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Science
Note: In the world of Rifts, the majority of people can not read
nor write. Most of the science skills require literacy as a prerequisite
skill. Anthropology (everything can be committed to memory) and mathematics
are the only exceptions.
|
Anthropology: This is the behavioral study
of man and other intelligent life-forms and their environments. Studies
include societies, customs and beliefs, religions, political structure,
as well as rudimentary history and archaeological background. It is important
to note that anthropology is more concerned with the study of modern races
and societies than it is with ancient ones. This is especially important
when dealing with other races and cultures in the present time in order
to avoid accidentally breaking taboos or codes of behavior. It will also
tell the anthropologist whether he may be dealing with a dangerous people
(hate humans, fear technology or magic, are cannibals, worship demons,
etc.).
The skill can also be used in the examination of items/artifacts and ruins
to identify the probable people/race, purpose, and technological level.
The character can identify the period in which the item was used (contemporary
or ancient), but is not skilled enough to tell whether an item is an authentic
artifact or a forgery.
In the world of Rifts, few humans and fewer non-humans know much about
humankind or the world before the rifts. The anthropological student is
one of the few who is well versed in the legends and few facts about the
"Time of Man." As a result, he can often identify pre-rifts technology
and man-made creations. He is also knowledgeable in their black market
value and the many laws that prohibit the possession, sale, and scavenging
of ancient artifacts.
Base Skill: 20% + 5% per level of experience.
|
Archaeology: This is the scientific study
of relics of ancient civilizations by excavation and other means. Studies
include proper excavation (digs) techniques, analysis, preservation, restoration,
and dating methods (including carbon dating), as well as a rudimentary
history and anthropology background.
Like the anthropological student, the archaeologist is one of the few who
is well versed in the legends and few facts about the "Time of Man." He
is an expert in the identification of pre-rifts technology and man-made
creations, from books and clothing to vehicles and buildings. The character
can ascertain whether the item is an ancient artifact or of recent construction,
and therefore, if an item is an authentic or a forgery. He is also well
versed in their black market value and the many laws that prohibit the
possession, sale, and scavenging of ancient artifacts. For example: The
possession of books (even comic and children's books), video discs, or
other pre-rifts educational or technological data is illegal by the decree
of the Coalition. Failure to turn such items over to the government is
a serious crime punishable by imprisonment or death.
Base Skill:
20% + 5% per level of experience.
|
Astronomy: The study of the stars and
other celestial bodies, their movements, positions, cycles, alignments,
and interrelations with the earth and each other. This knowledge can also
be used to determine direction, approximate distances, identify seasons,
and tell the time of day. Base Skill: 25% + 5% per level of experience.
|
Astrophysics: Knowledge of Stellar astronomy
and how it relates to nuclear physics, quantum mechanics, relativity, and
other explanations for the creation of deep space phenomena, like quasars
and black holes. Gravitonic drive systems require this skill to understand
the principles under which they work. Requires: Basic
and Advanced Mathematics. Base Skill: 30% + 5%
per level of experience.
|
Biochemistry: Science concerned chiefly
with the chemistry of biological processes. From its roots in chemistry,
chiefly organic and physical chemistry, biochemistry has broadened to encompass
any biological problem amenable to the investigative techniques of both
chemistry and physics. Biochemists study such things as the structure and
function of proteins, carbohydrates, and enzymes; the chemical regulation
of metabolism; and the molecular basis of the action of genes. A milestone
in the growth of the field with the elucidation of the structure of DNA.
Requires:
Read the passage above. Base Skill: 50% + 5% per level of experience.
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Biology: Basic understanding of cells,
anatomy, physiology, evolution, and genetics. The character will know how
to use a microscope, cultivate bacteria, and how to classify new organisms.
Base
Skill: 30% + 5% per level of experience.
Optional method of assigning
this skill.
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Biophysics: Application of various tools,
methods, and principles of physical science to the study of biological
problems. In biophysics, physical mechanisms and mathematical and physical
models have been used to explain life processes such as the transmission
of nerve impulses, the muscle contraction mechanism, and the vital mechanism.
Base
Skill: 45% + 5% per level of experience.
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Biotechnology: The use of biological processes,
as through the exploitation of living organisms or biological systems as
a component in the development or manufacture of a product, in the technological
solution to a problem, and the like. For example, genetic engineering techniques
have been used to create custom-designed bacteria capable of producing
drugs and other substances. Such bacteria can be grown in quantify in "bioreactors"
and then processed to extract the substance produced; specially cultured
plant and animal cells can be similarly grown and processed. Often the
extracted substance is not the final product and needs further chemical
processing. The field of biotechnology also, includes genetically enhanced
livestock; plants and foods with genetically engineered qualities, such
as improved disease resistance or prolonged shelf life; custom-designed
drugs, fertilizers, and pesticides; and therapies to repair genetic defects.
Base
Skill: 35% + 5% per level of experience.
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Botany: Plants, their categories and functions,
are studied extensively, Characters will know the basics of cross-fertilizing
and germinating, as well as growing experimental plants. Base Skill:
25% + 5% per level of experience.
Optional method of assigning
this skill.
|
Cartography: The methods and abilities
needed for accurate map making and map reading. Includes a basic understanding
of geology, estimation of distances, and the use of advanced sensors for
gaging altitude, distance, depths, etc. Characters will be able to make
extremely accurate land and underwater maps, including topography, prevailing
wind/currents, terrain type and all other pertinent geographic information.
Also includes the ability to accurately read and interpret a map, adding
+10% to navigation skills when this skill and a map are present.
Base
Skill: 40% + 5% per level of experience. Requires: Navigation,
Read
Sensory Equipment and Literacy.
|
Chemistry: The basic under standing of chemical
principles and formulae. Characters know enough chemical laboratory procedures
of analyzing and synthesizing chemical compounds to act as competent assistants.
Base
Skill: 30% + 5% per level of experience.
Chemistry - Alchemical: A combination
of modern chemistry (organic and analytical), botany (a lot of elixirs
require different herbs, flowers and roots), and history, with a little
cryptography thrown into the mix. The character can interpret ancient alchemical
texts, formulas and directions, and knows how to substitute modern ingredients
for their ancient counterparts, and can use high-tech versions of the primitive
equipment. A successful roll means the character succeeds in interpreting
an alchemist's formula (even if written in code). Depending on the complexity
of the procedure, it could take from one to six additional rolls to accurately
reproduce an actual elixir.
Base Skill: 25% + 5% per level of experience.
Requires: Cryptography,
Chemistry,
Chemistry:
Analytical, Biology,
Lore
- Alchemy and Literacy.
Chemistry - Analytical: Training in
chemical engineering theories useful in the analysis of compounds and their
practical applications. Characters will be highly skilled in the use of
laboratory equipment and can analyze and synthesize chemicals. Base
Skill: 25% + 5% per level of experience.
Requires: Chemistry,
Math
Advanced and Literacy.
Computer
Operations is strongly suggested but not required.
Chemistry - Chinese Alchemical: A combination
of modern chemistry (organic and analytical), botany (a lot of elixirs
require different herbs, flowers and roots), and history, with a little
cryptography thrown into the mix. The character can interpret ancient alchemical
texts, formulas and directions, and knows how to substitute modern ingredients
for their ancient counterparts, and can use high-tech version of the primitive
equipment. A successful roll means the character succeeds in interpreting
an alchemist's formula (even if written in code). Depending on the complexity
of the procedure, it could take from one to six additional rolls to accurately
reproduce an actual elixir.
Base Skill: 25% + 5% per level of experience.
Requires: Classical
Chinese Literacy,
Chemistry and Biology.
Chemistry - Pharmaceutical: This
is the study of drugs and their interaction with the human body. Knowledge
includes a familiarity with common medical drugs, drug interactions, dosages,
the use/distribution of drugs, their effects on the human body, and other
biological applications. The skill will enable characters to recognize
common drugs and their effects, recognize poisons/toxins, and safely administer
existing drugs (painkillers, hallucinogens, stimulants, relaxants, antibiotics,
tranquilizers, and so on). The character will also be able to synthesize
complex polymers and organic molecules (often taken from living tissue
samples). A failed roll means the drug is improperly administered or prepared,
and has no effect, or the synthesization process was badly set up, and
did not work, etc. Base Skill: 20% + 5% per level of experience.
Requires:
Chemistry,
Chemistry Analytical,
Math Advanced, Computer
Operations and Literacy.
|
Cosmology: Science that aims at a comprehensive
theory of the creation, evolution, and present structure of the entire
universe. The polemic system and the Copernican system are the theories
that describe the position of the earth in the universe. According to a
hypothesis, the steady-state theory, the universe expands, but new matter
is continuously created at all points in space left by the receding galaxies;
this theory has new adherents. Base Skill: 45% + 5% per level of
experience.
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Cross-Dimensional Physics: Figuring
out the weird multidimensional equations involved in cross-dimensional
theory requires a character of pure genius.
Restrictions: A minimum
I.Q. of 26. Characters with an I.Q. of 21-25 can also take this skill,
but are -25%. Base Skill: 25% + 5% per level of experience. Requires:
Both Basic and Advanced Mathematics
as well as Physics.
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Cryptozoology: This is the science
of piecing together physical, circumstantial, and theoretical evidence
to hypothesize about the existence of "hidden animals." Scientists in this
field examine bones, footprints, photographs, etc. to determine if a particular
animal exists or not. Examples of theoretical animals include the Loch
Ness Monster, the Sasquatch, and Ogopogo. An example of an animal that
was found to exist after it supposedly disappeared is the coelacanth. Base
Skill: 40% + 5% per level of experience. Requires: Biology and
zoology.
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Ecology: Study of the interrelationships
of organisms and the physical environment. Within the Biosphere; the basic
unit of study is the ecosystem - a community of plants and animals in an
environment supplying the raw materials for life, i.e., chemical elements
(or food) and water. An ecosystem is delimited by climate, altitude, latitude,
water and soil characteristics, and other physical conditions. The energy
for fueling life activities reaches the earth in the form of sunlight.
By photosynthesis green plants capture that light energy and store it in
the chemical bonds of carbohydrates, fats and proteins. Some of the energy
is acquired by plant-eating animals, and a fraction of it passed on to
predatory animals. Such sequences, called food chains, overlap at many
points, forming food webs. Once spent, the energy for life cannot be replenished
except by further exposure of green plants to sunlight. The chemicals of
life are continually recycled by such processes as photosynthesis, reception,
and nitrogen fixation. Disruption of these cycles by natural causes such
as drought or pollution can disturb the balance of an entire ecosystem.
An ecosystem that has reached a stable and self-perpetuating stage is known
as a climax community. When extensive and well-defined, the climax community
is called biome. Examples are tundra, savanna (grassland), desert, and
forests. Suability is attained through a process known as succession, whereby
a relatively simple community, such as lichen- and algae-covered rocks,
gives way over time to one more complex, such as forest or tundra. Base
Skill: 30% + 5% per level of experience.
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Electrochemistry: Science dealing with
the relationship between electricity and chemical changes. Of principal
interest are the reactions that take place between electrodes and the electrolytes
in electric and electrolytic cells and that take place in an electrolyte
as electricity passes through it. Base Skill: 35% + 5% per level
of experience.
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Entomology: The study of insects, an
arthropod class comprising about 675,000 known species, and representing
about nine tenths of all classified animal species. Insects are studied
for purely biological reasons, as well as for their role as crop pollination;
carries of vital, bacterial, fungal, and protozonal diseases; parasites
of humans and livestock; destroys of economically important plants; and
predators other destructive insects. Note: -30% when dealing with
alien and mutant life forms. Base Skill: 25% + 5% per level of experience.
Requires:
Biology: Basic and Advanced, Math: Basic and Advanced, and Chemistry.
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Ethology: Study of animal behavior, especially
its physiological, ecological, and evolutionary aspects. Originally, an
organism's actions were classified as either instinctive behavior (actions
not influenced by the animal's previous experience, e.g., common reflexes)
or learned behavior (action dependent on earlier experience, e.g., problem
solving). Current emphasis is on the interaction between environmental
and genetically determined responses, particularly during early development.
Base
Skill: 30% + 5% per level of experience.
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Ethnology: Scientific study of the origin
and functioning of humans and their cultures, usually considered a branch
of cultural Anthropology. Base Skill: 45% + 5% per level of experience.
|
Geochemistry: The study of the chemistry
of a planet (like Earth), especially the study of the absolute and relative
abundance of the elements and their distribution and movement. Such studies
have provided insights into the evolution of the oceans and atmosphere,
the ages of rocks, the chemical evolution of life, and more recently, the
effects of the massive introductions of pollutants into the environment.
This will help the character in discovering cleaner sources of power, organic
was to rid a pesky insect, etc. In other words the character will study
and develop machines, chemicals, gases, etc. to be more environmental friendly.
Counts as three skills. Note: A failed roll means the experiment
or device failed, can not roll again until the experiment is finished.
Base
Skill: 45% + 5% per level of experience.
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Geology: The science dealing with the structure
of planetary crusts, and the formation and development of their various
layers, including individual rocks and fossils. Characters are skilled
in quantifying rocks and minerals, as well as being able to judge good
conditions for finding a particular type of mineral (such as precious metals
or stones, or fossil fuels). Base Skill: 25% + 5% per level of experience.
Requires: Math
Advanced and Literacy.
|
Geophysics: This is the study of the
structure, composition, and dynamic changes of a planet and it's atom-
sphere, based on the principles of physics. Applied geophysics uses seismic,
electrical, gravimetric, and radiometric techniques for geological exploration
and prospecting. Base Skill: 35% + 5% per level of experience for
those on earth.
|
Hydrology: Study of water and its properties,
including its distribution and movement in and through the land areas of
the earth. The hydrologic cycle consists of the passage of water from the
oceans into atmosphere; onto, through, and under the lands; and back to
the ocean. Hydrology is mainly concerned with the part of the cycle that
follows the precipitation of water onto the land and precedes its return
to the oceans. Base Skill: 30% + 5% per level of experience.
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Horticulture: Science of cultivating
fruits, vegetables, flowers, and ornamental plants; a branch of Agriculture.
Horticulture usually refers to small-scale gardening and agronomy to the
large scale growing of field crops. Although many horticultural practices
are ancient, relatively recent knowledge of genetics, plant physiology
and pathology, biochemistry, ecology, entomology, and soils, and their
application (e.g. in plant breeding) of this knowledge, have made horticulture
an extremely complex science. Requires: See the passage above. Base
Skill: 45% + 5% per level of experience.
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Interdimensional Theory: This complex skill
can only truly be understood by highly intelligent creatures. It requires
thinking of the universe in terms of four dimensions (not the typical three
we are accustomed to). At higher skill percents, it also allows the person
to think abstractly about five or six dimensional structures. Practically,
the character will understand some of the theories and facts about interdimensional
travel, the boundaries between dimensions, what exists in between dimensions,
void, quantum mechanics, time travel, space fold, and other complex, dimensional-theory
areas of study. Despite this knowledge, it is unlikely the character will
ever be able to suggest a practical way to perform any of these feats.
Note:
Many of the equations involved in these theories are much to complicated,
even for super intelligent creatures, so computers are needed to fully
use this skill. Base Skill: The I.Q. + 2% per level.
Requires: Math
Advanced and Computer Operations.
Restrictions: A I.Q. of 23 or higher is needed to grasp the concepts.
|
Marine Biology: This skill is a general
knowledge of the ecology of the oceans and seas, with an emphasis on undersea
habitats, environments, and the types of fish and sea animals attracted
to such places. This skill also gives the character the knowledge of where
to look for particular types of sea creatures (i.e. in coral reefs, under
rocks, inside caves, warm water, cold water), the types of food sea animals
eat/prey upon, migration patterns of fish and eels, and a knowledge of
tides, water composition, and ocean plant-life.
The marine biology skill also gives the character specific medical and
scientific knowledge about the behavior, habits, evolution, physiology,
cells, anatomy and genetics of fish, marine mammals and other types of
sea life. This knowledge enables the character to perform surgery, remove
glands and sacs of poison or chemicals, prepare antidotes to poisons (from
sea creatures only) and the care, keeping and medical treatment of marine
animals, including dolphins and whales. Base Skill: 35%/25% + 5%
per level of experience. The first number is the character’s general knowledge.
The second number is specific medical and scientific applications, including
making antidotes to poison, capturing animals without killing them (+10%
to hunt/kill), surgery (sea animals only; -60% on humanoids), and the care,
keeping and medical treatment of marine animals. Note: -30% when
dealing with alien and mutant life forms. Requires: Biology,
Math
Advanced and Chemistry.
|
Mathematics - Basic: Knowledge of basic math,
including the ability to count, addition, subtraction, multiplication,
division, and fractions. Base Skill: 45% + 5% per level of experience.
Mathematics - Advanced: Knowledge of all basic
and advanced mathematics, including algebra, geometry, trigonometry, calculus,
and techniques for using advanced mathematical formulae. Base Skill:
45% + 5% per level of experience.
Mathematics - Accounting: Knowledge
of advanced mathematics, specifically as they relate to money, taxes, the
tabulation of debts, accounts, ledgers, assets, liabilities, and so forth.
Base
Skill: 45% + 5% per level of experience.
Requires: Advanced
math and Literacy.
Mathematics - Statistics: Includes probability,
regression, forecasting, and experimental design.
Base Skill: 50%
+ 4% per level of experience. Required: Basic and Advanced Mathematics.
|
Microbiology: This is a branch of medicine
that deals with micro-organisms including bacteria, viruses, fungi, parasites
and disease agents in man. The study includes antibodies, immunology, techniques
in the diagnosis of infectious disease, biochemical genetics, cell structure,
cell principles.
Requires: A background in biology and chemistry.
The same conditions for incomplete studies apply as noted under M.D. Base
Skill: 20% + 6% per level of experience.
|
Nanotechnology: This is the study of how
matter acts on an atomic/molecular level, and how the principles of molecular
biology, enzyme control, genetic manipulation, and fine-point electromagnetic
control can be used to manipulate matter on an atomic level. Nanotechnology
deals with creating things bottom up, atom by atom. It deals with the theoretical
technologies that could evolve from being able to control matter atomically.
Skill includes using STM (Scanning Tunneling Microscopes), electron microscopes,
and all other types of apparatus associated with observing matter on a
molecular level. Base Skill: 30% + 5% per level of experience. Requires:
Computer
Operations, Biology,
Chemistry,
Math
Advanced and Literacy.
Restrictions:
On Rifts, the study of nanotechnology is very rare. Only high level scientists,
working for large corporations have been able to develop any useful applications
for the difficult technology. It is unlikely that a character will be able
to find someone to teach him this skill.
|
Nanomanufacturing: This is an extension
of the Nanotechnology skill, giving a greater depth of knowledge in this
area. The character will know the basics of building STMs, monomolecular
needles, and fine-point electromagnetic control devices, all for the purpose
of manipulating individual atoms. He will know how to make nanofactories,
how to produce advanced alloys, and so on, all by using atom control devices.
Actually building these devices may take months or years, and can only
be attempted when in superior high-tech facilities, that have access to
appropriate technology. Base Skill: 25% + 5% per level of experience.
Requires:
Nanotechnology,
Computer
Operations, Computer Programming,
Computer
Hacking, Biology,
Chemistry,
Chemistry
Analytical,
Chemistry Pharmaceutical,
Mechanical Engineer, Electrical
Engineer,
Math Advanced and Literacy.
|
Nanorobotics: The specifics of programming
nanofactories (once built) to produce extremely small robots. The size
of the robots can be anything from 100 times smaller than a human cell
to around 1 cm in diameter. These robots can have manufacturing, medical,
repair, cleaning or other function, but in each case the nanoscientist
will have to be extremely proficient in the appropriate category (ex: if
it will be for medical applications, then must be an M.D., pathologist,
toxicologist, and an M.D.B.). It may take months (even years) of programming
and designing the robots, but once the plans are set, and the factories
set up, production will occur extremely quickly. Note: Can attempt
to make self-replicating nanorobots, but at -40%. Base Skill: 20%
+ 5% per level of experience. Requires: Nanotechnology,
Nanomanufacturing,
Computer
Operations, Computer Programming,
Computer Hacking,
Biology,
Toxicology,
Chemistry,
Chemistry
Analytical, Chemistry Pharmaceutical,
Computer Repair,
Mechanical
Engineer,
Robot Mechanics, Electrical
Engineer, Robot Electronics,
Power
Systems, Math Advanced and Literacy.
|
Nuclear Physics: Study of the components,
structure, and behavior of the nucleus of an atom. It is especially with
the nature of matter and with nuclear energy. The subject is commonly divided
into three fields:
Low Energy Nuclear Physics: the study of radioactivity. |
Medium Energy Nuclear Physics: the study of fires between nuclear particles. |
High Energy or Particle Physics: the study of the transformations among
subatomic particles in reactions produced in a particle accelerator. |
This helps the character to understand the fusion turbine engine, how our
sun produces its energy and can apply this knowledge to building nuclear
devices. The character must character must choose one of the above fields
of study or the character can choose all three, but at the cost of other
skills unless otherwise stated. The skill costs lists as follows: number
one costs two skills, number two costs four skills, and number three costs
six skills, all are accumulative, unless otherwise stated. Base Skill:
25% + 5% per level of experience for any and all of the choices above.
Requires:
Chemistry,
Chemistry Analytical
and Math Advanced.
|
Ocean Geographic Surveying: The methods and
ability to identify natural geographic formations (mountains, trenches,
coral reefs, etc.), identify wreckage and underwater cities, identify Earth
minerals, damage caused by earthquakes, earthquake zones, determining depth,
accurate map making, accurate map reading and geographic photograph identification
and evaluation, as well as a basic knowledge of geology and oceanography.
Base
Skill: 15% + 5% per level of experience (+15% to read maps).
|
Oceanography: The study of the sea
integrating marine applications of geography, geology, physics, marine
biology, and meteorology. Oceanography is important to shipping, fisheries,
and climatological studies. This will help in attacks at sea, build bases
at sea, building sea ships, etc.
Requires: Geology,
Physics,
Marine
Biology, Ocean Geographical Survey, and Meteorology.
Base
Skill: 45% + 5% per level of experience.
|
Oxygen Systems: This skill allows a character
to understand all the different ways of obtaining and recycling oxygen,
and to build and repair the machinery and equipment necessary for both.
All stations and ships have some kind of oxygen recycling system. Stations
and large ships will have a hydroponics plant, which they depend on for
both food and recycled oxygen, while smaller ships will have a basic recycling
unit. Both will have some kind of equipment for converting water into oxygen
and hydrogen. This is not a very exciting skill, but a necessary one. Base
Skill: 58% + 4% per level of experience.
|
Paleontology: Study of prehistoric
life through the examination of ancient bones and fossils. A successful
roll means the character can identify the species and time period of any
prehistoric animals, including dinosaurs. Character also has an immediate
chance of identifying the time period of any particular prehistoric era
simply by observing local vegetation. Specimens can be accurately dated
using the lab tests listed at the end of this section. Base Skill:
40% + 5% per level of experience.
Dating rocks, fossils & artifacts:
The length of time and level of accuracy under scientific conditions is
listed on the following chart. Scientific determination of an item's age
can be conducted by the character only if the character has the Chemistry-Analytical
skill, and access to the proper facilities. Otherwise, the item must be
sent to a laboratory that specializes in such work. The latter is expensive,
costing as little as one thousand dollars for items only a few hundred
years old and as much as $10,000 to $40,000 for an object which is thousands
or millions of years old; the ability to do this "in-house" reduces the
price to 1D6x10% of normal, but often reduces the usefulness of the data
in terms of scholastic debate. This is because the ties of the characters'
lab to them brings up the question of impartiality, and the possibility
of fraud. Many times, an item is generally considered fraudulent simply
because it goes against accepted "history", and if the tests were done
by the discoverer, it would stand even less a chance (the reason why, even
as late as the coming of the Rifts, scientists on BtS Earth considered
anyone who thought Atlantis was a real place a crackpot, and declared even
legitimate Atlantean artifacts as frauds, without even studying them).
Age In Years |
Level of Accuracy |
under 300 years old |
Within 2D4 years |
301-500 years old |
Within 2D6 years |
501-1000 years old |
Within 3D6 years |
1001-2000 years old |
Within 6D6 years |
2001-5000 years old |
Within 1D6x10 years |
5001-10,000 years old |
Within 2D6x10 years |
10,001-50,000 years old |
Within 3D6x10 years |
50,001-200,000 years old |
Within 2D6x100 years |
200,001-1 million years |
Within 3D6x100 years |
1 to 10 million years |
Within 2D6x1000 years |
over 10 million years |
Within 2D6x50000 years |
|
Parapsychology: This is the science of studying
anomalous effects in nature, primarily mental. The parapsychologist is
also familiar with psychology and statistics and the uses of the two to
study psychic and paranormal phenomena. Parapsychology does not include
cryptozoology and UFOlogy. Topics of research includes precognition, psychokinesis,
and general extra-sensory perception. Using statistics and psychology,
the parapsychologist can determine if a subject has psychic potential.
Base
Skill: 40% + 5% per level of experience. Requires: Psychology.
Recommended:
Mathematics: Statistics.
|
Petrology: A branch of geology concerned
with the origin, composition, structure, and properties of rocks, as well
as, laboratory simulation of rock-forming processes. This will help in
establishing what rock formation make the best cover, or what rock formations
block sensors, etc. This applies to land and water rock formations. Base
Skill: 45% + 5% per level of experience.
|
Physical Chemistry: branch of science that
combines the principles and methods of physics and chemistry. It provides
a fundamental theoretical and experimental basis for all of chemistry,
including organic, inorganic, and analytical chemistry. Important topics
are chemical equilibrium, electrochemistry, molecular structure, molecular
weights, reaction rates, solutions, and states of matter. Requires:
Read the passage above.
Base Skill: 15% + 4% per level of experience.
|
Physics: The understanding of the physical
properties of matter and energy, including acceleration, rotation, inertia,
velocity, optics, waves and particles. This skill also includes the use
of all lab equipment related to physics, such as lasers, mirrors, and even
(at higher percents) particle accelerators. Base Skill: 25% + 5%
per level of experience.
Requires: Math Advanced
and Literacy.
Optional method of assigning
this skill.
|
Psychological Warfare: This is the
art of manipulating the mind to get the desired reaction from the victim.
The character could attempt to say or do something to influence a target
with the end-result of the victim doing something the character intended.
For example, a player's vampire character, Born With a Sharp Tooth, wants
to lure some unsuspecting NPCs to their death. She is the owner of a bar
that is a front for all her vampire pals so they can feed on the customers.
Born With a Sharp Tooth wants to lure the NPCs to the cellar so her friends
can ambush and kill them. The player has devised a plan to help her character
do this, unfortunately it requires this skill, fortunately Born With a
Sharp Tooth has this skill. Disguised under her cover as barmaid she approaches
the NPC's table. In a near whisper that everyone seated at the table can
hear she asks them if they would like today's special of "raw meat". When
they reply no she states it again in a way that seems to suggest there
is more to the word then originally implied; maybe it is a secret word
or term used to describe some illegal activity. The player would then make
a skill role for the vampire. If the roll succeeds then the NPCs understand
the implied meaning behind her words. If any of the NPCs have a genuine
interest in unsolicited activities they would follow the vampire to the
cellar and the awaiting ambush. If the roll fails then the NPCs would simply
say no (in probably a disgusted manner) and continue with ordering their
food. If any of the NPCs at the table are versed in psychological warfare
or psychology they could make a counter-roll to see if they noticed anything
suspicious in the vampire‚s failed attempt (this can only be attempted
if the character fails his/her roll).
If the target is of the same race as the character then the roll is made
based on the base skill, but if the target is of a different race then
a Lore roll (DB or otherwise) must be performed. If successful then the
roll is still based on the base skill, but if the roll fails the character
receives a ˆ10% on his skill roll. If the target is a rare (generally uncommon)
race then the character must perform his roll at ˆ15%. As mentioned in
the above example characters with Psychology or Psychological Warfare may
make counter-rolls when someone makes a failed attempt to manipulate them.
A successful roll would simply tell them that they noticed something suspicious
in "saboteurs" approach. It is suggested that the GM perform these type
of rolls for the players (as they should not be aware of any weird going-ons
unless the roll succeeds and even then it is limited) and announce nothing
unless the roll is successful.
Base Skill: 25% + 5% per level of
experience. Requires: Psychology
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Psychology: The study of the human mind
and human behavior. It scientifically tries to unravel the psychological
process by considering the effects of such intangibles as attitude, desires,
thoughts, memories, stress, environment, dreams, and emotion. The psychology
skill provides the character with a complete, broad understanding of the
principles, practices and theories of psychology. Thus, he or she will
recognize abnormal behavior (phobias, psychoses, obsessions, neuroses,
etc.), stress and exhaustion, as well as suggest a therapy. The character
will also be able to recognize the use/presence of unnatural influences,
such as drugs, hypnosis and other mind control (like magic, psionics and
possession). A failed roll means that an abnormality has not been recognized
or that an incorrect judgment has been made. Base Skill: 30% + 5%
per level of experience. Requires: Research,
Computer
Operations and Literacy.
Restrictions:
This is a very rare skill on Rifts, studied by few. Therefore, it is unlikely
anyone but a Rogue Scientist would have learned it.
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Psychotherapy: This training is an
in depth knowledge of the principles, theories and evaluation of human
behavior, and includes analysis, understanding and treatment of emotional,
mental, motivational, and perceptual disorders; interaction of emotion,
nervous system, sensory-motor mechanisms, personality assessment, drug
dependence, and treatment. This character will not only be able to recognize
abnormal behavior (insanity) but is also able to treat the person himself
(see cures for insanity). The individual is also able to assess another
character's disposition, social/economic background, environment, probable
alignment, and recognize the use/presence of mind/personality altering
influences. The first number indicates the proficiency for recognizing
and treating a psychological abnormality. The second number is the character's
skill in accurately assessing characteristics, disposition, alignment,
etc. The character must spend at least an hour of conversation with the
other person to make an assessment. Roll for each individual characteristic.
Alignment assessments are limited to good, selfish, evil. Base Skill:
30/20% + 5% per level of experience. Requires: Psychology,
Research,
Computer
Operations and Literacy.
Restrictions:
This is a very rare skill on Rifts, studied by few. Therefore, it is unlikely
anyone but a Rogue Scientist would have learned it.
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Temporal Physics: This is the theoretical
physics that explains all the weird things about time travel, including
the Coils, Twists and Cycles. Characters or research teams who are investigating
time travel for the first time must have a Temporal Physicist to explain
the theory, and to predict setting needed to reach any new Twists or Cycles.
Characters with this skill are also able to evaluate improvements in time
travel devices, and can design totally new kinds of temporal manipulation
machines. Restrictions: A minimum I.Q. of 21. Requires: Math
Basic
and Advanced,
Physics.
Base
Skill: 20% + 5% per level of experience.
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Theology/Philosophy: Theology is the study
of God(s), religions, and the relationships between the deities and the
universe and its people. Rational theology is based on opinions deduced
from reason. Philosophy is the study of the processes governing thought
and conduct. Areas can include aesthetics; ethics, logic, metaphysics and
so on. Base Skill: 50% + 8% per level of experience.
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Trans-Dimensional Physics: Characters with
this skill are able to literally picture, in their mind's eye, the entire
mathematical universe, complete with time coils and an infinity of alternate
dimensions. Base Skill: 10% + 4% per level of experience. Requires: Math
Advanced, plus BOTH Cross-Dimensional
Physics and Temporal Physics.
Restrictions:
A minimum I.Q. of 46.
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Undersea Farming: The knowledge of cultivating
undersea plants, algae, and/or breeding aquatic animals/fish for harvesting
and production. Undersea farming includes, but is not limited to, growing
crops (either through hydroponics or on the ocean floor), lobster farms,
oyster beds, and fish hatcheries. Base Skill: 35% + 5% per level
of experience.
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Xenology: The biological study of alien
species. This skill provides general information about the most commonly
encountered species in the Three Galaxies. Without Xenology, any attempts
to use a medical skill on a creature from another species are at -20% to
skill rolls. Base Skill: 30% + 5% per level of experience.
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Zoology: The specific branch of biology
dealing directly with animals. Characters will know enough about mating
habits, migrations, eating habits of most animals as well as the proper
care for keeping animals. Base Skill: 40% + 5% per level of experience.
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