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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