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Communications:
If the skill roll is missed
the character has no clue how the object in front of him/her works. Depending
on the severity of the missed skill roll nothing usually happens, in extreme
cases (a roll of 95 or above, depending on the skill level of the character)
the individual using the skill overloads, destroys, or in some way incapacitates
the piece of equipment before them. If the character doesn't damage the
equipment, there is a -10% per skill roll, unless the character figures
(makes his/her skill roll) it out. If the character misses a lot then the
character can start all over again, after at least 15 minutes have past.
During this time the character must take time away from the object and
pursue this at a later time. Note: All penalties are accumulative.
Time to use the skill: Usually one attack, unless otherwise stated.
If the character misses his/her skill roll, the character then rolls again
at a -10% chance (as described above). Example: The character Radio:
Basic Skill level is a 55% and the character rolls a 75%, he/she can roll
again, but this time at a 45%. If the character continually misses his/her
skill roll the character has to wait at least 15 minutes before the character
can try again. After the allotted time has past the character can try again
starting at 55%.
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Clowning: The profession of the clown is
an ancient one. Clowning is more than just a costume and makeup, although
learning to wear the makeup is a difficult and time consuming process.
Clown take on very special "characters" (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 "mystery plays"), the meanings of
which are often totally lost in the history of a forgotten time. Note:
All clowns are members of the clowning guild, no ifs, ands, 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.
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Cryptography: Skill in recognizing,
designing, and cracking 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: Literacy.
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Electronic Counter-Measures (Jamming): Useful
for preventing 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 jamming. Armed with a
radio, a small guerrilla unit can completely 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%.
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Encryption: This is the skill of encoding
and decoding messages. 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.
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Flag Signaling: Ships at sea in a medieval
setting, often miles apart, have developed a "language" based on the display
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
messages ("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 usually displays banners showing their nationality
and other information, those with this skill have the chance of identifying
a fake (pirates often fly false flags). In addition to the common signal
code (used by every seafaring nation), certain 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.
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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 himself, or with others (usually while pretending to be someone
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
understand. Jesters also know how to create jokes, put together comedy
scenes, and assemble "situation" comedies. Traditionally, jesters wear
floppish clothing that is a mix of mismatched 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 play-acting at being monarch and exaggerating any
foolish or wrong-headed moves or decisions (while funny, this is not usually
done in public, but privately). Bonuses: +5% if the acting skill
is known. Base Skill: 28% + 3& per level of experience.
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Laser: This skill provides the character
with an in-depth knowledge of laser communications systems. Base Skill:
40% + 5% per level of experience. Requires: Radio: basic,
Electrical
Engineer, and Computer Operations
and Optic Systems.
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Microwave Communications: Experience
in the use of microwave equipment, transmitters and receivers for communications.
Base
Skill: 40% + 5% per level of experience.
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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.
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Optic Systems: Training covers a wide variety
of optic systems, from video to optical enhancement devices, to laser and
fiber optics. The character will understand the meaning of optical readings,
recording, transmission, and use of special equipment like thermo-imagers,
passive light intensifiers, infrared, ultraviolet, etc. Base Skill:
50% + 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. Adds a special one time bonus of +5% to T.V./video skill
if both are selected.
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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 contrary may ruin the effectiveness
of the best performance. G.M.s, use your discretion.
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Public Speaking: Training in the quality
of sound, tone, pitch, enunciation, clarity, and pace in speaking to the
public, 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.
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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.
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Radio: Basic: This is the knowledge of the
operation and maintenance of field radios and walkie talkies, home stereos
and receivers, Ham operations, and some radio procedures. GM's remember
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 One Skill, unless otherwise stated. Base
Skill: 50% + 5% per level of experience. The character can do simple
wiring for the antennas and/or speakers, that's it. Time to use the
skill: Depends on length of the task and is provided that the character
has made his/her skill correctly.
Radio: Advanced: This is the knowledge of
wire laying, installation, radio procedure, communication security and
visual signs communications, as well as knowing Morse code. GM's remember
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 Two Skills, unless otherwise stated. Requires:
Radio:
Basic. Base Skill: 35% + 5% per level of experience. The character
can do basic repairs such as trace cables, change fittings, etc. If beyond
this will need a professional. The character has received additional training
in the use of radio, orbital and sub-orbital satellite communication relays.
The character has learned how to repair radio and has the ability to jury-rig
a make shift radio from spare parts. Time to use the skill: Depends
on length of the task and is provided that the character has made his/her
skill correctly.
Radio: Expert: This is the knowledge of
installing transmissions 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 knowledge 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. Digital signals
fall under Radio: Satellite Relay: Advanced. GM's remember 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 receiver 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 usually found only in the hands
of the military forces, and cannot 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, requiring 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:
Distress beacons use the standard system, and ships/life pods without an
automated distress beacon require this skill to activate the manual distress
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
packets 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).
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Radio: Scramblers: Basic: This
is on the civilian level for those who need privacy from their neighbors.
This would be used along with Radio: Basic. This skill can not be used
with the advanced forms of radio or with the advanced forms of satellite
communications. However they can unscramble cable channels. GM's remember
there is a difference between the military use and the civilian use of
scrambled and unscrambling communications and functions. Please keep this
in mind when the characters are using this skill. Counts as One Skill,
unless otherwise stated. Base Skill: 50% + 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: Scramblers: Advanced: This is training
in the use of electronic masking and scrambling (unscrambling) equipment,
and codes for increased security. This skill will only enable the character
to use this with Radio waves only! GM's remember there is a difference
between the military use and the civilian use of scrambled and unscrambling
communications and functions. Please keep this in mind when the characters
are using this skill. Counts as Two Skills, unless otherwise stated. Requires:
Radio: Scramblers: Basic. 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.
Radio: Scramblers: Expert: This is
the 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. GM's remember there is a difference between the military
use and the civilian use of scrambled and unscrambling communications and
functions. Please keep this in mind when the characters are sing this skill.
Counts as Three Skills, unless otherwise stated. Requires: Radio:
Scramblers: 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.
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Radio: Satellite Relay: This is an understanding
in the methods and operations of satellite transmissions. Base Skill:
25% + 5% per level of experience.
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Sign Language: Different worlds have developed
sign languages, for many different reasons. Some, like the sign language
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 hearing or vocal ability. An example of the latter is ASL (American
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
language, 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 interpreter must also roll versus their skill in
sign for every batch of 10 words. A failed roll on either end means a misunderstanding.
Base
Skill: 60% + 5% per level of experience.
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Signal Codes: This is the skill in sending
coded messages via radio, microwave, laser, etc. communications system.
These include ultra modern codes that require computers to decode them
to the simple a such as Morse Code that uses "dots and dashes". Base
Skill: 30% + 5% per level of experience.
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Surveillance Systems: This the study
and understanding of operation, methods, and techniques involved in the
use of surveillance systems. Includes motion detectors, simple alarm systems,
complex alarm systems, video and camera equipment, amplified sound systems,
miniature listening devices (Bugs, telephone tapping), recording methods,
and some optical enhancement systems (specifically as they relate to camera
lenses). GM's remember there is a difference between the military use and
the civilian use of surveillance systems and their functions. Please keep
this in mind when the characters are using this skill. Time to use the
skill: Depends on length of the task and is provided that the character
has made his/her skill correctly.
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 tail was spotted and the subject is aware of being/
followed. A failed roll in the use of equipment indicates a ruined or garbled
recording/film (not usable) or malfunction. Bugging equipment can be easily
located or noticed during the course of casual activity if a character
fails his surveillance roll while planting it.
Base Skill: 30% + 5% per level of experience.
Requires: Electronics:
basic or Electrical Engineering and
Computer
Operations and
literacy (the
latter two are needed only for complex, high-tech systems).
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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.
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TV/Video: Basic: This is the understanding
of VCR's, Camcorders, some television monitors, and VHS equipment. Can
make amateur videos utilizing the home video equipment. Counts as One Skill,
unless otherwise stated. Base Skill: 50% + 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.
TV/Video: Advanced: This is the understanding
of the techniques involved with video (for television broadcasts, Betacam,
3/4 machines, and cameras), editing of video, some special video effects,
amateur filming (with a motion picture camera), can even edit that film
footage, and can transfer film to video tape. Counts as Two Skills, unless
otherwise stated. Requires: TV/Video: Basic. 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.
TV/Video: Expert: This the understanding
of the techniques involved with film making. The character with this skill
can make motion pictures, edit the film, and is an expert with video equipment.
Counts as Three Skills, unless otherwise stated. Requires: TV/Video:
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.
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