Rogue

Acting: This is simply the skill of pretending, convincingly, to be someone else. Since this is mainly used for stage acting (or on television, etc.), it is not as useful for deceiving someone face to face. It can be used to this end, but is no substitute for the Impersonation skill. Attempting to impersonate/fool someone is done at -25%. This skill includes knowledge of acting styles, method acting, improvisation, and so forth. Base Skill: 36% + 4% per level of experience. Requires: Radio Basic.
Appraisal: Using a small magnifying glass a skilled appraiser can identify types of gems and give a rough value. If a success is under 15% then the value is exact. In addition, any check under 10% results in the noticing of magical properties. (see Decipher Magical Properties for how to find out what they are). Gems can only be appraised once per person. Base Skill: 40% + 4% per level of experience.
Bargain/Bribe: This persuasion skill is used when a player character bargains with an NPC. It's usually used when they haggle over the price of something, but could also be used in diplomatic relations, to bribe someone, etc. Use of the skill is resolved as an opposed roll; both characters make bargain skill rolls. Generally, the character with the higher roll gets the better part of the deal. If the item over which they're bargaining has a price, use the average price or the black market price. If the price has no average cost or a black market value the GM must decide on the this price. In order to determine a bargain/ bribe the player character must roll his/her Percentile Dice, as well for the NPC or the person offering the merchandise. Then compare the rolls:
If the PC's roll is at least twice times the NPC's: The purchase price is 3/4 of the average cost or black market price.
If the PC's roll is higher than, but not twice the NPC's: The purchase price is 10% of the average cost or black market price.
If the rolls are tied: The purchase price is equal to the average cost or black market price.
If the NPC's roll is higher than, but not twice the PC's: The purchase price is 10% higher of the average cost or black market price.
If the PC's roll is at least twice times the NPC's: The purchase price is 3/4 higher of the average cost or black market price.
If the PC's roll is at least three times the NPC's: The purchase price is 50% higher of the average cost or black-market price.
The result is what the player character can bargain the NPC down to; he can always refuse the deal, if he/she wishes. The Bargain skill is, after all, trying to make a deal -- a payment in exchange for the official's approval. In this case, don't make a bargain skill roll for the target of the bribe attempt; instead, the PC rolls the percentile dice, and the NPC rolls the percentile dice and the higher of the two wins out. In other words if a PC rolls a 45% on the dice and NPC rolls 35% the player character wins. Now there are several factor that play in this. The alignment of the character and also their disposition.There are also penalties for talking to certain alignments. For instance a Diabolical character is easier to bribe than a Scrupulous character. Also, take into consideration the disposition such as being Gung-ho, Shy or Likes to take chances. This will make a PC or NPC despite his/her alignment take or offer higher or lower bribes.
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.

Cardsharp: A skill that involves the manual dexterity of hand and finger manipulation to perform tricks, palming, and other gimmicks of sleight of hand with playing cards. This includes dealing from the bottom or middle of the deck, stacking a deck (to a cardsharp's favor), hiding cards up the sleeve (and elsewhere), fancy and impressive methods of shuffling and dealing the cards, as well as "marking" cards, card counting and understanding the odds. Marking cards often includes a complex series of Braille-like indentations, punctures or trimmed edges so that they are slightly concave or convex, all things that the delicate touch of the professional cardsharp can feel as he deals the cards. Other types of "marks" include incredibly subtle, almost indiscernible variations of the pattern on the back of cards, typically in the right, upper corner.A failed roll means the character has fumbled the trick, missed (or misread) one of this secret markings, or was too obvious and is caught cheating! Base Skill: 24% + 4% per level of experience. Add +4% if the character also has the palming skill.

Con: A character uses his Con skill to persuade an NPC to do something that isn't in the NPC's best interest Con can involve reasoned argument and false logic, or simply throwing a verbal smoke screen to get the target to hesitate. Sometime it can take the form of a bargain - "do this for me and I'll do that for you" - but in a Con, the conner has no intention of fulfilling his/her part of the bargain. Note: You can not make an NPC do something that is against their alignment. When a character makes a Con attempt, determine a difficulty number for the attempt, depending on how likely the target is to believe the player character (All penalties are accumulative):

Very Easy (your own grandmother) - 0%. Any situations in between may be + or - 5% that is up to the GM and/or the players.
Easy (a naive teenager) - 10%. Any situations in between may be + or - 5% that is up to the GM and/or the players.
Moderate (An Infantry guard who doesn't have orders preventing it) - 20%. Any situations in between may be + or - 5% that is up to the GM and/or the players.
Difficult (local town police) - 30%. Any situations in between may be + or - 5% that is up to the GM and/or the players.
Very difficult (Dog Boy) - 40%. Any situations in between may be + or - 5% that is up to the GM and/or the players.
Whether the target has a particular reason to trust or like the character (+0%), or distrust or dislike him/her (+10% if they hate the other character).Whether what they are asked to do is particularly risky, dangerous or costly (+10% for risking their lives). If the character's roll is higher than the victims roll, his/her target does what he/she wants. You can use the number rolled as an indication of the degree of success; if it's much higher than the victims (at least twice as much), the victim may volunteer additional help, and may never realize he/she has been had. If it's close, the victim may do as asked, then realize he she has been duped as the player character walks away. Note: Robots without a human brain, Royal Guard, etc., plus characters above the level of 12, can not be conned. Base Skill: 30% + 5% per level of experience. A failed roll means that the Con did not work and depending on who the intended victim was, the character may be in big trouble or no trouble at all and manage to annoy the NPC.
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 10 lb. 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.
Contortionist: The ability to temporarily dislocate bones from joint, fold and bend the body to fit into extremely small areas or through spaces normally too tiny for a normal person. Can fold into a two foot ball and flatten self to four inches. Bonuses: +5% to escape artist skill, +2 to roll with punch or fall.
Dice Rolling: The character is trained in the art of rolling dice. This skill is checked when ever dice are rolled for any thing, include save checks, damage rolls, and/or skill checks (Note: does not include this skill's check). A successful roll means the character may add or subtract 1 from any die roll and/or may add or subtract up to 10% from a percentage roll (D100). Note: this skill does not effect the roll made to determine psionics or any other rolls while determining a character and its abilities. Bonuses: May add 1 to any two attributes under 18 or May add 1 to any attribute over 18. Note: cannot choose the same attribute twice. Base Skill: 16%+4% per level of experience. (IQ bonus doesn't apply).
False Divination: This is a fraudulent form of fortune telling, or divination, where one pretends read the future. This could be casting the Yarrow Sticks for an I Ching reading, drawing from the Tarot, "contacting" spirits, or more fantastical means. However, the con artist is fixing the results, by stacking the cards, arranging the sticks, or just plain lying. One form of false divination can be taken per skill slot spent on this skill. Beware; on a roll of 01 or 00 (GM's choice), a false divination may come true, to the detriment of either the deviner or the customer; GMs, make them squirm! Base Skill: 24% + 3% per level of experience.

Find Contraband, Weapons & cybernetics: The character with this skill knows where to find arms dealers, smugglers, body ship-shops, M.O.M. and Juicer conversions, criminal cyber-docs and illegal medical treatment, as well as how to spot them. He is also familiar with their practices, hang-outs, gang or criminal ties, general practices, code of conduct, pricing structures and modes of operation. Likewise, the character has a good idea of what Black market weapons and cybernetics should cost and what these people pay for contraband items (typically about 20% of what they sell it for). The character also knows the penalty of being caught with an illegal weapon, implant or bionics. For most societies, any M.D. weapons, concealed weapons and sidearms are forbidden inside large population centers. This skill is especially appropriate in the modern cities of Rifts Japan, as well as in large cities of the Coalition States, the NGR, Atlantis, and other large, modern cities. Base Skill: 26% + 4% per level of experience. Note: This skill should be considered a separate skill apart from streetwise.

Gambling (Standard): This skill enables the character to skillfully play in several games of chance. The character knows the rules of 1D4 games, plus an additional game for every 2 points of the characters I.Q. (round up). In addition to rules, the character understands the theories of mathematical "odds" (+5% bonus to math skill), some basic strategies and tactics for winning consistently, when to hold them, fold them, etc. Base Skill: 30% + 5% per level of experience.

Gambling (Dirty Tricks): This is the other side of gambling in which the character is skilled at cheating in games of chance. This includes knowledge of dice, stacking the deck (in one's favor), sleight of hand tricks to hide cards up sleeves or in the palm of the hand, dealing from the bottom of the deck, and other cheats (must have the palming skill for the latter two). Base Skill: 30% + 5% per level of experience.

Hide/Sneak: Make a hide/sneak skill roll when a character tries to hide him/her self, to camouflage something, to sneak past someone, or to disguise him/her self - any time basically, that he/she is trying to avoid detection. If no one is actively looking for or trying to find the hiding character, determine the difficulty and apply the correct penalty for the attempt: (All Penalties are accumulative):

Very Easy (hiding in a prepared shelter of tree limbs and leaves in the middle of the forests of Earth) - 0%. Any situations in between may be + or - 5% that is up to the GM and/or the players.
Easy (hiding from a patrol in a canyon on Tyrol) - 10%. Any situations in between may be + or - 5% that is up to the GM and/or the players.
Moderate (hiding in a doorway in the streets of a city on Earth) - 20%. Any situations in between may be + or - 5% that is up to the GM and/or the players.
Difficult (hiding behind a leg of an 20 ft. tall Robot while a patrol is search for you) - 30%. Any situations in between may be + or - 5% that is up to the GM and/or the players.
Very Difficult (Hiding in the middle of the wastelands with no shelter for miles around) - 40%. Any situations in between may be + or - 5% that is up to the GM and/or the players.
If someone is searching for the hider, use the "hide" roll like a "dodge" (including all penalties) that is, the hider's die roll matched against the searcher's die roll accounting for all penalties. Whom ever has the higher roll wins that particular battle. Base Skill: 30% + 5% per level of experience.
Juggling: The ability to toss "up" a number of objects, such as balls, clubs, knives, lit torches and almost any, usually small, objects and keep them continuously in the air. As a skilled expert, the practitioner develops a superior sense of coordination, manual dexterity and reflexes, which provides the following abilities and bonuses.
  1. Four attacks per melee with a thrown weapon. This can include darts, knives, throwing axe, javelin, small spear, club and other small items appropriate for throwing. It does not include swords, maces, ball and chain, pole arms, staves, chains or other objects. Add one additional throwing attack at third level and another at sixth and ninth. The thrown attack takes the place of normal hand to hand combat that melee. This means the character can either attack by throwing missile weapons OR by engaging in hand to hand combat; he CAN NOT do both in the same melee round.
  2. Bonuses: +1 to strike with any thrown/missile weapons. +1 to parry. These are both in addition to hand to hand or W.P. skill bonuses.
  3. Number of Items Juggled: Up to four objects/items at level one, plus ONE for each additional level of experience.

Base Skill: 40% + 5% per level of experience.

Locate Secret Compartments: Vaguely similar to the espionage skill of detect concealment, this skill focuses specifically on finding and opening trap doors and secret compartments constructed within building s and furniture. The character is familiar with all standard types of trap doors, hidden floor and ceiling panels, secret rooms, and secret passages, as well as the usual methods of opening them. This gives the character a solid idea of where such secret doors are most likely to be found, how to identify and access them, and their typical construction and design. This knowledge also includes finding secret compartments concealed and built into furniture, boxes, toys, the heel of a boot, clothing and other objects. It takes about 2D4+6 minutes to properly search the walls and floors of a 10 foot square area or any one piece of furniture or object. Roll once to locate and again to open it. Base Skill: 20% + 5% per level of experience. Add a bonus of +5% if the character also knows Carpentry and another +5% if he has the General Repair or Field Armorer skill. Reduce this skill by half when trying to detect camouflage and other forms of concealment. Also reduce by half if an attempt is made to deactivate or safely trigger a trap.
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.
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.
Pool Shark: This skill teaches the character the physics and geometry of the pool table. Studying this skill allows the character to perform trick shots as well as the ability to prepare for the next several shots in advance. This also allows the player to regulate his/her game to win or lose depending on the situation. This skill demonstrates the basic skills of angling and ricocheting as well as English and "jumping" the cue ball for more difficult shots. Requires: Basic math. Base Skill: 40% + 5% per level of experience.
Prowl: This skill helps the character to move with stealth; quietly, slowly and carefully. Techniques include balance and footing, short steps and pacing, rifle positioning, prone positions for low visibility, and crawling. A failed Prowl roll means that the character has been seen or heard. If the Prowl is successful, then the character is not seen and may make a Sneak Attack. Base Skill: 46% + 8% per level of experience.
Safecracking: This is a specialized skill in which the character studies the strengths, weaknesses, and construction of safes and how to open them without damaging the contents inside. The fingers of the safecracker are so sensitive that they can "feel" the subtle calibration of combination locks and other locking mechanisms. When using explosives, they can use their abilities to such precision that they can "blow" the lock off a safe, security door, safe deposit box and similar without creating a big, area affect explosion or inflicting damage to the contents (a failed safecracking skill or demolitions roll means the explosion was too much and the contents are damage). Base Skill: 20% + 4% per level of experience. Bonuses: Adds +5% bonus to the lock picking and demolitions skill. Penalties: Requires Focus, concentration and keen hearing, Characters with a M.E. under 15 are -10% on this skill.
Search: Used when trying to locate someone or something. When the target is not actively hiding or hidden, the user must roll and of course there are penalties (all penalties are accumulative):
Very Easy (when you know its exact location) - 0%. Any situations in between may be + or - 5% that is up to the GM and/or the players.
Easy (when you know its approximate location) - 10%. Any situations in between may be + or - 5% that is up to the GM and/or the players. 
Moderate (when your information on its location is a few days old) - 20%. Any situations in between may be + or - 5% that is up to the GM and/or the players.
Difficult (when you're following a cold trail - week or month old information) - 30%. Any situations in between may be + or - 5% that is up to the GM and/or the players.
Very Difficult (when nobody's seen it in years) - 40%. Any situations in between may be + or - 5% that is up to the GM and/or the players.

If the target is hidden, the hider's hide/sneak skill roll increases the searcher's difficulty number. Take one round to use when attempting to find a hider in your immediate area (spot an ambush before they attack you). When used in detective work, can involve minutes performing a computer search (provided the character has Computer skills), or days tracking down a witness and informants. GM's remember there is a difference between the military use and the civilian use of searching. Please keep this in mind when the characters are using this skill. Counts as Three Skills, unless otherwise stated. Base Skill: 30% + 5% per level of experience.

Seduction: This "skill" involves considerable practice and experience in this difficult game of con artistry. This character will have studied extensively the nature of the male/female mind (and anatomy) so as to understand how to best seduce a potential sexual partner. Though this skill may be useful to prostitutes, massagers, and even psychologists, it is mainly used as a deceptive ploy to gather information from someone when they are at their weakest. Intended targets will not necessarily be turned into putty, even if the roll is successful. The G.M. should take all mitigating circumstances into account when tabulating bonuses and penalties. If the victim suspects that he is being manipulated, and resists, then there is almost no chance of success (also, consider sexual orientation and compatibility). Base Skill: The M.A. + P.B. attributes + 4% per level of experience.
Shell Game: It's the same the world over. All the character needs is a flat surface, three shells (or cups, or bowls), a pea, and a gullible customer. The idea is to keep moving the shells around and let the customer bet on where the pea will appear. Missing the roll (getting over the base skill on percentile) means that a customer has a genuine chance of spotting the correct shell and wins. Or, if the pea was hidden or palmed, the customer is likely to see the trick. Three Card Monty is the card variant of this skill, found in the more urban areas. Base Skill: 20% + 4% per level of experience.

Sleight of Hand: This skill counts as TWO skills. A skill that involves the manual dexterity of hand and finger manipulation to perform certain feats. One of the tricks, or gimmicks, of sleight of hand is to distract the observer(s) with one hand and palm or otherwise manipulate an item with the other hand. Sleight of hand also includes a basic level of escape artistry. Techniques include hand positioning, tensing, popping joints in and out, the study of knots, and usually a hidden lock picking tool(s). Bonuses: +5% to palming, +5% to pick pockets, +10% to escape artist, +6% to concealment. All are one time skill bonuses applicable immediately. To escape from locked chains and manacles, the character must have the lock pick skill as well. Note that an escape artist does NOT need to see the knots, locks or manacles that hold him. Escapes and lock picking can be done by touch and/or sound, as well as sight.
Time Restrictions and Penalties Although the sleight of hand skill provides added skill and nimbleness of hands, the character is still restricted by time and the odds against him. The following penalties apply whenever the character tries to pick a lock or escape his bonds. They generally reflect the complexity and difficulty of the job. In some cases, more than one penalty may apply. For Example: The character may be handcuffed, arms and legs/feet tied, and then locked in a chest (total darkness), for a cumulative penalty of -25%. ALL penalties are cumulative. Note: ALL the locks and vaults may be of the highest quality and supposedly unpickable; however, they are not super sophisticated. Bank vaults, professional security systems, electric locks, and electric alarm systems, are beyond the capabilities of the magician/escape artist. See electrical skills.A failed skill roll means that the time has been spent in a futile attempt. Try again! The same attempt by any character other than the stage magician will take three times as long.
Escape and Lock Pick Penalties:

-0% Rope and typical knots: One melee
-5% Rope and superior knots: 1D4 melees
-0% Key padlock: 1D4 melees
-5% Combination padlock: 1D6 melees
-15% Security combination lock: 2D6 melees
-5%  Typical door key lock: 1D4 melees
-10% Security door key lock: 2D4 melees
-5% Any standard key lock (doors, chests, etc.): 1D6 melees.
 -5% Handcuffs: 1D4 melees
-20% Straitjacket: 2D4 melees
-15% Jail cell door: 2D6 melees
-5% Car trunk: 1D4 melees
-25% Vault door with superior combination lock: 2D6 minutes from the outside, 2D6 melee rounds from the inside.
-80% Electrical lock/bank vault: 6D6 minutes.
-20% Lack of proper tools; must use inferior, improvised tool(s), like a hairpin or belt buckle.
-50% No tools at all.
-10% Total darkness.
Streetwise: This skill instills an understanding of the darker side of city life and the scoundrels who roam the streets. The streetwise character will be able to recognize gang members by their actions and philosophies, gang colors (emblems and clothing that denote membership to a particular organization), gang symbols and mannerisms, and dangerous locations and gangland haunts. The individual will also recognize a potential brawl situation, assess a gang members rank/power in the organization, and know some of the hangouts, modes of operation, rituals, ethics, and perhaps even notorious gang leaders of the more infamous street gangs. This skill also includes the ability to recognize and locate black market dealers/organizations, illegal cyber-doc clinics, drugs and arms dealers, and similar criminal outfits. Base Skill: 20% + 4% per level of experience.

Streetwise - Con Games: This skill provides the individual with a great understanding of one of the dark sides of city life: con artists. He will know their tricks, games, methods, and practices. He will be able to spot con artists, and judge if they are cheating, and how. This skill also provides the character with enough knowledge to set up a con game himself, pulling reasonable wages from other people's gullibility. Con games can be anything from the simple shell game known the world over, or can be a huge, elaborate scheme, like getting investors for real estate, etc. Base Skill: 20% + 4% per level of experience.

Streetwise - Drugs: This skill gives the character the ability to recognize characters addicted to drugs, street corner pushers, big time dealers, drug smugglers, juicers, Japes, and undercover agents looking to bust dealers. Similarly, the character has a good idea what drugs cost, how to use them and where to buy them (even if he doesn't use them himself). The character also knows most of the "street names" of common drugs, recognizes the drug when he sees it and know the general effects and dangers it represents. He can also recognize the symptoms in others and can guess what drug a user may be high on with reasonable accuracy (roll under skill ability). Note: This additional street knowledge can be included as part of the regular streetwise skill or used as an additional rogue skill; G.M.'s choice. Base Skill: 25% + 5% per level of experience.

Streetwise - Gambling: This skill gives the character general knowledge about many common types of gambling (from cards and roulette, to horses and gladiatorial combat). Knowledge includes the rules of the games, odds of winning, best bets, knowing when to stop, spotting a cheating casino/rigged system, and knowing who to talk to for the inside information (for a price). A successful roll does not mean the character wins automatically, but correctly understands all the risks and odds involved, and will win more consistently than someone who is gambling randomly. Base Skill: 20% + 5% per level of experience.

Streetwise - Networks: This skill gives the character an understanding of the darker side of computer networks. Computerized networks exist in many high-tech cities in Rifts, particularly in the NGR. These networks are very complex and difficult to navigate, but on them one can find all sorts of illegal activity and illegal contacts and connections. Characters with this skill will know who and how to ask on the Net about various things, will know how to obtain pirated software, will be able to buy and sell to the Black Market and others from this connection. Networks can be very useful in finding large amounts of information in very little time. Note: Though no more than Computer Operations is required, the more computer skills the character has, the better he will fit in on the net. For instance, speaking fluent techno-can will make the character "talk the talk" of the Net. Computer Hackers will also be able to gain illegal access to parts of the Net where certain types of people hang out, etc. Add a +15% bonus if the character has Computer Hacking and/or other Computer-related skills. Base Skill: 15% + 5% per level of experience. Requires: Computer Operations and Literacy. 

Use & Recognize Poison: People with this skill are trained in the use of poisons and toxins of all types. This includes the use and preparations of poison from plants, roots, mushrooms, animals and insect venom, and other deadly substances, as well as antidotes. Types of poisons include oral (must be eaten), contact (is absorbed through the skin) or blood (enters the bloodstream by cut or injection). The use of poison can be dangerous. The first percentile number indicates the success ration of using and administering poison carefully and properly. If the person fails to make his success ration, there is a 1-30% chance of having inflicted himself (is an antidote handy?). The second number indicates the character's ability to recognize food, drink or items that have been poisoned. Base Skill: 24%/16% + 4% per level of experience. Add +4% if the character also knows Holistic Medicine. Restriction: Only characters of an evil and anarchist alignment can use poison to inflict bodily harm on others. Also note that many poison inflict damage and cause ailments and pain, but do not automatically or instantly kill the victim.
Ventriloquism: This is the ability to speak without moving one's lips. The character can talk, while making it seem as though he is saying nothing. This does NOT include the ability to throw one's voice, although with no apparent source for the sound, a person might be confused. It is mostly a parlor trick and stage act. Base Skill: 25% + 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 Science Skills.

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

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