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.
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.
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%  +15%  +30%  +45%  +65% 
All this goes against the NPC's I.Q. 
NPC's I.Q.:  3 - 5  6 - 8 9-12  13-16  17-24  25-30  31 & above 
Bonuses on roll:  -35%  -20%  +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%  +15%  +30%  +45%  +65% 
All this goes against the NPC's M.A. 
NPC's M.E.:  3 - 5  6 - 8  9-12  13-16  17-24  25-30  31 & above 
Bonuses on roll:  -35%  -20%  +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...").

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.
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.
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.
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.
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.
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.
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.
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.
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.
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.

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.

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.
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.
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.
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.

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
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.
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.
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.
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.

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.
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.
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.

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.
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.
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.

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.

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.
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.
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.

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.

Copyright 1996 Palladium Books Inc. Rifts®, Megaverse®, and Palladium Books® are registered trademarks owned by Palladium Books and Kevin Siembieda. The Coalition States, Erin Tarn, Emperor Prosek, SAMAS, and other names and characters are trademarks owned by Kevin Siembieda and Palladium Books Inc.
© 1983, 1987, 1988, 1990 Kevin Siembieda; © 1995 Palladium Books, All rights reserved world wide. No part of this work may be reproduced in part or whole, in any form or by any means, without permission from the publisher. All incidents, situations, institutions, governments and people are fictional and any similarity to characters or persons living or dead is strictly coincidental."

Robotech ® is a registered trademark owned and licensed by Harmony Gold USA, Inc. Characters for Robotech are copyright 1985 Harmony Gold USA, Inc./Tatsunoko Production Co., Ltd. All Rights Reserved.

The Robotech Role-Playing Game is Copyright © 1995 Palladium Books Inc. and Copyright © 1995 Kevin Siembieda. All rights reserved under the Universal Copyright Convention. No part of any Robotech RPG books may be reproduced in part or whole, in any form or by any means, without permission from the publisher. All incidents, situations, institutions, governments, and people are fictional and any similarity, without satiric intent, of characters or persons living or dead, is strictly coincidental.

Palladium Books Inc. ®, Rifts ®, and Megaverse ® are registered trademarks owned and licensed by Kevin Siembieda and Palladium Books Inc. Mega-Damage™, S.D.C.™, I.S.P.™, P.P.E.™, and others are trademarks owned and licensed by Kevin Siembieda and Palladium Books Inc.

Robotech: The New Invid Era  is a derivative work of the Robotech RPG intended solely for the enjoyment of Robotech fans everywhere, and is NOT written for commercial purposes or financial gain.

This entirely MY alternate vision of the Robotech ® World and is NOT officially approved or sanctioned by Palladium Books Inc. or Harmony Gold USA, Inc./Tatsunoko Production Co., Ltd.

This entirely MY alternate vision of the Rifts ® world and is NOT officially approved or sanctioned by Palladium Books Inc.

Next section Industrial Skills.

Originally posted on Mad Dog's Web Site.  daisho@gci.net

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