Advanced Fishing:
The normal fishing skill has to do with the recreational hobby
and sport of fishing with a hook, line and pole. 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 preserving catches for transport to market. Base Skill:
30% +5% per level of experience. Note: -15% when dealing with
alien creatures and mutants.
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Art:
The ability to draw, paint and/or sculpt or do craft-work. Selection
as an O.C.C. related skill indicates a professional quality, while selection
as a Secondary Skill indicates a talented amateur. Base Skill:
35% +5% per level of experience.
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Breed Dogs:
The first percentile number indicates the art of raising, mating/breeding,
taming and training domestic 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, attacking on command, and so on. A failed roll means
that the animal refuses to learn that particular trick or specialty. Note: These
are trained work animals or pets, not familiars. Base Skill:
40%/20% +5% per level of experience.
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Calligraphy:
The ability to produce beautiful Japanese letters using a brush,
ink and paper with great skill and legibility. The character can also copy Chinese
characters/symbols and, if he or she is literate in the Chinese language, can
write Chinese. Traditionally, any person of culture and education in the Orient,
especially a noble, is expected to be able to produce gorgeous ideograms. Calligraphy
is a skill almost as necessary as literacy for traditionalists in Asia. Note:
It is unlikely to be practiced by anybody outside of the Orient. Base
Skill: 35% +5% per level of experience.
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Computer Operation:
A knowledge of how computers work, along with the skills to
operate peripherals like keyboards, printers, and modems. Characters can follow
computer directions, enter and retrieve information, use the web/internet and
similar basic computer operations. However, this does not include programming
or hacking. Base Skill: 40% +5% per level of experience. Requires:
Literacy.
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Computer Programming:
Advanced computer knowledge that includes designing, programming,
debugging, and testing computer programs and software. Hacking is possible,
but at a penalty of -40% unless the character also has the Computer Hacking
skill (see Rogue Skills). Base Skill: 30% +5% per level of
experience. Requires: Computer Operation and Literacy.
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Cyberjacking:
Some computers allow their users to go beyond 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 redesign
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 Freedom station, the user can communicate 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 without 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 artificially intelligent then anything might happen.
Characters must have the Computer Operation 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% +3% per level of experience.
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Falconry:
The art of training and handling falcons, and other birds of
prey. The use of these animals is much more limited than many fantasy gainers
would believe. Falcons were used specifically for the entertainment of the rich
and hunting 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 flying into the sky. These trained birds respond to hand signals 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 panicking.
This is one reason they are always blinded with a leather hood. Another reason
is that they instinctively attack any small, moving prey and are easily startled.
Furthermore, it is impossible 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 succeed 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.
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Gemology:
Skill in identifying and appraising the value of precious metals
(silver, gold, etc.) and stones (jade, emerald, ruby, sapphire, diamond, etc.).
This ability also enables the person 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.
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General Repair & Maintenance:
Not everyone can be an Operator, blacksmith or carpenter, but
many are good with their hands and capable of doing satisfactory repairs on
simple mechanisms, gears, pulleys, wheels, rope, and so on. The general repair/maintenance
skill includes: sharpening blades, minor repairs on weapons, pack their own
S.D.C. bullets, 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 is broken, what must be done to fix it, )and whether it is beyond his
meager abilities to repair. 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 damaged, complex, high-tech or alien.
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History:
This is a basic historical knowledge of the myths, legends and (distorted) history
of a particular region in the world (i.e. North America, Mexico, Europe, etc.),
from both before and after the Rifts. This includes a basic history of the region,
its legends, lore, religions, traditions, famous people, and so on. This skill
may be taken repeatedly to cover multiple regions of the world. Thus, a character
who takes this skill three times might apply it to Russia, Western Europe, and
North America. The base skill percentage indicates the approximate degree of
information the character has learned or can remember accurately. Base
Skill: 30% +5% per level of experience.
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Jury-Rig:
Jury-rigging is an essential part of life in the wilderness
and outer space, be it in a burnt out wreck on the plains of the New West or
the high-tech interstellar reaches of Phase World. When something breaks down
it must be repaired 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 guarantee 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 system is only 50% functional),
but it may well save a character's life until they can get to a base and buy
something more permanent. Requirements: At least Basic Mechanics
and Basic Electronics. Base Skill: 25% +5% per level of experience
(add an extra +10% bonus if the character is an Electrical or Mechanical Engineer).
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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 repeatedly in order to select several different languages.
Each selection gives the character knowledge of a different language and costs
one skill selection each time. Base Skill: 50% +5% per level
of experience.
There are nine major languages in the world of Rifts, they include:
American (English, the universal language of the American continents).Across the world, there are dozens of additional language groups to learn, but these tend to be regional and much less common than the Big Nine. These additional languages include, but are hardly limited to the following: Demongogian, a common language among supernatural beings, Gargoyles, Brodkil, Deevils and demons of all kind, and the minions of Wormwood. In Australia, Aboriginal/Kwarla and Australian English are noteworthy tongues to learn, as is the language of the alien Molokoi. In Russia and Eastern Europe, Russian is seeing a huge upsurge and is displacing the use of Euro in many places. Likewise in parts of Asia, Mongolian is spoken along with several dialects of traditional Chinese.
Techno-Can (Basic but modified American/English; a universal computer/techno language used in high-tech computer communications and systems. Not used as an everyday spoken language but as a specialized tech-language developed for technical journals and as a universal computer language).
Spanish (the second major tongue of the Americas).
Japanese (language of the Japanese Islands and the New Japanese Republic).
Chinese (a language spoken widely across Asia, even well beyond the Celestial Kingdom's traditional borders).
Euro (a blend of Russian, German, and Polish spoken by virtually all humans between England and China).
Dragonese/Elven (perhaps the most ancient and widely spoken of the "magical tongues," and a universal language for all magic users). Gobblely (spoken by all sorts of loathsome and barbaric creatures such as Goblins, Hob-Goblins, Ores, and Ogres, among others).
Faerie Speak (the universal tongue of all Faeries, though one can communicate with Faeries using Dragonese/Elven or Gobblely at -10%).
Law (General):
The study of Law allows the character to know many legal precedents,
procedures and punishments common throughout a particular place or region, such
as the New West of North America or the Outback of Rifts Australia. This includes
the laws and customs of most major towns, settlements, gangs, tribes, etc.,
as well as the rudimentaries of the nearest major nation or power bloc. This
can be an invaluable skill when trying to bargain for one's life in a courtroom.
Base Skill: 25% +5% per level. Note: This
skill has also appeared in sourcebooks as Lore: Law.
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Law (Space; the CCW):
This skill covers the laws of the Consortium of Civilized Worlds
and the Civilization Compact, both major parts of the Phase World® Dimensional
Books. This skill is unlikely to be practiced by anybody outside of the Phase
World setting. Base Skill: 30% +5% per level of experience.
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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 literate will be viewed with
suspicion unless they are a member of the Coalition's elite aristocracy or military.
Like the spoken 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
States and North America in general. Base Skill: 30% +5% per
level of experience.
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Lore: Aborigines (Exclusive to Australia):
Characters with this skill can recognize the different tribes,
warriors, shamans, totems, fetishes and warnings of the Aboriginal people. They
can identify the people by their housing, clothing, wall paintings, skin painting/decorations,
and weapons. This skill also gives the character a fundamental understanding
about the Aborigine society, beliefs, customs and laws; at least the most notable
ones. Also see Lore: Dreamtime Culture for a more in-depth understanding about
Aboriginal gods, Dreamtime, spirits, and magic. This skill is unlikely to be
practiced by anybody outside of Australia. Base Skill: 25%
+5% per level.
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Lore: Cattle & Animals:
This is a general knowledge about cattle, horses, livestock,
and other such animals. 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. This skill
is practiced most widely in the New West of North America, but it is also known
throughout parts of South America, Europe, Africa, Asia, and Australia. Base
Skill: 30% +5% per level of experience.
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Lore: The Cities:
To most outsiders, what goes on inside the fortress cities of
the world is an enigma. Hence, characters with the City Lore skill have gathered
useful snippets of basic information regarding common laws, operating procedures,
customs, politics, and even fashions/dress/appearance of city dwellers, particularly
their military and police. As a result, the character knows what constitutes
illegal trade and activities, is able to recognize City soldiers, police officers,
and aircraft, estimate the location and probable number of sentries, predict
guard movements and responses, understand standard procedure, and so on. This
skill is known most commonly in Australia but it can also be applied to parts
of Rifts Earth where a fortress city, such as Chi-Town, might dominate an otherwise
vast and inhospitable wilderness. Base Skill: 20% +5% per level
of experience. Aboriginal characters from Australia can never take this skill.
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Lore: D-Bee:
Most D-Bees (the slang for Dimensional Beings) are just alien
humanoids from another dimension or planet. To be classified as a D-Bee, the
creature must be remotely humanoid in appearance, usually a biped, have a human-like
intelligence and not possess supernatural powers. Creatures who are not humanoid
in appearance and have extremely monstrous or demonic appearances and/or strange
powers, are usually considered to be monsters rather than D-Bees.
D-Bee lore is the general study of alien humanoids, their culture, common types,
common behavioral patterns, the distinction between instinctive predators and
social oriented beings, myths and legends. The skill is often limited to those
living in a specific geographic region where the skill is being taught; i.e.
beings commonly known to live in North America will be known by the CS. The
region may be limited tosmaller geographic locations, such as D-Bees of Western
America, Midwest, East, Coalition States and so on. D-Bee lore is not a science.
Consequently, it is not always accurate, complete or in-depth. See the Anthropology
skill for an in-depth approach to behavioral science. Base Skill:
25% +5% per level of experience.
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Lore: Demons & Monsters:
This is the study of demonic creatures and supernatural monster
lore throughout the ages and around the world. It includes the beliefs of ancient
and primitive cultures, as well as documentation in the modern Rifts world regarding
demons, vampires, possession, places of magic, reputed places of demonic habitation
or attraction, and the study of legendary and known supernatural beings, including
their known habits, appearance, 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.
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Lore: Dreamtime Culture (Exclusive
to Australia):
There is a very powerful mythology surrounding Aboriginal culture.
Many tribes consider the Coming of the Rifts to be a second Dreamtime (the Dreamtime
being their creation myth, when the world was formed). Now that the spirits
have returned and the "Songlines" have risen to new heights of power,
Dreamtime Culture is pervasive among the native people. This is a very intricate
skill to those not born and bred in the Aboriginal culture. The philosophy/religion/world
view of the Australian Aborigines is a strange blend of animism with the more
bizarre aspects of modern physics. In other words, Dreamtime is another version
of reality. Here are some of the features of Dreamtime:
• All time, from the remote past to the far future, is together, as if
it were all one piece. This helps to give the Aboriginals infinite patience,
knowing that if a thing is meant to be, it will happen.
• Animals, insects, and plants all have voices in Dreamtime. They do not
speak as individuals, but as a collective. In other words, one could be talking
to an Emu, but not just any Emu, but the primal Emu, sort of a super-Emu who
represents all Emus.
• One must dream of lives to come (unborn children) or they will not come.
And one must dream of lives that have left.
• All the land, the plants, insects and animals, must be dreamed of too,
or they will cease to exist or not come into existence.
To non-Aboriginals, the skill translates into a "lore" skill that
gives
the character a very loose understanding of Dreamtime myth, spirits, rituals
and beliefs, as well as knowing a hundred stories about the Dreamtime. Such
characters are also able to identify and know something about the gods, spirits
and monsters associated with the Dreamtime, and the danger they may represent.
To Aboriginal people, the skill is about ancestry, identification of omens and
spirits, performing dances and rituals, Aboriginal history, being at peace with
the world, and general theory on how the spirits and magic interact to form
the universe in the current time. It also provides the Aboriginals with a basic
instinct that translates into the ability to Sense Supernatural Evil, roughly
equal to that of a Dog Boy or Psi-Stalker. This skill is unlikely to be practiced
by anybody outside of Australia. Base Skill: 20% +5% per level
of experience (all Aboriginals get a skill bonus of +20%; shamans and select
others may be higher).
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Lore: Faerie:
This skill is effectively the same as the previous Demon and
Monster lore skill, except that the emphasis of the lore is on Faerie Folk.
Since the Coming of the Rifts and magic, the Faeries 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 Faeries, Sprites, Pixies, Brownies, Bogies,
Toad Stools, Pucks, Kelpies, Gnomes, Goblins, and a host of other creatures
of magic. Base Skill: 25% +5% per level of experience.
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Lore: Galactic/Alien (Space):
This skill helps characters identify known alien races, and
provides information on their culture, habits, etc. Given the number of alien
species in the Three Galaxies, it is very difficult to know every single recorded
alien species without a computer database handy. It also includes most of the
well known legends and speculations about the Cosmic Forge, Cosmo-Knights, Kreeghor
and Prometheans. Note: Not usually applicable to those born on Rifts Earth,
but may be known to Temporal Raiders, True Atlanteans and others who traverse
the Megaverse. Base Skill: 25% +5% per level of experience.
When dealing with lesser known alien species, G.M.s can assign a penalty from
-5% to -30% at their discretion.
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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.
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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 housing, clothing and weapons, and has a fundamental understanding
about the Native Americans' society, beliefs, customs and laws; at least the
most notable. They also know about Indian gods, spirits, and magic. This skill
is unlikely to be practiced by anybody outside of the New West. Base
Skill: 25% +5% per level.
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Lore: Magic:
This area of study does not give the character any magic powers,
the ability to use Techno-Wizard devices, or the ability to read magic symbols.
What it provides is general information about magic, magic creatures, the Federation
of Magic, Lazlo, Tolkeen, and myths about magic. For example, a character with
this skill knows about the general powers and abilities of infamous magic creatures
such as the various types of dragons, sphinxes, unicorn, and so on. He'd know
what are the main types of magic (on Earth or at least his geographic area),
such as spell casting/Line Walkers, Summoning/Shifters, Rifting/Shifters, Techno-Wizardry,
Conjuring, Stone Magic, Bio-Wizardry, Necromancy, and so on. Likewise, the character
is likely to know legends about powerful magic items, places, curses and notorious
practitioners of magic. 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. Recognized Enchantment:
i.e. magic items, people under the influence of magic charms, possession, curses,
mind control and similar: 10% +5% per level of experience.
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Lore: Psychics & Psionics:
Knowledge about psionic powers, how they are believed to work,
how they affect people, their limitations, and who possesses them. This skill
also provides a rudimentary knowledge about people and beings who possess psionic
powers such as minor and major psychics, healers, Psi-Stalkers, Simvan, Bursters,
Mind Melters, Mind Bleeders, and the most infamous supernatural 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 character does not
have to be a psychic himself, but he should believe that psychic powers really
exist. Base Skill: 25% +5% per level of experience.
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Lore: Religion:
The study of religions, gods and beliefs. This skill provides
a comprehensive knowledge of the religions of a particular region, such as North
America, South America, Russia, Europe, Japan, etc. This knowledge includes
mastery of regional beliefs, rituals, holy places, pantheons of deities and
supernatural creatures (demons, spirits, angels) and their stories of creation,
myths and legends. The skill will help a character recognize specific rituals,
their purpose, the deity(s), whether a blood sacrifice is necessary as well
as religious fetishes, charms, icons, and similar. The percentile number indicates
the degree of knowledge one has about a particular religion and his ability
to remember it. Base Skill: 30% +5% per level of experience.
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Masonry:
A rudimentary understanding of the principles of bricklaying
and stone construction. The percentile number indicates the success ratio of
recognizing deterioration, improper construction, the intended purpose of construction,
styles of masonry, approximate age or period of construction, identify alien
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.
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Mining:
Mining is an important part of post-Rifts life because it is
the main source for new metals and rock so desperately needed to rebuild the
world. In space, mining supplies the oxygen, water, ores and rare metals that
the space stations need to survive. The skill covers prospecting, identifying
minerals and frozen gases (when mining in space), as well as operating mining
equipment, explosives 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 on the planet or in the solar system. Base Skill:
35% +5% per level of experience (includes both demolition skills).
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Mythology:
Includes extensive knowledge of a particular region's myths
relating to ghosts, spirits, demons, goblins, faerie folk, monsters, dragons,
immortals, undead, elemental forces, supernatural animals and gods. Some parts
of the world are mythologically richer than others (Japan, China, India, Scandinavia,
Africa, and the Greek Isles are all very rich in this regard). Base
Skill: 30% +5% per level of experience.
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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.
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Prospecting:
The character can recognize and evaluate precious and semi-precious
metals (gold, fool's gold, silver, bronze, copper) in their natural ore appearance
and as refined and polished jewelry. In addition, the character has a good idea
of where to look for such mineral deposits, and the fundamentals of "panning"
for gold and the general knowledge 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 (diamonds, 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 overestimates its value.
Base Skill: 20% +5% per level of experience.
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Research:
Training in the use of methods, techniques, and locations for
finding information, including public records, libraries, federal information
services, data bureaus, interviews, surveys, demographics, trade journals, clipping
services, computer services, and legal searches. This skill is helpful in locating
information about people, places and things. The Game Master will ultimately
regulate the availability of accessible, known information 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 something by its
sheer lack of info). The research skill simply gives characters access to available
data. Base Skill: 40% +5% per level of experience. G.M.
Note: A good rule of thumb is to let characters investigate/research
something as much as they want, but keep the game moving along. If no information
is available, find out where they are conducting research and say something
like, "Despite the help of a 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 in the City County Building?" Make the answer "Nothing,"
or "Something quite surprising," and tell him/her something in private.
Do not drag out the research aspect, but do consider a reasonable length of
imaginary game time. Likewise, if the information is common knowledge or easy
to locate, fast forward through what might be a couple of hours of research
and tell the character what he has found.
ANY CHARACTERS CAN DO RESEARCH AND ASK QUESTIONS! However, the Research
skill will reduce the amount of time it takes to find and gather available info
by about half. Additionally, the "skilled" character is trained to
notice relevant data that an untrained character is likely 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 in
finding data and on these difficult, rare, lost or secret bits of information,
including addresses, unlisted telephone numbers, car license plate numbers,
CS Identification Codes/data on registered CS psychics, CS military info, and
obscure and suppressed data. Top secret information is usually protected and
has a -20% skill penalty. Note: The Rogue Scholar and Rogue
Scientist O.C.C.s automatically get this skill at +10%.
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Rope Works:
This is a skill that takes into account the various 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 experience. Characters bound/tied by this
character are -10% to escape/slip knots.
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Salvage:
This skill allows characters to find, identify, pick up, strip
down, evaluate and possibly sell, any debris, asteroids, 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 characters make a living out of salvage work. Base Skill:
35% +5% per level of experience.
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Space Contacts:
Exclusive to the space community in orbit around Earth (see
Mutants in Orbit). 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 particularly 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 question 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 pilott from the Yuro base, notices a distinctively
designed transport vessel moving near his ship. His contacts skill is 12%, but
because particular ships are associated with their pilots and he is a pilot,
he doubles it to 24% before he 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 psychotic). Base
Skill: 6% +2% per level of experience.
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Undersea Salvage:
The character knows how to locate and identify objects (ships, armor, gold,
etc.), recognize salvageable components and materials (valuable parts, electronic
equipment, E-Clips, weapons, coins, magic items, precious metals 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 artifacts, equipment, parts, and scrap
metal. The salvage skill also offers methods of 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 robots! Base Skill: 30% +5% per level of experience;
add a salvage bonus of +5% if a Mechanical Engineer.
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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 simply 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/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.
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Writing:
The ability to write prose (stories), poems, or journalistically (articles,
reports, news). Scholastic training indicates a professional quality, while
the secondary skill indicates a talented amateur. A failed roll means an awkward
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
experience. Requires: Literacy.
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