Science Skills

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 and Mathematics are the only exceptions because they can be committed to memory.

Anthropology:
This is the behavioral study of man and other intel­ligent life-forms and their environments. Studies include societies, cus­toms and beliefs, religions, political structure, as well as rudimentary history and archaeological background. It is important to note that an­thropology is more concerned with the study of modern races and societies than it is with ancient ones. This is especially important 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 identify 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.
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Archaeology:
This is the scientific study of relics of ancient civilizations by excavation and other means. Studies include proper excavation (digs) techniques, analysis, preservation, restoration, and dating methods (including carbon dating), as well as a rudimentary history and anthropology 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 identification of pre-Rifts technology and man-made creations, from books and clothing to vehicles and build­ings. The character can ascertain whether the item is an ancient artifact or of recent construction, and therefore, if an item is an authentic artifact or a forgery. He is also well versed in their black market value and the many laws that prohibit the possession, 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 punishable by imprisonment or death. Base Skill: 20% +5% per level of experience.
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Artificial Intelligence:
This an area of science that is usually avail­able only to those who specialize in robotics and computers (which may include the Operator and Rogue Scientist O.C.C.s). True artificial intelligences (A.I.s) - robots that can think and learn for themselves - are incredibly rare in North America and most of Rifts Earth. Thus, this skill is more common "off-planet" on advanced worlds like Phase World and other space settings (including that of Mutants in Orbit around the Earth). A.I.s range from simple thinking computers and de­vices with problem solving capabilities and the ability to learn and think independent of an operator, to devices modeled on the neural net­work of the human mind and can think, learn, solve problems, create and even imagine (i.e. Archie-3).
A character with this science skill understands the many principles and theories behind how advanced artificial intelligences work, how they "think" and "understand" the world around them, how to commu­nicate with them and how to reprogram them, either directly or by ar­gument. Requires: Computer Operation. Bonuses: +5% to all other computer skills including Programming and Hacking. Base Skill: 30% +3% per level of experience.
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Astrology:
Astrology is still a questionable science, written off as pure hokum by its critics. Those who put their faith in this discipline maintain it helps them make informed guesses about the near future from the positions of the stars and planets. It is still far from an exact science, depending more on hypothesis, emotions/sensations and the study of human nature, than on factual learning, but anyone can under­stand the basic principles behind it.
Astrologers do not pretend to know the exact future. They may be able to detect general trends from the patterns and arrangements of the heavens, and if asked a specific questions can sometimes make more accurate predictions. They are more likely to sense or see "danger," or "turmoil," or "a big decision," this week than specific knowledge. The future that they predict is not what will happen, but what might happen, depending on circumstances. And that's their pitch, be more prepared so one can make the best decisions and act accordingly.
Making an astrological prediction takes about an hour of game time, during which the character is assumed to be plotting a star chart. A quick glimpse into the person's psyche or the general future takes 1D6 minutes and is very vague. A player may ask a specific question, in which case their skill roll is increased by 10%. The G.M. should roll the dice in secret, since the character should not know if the roll has been a success or a failure. If the skill roll is a success then the astrologer gains a rough, undetailed insight into what may happen in the future (based on the G.M.'s knowledge of that character, the party as a whole and the ad­venture they are playing). The accuracy and detail of the prediction is left to the G.M., as this is a very inaccurate science, but the G.M. should never give an exact view of the future. At best, it should reveal a few hints and possible directions for the future; at worst a successful roll should be clouded with mystery and only make itself clear once the events have actually begun to unfold. If the roll is a failure, then the astrologer has misread the stars and the G.M. must make up a false future to tell them. The worse the failure of the roll, the more misleading, or just plain wrong, the prediction should be. Since it is rare for an Astrologer to get a high percentage in this skill, astrology is clearly not to be relied on. Base Skill: 8% +M.E. attribute number, and +3% per level of experience.
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Astronomy:
The study of the stars and other celestial bodies, their movements, positions, cycles, alignments, and interrelations with the earth and each other. This knowledge 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.
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Astrophysics:
Knowledge of stellar astronomy and how it relates to nuclear physics, quantum mechanics, relativity and other explanations for the creation of deep space phenomena, like quasars and black holes. Gravitonic drive systems require this skill to understand the principles under which they work. Requires: Basic and Advanced Mathematics. Base Skill: 30% +5% per level of experience.
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Biology:
Basic understanding of cells, anatomy, physiology, 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 experience.
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Botany:
Plants, their categories and functions, are studied exten­sively. Characters will know the basics of cross-fertilization and germi­nating, as well as growing experimental plants. Base Skill: 25% +5% per level of experience.
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Chemistry:
The basic understanding of chemical principles and for­mulae. Characters know enough chemical laboratory procedures for an­alyzing and synthesizing chemical compounds to act as competent assistants. Base Skill: 30% +5% per level of experience.
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Chemistry (Analytical):
Training in chemical engineering theories useful in the analysis of compounds and their practical applications. Characters will be highly skilled in the use of laboratory equipment and can analyze and synthesize chemicals. Base Skill: 25% +5% per level of experience. Requires: Chemistry, Advanced Mathematics, and Literacy. Computer Operation is strongly suggested but not required.
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Marine Biology:
This skill is a general knowledge of the ecology of oceans and seas, with an emphasis on undersea 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 particular 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 sea mammals, 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, habits, evolution, physiol­ogy, cells, anatomy, and genetics of fish, marine mammals and other types of sea life. This knowledge enables the character to perform sur­gery, remove glands and sacs of poison or chemicals, prepare antidotes to poisons (from sea creatures only) and the care, keeping, and medical treatment of marine animals, including dolphins and whales. Basic Skill: 35%/25% +5% per level of experience. The first number is the character's general knowledge. The second number is specific medical and scientific applications, including making antidotes to poison, cap­turing animals without killing them (+ 10°/a to hunt/kill), surgery (sea animals only; -60% on humanoids), and the care, keeping and medical treatment of marine animals. Note: -30% when dealing with alien and mutant life forms. Requirements: Biology, Advanced Mathematics and Chemistry.
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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.
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Mathematics (Advanced):
Knowledge of all basic and advance mathematics, including algebra, geometry, trigonometry, calculus, and techniques for using advanced mathematical formulae. Base Skill: 45% +5% per level of experience.
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Oceanographic Surveying:
The methods and ability to identify natural geographic formations (mountains, trenches, coral reefs, etc.), identify wreckage and underwater cities, identify Earth minerals, dam­age caused by earthquakes, earthquake zones, determining depth, accu­rate map making, accurate map reading and geographic photograph identification and evaluation, as well as a basic knowledge of geology and oceanography. Base Skill: 15% +5% per level of experience (+15% to read maps).
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Oxygen Systems:
This skill allows a character to understand all the different ways of obtaining and recycling oxygen, and to build and re­pair the machinery and equipment necessary for both. This is applica­ble to underwater and space environments with some kind of oxygen recycling system. Space and underwater stations and large ships may have a hydroponics plant, which they depend on for both food and re­cycled oxygen, while smaller vessels and habitats may have a basic re­cycling unit. Both will have some kind of equipment for converting water into oxygen and hydrogen. This is not a very exciting skill, but a necessary one for outer space and deep sea travel and habitation. Base Skill: 58% +4% per level of experience.
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Undersea Farming:
The knowledge of cultivating undersea plants, algae, and/or breeding aquatic animals/fish for harvesting and produc­tion. Undersea farming includes, but is not limited to, growing crops (either through hydroponics or on the ocean floor), lobster farms, oyster beds, and fish hatcheries. Base Skill: 35% +5% per level of experience.
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Xenology:
The biological and physiological study of alien species (rather than their culture or society). This skill provides general medi­cal and physiological information about the most commonly encoun­tered species in a particular region to solar system (the type of air they breathe, how their body works, any natural weapon, poisons or toxins, strengths and weaknesses, presence of psionics or other natural abili­ties, etc.). On Rifts Earth, this skill might cover the many aliens and D-Bees of a single continent. Whereas in the Phase World® setting (where dissemination of information is much better and aliens are ev­erywhere) this skill covers aliens from all over 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.
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