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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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

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.
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.
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.
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.
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.
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.
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.
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.

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 Spatial Skills.

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

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