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Espionage
Binding: This is the practiced art of knot
making and binding. 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.
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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 excuses and being able to get away with
it. Base Skill: 35% +5% per level.
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Command: Command is used to make an NPC
do what the user wants by ordering him in a persuasive and authentic 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 doing something without
question or dispute. EX: The characters 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% |
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All this goes against the NPC's I.Q. |
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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 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% |
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All this goes against the NPC's M.A. |
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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), targets of the command
do as he/she requests. As usual, there is room for game master interpretation;
The higher the difference might mean immediate and enthusiastic compliance.
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 commander on this level. What in the hell is going on
here. Wait a minute...").
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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
10lbs 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 similarly larger and heavier
objects are more difficult to conceal on ones person for obvious reasons.
A penalty of -5% applies to items over 7 inches (remember 14 inches maximum)
because it is more difficult size. Larger than 14 inches are impossible
to conceal. Base Skill: 20% + 5% per level of experience.
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Detect Ambush: Training which develops an
eye for spotting locations and terrains suitable for ambushes and being
ambushed. It also provides a rudimentary knowledge of guerrilla tactics
used by the enemy. Base Skill: 30% + 5% per level of experience.
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Detect Concealment: This is a skill which
enables the individual to spot and recognize camouflage, concealed structures/buildings
and vehicles, as well as the ability to construct unobtrusive shelters,
use camouflage and blend into the environment. Base Skill: 25% +
5% per level of experience.
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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.
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Escape Artist: The methods, principles,
and tricks of escape artists. Includes muscle control (tensing and relaxing
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, straitjacket, etc.
Note: Picking locks is a
separate and distinct skill. Base Skill: 30% + 5% per level of experience.
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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 hiding 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) selecting code words and
passwords to recognize other agents, and similar techniques. Base Skill:
40% + 4% per level of experience.
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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.
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Hojo-Jutsu: This is the Art of Binding, Japanese
style. Tying someone up with Hojo-Jutsu makes it far more difficult to
escape (-15% to an opponent's escape skill roll).
Base Skill: 30%
+ 5% per level of experience.
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Imitate Voice: Character can, with practice,
attempt to imitate the voice, accent and expressions of another person.
Base
Skill: 45% + 5% per level of experience.
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Impersonation: This skill enables a
person to impersonate another person or type of soldier (in general). This
means the person must have a rudimentary (if not comprehensive) knowledge
of the person or general type of personnel that he is impersonating. This
is likely to include a knowledge of enemy/subject of impersonation, military
procedure, dress, command, rank, and will usually 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 general 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 revealed as an impostor. A failed roll
means his impersonation has failed and is recognized as an impostor and
is in immediate danger.
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Intelligence: This is the specific training
in the practices and principles of recognizing and analyzing sources of
information about the enemy, observation techniques, counterintelligence
measures and proper procedure. This includes the practical assessment of
sights and sounds, estimation 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 knowledge of indigenous
guerrilla warfare, enemy practices, appearance, and current activities.
This enable the intelligence officer to recognize suspicious activity as
guerrilla actions and identify guerrilla operatives. For Example:
A particular 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 distinguishing 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 intervention/aid.
Note: A failed roll in any of the areas of intelligence means that
evidence is inconclusive, or that the character has incorrectly assessed
the information/situation and is uncertain. 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.
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Interrogation: This skill includes training
in the questioning of prisoners, captives and informers, and the assessment
of that information. Base Skill: 40% + 5% per level of experience.
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Interrogation Techniques: This skill
is learned by policemen, intelligence officers, etc. The character knows
the techniques to get information from (typically unwilling) subjects.
This includes such old methods as "good cop/bad cop" (one interrogator
is threatening and intimidating, the other is sympathetic and friendly),
deceiving and misleading the subject into giving away information, and
similar. The character can also judge if the subject is lying (the Game
Master might assess bonuses or penalties depending on how good a liar the
subject is). 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 techniques like sensory deprivation,
partial electrocution, and drugs. Note: Only evil characters will
engage in torture routinely. Base Skill: 30% + 5% per level of experience.
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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. Without
this skill most characters will experience the following in a jungle: "...I
dash in [the jungle] after them, but get instantly 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 everything
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.
Somehow I claw my way through the brush..." Beyond just being able to see
clearly, Jungle Survival also provides techniques for avoiding trouble
and keeping alive during extended jungle travel. The character will know
how to avoid dangerous plants and insects, how to find nearly-in-invisible
pathways, and how to find fresh water.
Base Skill: 45% + 5% per
level of experience.
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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, recognizing 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 character is drifting
of course by 200-2000 yards (roll 2D10x100 yards). Do not roll again until
the next three miles. A successful roll at that time will allow the character
to recognize his error and correct it. Of course, errors mean lost time
and traveling through unknown and potentially dangerous 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 grassland, along dirt roads
or paved streets. Travel through dense forest or jungle at a cautious pace,
with eyes open for danger, 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.
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Lip Reading: The character knows how
to interpret the spoken word through the movement of the mouth. Characters
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 attempting 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 usually taught
to CS spies or rouge agents working in espionage. This is not a skill the
common solider would know. Base Skill: 30% + 5% per level of experience
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Marxism/Leninism-Maoism: The character
knows enough about Communist philosophy to be able to escape detection
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.
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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.
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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.
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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 of experience.
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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.
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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.
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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 successfully make a skill roll (roll under) two out
of three times. Failing the roll means that the lock holds but can be attempted
again. Base Skill: 50% + 2% per level of experience.
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 detonate the explosives.
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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 receive 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. |
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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 character then strikes in a way to disarm,
incapacitate and capture 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 designed 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
melee 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 character 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 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 successful 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 damage 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 defend 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
cumulative 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 necessary to surrender. A failed roll means
his opponent is not stunned, suffers only one point of damage, and is probably
angry. |
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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 movement, 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 telltale
signs, such as blood and other stains, broken and displaced vegetation,
overturned rocks, litter (such as cigarette butts, ration cans, candy wrappers,
soiled bandages and campfire remains), and even odors carried by the wind.
Tracking also includes the recognizing of dangerous animals 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 covering one's trail,
misdirection, parallel trails, avoiding obvious 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.
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Trap Construction: Training in the design
and application of traps and mines used in anti- personnel and defense
tactics. With readily available materials and simple tools, including shovels,
knives, sticks, wire and rope, the character 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 cameras, 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 Rifts Wold Book 11 for examples of most common
types of traps.
Base Skill: 20% + 4% per level of experience.
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Trap/Mine Detection: Knowledge of the
strategic placement 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 objects, 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 Rifts World Book 11 description of this skill for
use of some Dog Boy types to sniff out traps.
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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.
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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 reason 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 damage 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 building 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 knowledge of building schematics. So they'll have a basic idea of
where possible gas lines or electrical wiring could be located. 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 specific people
that may be concealed in a crowd or holding a hostage as a human shield.
In these cases, the Urban Warfare 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.
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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.
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