war, the light and dark, the religious sects, creatures, mag-
  ics and tactics of the Unholy, etc...  The character is well
  versed in myths, legends and theories of Wormwood's cre-
  ation, past, where the inhabitants came from, and so forth.
  Base Skill:   25% + 5% per level of experience.
  Lore - Zentran & Meltran: This is the study of the Zentran/
  Meltran (Zentraedi) people, history, customs, philosophy,
  habits, weaknesses, strengths and abilities. In Robotech, it
  includes knowledge of the Sentinels races (-20%), as seen
  through the eyes of the Zentraedi, and limited information
  on the Robotech Masters (-40%). In Macross II, it includes
  basic information about the Marduk. Note that a person
  from a Robotech world are -60% when dealing with Macross
  Zentran & Meltran, and vice-versa.  Base Skill:  30% + 5%
  per level of experience.
  Map Reading: Maps are a difficult things to read, espe-
  cially if done in another language, or coded military maps.
  This skill allows the character to read a map by recogniz-
  ing constellations, land marks and other things to read it
  properly. Base Skill: 35% + 6% per level of experience.
  Masonry: A rudimentary understanding of the principles
  of bricklaying and stone construction. The percentile num-
  ber indicates the success ratio of recognizing deterioration,
  improper construction, the intended purpose of construc-
  tion, styles of masonry, approximate age or period of con-
  struction, identify dwarven and human construction, and
  general data about mason guilds. The character can also
  mend masonry and assist in construction and demolitions.
  Base Skill:  30% + 5% per level of experience. The masonry
  skill adds a bonus of +5% to locate secret compartments
  when both skills are known.
  Milling: A character with this skill is familiar with the of
  grinding, especially grinding grain into flour or meal. The
  character also has a basic knowledge of how to construct
  the equipment necessary to operate a mill. May be taken
  twice to denote professional quality. Base Skill:  25% + 5%
  per level of experience.
  Mining: The ability to locate mineral deposits or areas
  where they are likely to be found, excavate the land, and
  separate ores. The person also has the knowledge to suc-
  cessfully dig a min, pan for gold, and/or direct a mining
  operation. The actual finds, costs, and actual profits of a
  mining project should be determined by the GM. Remem-
  ber that most mining operations are guess-work and yield
  nothing or very little.  Base Skill:  8% + 8% per level of
  experience.
  Operate Heavy Power Tools:  Knowledge of exactly how
  to use heavy equipment such as jackhammers, riveters,
  welders, pneumatic drills, cutting torches, et cetera. May
  also be considered a "weapon proficiency," as it gives a +3
  to strike the target with these construction implements.
  Base Skill:   55% + 5% per level of experience.
  Philosophy:  Characters with this skill are educated in one
  specific philosophical doctrine (Confucianism, Buddhism,
  Tibetan Lore, Taoism, Shinto, Zen, Existentialism, any ma-
  jor religion, etc.), knowing the main rules, sayings, beliefs,
  code of conduct, view of the universe/creation, etc.  Base
  Skill:  36% + 6% per level of experience.
  Phonetics:  Systems of sounds of language, studied from
  two basic points of view. (1) Phonetics is the study of the
  sounds of language according to their production in the
  vocal organs (articulatory phonetics) or their effect on the
  ear (acoustic phonetics). All phonetics are interrelated be-
  cause human articulator and auditory mechanisms are
  uniform. Systems of phonetic writing are aimed at tran-
  scribing accurately any sequence of speech sounds; the best
  known is the International Phonetic Alphabet. (2) Each lan-
  guage uses a limited number of all the possible sounds,
  called phonemes, and the hearer-speaker is trained from
  childhood to classify them into groups of like sounds, re-
  jecting as insignificant all sorts of features actually pho-
  netically present. Thus the speaker of English ignores
  sounds that are very important in another language, e.g.,
  French or Spanish. Phonemes include all significant differ-
  ences of sound, among them features of voicing, place and
  manner or articulation, accent, and secondary features of
  nasalization, glottalization, ladialization, and the like. The
  study of the phonemes and their arrangement is the pho-
  nemics of a language.  Base Skill:  25% + 2% per level of
  experience.
  Photography:  Training in the art of still photography, the
  use of lighting, cameras, lenses, filters, and other camera
  equipment, as well as storage, development, enlargement,
  and duplication of film/photos.  Base Skill:   35% + 5% per
  level of experience.
  Photography - Film: These characters have studied and
  analyzed films, direction, editing and story telling tech-
  niques of the motion picture. Includes: cinematography (use
  of cameras, lenses, film, stock, lighting, composition), edit-
  ing (screen continuity, sound interlocking), budgeting,
  shooting, production, sound mixing and use of super 8 mm
  and 16 mm equipment (35 mm principles are studied). Base
  Skill: 40% + 5% per level of experience.
  Photography - Video: This is the study and use of video
  
  86
  film equipment and filming techniques as they apply to
  video. The same basic type of film techniques (editing, light-
  ing, lenses, etc.) as listed under film are explored. Base Skill:
  30% + 5% per level of experience.
  Plumbing: The practice of fixing leaky pipes or hydrau-
  lics. May be used to work on mecha hydraulic systems at -
  30%. Base Skill:  50% + 5% per level of experience.
  Pottery: The craft of making pots, vases, mugs, china, and
  other items made of clay on a potter's wheel and baked in a
  kiln. The character can also paint and glaze their construc-
  tions; this chance is represented by the second percentile.
  If the person has the art skill at a higher percentage then it
  is used instead. Failure indicates a ruined pot or a terrible
  paint job. May be taken twice to denote professional qual-
  ity. Bonuses:  +5% to the second percentile number, if the
  art skill is known.  Base Skill: 10%/5% + 5% per level of
  experience.
  Prospecting: The character can recognize and evaluate pre-
  cious and semi precious metals (gold, fool's gold, silver,
  bronze, copper) in their natural ore appearance and as re-
  fined and polished jewelry. In addition, the character has a
  good idea where to look for such mineral deposits, and the
  fundamentals of "panning" for gold and the general knowl-
  edge of mining and how to use various types of simple
  mining equipment.
    Furthermore, the character can identify and appraise the
  value of precious metals (silver, gold, etc.) and stones (dia-
  monds, rubies, etc.), and to identify fakes, but at a penalty
  of -10%. A failed roll means the character cannot tell whether
  or not the item is fake or real, or he grossly under or over-
  estimates its value. Base Skill: 20% + 5% per level of expe-
  rience.
  Pyrotechnics:  The character will be able to set off explo-
  sives, in a controlled and orderly fashion. The character will
  be able to design, reload and make all types of bullets, gre-
  nades, explosives and missiles. That's right missiles, the
  missiles that are in the book are due to this skill.  The char-
  acter can also make the powder for bullets, grenades, etc.
  Requires:  Chemistry Engineering and Mechanical Engi-
  neering.  Base Skill:  15% + 5% per level of experience.  A
  failed roll could mean the explosive failed, or the explosive
  blew up in the laboratory, or nothing happens at all, etc.  A
  Reminder:  This is all up to the GM and/or players to de-
  cide and is separate from the Demolitions Skill.
  Regional Knowledge: Gives an in depth knowledge of a
  specific city/town with more general knowledge of the lo-
  cal area and basic knowledge of the rest of the country/
  kingdom/area. Includes personalities, businesses, mon-
  sters, animals, etc. Nothing too in depth or specific but very
  useful information. All players automatically get 175% for
  this skill at 1st level and can divide that 175% between as
  many locations as desired with one at 98% typically being
  their home-town. Note:  This skill decreases with experi-
  ence rather than increasing; -5% per level.  This is due to
  changes in that location and the character's memory.  Re-
  visiting frequently or revisiting for a long time adds +5%
  per week.  Can also be used to track-down friends and ac-
  quaintances but requires two successful rolls (one to find
  them, the second to see if they remember/trust you).
  Research:  Training in the use of methods, techniques, and
  locations, for finding information, including computer net-
  works, databases, libraries, computerized records/ ency-
  clopedias, etc.  This skill is helpful in locating information
  about people, places and things.  The game master will ul-
  timately regulate the availability of accessible, known in-
  formation regarding a particular subject.  In some cases,
  there may be a ton of history and information, while, in
  others, very little or nothing at all (which may reveal some-
  thing by its sheer lack of info).  The research skill simply
  gives characters access to available data.  G.M. Note:  A
  good rule of thumb is to let players investigate/research
  something as much as they want, but keep the game mov-
  ing along.  If no information is available, find out where
  they are conducting research and say something like "De-
  spite the help of the clerk, and three hours of research, you
  still find nothing (or nothing unusual)."  If the character(s)
  wishes to keep looking, let him, but quickly click off the
  hours; "Another hour and still nothing."  If another player
  conducting research elsewhere says "What do I find out at
  the City County Building?"  Make the answer a quick "Not-
  ing" or "Something quite surprising," and tell him (perhaps
  in private).  Do not drag out the research aspect, but do
  consider a reasonable length of imaginary game time.  Like-
  wise, if the information is common knowledge or easy to
  locate, fast forward through what might be a couple of
  hours research, and tell the character what he has found.
      ANY CHARACTER CAN ASK QUESTIONS AND DO
  RESEARCH!  However, the research skill will reduce the
  amount of time by half and the character is trained to no-
  tice relevant data that an untrained character is liable to
  overlook.  Thus, for the truly mysterious, secret or difficult
  information, have the character with the research skill try
  to uncover it.  Only roll to determine success on these diffi-
  cult or hushed up bits of information, including addresses,
  unlisted telephone/computer network numbers, obscure
  and suppressed data.  Also note that having the Streetwise
  skill is strongly recommended, as it puts the character in
  touch with the appropriate people (+15%).  Base Skill:  35%
  + 5% per level of experience.  Requires:  Computer opera-
  tion, and literacy.
  Right Brain Memory Techniques: The use of visualization
  to remember things. Can be used to cut the time it takes to
  memorize a new spell into 1/8 of its normal time, or just to
  memorize a list in a couple seconds. Base Skill: 20% + 5%
  per level of experience.
  Role-Playing Game Design:  Gives characters the ability
  to drive themselves beyond exhaustion, and to keep incred-
  ible hours without food or sleep.  Attribute Bonus:  +1 to
  P.E.  Base Skill:  32% + 4% per level of experience.
  Rope Works: This is a skill that takes into account the vari-
  ous needs and uses of rope. The character knows a variety
  
  87
  of ways to tie knots, the advantages to various types of ropes
  and cords, their tensile strength and how to weave/make
  rope. A failed roll to tie a knot means that it is loose and
  sloppy and easy to untie, slip out of, or likely to unravel or
  snap when strained. Base Skill: 30%+5% per level of expe-
  rience. Characters bound/tied by this character are -10%
  to escape/slip knots.
  Sculpting & Whittling: The art of molding or carving a
  three dimensional figure, object or design out of clay, stone
  or wood. The percentile number indicates the quality of
  technique and appearance. Taking the skill twice indicates
  a professional quality and gets a bonus of +10%. Selecting
  it once, indicates a talented amateur.  Base Skill:  30% + 5%
  per level of experience.
  Study:  This skill indicates a particular area of study for
  the character.  This may be a great poet, writer, type of
  movie, great person, country/republic, team or organiza-
  tion that exists on records.  Character will know numerous
  famous quotes, anecdotes, stories and myths about the per-
  son/place, will have read (or seen, listened to, as the case
  may be) analyzed and studied in great depth all available
  sources of information.  The character will be able to speak
  intelligently about the area of study, offer his own theo-
  ries/interpretations, quote the person accurately, and so on.
  Though not required, the Research skill is very helpful, and
  adds a one time bonus of +10% to the study skill.  Base
  Skill:  36% + 4% per level of experience.
  Surveying: The ability to use surveying equipment to take
  accurate sightings and measurements of land, for use in
  architectural designs or map making. Basic and Advanced
  Mathematics are prerequisites. Bonuses:  +10% to Naviga-
  tion, and a +5% bonus to Optic Systems. Base Skill: 40% +
  5% per level of experience.
  Teaching: This training in the methods and practices of
  teaching/class room procedure; the disciplines of profes-
  sional education, management of class rooms, instructional
  goals, discussion, lectures, conferences, group work, lead-
  ership, planning and evaluation. A Master's degree in the
  teaching arts is a requirement to teach professionally.  Base
  Skill:  30% + 5% per level of experience.
  Undersea Salvage:  The character knows how to locate and
  identify objects (ship, armor, gold, etc.), recognize salvage-
  able components and materials (valuable parts, electronic
  equipment, E-clips, weapons, coins, magic items,
  preciouals, and gems, etc.), retrieve (with minimal damage
  and effort), evaluate (estimate approximate resale value
  based on the item’s condition), clean/restore (restoration
  gets top salvage price), and sell salvaged underwater arti-
  facts, equipment, parts and scrap metal.  The salvage skill
  offers exploiting and capitalizing on some of the simple
  resources under the seas, including rudimentary mining,
  excavation, and gathering coral, rocks, seaweed sponges,
  clams, oysters and starfish.  The character is also familiar
  with underwater cutting tools, cranes, pulleys, and tow
  lines, and can strip/cut apart and retrieve wreckage and
  machinery for use as scrap metal.  Those with mechanical
  engineering can salvage working parts, make repairs on
  slightly damaged items, and even raise small sunken ships,
  subs, and bots!  Base Skill:  30% +5% per level of experi-
  ence; add a salvage bonus of +5% if an mechanical engi-
  neer.
  Whittling & Sculpting:  The art of carving wood, bone and
  horn into three dimensional figures/statues/toys, designs
  and simple objects like wooden stakes, arrows, fishing
  hooks, walking sticks, staves, bowls, a simple flute or
  whistle, and similar.  Many characters with this skill sim-
  ply use it to pass time and don’t necessarily make anything
  from their whittling.  The percentile number indicates the
  quality of technique and the quality of the work/appear-
  ance.  Taking the skill twice indicates a professional qual-
  ity and gets a bonus of +10%.  Selecting it once indicates a
  talented amateur.  Base Skill:  30% + 5% per level of expe-
  rience.
  Writing:  The ability to write prose (stories), poems, or jour-
  nalistically (articles, reports, news).  Scholastic training in-
  dicates a professional quality, while the secondary skill in-
  dicates a talented amateur.  A railed roll means an awk-
  ward and poorly written work that is boring and difficult
  to understand.  Try again.  Note that the written word can
  be a powerful tool in the ignorant and oppressed society of
  the Coalition.  Base Skill:  25% + 5% per level of experi-
  ence.  Requires:  Literacy.
  Weapon Proficiencies
  Weapon Proficiencies (W.P.) are areas of training and prac-
  ticed 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 bo-
  nus 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, dis-
  assemble, 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.)
  Ancient Weapon Proficiencies:  Each ancient W.P. provides
  combat training with a particular type of weapon.  The re-
  sult is hand to hand combat bonuses to strike and parry
  whenever that particular weapon is used.  All bonuses are
  
  88
  accumulative.  Each W.P. counts as one skill.  The character
  may select several W.P.s or few.  Note:  Characters without
  any W.P. can use any weapon, but without benefit of the
  W.P. bonuses.
  W.P. Archery and Targeting:  This is an expertise with
  thrown and bow weapons.  It includes throwing spears,
  forks, slings, short bows, long bows, crossbows, and mod-
  ern bows.  Bonuses:  Add 20 feet to the normal effective
  range per level or the character, +1 to parry with that
  weapon (effective at level one), and +1 to strike at levels 2,
  4, 6, 8, 11 and 14.  Note:  The character loses all bonuses
  and rate of fire is half when riding on horseback or a mov-
  ing vehicle.  Rate of Fire:  Two at level one, +2 at level three,
  +1 at levels 5, 7, 9 and 12.
  W.P. Archery - Cross Bow:  An expertise with the cross
  bow. Training includes the use of all types of cross bows.
  Archers who are skilled in the use of the short bow or long
  bow can use the weapon but find it awkward, all bonuses
  to strike are half, range is normal for the bow (no bonus)
  and the rate of fire is equal to the archers normal hand to
  hand attacks per melee (no bonus rate of fire from W.P.
  Archery). Bonuses:
  Effective Range: +10 ft per level of experience after level
  one;
  Rate of Fire: One at level one, and +1 at levels 4, 8, and
  12;
  +1 to strike at levels 2, 5, 8, 11, and 14.
  Movement penalty: The character loses all bonuses and
  rate of fire is half when running and shooting, flying,
  when riding on horseback or from moving vehicle, or
  otherwise unbalanced.
      Note: By retaking W.P. Archery: Cross Bow the character
  suffers only the half rate of fire movement penalty. Also a
  heavy crossbow can only be fired once from horseback.
  They cannot be reloaded by a mounted man as the bracing
  and pull are inadequate. Light Crossbows, however, suffer
  the normal penalties from horseback.
  W.P. Archery - Long Bow: An expertise with the long bow.
  Training includes the use of all types of long bows. Archers
  who are skilled in the use of the short bow or cross bow
  can use the weapon but find it awkward, all bonuses to
  strike are half, range is normal for the bow (no bonus) and
  the rate of fire is equal to the archers normal hand to hand
  attacks per melee (no bonus rate of fire from W.P. Archery).
  Bonuses:
  Effective Range: +25 ft per level of experience after level
  one;
  Rate of Fire: two at level one, and +1 at levels 2, 4, 7, 10,
  and 13;
  +1 to strike at levels 2, 4, 6, 8, 11, and 14.
  Movement penalty: The character loses all bonuses and
  rate of fire is half when running and shooting, flying,
  when riding on horseback or from moving vehicle, or
  otherwise unbalanced.
      Note: By retaking W.P. Archery: Long Bow the character
  suffers only the half rate of fire movement penalty.
  W.P. Archery - Short Bow: An expertise with the short bow.
  Training includes the use of all types of short bows. Ar-
  chers who are skilled in the use of the long bow or cross
  bow can use the weapon but find it awkward, all bonuses
  to strike are half, range is normal for the bow (no bonus)
  and the rate of fire is equal to the archers normal hand to
  hand attacks per melee (no bonus rate of fire from W.P.
  Archery). Bonuses:
  Effective Range: +20 ft per level of experience after level
  one;
  Rate of Fire: Two at level one, and +1 at levels 2, 3, 6, 9,
  12, and 15;
  +1 to strike at levels 2, 4, 6, 8, 11, and 14.
  Movement penalty: The character loses all bonuses and
  rate of fire is half when running and shooting, flying,
  when riding on horseback or from moving vehicle, or
  otherwise unbalanced.
  Note: By retaking W.P. Archery: Short Bow the character
  suffers no movement penalty.
  W.P. Barstool: Training in all types of stools and chairs,
  including bar stools, milking stools, dining chairs, outdoor
  furniture, and small tables. Considered to be seperate from
  WP Blunt, since it deals with large, cumbersome objects
  which aren't designed as weapons. Characters without this
  WP suffer a -2 to strike and parry with chairs and stools, as
  they are untrained in these unwieldly weapons.
  Bonuses: +1 to strike and parry at levels 1, 4, 8, and 13.
  Damage for chairs
  Barstool - wood
  1d6+1
  Barstool - metal
  1d8
  Dining chair - wood
  1d6
  Dining chair - metal
  1d6+1
  Milking stool - wood
  1d4
  Milking Stool - plastic
  1d4+1
  Deckchair - wood
  2d4
  Deckchair - metal
  2d6
  Deckchair - plastic
  1d6
  Bedside Table - wood
  1d6
  Bedside Table - metal
  1d6+1
  W.P. Battle Axe:  Training in all types of battle axes and
  picks.  Bonuses:  +1 to strike at levels one, four, eight, and
  twelve.  +1 to parry at levels two, five, nine and thirteen.
  +1 to strike when thrown at levels three, eight and twelve.
  W.P. Blunt:  Training with all types of blunt weapons in-
  cluding mace, hammers, cudgels, pipe, staff and clubs.
  Bonuses:
  +1 to strike at level one.  Add +1 to strike at levels 3, 5, 8, 11 and 14.
  +1 to parry at levels 2, 6, 9, 12 and 15.
  +1 to throw at levels 4, 7, 10 and 13.
  W.P. Bola:  The Bola is an old weapon of South American
  Indians who taught its construction and use to the gau-
  chos.  The classic weapon was three rawhide thongs joined
  at one end and at the other, three cords tipped with metal
  or leather covered stones; the length of the cords varied
  from 3-10 feet.  When thrown accurately, the bola could
  
  89
  entangle the legs to bring down a running animal.  One or
  two weighted balls were used for hunting small prey like
  rabbits and birds.
  Damage:  2D4 S.D.C. As one might expect, various
  weapon manufactures have created bolas with 1-3 gre-
  nades instead of weights, and Northern Gun as cre-
  ated one that works like  a Neural Mace, with the stun-
  ning charge delivered by remote control once the vic-
  tim has been ensnared.
    Bonuses:  +1 to strike, disarm and entangle at levels 2, 5,
  10 and 15.
  W.P. Bow:  Includes short bow, long bow, samurai bow,
  Mongol bow, and Ninja short bow, as well as modern com-
  pound bows.
  Bonuses:
  Start with +1 to strike and two shots per melee round.
  Add 1 to strike at 2nd, 4th, 7th, 10th, 13th, and 14th levels.
  An extra shot per melee round is added at 2nd, 4, 5, 8, 10, 12, and 14th
  levels.
  W.P. Boomerang:
  ␣ ␣Bonuses:  +1 to Strike at levels 1, 3, 5, 7, 9, 11, 13, & 15.
  ␣ ␣ ␣ Specials.....
  ␣ ␣ ␣ ␣ 1. Return path; will r
  eturn to the thrower.
  ␣ ␣ ␣ ␣ 2. Straight Shot; tar
  get gets a +4 to dodge.
  ␣ ␣ ␣ ␣ 3. Back Shot; Hits victim fr
  om behind, -2 to dodge.
  ␣ ␣ ␣ ␣ 4. Bounce Shot; Bounces of
  f target back to thrower, only
  K.O.s/stuns target for 1d6 melees.
  WP Broken Bottle: Training in the use of broken bottles
  and glasses as weapons. The character can break a bottle
  without cutting himself, and use a variety of offensive
  moves. If attempting to parry with a broken bottle, the
  wielder automatically fails, and receives an *additional* 1d6
  SDC. However, if the attacker was using a fist, foot, or other
  part of the body, he also receives 1d6 SDC damage. Bo-
  nuses: +1 to strike and damage at level one, and an addi-
  tional +1 to strike an damage at levels 4, 8, and 13.
  W.P. Chain:  Training with all types of chain weapons in-
  cluding ordinary lengths of chain, nunchaku, flail, and ball
  or mace and chain.  Bonuses:  +1 to strike  and entangle at
  level one.  Add another +1 to strike at levels 3, 5, 8, 11 and
  14.  +1 to parry at levels 4, 7, 10 and 13.  +1 to throw at
  levels 6 and 12.  +1 to entangle at levels 2, 5, 8, 11 and 14.
  W.P. Crossbow:  Includes both heavy and light crossbows.
  Bonuses:  1 shot per melee at first level.  +1 to strike at 2, 4,
  6, 8, 10, 12, and 14th levels.  An extra shot per melee round
  is added at 2, 5, 7, 9, 11, 13, 15th levels.
  W.P. Deadball:  This skill allows the character to throw the
  spikes, ricocheting ball in the deadball game with great
  accuracy.  A character with this skill can hit a target by rico-
  cheting the ball off walls, ceilings and floors.  This is a called
  shot, at -1 for every ricochet needed to strike the target.  It
  is very hard to parry or dodge the ricocheting Deadball;
  the victim  is at -2 to dodge, and at an additional -1 for
  every additional ricochet beyond the first.
  W.P. Forked:  Includes Sai, tiger forks, tridents and other
  weapons with tines.  Bonuses:  +1 to Strike and +2 to En-
  tangle.  +1 to strike at levels 3, 5, 7, 9, 12 and 15.  +1 to parry
  at levels 5, 9 and 13.  +1 to entangle at levels 2, 5, 8, 10, 12
  and 14.
  W.P. Grappling Hook:  Trained use of a grappling hook
  for climbing, scaling walls (adds +5% to that skill), board-
  ing vessels, tripping an opponent (by hooking the foot,
  ankle or leg. Does no damage, but knocks victim to the
  ground and he loses initiative and one melee attack) and
  impaling (does 1D6 damage).  Bonuses:  +1 to strike or
  entangle at levels 3, 6, 9 and 12.
  W.P. Improvisation:  This is simply the ability to use any
  available materials at hand and use them as effective weap-
  ons. This includes the use of dirt to temporally distract/
  blind your opponent, the use of sharpened tree branches
  to use as spears. With this skill almost anything can be a
  deadly weapon.
  W.P. Knife:  Training with all types of knives.  Bonuses:
  +1 to strike when thrown on level one.  +1 to strike at lev-
  els 2, 4, 7, 10 and 13.  +1 to parry at levels 2, 4, 8, 11 and 14.
  +1 to throw at levels 2, 4, 6, 9, 11, 13 and 15.
  W.P. Lance: Lances are not normal hand-to-hand weapons;
  they can only be used by someone riding a horse, animal
  (griffon, or dragon), or vehicle (chariot).  Lances can not be
  used to parry, and often break during combat. Bonuses: +2
  to strike at level one, and +1 to strike at levels 4, 8, and 12.
  W.P. Mouth Weapons (Ninja!):  Includes blowpipes, mouth
  darts, and other weapons that depend on a person's lungs
  and aim out of the mouth.  Bonuses:  Start with +1 to strike
  at 1st level.  Add 1 to strike at 4, 8, and 12th levels.  An extra
  shot per melee round is added at 3, 7, and 11th levels.
  W.P. Net: Training in the use of ancient (string) and mod-
  ern (carbon fibers or metal alloys) nets.  Nets are not so
  much offensive weapons as they are used to ensnare an
  opponent, to slow him down, confuse or render immobile
  for a while.  There are two types of snare:
  1.  Snaring an opponent's weapon: The weapon becomes
  entangled and is pulled out of the persons hand.  A
  natural, unmodified roll of 18, 19, 20 will disarm an
  opponent, unless they roll equal to or above the roll to
  strike (no bonuses).
  2.  Snare one's opponent: By throwing a large net com-
  pletely over the opponent, one can snare him.  The in-
  tended victim must dodge or be netted.  If caught in
  the net, the victim is -8 to strike, -10 to dodge, and -6 to
  parry.  It will require 1D4 melees to break free from
  the net, unless one has superior weapons (vibro-blades
  and plasma swords especially).  Note that though quite
  helpless while in the net, those attacking him will be
  doing a lot of damage to the net, thereby destroying it
  in a matter of a melee.  If the person dodges the net,
  the net thrower will be without a weapon (it takes TWO
  
  90
  hands to throw a net) until he can get out another
  weapon.
  W.P. Paired Weapons:  This is an extra skill that, combined
  with an ancient weapon allows for the use of two weapons
  simultaneously.
  1.Strike and parry simultaneously.  In other words, war-
  riors skilled in paired weapons can often perform two
  actions for every one melee action/attack.
  2.Twin, simultaneous strikes against the same target.
  Both weapons hit, but is considered ONE melee attack/
  action, (roll only once for strike).  The defender can only
  parry one of the weapons in the parry!  The other will
  strike, unless he too is using two weapons, or a weapon
  and a shield, and has the W.P. paired weapons skill.
  3.Strike two different targets (or strike on and parry the
  other), simultaneously; both must be within reach.
  4.Parry two different attackers; one with each hand.
      Weapons are limited to the one-handed types and can be
  used in any combination; for example, two short swords,
  or short sword and broadswords, sword and knife, mace
  and shield, etc.  Two-handed weapons cannot be used as
  paired weapons.
  W.P. Polearm:  Training in the large spear-like weapons
  know as the polearm.  Also includes tridents.  Bonuses:  +1
  to strike at levels one, five, nine and fourteen.  +1 to parry
  at levels one, three, six, nine and fourteen.  +1 to parry at
  levels one, three, six, nine and twelve.  +1 to strike when
  thrown at levels two, five, nine and fourteen.
  W.P. Rune Weapon:    This gives the character the knowl-
  edge and ability to use all and any Rune Weapons.  With
  this skill the character can use any rune weapon whether
  or not he has that w.p. (i.e. if the character doesn't have a
  w.p. sword but does have a rune sword he can still use it).
  This gives the character an additional +2 to strike with a
  rune weapon and +3 to parry with a rune shield.
  W.P. Shield:  Combat skills with large and small shields
  used primarily for parrying and self defense.  Bonuses:  +1
  to parry at levels 1, 3, 6, 9, 12 and 15. A shield can be used
  in one hand and a weapon in the other. +1 to strike with a
  shield (1D4 damage) at levels 4, 8 and 12. No bonus to strike
  when thrown.
  W.P. Siege Weapons:  An understanding of the use and
  mechanics of siege weapons, including balista, catapult,
  onager and trebuchet.  Bonuses:  +1 to strike at levels 2, 5,
  9 and 12.
  W.P. Slingshot:  Includes both ancient slings and modern
  slingshots.  Bonuses:  +1 to strike and 2 two shots per me-
  lee at first level.  +1 to strike and an extra shot per melee at
  levels 2, 4, 6, 8, 10, 12 and 15.
  W.P. Small Thrown Weapons:  Includes shuriken, throw-
  ing spikes, etc...  Bonuses:  Start with being able to fire off 3
  per melee round.  +1 to throw at levels 4, 7, 10 and 13.  Ex-
  tra shot per melee at levels 2, 3, 5, 6, 8, 9, 11, 12, 14 and 15.
  W.P. Spear:  Combat skill with large and small spears.  Bo-
  nuses:  +1 to strike and parry at level one.  +1 to strike at
  levels 3, 7, 10 and 13.  +1 to parry at levels 3, 6, 9, 12 and 15.
  +1 to throw at levels 2, 4, 8, 11 and 14.
  W.P. Staff:  Combat skill with large and small staffs.  Bo-
  nuses:  +1 to strike and parry at level one.  +1 to strike at
  levels 4, 7, 10 and 14.  +1 to parry at levels 2, 5, 8, 11, and 14.
  +1 to throw at levels 4, 8 and 14.
  W.P. Sword:  Combat skills with large and small swords,
  including fencing type training.  Includes rapiers, sabers,
  two handed, and short swords.  Bonuses:  +1 to strike and
  parry at level one, an additional +1 to strike at levels 3, 6, 9,
  12 and 15.+1 to parry at levels 2, 3, 5, 7, 9, 11 and 14.  +1 to
  throw at levels 5, 10 and 14.
  W.P. Trident:  The practiced use of the trident as a weapon.
  Bonuses:  +1 to strike and entangle at level one.  +1 to strike
  at levels 3, 5, 7, 9, 12, and 14.  +1 to parry at levels 5, 9, and
  13.  Entangle an opponent’s arm, hand, foot or weapon
  between the prongs:  +1 at level 2, 5, 8, 10, 12 and 14.  If a
  limb is caught or pinned, the trident user can twist the tri-
  dent with a quick movement that will force the “pinned”
  opponent to follow the movement and be “flipped” off his
  feet or upside down under water.  The victim of a body flip
  is thrown to the ground/down/over and loses initiative
  and one melee action/attack.  W.P. Trident provides the
  body flip move only when using the trident.  Typical dam-
  age is 3D6 S.D.C. or 3D6 M.D.; can be thrown 50 feet in the
  air or 30 feet underwater.
  W.P. Whip:  Skill at "whipping" or snapping with long, flex-
  ible, light weapons typically made of leather, rawhide, reeds
  or M.D.C. cords.
  Damage:
  Single cord whip: 1D6 S.D.C.
  Bull Whip: 2D6 S.D.C.
  Cat-O-Nine Tails: 2D6 S.D.C.
  Bonuses:
  +1 to strike at level one. +1 to strike at 3, 5, 7, 9, 11 and
  13th levels.
  +1 to damage at 4th, 8th, and 12th levels.
  +1 to entangle at 2nd, 6th, 8th, 10th and 14th levels.
  This weapon cannot be used to parry! An M.D.C. whip still
  inflicts S.D.C. damage, but is more resistant to damage.
  Modern Weapon Proficiencies:  These are areas of train-
  ing and practiced skill with a particular type of modern
  weapon.  Each W.P.  counts as one skill selection.  Charac-
  ters with no knowledge of modern weapons can fire loaded
  weapons, but will take twice as long to reload and always
  shoot "wild"; no bonuses to strike.
  W.P. Artillery:  Covers all vehicle-sized cannons and how-
  itzers, as well as vehicle-mounted missile weapons.
  W.P. Automatic Pistol:  All modern military automatic pis-
  
  91
  tols (automatic means the weapon keeps firing while the
  trigger is depressed and until the trigger is released or the
  rounds are all expended).
  W.P. Automatic and Semi-automatic Rifles:  Includes all
  assault rifles like the M-16 and AK-47.
  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, Revolutionary War rifles and
  pistols.
  W.P. Bolt Action Rifle (hunting & sniping):  Includes most
  hunting rifles; not an automatic firing weapon.
  W.P. Cyclone Weapon Systems:  This skill is exclusive to
  the cyclone rider O.C.C. and gives the character a +1 bo-
  nuses to strike when using any of the standard cyclone
  weapons.  They include the CADS-1 Saber system, EP-37
  60mm beam cannon, EP-40 rocket cannon, RL-6 rocket can-
  non, GR-97 forearm missile launcher, GR-103 mini-missile
  and missile launcher sidecar.
  W.P. Flame Thrower:  Includes normal fire, and plasma
  based flame throwers.  This does not include plasma ejec-
  tors or similar weapons.  This W.P. also instills a basic un-
  derstanding of how to make best use of the Flame Thrower:
  i.e. by lighting certain areas on fire, concentrating the fire
  or dispersing it over a larger area, etc.
  W.P. Gallant H-90:  This is a separate weapon proficiency
  because of its unique multi-configurations, and damage
  capabilities.
  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 gre-
  nade is another matter.  First off not all grenades are fitted
  with the  same delay rate.  Some have a 5 second delay,
  some 3 seconds, some can be adjusted to a variable rate.
  There's even some Soviet grenades that have a zero delay,
  they go off as soon as you pull the pin!
  W.P. Grenade Launcher:  Any device, including certain rifle
  models, that fire grenades.  This skill includes the use of
  the Triax pump-weapons (i.e. TX-16) and the launchers of
  the CS-14 "Firebreather."  Bonuses:  +1 to Strike at levels 3,
  7, and 11.
  W.P. Harpoon Gun:  Proficiency with the harpoon gun.
  The weapon can be used either with a plain pointed end
  (2D6 S. D.C.) or with an explosive head (4D6 M.D.).  Bo-
  nuses:  +1 to strike at levels two, four, seven, ten and thir-
  teen.
  W.P. Heavy:  Includes machineguns, bazookas, LAWS, and
  mortars.
  W.P. Mortar:  These are man portable artillery weapons
  that consist of a tube and small self-propelled bombs that
  shoot out of the tube.
  W.P. Revolver:  All cylinder style handguns; not automatic
  (trigger must be pulled each time the gun is fired).
  W.P. Sub-Machinegun:  Includes all small arms automatic
  weapons like the uzi.
  W.P. Torpedo:  Maintenance and a keen understanding of
  a torpedo’s speed, range, trajectory, and most effective use.
  Bonuses:  +1 to strike at levels two, six and twelve.  +1 to
  strike with a depth charge at level four.
  W.P. Energy Pistol:  Includes lasers and all types of energy
  firing small arms.
  W.P. Energy Rifle:  Includes all long range energy firing
  rifles.
  W.P. Heavy Energy Weapons:  Includes plasma ejector, rail
  guns, and similar high tech, mega-damage weapons.
  W.P. Sharpshooter:  Any O.C.C. except Vagabond, Dragon
  and Mind Melter, can select the W.P. Sharpshooter skill.
  However, among the current list of O.C.C.s and in most
  parts of the world, sharpshooting is not very commonplace.
  Still, some characters, especially those geared for combat,
  may have one or two W.P. Sharpshooting skills.
  • Counts as two "other" skill selections
  • Not available as a secondary skill
  • The character must have first spent one skill selection
  on a desired W.P. skill before the Sharpshooting skill
  can be selected.  Once the W.P. type has been selected,
  the sharpshooting skill can be added to it at a cost of
  two "other" skill selections.  The sharpshooting skill bo-
  nuses are then added to those of the normal weapon
  proficiency for that specific type of weapon.
  • The sharpshooting skill can be combined with the W.P.
  Archery & Targeting skill (applicable only to the sling,
  crossbow, and bow and arrow) and all the modern
  weapon proficiencies, except W.P. Heavy and W.P.
  Heavy Energy Weapons.  Not applicable to W.P. Blunt,
  W.P. Chain, W.P. Knife, W.P. Sword, or other ancient
  hand-held type weapons.
  W.P. Sharpshooting Bonuses:  All bonuses are in addition
  to conventional W.P. bonuses of +3 aimed, +1 burst.
  The Sharp Aimed Shot (applicable to both the single shot
  and the aimed burst shot):  +1 to strike with a P.P. 20 and
  every additional five (5) P.P. points above 20, but the bo-
  nuses are only applicable when the appropriate type of
  weapon is used.  Aimed shots only.  No bonuses for shoot-
  ing wild.
  The Sharpshooter's Called Shot:  The sharpshooter's aimed
  shot bonuses are NOT applicable when using this special
  "Sharpshooter's called shot."  Instead, the sharpshooter uses
  the following superior bonuses:  +1 to strike with a P.P. 18
  and every additional three (3) P.P. points above 18, but the
  bonuses are only applicable when the appropriate type of
  
  92
  weapon is used and this special called shot counts as two
  melee attacks/actions.  Aimed shots only.
  Quick Draw:  +1 to initiative with a P.P. 18 and every addi-
  tional four (4) P.P. points above 18, but the bonuses are only
  applicable when the appropriate type of weapon is used.
  The Bonus Attack:  +1 additional shooting melee attack
  when using that specific weapon for the entire melee round.
  The Trick Shot:  Most Men at Arms can pick one of the
  following tricks (or roll 1D6 for random determination),
  but the Gunfighter, Sheriff and Gunslinger O.C.C.s get ALL
  six!
  1. Can fire a traditional two-handed weapon, like a rifle,
  one handed.
  2. Can shoot over his shoulder by holding up a mirror
  and aiming at the reflection.
  3. Accurately shoot while riding a horse or moving ve-
  hicle (normally a wild shot), but strike bonuses are
  half and a called shot is impossible (-8 to strike and
  strike bonuses do not apply).
  4. Shoot accurately while standing on head or hanging
  upside down; all bonuses applicable.
  5. Roll or somersault and come up shooting (normally
  a wild shot), no bonuses nor penalties to strike;
  straight roll of the dice.
  6. Ricochet shot, can bounce bullets, arrows, sling bul-
  lets and other fired projectiles (depending on the spe-
  cific W.P.) off of one surface and angle the shot in
  such a way that the projectile ricochets/bounces off
  and hits a different/second target (inflicts only one
  pint of damage to the first surface and full damage
  to the second).  This can also be done with laser weap-
  ons but the ricocheting surface must be mirrored or
  highly polished.  Glitter Boys are excellent reflective
  surfaces for performing a ricochet laser shot.
  W.P. Study: Although this weapon proficiency list is fairly
  extensive, some weapons may be left out. Any player who
  wants a W.P. in a weapon not represented in this list, should
  select this skill. Subject to GM approval. When selected,
  the player uses the bonuses of the closest weapon on the
  list. For example: Steve wants his druid to use a scythe.
  Since W.P. Scythe is not listed, and the GM approves of Steve
  using the W.P. Study skill. Steve, and the GM then decide
  that the W.P. Pole Arm skill is the closest equivalent, but
  the GM allows a bonus of +1 to parry at level 1.
  Weapon Mastery
  "'Ello.  My name is Inigo Montoya.  You killed my father.
  Prepare to die."
  -Spanish Weapon Master
    Some people, such as Lawmen and Gunfighters, learn to
  do amazing things with guns.  Some Indian warriors do
  similar things with bows and slings, making the New West
  of Rifts Earth a deadly place... at a distance.  Some places,
  some worlds, however, have either built a culture around
  hand to hand combat or have never advanced technologi-
  cally to the point where distance combat is feasible.  The
  same kinds of people live everywhere, however.  Just as
  some in North America have devoted themselves to their
  guns, some people in these societies have devoted them-
  selves to their weapons, be they high-tech blades scientifi-
  cally balanced to their weilder's style, magical flails, or a
  hunk of wood that "just feels right", they have expanded
  their knowledge beyond mere proficiency: They are
  Weapon Masters.
  Restrictions and Conditions
    This skill is applicable only to weapons that rely on the
  strength of their weilder to cause damage, or their mod-
  ern, magical and psionics equivalents.  Thus vibro-blades,
  flaming swords and psi-swords can all benefit from this
  skill, while bows, slings and pistols cannot.  Spears, knives,
  and other throwing weapons can be used with this skill,
  but all bonuses (save those to initiative) are halved, and
  the Riposte ability cannot be used.
    To acquire this skill a character must sacrifice two OCC
  related skills or two OCC WP's.  Secondary skills cannot be
  used to acquire this skill.  A character must be proficient in
  the weapon to be mastered, and must purchase mastery
  separately for each WP.
  Bonuses of Weapon Mastery
    All bonuses are in addition to attribute and WP bonuses.
  • The mantra of business is "Location, Location, Loca-
  tion," supposing a better location will yield better re-
  sults.  Weapon masters have also learned the value of
  location in the form of a well-placed shot.  A weapon
  master gains a +1 to damage with a PP of 15 and an
  additional +1 fir every 5 points of PP thereafter.  This
  damage can be either SDC or MDC, as appropriate to
  the weapon.
  • Riposte.  A Master can go one better than a simulta-
  neous strike, parrying and striking in response to
  another's attack.  This costs an attack, but is done at
  full bonuses and cannot be defended against (unless
  his opponent has an unengaged paired weapon or is
  also a master).
    Example: Master A is using a long sword, while mas-
  ter B is using a Hercules Club.  Master A makes his
  attack, rolling a thirteen (with bonuses).  Master B at-
  tempts a riposte, rolling a measly 4 four his parry and
  an 8 for a strike.  His opponent parries the riposte with
  a 12, thus damaging his opponent and protecting him-
  self.
    On his next attack, Master B swings his club and rolls
  an 18. Master A ripostes, rolling a thirteen for his parry
  and a seven for his strike.  Master B parries the riposte
  with an eleven, and Master A is in a world of hurt (did
  I forget to mention that Master B is a troll... a BIG troll?
  Oops).  Note that both character have used two attacks
  (one attack and one riposte), but this is only the first
  sequence of attacks this melee round.
  • Lightning Speed.  Similar to Iaijutsu, this gives a char-
  acter great speed when using his mastered weapon.
  This translates into a +1 initiative at PP 18, and another
  +1 per additional 4 points of PP.  They also receive an
  
  93
  Wilderness
  Agriculture: This is the science and art of farming. Train-
  ing explores the cultivation of the ground, preparing the
  soil, sowing, plant seeds, caring for plants and harvesting
  the crops for the purpose of producing vegetables and fruits.
  Base Skill:  34% + 5% per level of experience.
  Archery: The practiced use of the bow and arrow and cross-
  bow. The archery skill is effectively a weapon proficiency
  with bow weapons.
  Bonus to strike with bow and arrow/crossbow: +1 at
  first level plus +1 to strike for each additional TWO
  levels of experience. For Example: Level one, + 1; Level
  three, +2; Level five, +3 and so on.
  Rate of Fire: Two at level one and ONE for each addi-
  tional Two levels of experience. For Example: Level one,
  2 shots per melee; level three, 3 shots; level five, 4 shots
  and so on.
  Bow Types and Ranges S.D.C. Damage Per Arrow
  Short Bow
  420 ft
  1D6
  Large Bow (longbow)
  700 ft
  1D8
  Compound Bow
  800 ft
  2D6
  Crossbow
  700 ft
  1D8
    The skill also includes the ability to select the proper wood
  and make a quality bow. Base Skill: to make a bow is 40%
  + 5% per level of experience.  A failed roll means the bow is
  poorly crafted, is -1 to strike and has a 50% chance of crack-
  ing every time it is fired. A Reminder to hand craft a bow
  could take several days weeks, but rarely hours and never
  minutes and attacks.
  Arctic Hunting:  Base Skill:  35+5% per level of experi-
  ence.
  Arctic Survival:  Base Skill:  40 + 5% per level of experi-
  ence.
  Boat Building:  This skill enables the character to build a
  variety of rafts, small rowboats, large flatbed boats, and
  canoes.  A small raft (two man) can be made within 1D6+1
  hours if the lumber or other suitable materials and tools
  are readily available.  A large raft will take about 4D6 hours,
  a canoe 2D6 days, rowboat, 4D4 days, large flatbed 1D4x10
  days.  Time is doubled or tripled if trees must be cut down
  and wood prepared.  Of course, the time can be reduced if
  several  knowledgeable people are working on the construc-
  tion.  A failed skill roll means the boat has leaks.  Trying to
  patch it will require 4D4 hours.  Base Skill:  25% + 5% per
  level or experience.
  Carpentry:  A fundamental knowledge of working with
  wood.  The character knows how to prepare, treat, and pre-
  serve wood, recognize quality craftsmanship, can repair
  damaged wood and wood items, and build (chests, chairs,
  tables, cabinets, houses, etc.).  Adds +5% bonus to the boat
  building skill if taken.  Base Skill:  25% + 5% per level of
  experience.
  Construction (Wood): This is the knowledge on how to
  build and frame houses, decks, storage sheds, and so on.
  This also gives the character the knowledge of how to use
  certain machinery only used for wood.  Base Skill:  30% +
  5% per level of experience.
  Dowsing:  This is the ability to locate fresh water whether
  it be with a divining rod or by more scientific and logical
  means. For some (like druids), it is a mystical ability, while
  for others (like rangers), it is done through deductive analy-
  sis and knowledge of nature. The percentage number indi-
  cates the success ratio of locating fresh water. A person can
  roll once every melee to sense water, but must roll two con-
  secutive successful rolls to locate the water.  Base Skill: 20%
  + 5% per level of experience.
  Fashion Tools and Weapons: Useful tools and weapons
  can be constructed from readily available material. These
  crude items are usually made from wood, stone, vines, and
  bones, and include making a simple wood and/or stone
  hammer, club, hand shovel, pick, fishing hook, bone needle,
  wooden stake, torch, rope, string, fishing line, simple flute,
  blow gun, staff, wooden spear, bola, throwing stick, arrow,
  short bow, stone knife, and spear and axe head made from
  chipped stone. The ability to fashion tools is a source of
  pride for jungle tribesman and wilderness folk. An unsuc-
  cessful roll results in a product that is completely useless,
  try again. It generally takes about 1D4 hours to make a
  small, simple item and 2D4+1 to make a larger, more elabo-
  rate item like a stone axe, spear with a stone head, short
  bow, etc. Base Skill: 20% + 5% per level of experience.
  Horsemanship: A familiarity with horses, how to ride them
  and take care of them. Riding/care/feeding: A fundamen-
  tal knowledge in the care and grooming of horses. Recog-
  nize quality/breed: The percentile number indicates the
  success ratio of recognizing the quality (age, speed, health,
  etc.) and breed (race horse, way, riding, etc.) of horses in
  general.
  Jump: The percentile number indicates the success ratio
  of NOT being thrown from the horse when jumping
  (or backing). Character must roll under the percentage
  to remain in the saddle and in control.
  (+) Plus to parry and dodge: Applies to the rider, and
  not the horse. The rider gains a combat gains a combat
  advantage from height and speed of being mounted.
  Charge Attack: Adds +3 to damage with any ancient
  weapon, -2 to strike with guns or bow and arrow.
  extra attack on any round in which they use only their
  mastered weapon.
  • The Expanded Proficiency.  Finally, a Weapon Master
  gains a bonus to all maneuvers involving that weapon,
  such as strikes, parries, disarms and entangles, but not
  dodges, rolls or holds.  This bonus is a +1 at a PP of 20,
  with an additional +1 per 5 points of PP thereafter.
  
  94
  Horse Attack: Having the horse kick and rear. Two at-
  tacks per melee; front legs do 2D6 damage, rear do 4D6
  damage (S.D.C.), unless otherwise stated.
  Bonuses: Attacking while mounted on a horse gives the
  character the advantages of height and speed. Plus +1
  to parry and dodge, +2 to damage (S.D.C.), unless oth-
  erwise stated.
  Raise/Breeding Horses: This is a fundamental knowledge
  in the raising, training and breeding/mating horses.
  Base Skill: 40% + 4% per level of experience. A failed roll
  means the character fails at what he was attempting. Make
  control rolls for difficult moves like charge attacks, leaps,
  and other sudden movements. A failed roll means the rider
  falls off the mount.
  Hunting:  The skill of killing and preparing an animal for
  food.  Special Bonuses:  Add the following bonuses to the
  appropriate skills: +2% prowl, +5% track animals, +5% skin
  animals, +5% wilderness survival, and +5% to cook the
  catch only.  No base skill.
  Identify Plants & Fruits:  Training in the recognition of the
  many different types of plants and vegetation and where
  they grow.  The emphasis is placed on edible, herbal and
  poisonous plants.  Base Skill:  25% + 5% per level of expe-
  rience.
  Land Navigation:  This skill enables the person to stay on
  course while traveling over land by means of observation.
  It includes mentally marking/recognizing geographic land-
  marks, estimating distance and movement, recognizing
  sounds, night travel, and other navigational tricks.  The
  player should roll once for approximately every three miles
  traveled.  A failed roll means the character is drifting off
  course; 2D10x100 yards/meters.  Consecutive failed rolls
  means the individual does not realize that he's off course
  and continues in the wrong direction.
    Note:  A group of average men can cover about five miles
  an hour at a brisk, but relaxed, pace through grassland,
  along dirt roads or pavement.  Travel through dense forest
  or jungle at a cautious pace, with eyes open for danger, is
  about one mile an hour.  Heavy rain or snow, fog, swamps,
  etc., will also reduce speed.  Base Skill:  36% + 4% per level
  of experience.
  Oceanic Survival: Surviving without a ship at sea is a spe-
  cialized skill, since the seas of a fantasy world are often
  quite hostile. Those with this skill know how to avoid be-
  ing sucked down with a sinking ship, how to select and
  assemble the best driftwood and scrap for a raft, and how
  to float without exerting themselves (not the same a swim-
  ming) for hours at a time. Once the survivor has something
  to hold on to, it becomes possible to survive for days at a
  time, but only if you know how to get fresh water (from
  fish, certain types of seaweed and condensation of dew on
  cool metal surfaces), as well as how to keep from being
  attacked or eaten by sea predators. Characters without this
  skill, or without help from someone else who has the skill,
  will likely perish immediately, or within hours.  Note:  Once
  on land, even the tiniest island, the skill of Wilderness Sur-
  vival takes over.  Base Skill:  27% + 3% per level of experi-
  ence.
  Preserve Food:  Knowledge in the preparation of foods for
  storage and later consumption.  Includes canning fresh fruit
  and vegetables, making jams and honey, drying fruit, veg-
  etables, and herbs, drying meat and fish, plus various smok-
  ing, salting, and pickling methods.  Base Skill:  25% + 5%
  per level of experience.
  Rope Works: This is a skill that takes into account the vari-
  ous needs and uses of rope. The character knows a variety
  of ways to tie knots, the advantages to various types of ropes
  and cords, their tensile strength and how to weave/make
  rope. A failed roll to tie a knot means that it is loose and
  sloppy and easy to untie, slip out of, or likely to unravel or
  snap when strained. Base Skill: 30%+5% per level of expe-
  rience. Characters bound/tied by this character are -10%
  to escape/slip knots.
  Sculpting & Whittling: The art of molding or carving a
  three dimensional figure, object or design out of clay, stone
  or wood. The percentile number indicates the quality of
  technique and appearance. Taking the skill twice indicates
  a professional quality and gets a bonus of +10%. Selecting
  it once, indicates a talented amateur.  Base Skill:  30% + 5%
  per level of experience.
  Sense of Direction: A simplified version of the Land Navi-
  gation skill. The character has the ability to tell which di-
  rection he or she is traveling, relative to a specified point.
  Base Skill:  15% + 5% per level of experience.
  Skin and Prepare Animal Hides:  Training in the methods
  and techniques in skinning, tanning, stretching, and pre-
  serving animal hides as fur or leather.  Adds a +5% bonus
  to the sewing skill.  Base Skill:  30% + 5% per level of expe-
  rience.
  Tame Animals:
  First percentile: Capture roll
  Second percentile: Tame/train roll
  Capture &/or tame creatures with animal intelligence (6
  or below)
  Time Requirements: 1D4 weeks +1 week per I.Q. point.
  Base Skill:  25%/30% + 5% per level of experience.
  Requires:  Track or Track Animal, Ride Animal (if to be
  ridden) and the language to which it will respond.
  Track Animals:  This skill enables the character to identify
  an animal by its tracks, scent, spoor, and habits.  The indi-
  vidual can also follow the animal's tracks and other signs.
  This means he can also estimate how fresh the tracks are,
  what direction they are heading, whether the animal is hurt
  or sick, and guess it's age.  The habits and habitats of ani-
  mals and animal behavior are also learned.
    Tracking humans with this skill is also possible, but is done
  with a penalty of -20%.  Base Skill:  20% + 5% per level of
  experience.
  
  95
  Track & Hunt Sea Animals:  General knowledge of the
  oceans and seas, with an emphasis on undersea habitats
  and environments, and the types of fish and animals at-
  tracted to such places.  The character knows where to look
  for particular types of fish and sea creatures (i.e. in coral
  reefs, under rocks, inside caves in warm water, cold water,
  etc.), the types of food the sea animals eat/prey upon, mi-
  gration patterns of fish and sea mammals, and notable types
  of seaweed and their uses (edible, poisonous, etc.).  Base
  Skill:  35%/35% + 5% per level of experience.  The first
  number is the general knowledge, and the second is the
  character’s ability to locate and capture small and large
  undersea creatures (crustaceans, fish, eels, sea mammals,
  etc.).  Note:  -20% when dealing with mutants and alien
  creatures.
  Trap Construction: Training in the design and application
  of traps and mines used in anti- personnel and defense tac-
  tics. With readily available materials and simple tools, in-
  cluding shovels, knives, sticks, wire and rope, the charac-
  ter can build fiendish traps. Any who would scoff at the
  effectiveness of traps in modern mega-damage combat
  should reconsider. While traps may not damage M.D.
  equipment, unless the trap is augmented with explosives
  (requiring the Demolitions skill), simple pits can hamper,
  even immobilize, troops and robot vehicles by making them
  unable to climb out (will earth walls support the weight of
  a several ton robot trying to climb out? Not likely). Other
  traps can be used as alarms (triggering flares, video cam-
  eras, or simply producing noise), or even as diversions to
  distract the enemy while the character escapes.
    The greatest drawback of traps lies in the amount of time
  required to prepare them. It can take hours to prepare rock
  slides, large pits, etc., even with heavy equipment. But, even
  this time can be shortened with help from others, as only
  one character needs the skill, in order to successfully direct
  others in the traps' construction. Ingeniously prepared traps
  can, and often do, shift the advantage of a battle to the side
  that prepared the field for combat. See the Appendix for
  examples of most common types of traps.  Base Skill:  20%
  + 4% per level of experience.
  Trap/Mine Detection: Knowledge of the strategic place-
  ment of booby traps and mines, the tell-tale trademarks
  and indications of traps and mines, how to avoid them,
  and the use of mine and explosive detection equipment.
  The character has been trained to watch for suspicious ob-
  jects, dirt mounds, trip wires and camouflaging materials
  that may denote the presence of a trap. Simple snare traps
  and trip wires can be easily disarmed by the character, but
  the demolitions disposal skill is required to disarm mines,
  explosives, or complex traps. Base Skill: 20%+ 5% per level
  of experience for detecting by visuals alone. Add +50%
  when using special detection equipment to locate mines
  and explosive traps, +10% if the trap isn't a mine or explo-
  sives, but using metal (such as a trip wire) as part of the
  trap. Note: See the Rifts World Book 11 description of this
  skill for rules on training some Dog Boy types to sniff out
  traps.
  Undersea & Sea Survival:  Methods and information for
  surviving in an underwater environment or lost at sea (on
  the water’s surface).  Includes a basic knowledge of what
  sea animals and fish are edible and easiest to find and catch,
  how to make simple fishing hooks and lines, dangerous
  predators and D-bees to avoid, how to protect oneself from
  the sun, water and food rationing, and fundamental sur-
  vival techniques.  Base Skill:  25% + 5% per level of experi-
  ence.  Note:  At the G.M.’s option, this can be included as
  part of a character’s basic wilderness survival skill.  This is
  especially likely of Navy men, sailors, pirates, sea druids,
  ocean wizards, and aquatic D-bees.
  Underwater Navigation:  This skill is the deep sea version
  of land navigation.  The character can identify his where-
  abouts, direction, traveling speed, and stay on course by
  means of observation.  This method includes mentally
  marking and recognizing underwater landmarks (moun-
  tain ranges, reefs, sunken wreckage, cities, animal habitats,
  etc.), as well as noting the direction of currents, tides, de-
  termining the time of day, recognizing sounds, surface land-
  marks, the positions of the stars and sun, and other navi-
  gational tricks.  The character should roll once for every
  ten miles traveled in order to stay on track.  A failed roll
  means he is drifting off course by 1D6x100 yards/meters.
  Consecutive failed rolls means the individual does not re-
  alize that he’s off course and continues in the wrong direc-
  tion.  His course can only be corrected when he makes a
  successful roll.  Base Skill:  30% + 4% per level or experi-
  ence.
  Winter Survival:  This skill involves learning to survive in
  arctic or Antarctic conditions, building Igloos and snow
  caves, spotting thin ice and crevices, and techniques to stay
  warm.  Base Skill:  40% + 5% per level of experience.
  
SOURCE: textdata/thevault/Palladium System (megaversal)/3rd Party/Palladium Books Skills Netbook v2.pdf