Technical
 
Advanced Fishing: The normal fishing skill has to do with the recreational sport of fishing with a hook, pole and line. Advanced fishing is the knowledge of commercial fishing techniques, including the use of nets, cages (for lobsters and crabs), trolling, explosives, harpoon guns and other methods and techniques used in commercial fishing of mass catches from the ocean. It also includes a knowledge of baiting, as well as cleaning, preparing, storing and preserving catches for transport to market. Base Skill: 30% + 5% per level of experience. Note: -15% when dealing with alien creatures and mutants.
Antiquarian: Knowledge of historical and ancient artifacts, including the ability to accurately appraise valuables. Includes a basic understanding of precious stones and metals. Of course, the definition of "historical" depends on the game and era played; i.e. this skill would be used by a Rifts Black Marketeer to appraise pre-rifts items (his area of specialty), while most other games would not include 20th/21st century technology in the skill. The exact nature of the area(s) of specialization of the skill is up to the GM, and may be based on the History Specialization's possessed. Base Skill: 40% + 5% per level of experience.
Art: The ability to draw or paint or sculpt or do craft-work. Scholastic art training indicates a professional quality, while a secondary skill indicates a talented amateur. Base Skill: 35% + 5% per level of experience.
Balloon Animal Making: The ability to turn long thin balloons into light-weight animal masterpieces, as well as churning out novelty hats, big "glasses" etc. Scholastic training indicates a professional clown or stage magician level of ability, while secondary skill means a gifted amateur. Base Skill: 35% + 5% per level of experience.
Basic Construction: The practiced skill of repairing structures (including bridges, houses, skyscrapers, the Statue of Liberty, etc.) or building them, under competent supervision (this would be the skill belonging to most of today's construction workers--non-college-trained, blue collar laborers). This includes the ability to read simple blueprints and the ability to operate simple construction equipment (such as small welders, soldiers, power drills, etc.). People who have this proficiency understand how buildings are constructed. This can be useful in the case of rescuers trying to dig people out from under a collapsed building (i.e. figure out how to shift it so the whole thing won't collapse on the people). Base Skill: 50% + 5% per level of experience.
Basic Drafting: Includes reading and drawing simple blueprints, as well as making fairly good-quality drawings (Basic Mathematics required). Base Skill: 50% + 5% per level of experience.
Bionics: Study of living systems with the intention of applying their principles to the design of engineering systems. Drawing on interdisciplinary research in the mechanical and life sciences, bionics has been used in audiovisual equipment based on human and ear function, to design air and naval craft patterned after biological structure of birds and fish, and to incorporate principles of the human neurological system in data-processing systems. Another application has been the development of artificial limbs controlled by recognition of the electrical patterns in muscle tissue. Base Skill: 45% + 5% per level of experience.
Breed Dogs: The first percentile number indicates the art of raising, mating/breeding, taming and training domestic and wild canines, as well as a knowledge about canines in general.
  The second percentile number is used to attempt to tame a wild canine, teach a dog tricks, or to train the animal for a specific task like tracking, retrieving, pointing, herding animals, attack on command, and so on. A failed roll means that the animal refuses to learn that particular trick or specialty. Note: These are trained work animals or pets, not familiars. Base Skill: 40%/20% + 5 % per level of experience.
Brewing: Is the making of fermented alcoholic beverages from grains or fruits. This specifically includes wine, mead, ale, beer and moonshine. More sophisticated alcohol, such as brandy, rum, and whiskey, are not included, nor are champagnes or fine wines. The first percentile number indicates the chance of success (a failed roll means a ruined batch of booze). The second indicates the quality of the brew. The higher the number rolled the tastier the drink). Base Skill: 25%/30% + 5% per level of experience.
BS Writing: Similar to both the Technical: Writing skill and the BS Smooth Talking skill, BS Writing is much like a mix of the two. This is the ability to come up with a completely lame-ass piece of writing that will pass off as a genuine article. This also includes the ability to think up some BS and right it on the fly, much like righting this skill description <g>. Characters skilled in BS Writing will often use a lot of proverbs and will use many big words in their writing, such as supercalifragilisticexpealodocious <sp> and acetylsalicylic acid <aspirin>. Base Skill: 45% + 5% per level of experience.
Bureaucracy: This skill involves knowledge of bureaucracies and their procedures. It can be used in two ways. First, to determine whether a player character knows something about a bureaucracy (how to get the right form), or about bureaucracy in general (what kinds of things they're likely to require).
It can be used to obtain cooperation from a bureaucrat. Someone unfamiliar with a bureaucracy can struggle with forms, procedures and bureaucrats for hours without getting what he/she wants; someone who knows how to deal with bureaucrats will figure out the right procedures, which forms he needs, and who he needs the approval of or cooperation from a bureaucracy. Of course there are penalties on the type of information being requested:
  • Available to All (finding out how much you owe for that car you bought.) - 0%
  • Available to Almost Anyone (finding out who's on the next flight coming into town.) - 10%.
  • Any situations in between may be + or - 5% that is up to the GM and/or the players.
  • Available to Anyone Who Qualifies (Use of credit or to acquire a loan from a bank.) -20%.
  • Any situations in between may be + or - 5% that is up to the GM and/or the players.
  • Fairly Restricted (Low level secrets that even privates know, that have and/or can be leaked to the public.) - 30%.
  • Any situations in between may be + or - 5% that is up to the GM and/or the players.
  • Moderately Restricted (Limited to Lieutenants and above, no civilians can obtain access to the information.) -40%.
  • Any situations in between may be + or - 5% that is up to the GM and/or the players.
  • Extremely Restricted (Limited to Colonels and above, no civilians can obtain access to the information.) -50%.
  • Any situations in between may be + or - 5% that is up to the GM and/or the players.

The difficulty is modified for: (All are accumulative)

How common or unusual the request is. Bureaucracies have smooth procedures for dealing with common problems, but are unwilling to break rules or establish new procedures. Very common problems: - 0%. Uncommon Problems: - 15%.

Extremely unusual requests: - 25%. Any situations in between may be + or - 5% that is up to the GM and/or the players.

Whether the bureaucracy is extremely well funded and has an Excellent morale (- 0%), whether the bureaucracy is somewhat well-funded and has good morale (-15%), or is poorly funded and in a bad shape (funding savaged, completely mismanaged: -25%). Any situations in between may be + or - 5% that is up to the GM and/or the players.

Whether officials have particular reason to trust the character (Coalition, or a Coalition ally - 0%). Whether officials have a particular reason to distrust the character (Coalition or ally dealing with their particular officials - 15%). Known crime figures dealing with any type of authority - 30%. Any situations in between may be + or - 5% that is up to the GM and/or the players.

Once the difficulty number is determined, make a skill roll. Success means the character gets what he wants in short order (depending on circumstances, that can mean in a few minutes or a few days). Failure means his request is refused, or routed elsewhere, or the bureaucracy will take days or months making up his mind, etc. Base Skill: 60% + 5% per level of experience.

Candle making: Characters with this skill will be able to produce their own candle wax for the purpose of candle-making. It is also possible to create specialty candles with this skill, with penalties appropriate to the complexity of the job. May be taken twice to denote professional quality. Base Skill: 30% + 5% per level of experience.
Chinese Antiquarianism: Knowledge of the value and rarity of Chinese artistic, historical and ancient artifacts. The character can attempt to appraise the dollar value of any item. In addition, the character knows how to buy and sell antiques, and will be able to locate customers for any given item. The character can also attempt to determine fakes and frauds, based on both the quality of the item, as well as whether or not it fits correctly into the knowledge of the period. Also includes a basic understanding of precious stones and metals and the ability to do simple quality tests. For example, the character can do a simple test for the purity of gold or examine a gem and determine its size (carats), clarity and luster. Base Skill: 35% + 5% per level of experience.
Chinese Calligraphic Codes & Code Breaking: This very special form of Cryptography involves training in Chinese mythology, the classics of Chinese literature, plus an extensive investigation into the different styles and techniques of Chinese calligraphy. Chinese codes usually involve two levels of deception. First, the characters are altered, substituted, or invented, so that the code-breaker will have to figure out a whole new "alphabet." Second, the messages are usually cryptic references to historical or mythic figures, so the code-breaker has to have a good knowledge of books and legends. Base Skill: 10% + 2% per level of experience.

Chinese Classical Studies: The character is a master of the four categories of classics of China, including hing (classics), Shih (history), Tzu (philosopher's writing), and Chi (miscellany). In addition, the character has committed to memory (to the point where they could pass one of the fabled imperial examinations) the Five Sacred Books (the I Ching, Shih Ching (Book of Odes), Shu Ching (Book of History), Li Chi (Book of Ritual), and Ch'un Ch'iu (Spring & Summer Annals)) -- and the four books of Confucian thought -- The Great Learning, the Doctrine of the Mean, Analects of Confucius, and the Works of Mencius. Base Skill: 40% + 5% per level of experience.

Chinese Mythology - Buddhist: This skill is pretty much the same as the Taoist version, except that it deals with the equally crowded hordes of Chinese Buddhist entities. However, it is a different skill from the Taoist version. Base Skill: 35%+5% per level of experience.

Chinese Mythology - Taoist: Includes extensive knowledge of the vast library of works on Chinese myths relating to gods, ghosts, demons, monsters, dragons, Immortals, and the undead. Since there are such a vast array of mythic entities (it is said, for example, that every star in the sky corresponds to a named deity in Chinese Mythology), character is very skilled at locating written references on any given subject. This is all further complicated by the legends of Immortals becoming gods, of gods becoming mortal, and of virtually any mythic figure dying and being reincarnated as some "other" mythic figure. Characters will, given a few hours of research time and access to a decent library, be able to come up with a variety of legends (unfortunately, often contradictory) on any given named mythic entity or related to any particular place or period of Chinese history. Base Skill: 35%+5% per level of experience.

Cobbling: The simple skill of fashioning and repairing shoes, boots, and sandals of all types and makes. May be taken twice to denote professional quality. Requirements: Leather Working. Bonuses: +5% if the sewing skill is known. Base Skill: 25% + 5% per level of experience.
Construction Demolitions: This is the same as the Technical Demolitions skill; however only civilian (construction) applications are taught. When working under military conditions, or with a military application of the skill, subtract 30%. Note: An exception to this is the Military Construction Engineer, who specializes in this kind of work. Base Skill: 60% + 5% per level of experience.
Contacts: Because the number of people living in orbit and the rest of the solar system is so small, there is a good chance that a character will know or have heard of a particular person. This skill measures how good that knowledge of the people around him is . It can also be used to make connections between objects and people who are particularly associated with them.
  The base percentage of this skill is a character's chance of having heard of a character before. If the person in question is from the same home base or in the same occupation as the character making the roll, this base percentage is doubled. One-tenth of the base percentage is the character's chance of personally knowing the person mentioned.
  To give an example, Parks, a pilot from the Yuro base, notices a distinctively designed transport vessel moving near his hip. His contacts skill is 12%, but because particular ships are associated with their pilots and he is a pilot, he doubles it to 24% before the rolls the dice. He gets an 02, less than one-tenth of his 24%, and recognizes the ship as belonging to an old business associate, Tobermory. They dock and Tobermory introduces his new engineer Clint, originally from the Freedom base. Parks rolls against his base 12% because he is not an engineer nor from Freedom Station, and the result of 45% shows that he has never heard of Clint before (too bad, because Clint is a dangerous psychotic). Base Skill: 6% + 2% per level of experience.
Deep Sea Fishing: Although similar to Freshwater fishing, the methods involved are very different. Smaller fish are generally caught using a variety of different nets in quantity (4D6 fish at a time). For bigger fish (50 pounds and up), special tackle is required, which is actually attached to the ship. Those with this skill have a basic knowledge of the most common fish, and know the proper techniques for preparation and cooking (some fish have poison glands or quills that must be removed prior to cooking). For line fishing, roll once every hour, but once every ten minutes for net fishing. May be taken twice to denote professional quality. Note: While someone with the Freshwater fishing skill can catch and cook fish while on ship, using the usual techniques, they'll catch only the smaller fish, and they'll only roll for success once per hour. Also, they won't have the knowledge involved in identifying which are edible, or the details of how a specific fish should be prepared. Bonuses: +5% if the identify sea life skill is known. Base Skill: 32% + 4% per level of experience
Diplomacy: A very important survival skill, this skill represents either a natural talent or special training in the gentle art of compromise and negotiation.
  Those who possess this skill are experts at dealing with others and have a knack for creating items such as political policy and for smoothing over hurt feelings.
  Though this skill is not meant to replace characters role-playing out their encounters and political dealings, the GM should incorporate it somehow into the situation. Base Skill: 25% + 5% per level of experience.
  Because of the massive factors that affect a diplomatic situation (not all of which can possibly be represented), here are some bonuses and penalties that will affect the character's skill roll:
Bonuses:
  • Gets a bonus to his skill percentage for a high M.A., using the I.Q. attribute section of the "bonuses from high attribute" chart to determine the bonus.
  • The skill user has had favorable dealings with the other party in the past: +10%
  • The skill user's race is allies with that of the other party: +5%
  • The other party favors the skill user's position (though he may not be completely sure): +15%

Penalties:

  • For each point of I.Q. that the one upon whom the skill is being used has above 16, subtract 2% to the skill user's percentage.
  • The skill user has had unfavorable dealings with the other party in the past: -20%
  • The skill user's race is enemies with that of the other party: -10%
  • The other party opposes the skill user's position vehemently: -25%
Entrepreneurship: The mastery of business, finances and economics necessary to build companies from scratch, as well as management of existing corporations, recognizing and solving problems, investment opportunities, and to the know-how buy out other businesses. Aside from management skills the character has to have the charm necessary to raise investment money and direct both people and resources. Base Skill: 40% + 4% per level of experience. This skill costs 1 slot for running businesses whose yearly gross is less than 100,000 dollars/credits, 2 slots for grosses up to 1 million, 4 slots for grosses up to 10 million, and 6 slots for no upper limit. For operating businesses over their expertise, there is a -10% per skill slot difference penalty. Also, persons with the 4 or 6 slot versions are -30% to operate businesses that fall in the 1-slot skill's area of expertise.
Fashion Tools and Weapons: Useful tools and weapons can be constructed from readily available material. These crude items are usually made from wood, stone, vines, and bones, and include making a simple wood and/or stone hammer, club, hand shovel, pick, fishing hook, bone needle, wooden stake, torch, rope, string, fishing line, simple flute, blow gun, staff, wooden spear, bola, throwing stick, arrow, short bow, stone knife, and spear and axe head made from chipped stone. The ability to fashion tools is a source of pride for jungle tribesman and wilderness folk. An unsuccessful roll results in a product that is completely useless, try again. It generally takes about 1D4 hours to make a small, simple item and 2D4+1 to make a larger, more elaborate item like a stone axe, spear with a stone head, short bow, etc. Base Skill: 20% + 5% per level of experience.
Gem Cutting: The ability to evaluate and cut gemstones. The monetary value of a gemstone can be determined by a thorough examination where any flaws, chips or imperfections will be observed. In addition, the character can cut gem stones to increase their value or cut one stone into several smaller ones. The first percentile number is to appraise gemstones while the second is used to cut stones. When a cutting roll is failed the stone is damaged, which decreases its value. However, the stone can be cut again to repair the flaw; although the stone will be smaller and of lesser value than the original. Base Skill: 25/10% + 5% per level of experience.
Gemology: Skill in identifying and appraising the value of precious metals (silver, gold, etc.) and stones (jade, ruby, sapphire, diamond, etc.). This ability also enables the person to identify fakes, but at a penalty of -10%. A failed roll means the character cannot tell whether or not the item is fake or real, or its value is grossly under or overestimated. Base Skill: 25% + 5% per level of experience.
General Repair/Maintenance: Not everyone can be an Operator, blacksmith or a carpenter, but many are good with their hands and capable of doing minor work for themselves. The General Repair/Maintenance skill includes: sharpening blades, minor repairs on weapons, packing their own S.D.C. bullets/ammunition, sew tears in clothes (it may not look pretty, but does the job), replace a wagon wheel, change a tire, shoe a horse, repair furniture, paint, varnish, nail and assist in basic woodworking, and even do minor patchwork on armor (restores 1D6 M.D.C.).
  Roll once to see whether the character can figure out what's broken, what must be done to fix it, and whether it's beyond this meager abilities. Roll again to determine success or failure in making the actual repair. If failure, the player may try again, but only twice. Base Skill: 35% + 5% per level of experience. Reduce skill proficiency by half if the item is extremely damage, complex, high-tech or alien.
Glassworks: This skill can be used to create a variety of glass products from store windows to ceramic style glassware. When used in conjunction with the blacksmith skill it is possible to create stained glass windows. May be taken twice to denote professional quality. Areas of specialization: Glassblowing (making glass objects, such as bowls, goblets, and others), glazier (coating an object in glass), and oculist (lens maker). Bonuses: +5% if the chemistry skill is known. Base Skill: 20% + 5% per level of experience.
History: An extensive and continuing study and love for world history. This skill provides the character with a general knowledge of the growth of civilizations, cultures, religions and myths, past and present. The character will recognize major types of ancient architecture, ruins, areas of historical significance, weapons, characteristics, demons and deities. Select one Lore as an area of particular interest, but note that any educational skill bonuses will not apply to that lore area. Base Skill: 45% + 5% per level of experience. A failed roll means failure to recall details.
History-Era Specialization: There is a big difference between the History skill (roughly equivalent to High School/College US & World Civilization classes) and having a thorough knowledge of an era of history (300 level and above classes on the subject). Each of the following specializations is the result of in-depth study of a cultural era, possibly at the graduate school level. A beginning list of specializations is below; it does not necessarily encompass all possibilities, especially for alien cultures. Note: Some skills are available only in certain games, for obvious reasons.
 
Cost Type
1 20th Century
1 19th Century
1 18th Century
1 16 & 17th Century
1 Renaissance Era
1 Medieval Era
1 Greco-Roman Era
1 Middle-Eastern (600 AD to modern day)
1 Ancient Civilizations
1 Oriental Culture
1 Indian (Asia)
1 West
2 Native American - Pre-Columbian
2 African - Pre-Colonial
2 (Rifts) Atlantean Era
2 (Robotech or Macross) Zentraedi
2 (Rifts & PFRPG) Palladium World

History, 20th Century: From 1901 to 2000 A.D. Characters who visit the modern world from another time, or another dimension, will be confused and bewildered without this skill. Anyone brought up in the 20th Century will automatically know how to get around in the world, but unless they have this skill, they won't necessarily know anything about the big picture of society and politics. Base Skill: 50% + 5% per level of experience.

History, 19th Century: From 1801 to 1900 A.D. The mature and developed colonial empires are at their height, and with the defeat of Napoleon, Britain becomes the foremost world power. Also covers the birth of the industrial age, when steam engines and massive political movements move millions around the world. Military and weapons technology advances from the flintlock, through the percussion cap, and on to the prototypes for all modern gunpowder weapons. Base Skill: 60% + 5% per level of experience.

History, 18th Century: From 1701 to 1800 A.D. Although America breaks off from Britain to form the United States, virtually every other colonial tactic is successful. The English and French colonial empires continue to grow, while the Spanish and Portuguese gradually fade into feeble and incompetent dominions. Age of Flintlock Guns. Base Skill: 50% + 5% per level of experience.

History, West: This is a basic historical knowledge of the myths, legends and (distorted) history of the pre-Rifts West, as well as the post-Rifts New West. The focus of this history is on cowboys, gunslingers, gunfighters, Indians, and their weapons, habits and mannerisms, as well as the Code of the New West, Cowboy's Code, and basic information about notable monsters, vampires and famous people and outlaws. The base skill percentage indicates the approximate degree of information the character has learned or can remember accurately. Base Skill: 30% + 5% per level of experience.

History, 16th & 17th Century: From 1492 to 1700 A.D. The major feature of this era is the establishment of the first true worldwide empires. Both Spain and Portugal establish global networks of trade and colonization, while England, Holland and France try to fill in the gaps. Age of Matchlock Guns. Base Skill: 60% + 5% per level of experience.

History, Renaissance: From 1350 A.D. to the beginning of the 1500s. After the monotony of the Middle Ages, the following historical period saw dramatic changes in every field of human arts and technology. Age of early (mostly artillery) guns. Base Skill: 50% + 5% per level of experience.

History, Medieval: From roughly 476 A.D. until about 1350 A.D. The age of feudal society, where armored knights, nobles and kings dominated the world by force of personality and arms. Also covers the Gothic Conquests, the Byzantine Empire, and the rise of Muslim Civilization (though the latter is covered in more depth by its own specialty). Base Skill: 40% + 5% per level of experience.

History, Greco-Roman: Rome, and the Roman system of government of laws, played an important role in world affairs for almost 2,000 years. The character will learn about Rome from its start as a City-State, around 500 B.C., through the sacking of Rome in 455 A.D., and continuing through the Byzantine, Eastern Roman Empire, that lasted until 1453 A.D. Also includes classical Greek and Etruscan history, from the time of the Minoan culture up to the rise of Rome. Base Skill: 40% + 5% per level of experience.

History, Ancient Civilizations: Includes a study of Mesopotamian, Sumerian, Babylonian, Egyptian, Phoenician, Greek and Persian civilizations. In other words, all known history, from the earliest records (about 3500 B.C.) until about 200 B.C. Unfortunately, much is unknown about this period, and much more woefully inaccurate. Base Skill: 30% + 5% per level of experience.

History, Chinese: Extensive knowledge of the history of China. The character can, based on architecture, materials, technology, artistic form, and style of calligraphy, identify objects or sites associated with the various dynasties and pre-dynastic periods. The character will know the names, and at least a brief history, of all the various rulers of China, the various kingdoms and provinces, and important neighboring nations, as well as the works of such important writers as Confucius, Mencuius, Lau Tzu, and Sun Tzu. Note: In order to have the Chinese History skill, the character must have at least stage 3 skill in in Chinese Language. Base Skill: 45% + 5% per level of experience.

New Historical Specializations (not taken from existing lists):

History, Middle-Eastern (Islamic): Covering from . 600 AD to the modern day, this skill covers the states of the Middle East from the decline of Roman & Byzantine influence and the origins of Islam, to the modern nations that arose from the spread of the religion. To a lesser extent, also covers the non-Islamic states affected by the Islamic ones (Israel, Lebanon, Moor-occupied Spain prior to 1490, etc.). Requires: Knowledge of one of the Islamic philosophies. Base Skill: 40% + 5% per level of experience.

History, Oriental Cultures (general): Unlike Chinese History, this covers China, Mongolia, Japan, and Southeast Asia from Vietnam to Thailand. As this is a lot less specific, the information is as well. One specific area listed (other than Chinese) can be further specialized in, but at the cost of an additional skill slot and a requirement of knowledge of the language for that specialization. Base Skill: 20% + 5% per level of experience. For an area specialization, add +20% to that area, but subtract 10% from all other areas.

History, Indian (Asia): The history of the Asian subcontinent from the arrival of the Aryans through the British colonial era. Is somewhat spotty from 1800 on (use appropriate century skills, otherwise use this skill at -20%), and information concerning the pre-Aryan civilization is mostly theoretical, and based on the legendary stories handed down from that period. Note: Many nontraditional historians (those who don't blindly dismiss the idea of ancient high-tech civilizations) have pointed out that the Vedas and other books have VERY detailed, graphic accounts of the use of aircraft, chemical weapons, and even NUCLEAR WEAPONS, even describing in detail the decontamination procedures for the latter. In BTS, Rifts, or even the Anime-based games, such references could be directly connected to the fall of Atlantis and related civilizations (in the first two, fighting off the demons; in the latter, tying into the origins of the Tyroleans or Marduk). Base Skill: 40% + 5% per level of experience.

History, Native American (Pre-Columbian): This skill covers the societies of the Americas prior to the arrival of the Conquistadors. Taken as a first level specialization, it covers to an extent all of the societies from Alaska to Chile, but is weak in all areas. When the skill is taken, the character must take an area of concentration, with a bonus of +20% in that area alone. Choose from South American, Central American, North American and Arctic cultures. Base Skill: 20% + 5% per level of experience.

History, Pre-Colonial Africa: This skill covers the African continent from the point of view of the areas not influenced directly by Phoenician or Egyptian ancient civilization, nor by their Greco-Roman conquerors. One has to be careful to keep objective in this area, as much of the "facts" in this field are either remnants of colonial disbelief that the natives could have been responsible, or "Black Power" myths that are as equally fallacious. The only trustworthy histories are the local oral ones, and these can be distorted by later cultural exposure. Base Skill: 20% + 5% per level of experience.

History, Rifts Atlantean Era: Only available to True Atlanteans, Sunaj and their allied races (such as the Chiang Ku Dragons). The might and majesty, not to mention the tragic fall, of ancient Atlantis is too important for those societies who witnessed it to forget (for to forget can mean its repetition). Base Skill: 40% + 5% per level of experience.

History, Robotech or Macross Zentraedi: As with the Zentran Lore Skill, this skill's specifics depends on the universe it comes from. Whereas the Lore skill is primarily a cultural (or lack thereof) skill, this skill is a compiled record (from ship archives and interviews with officers) of the real history of the race, from its greatest battles to its supposed origins. Can be used at -40% for use on Tyrolean or Marduk history. Base Skill: 40% + 5% per level of experience.

History, Palladium World: A skill common on both Palladium and Rifts Earth (among immigrants), this is a scholarly skill on the history of Palladium from the defeat of the Old Ones up to the point studies were last done on the planet (may be up to date, or off by hundreds of years if the last visit was right after the Rifts came to Earth). A person with skill has likely read, at least, portions of the Tristine Chronicles, possibly even the entirety of one of the popular versions. Base Skill: 40% + 5% per level of experience.

Historical Language: Besides time travel, these skills are often useful in dealing with D-Bees from alternate Earths, whose history diverged from (Rifts) Earth's own, or even in other games that could conceivably deal with visitors from another Earth.

Language-Classical Greek: One of the most valuable of all historical languages. Once limited to a fairly small region, Alexander's great conquests spread Greek through much of the world. Highly educated people were expected to speak, read and write Greek until the early Twentieth Century. It is also one of the standard languages used by all True Atlantean societies, and so would be a boon for most dimensional travelers. Base Skill: 50% + 5% per level of experience.

Language-Latin: The rough language of the Roman soldiers and merchants became the common language of trade all over Europe, Africa and through much of Asia. Later, with the growth of the Church of Rome, Latin became the common language of priests and learned people all over the world. Note that educated people living at the height of the Roman Empire preferred to speak Greek. Base Skill: 55% + 5% per level of experience.

Language-Norman French: Useful in Western Europe from about 800 A.D. to 1200 A.D. After the Norman Conquest in 1066 A.D., it became the nobles' language in England. Eventually, it evolved into modern French, the language of culture until the Twentieth Century. Base Skill: 55% + 5% per level of experience.

Language-Portuguese: The main explorers of the Fifteenth Century were Portuguese, and they spread their language throughout the known world. Along with the Spanish, the Portuguese maintained the major colonial empires after the discovery of America. Their language is common in South America, Southeast Asia, and along the coast of Africa. Note that it is closely related to Spanish during this period, and the other language can be understood at a -10% penalty, with an additional -5% for every 100 years since 1500 A.D. Base Skill: 55% + 5% per level of experience.

Language-Colonial Spanish: Spain, and the royal family of Spain, dominated Europe, and most of the rest of the world, from the time of the discovery of America in 1492 A.D., until the defeat of the Spanish Armada. Most educated people and diplomats would be expected to speak Spanish until the Eighteenth Century. Note also the compatibility with Portuguese in that language skill; the same modifiers apply here. Base Skill: 55% + 5% per level of experience.

Chinese Language & Literacy: Chinese, as a language is unique in the world. That's because the language has been in continuous use, both in the spoken and written form, for over three thousand years. And, because the written language is based on abstract characters (ideas), rather than phonetics (sounds), it has become more and more complex as it evolved. Here are the four "levels" of literacy available to characters, depending on which skills they select. Native Speakers get Stage 2 or 3 as their base skill, based on their level of education. An upgrade costs the stage level in slots, not counting other requisites.

Stage 1 - Thousand Character Literacy. This applies only to characters who take Chinese as an secondary skill. The character can read simple instructions, write notes, and knows how to use a Chinese dictionary (something that a character with no skill in Chinese could not do). The character knows only one dialect, either Mandarin or Cantonese. Base Skill: 40% + 5% per level of experience.

Stage 2 - Chinese Literacy. Applies to native speakers (those raised in a Chinese-speaking household) and to characters who take Chinese as an O.C.C. skill. The character can read and write around 3,000 ideograms, and can quickly learn more when they need to. Reading and writing are fully fluent and it's possible to read all modern newspapers, magazines and popular books. The character knows both Mandarin and Cantonese dialects. Base Skill: 55% + 5% per level of experience.

Stage 3 - Advanced Chinese Literacy. The character must have an O.C.C. skill in Chinese Language (or be a native speaker) and either Chinese Antiquarianism, Chinese Classical Studies, Chinese History, or Chinese Mythology (any one will do). Or, must spend two language slots from the Oriental Studies Program (the base ability, plus the additional slot). The character has a mastery from 15,000 to 50,000 characters, which means that anything printed in the late Twentieth Century is Readable. With reference books and dictionaries, the character can attempt to decipher ancient manuscripts and inscriptions. Knows both Mandarin and Cantonese, and can also read and write Chinese cursive script. Base Skill: 60% + 5% per level of experience.

Stage 4 - Classical Chinese Literacy. The character must have an O.C.C. in the Chinese Language (or be a native speaker plus Chinese Classical Studies, Chinese History, and Chinese Mythology). This allows the character to be able to read and write in just about any version of the Chinese characters, including the pre-dynastic pictographies. The character can speak Mandarin and Cantonese and, if exposed to a speaker of ancient Chinese, could easily pick up the spoken language. Base Skill: 60% + 5% per level of experience.

Invention: This skill allows the character to take an idea and invent something from it. The skill is used in conjunction with other skills, following the formula below. An example of the invention skill in use is: A blacksmith wishes to make a better, stronger horseshoe, by using his invention, blacksmith, chemistry, and horsemanship: general (first percentile) skills, he comes to a final percentage chance of making the new horseshoe. If the skill roll fails, then the invention is useless, and the inventor has to start again.
  Formula: [invention percentage + appropriate skill percentages] divided by the total number of skills = final percentage chance of inventing.
  Invention time is equal to 1 year multiplied by (100% - invention percentage), or longer (GM's discretion, try to be fair).
  For example: a character wishing to invent the catapult would use the invention skill (35%), carpentry (50%), mathematics: advanced (60%), and blacksmith (45%). The formula would be: [35% + (50% + 60% + 45%)] divided by 4. Giving a final percentage of 47% (always round up) to successfully invent the catapult. The time needed to invent the catapult would be [ 1 year multiplied by (100% - 35%)], making 0.65 years, or about 7 months and 27 days. Although a prototype might be ready in half that time (just don't expect good results when using the prototype). Requirements: A minimum I.Q. of 12. Base Skill: 0% + 5% per level of experience.
  Note: It is possible to invent something without the invention skill. The character just uses the skills most directly involved in the same formula. The major difference comes in the time needed to complete the invention, which is almost double, or even triple, the time needed for someone who possesses the invention skill.
Investigative: This area of study involves the techniques, principles, and theories of investigation. It trains a person to look for and recognize clues systematically examining details with care and accuracy. This is applicable to environments, events, the spoken word, and body language.
Research and interrogation techniques are also learned. The interrogation of a person involves a series of questions which will probe unobtrusively or bluntly into the area in question. The tact of the interrogator may be gentle, quiet and calming or violent, intimidating and unnerving. All of these tactics are verbal and emotional and do not suggest physical abuse/torture. Note: If a character refuses to talk he/she can reveal little. However, body language/movement may tell the interrogators all they need to know. Generally, a person with this skill will uncover at least one or two leads/clues per each hour of investigation. Of course many of them may be false leads, dead ends, or non-conclusive. Game Masters use your discretion in each case, as circumstances can be very different each time, perhaps revealing many clues or none at all even after hours of investigation. Base Skill: 30% + 5% per level of experience.
Japanese Mythology: Includes extensive knowledge of the vast library of works on Japanese myths relating to ghosts, spirits, demons/oni, goblins, faerie folk, monsters, dragons, immortals, undead, elemental forces, supernatural animals and gods. Japanese mythology has so many gods and supernatural beings, including Buddhist and Shinto, that the phenomenon had been called by some 20th Century scholars, the "rush hour of the gods." Base Skill: 30%+5% per level of experience. This skill also gives the character a fair understanding of Chinese Buddhist gods and demons (-10% skill penalty) and even Hindu and Brahmin gods (-20% skill penalty).
Journalism: Fundamental journalistic writing techniques, editing and news reporting, for newspapers, magazines, radio and television. It also includes typing skills. The writing quality is professional if two slots spent on this skill (+10% Bonus). Base Skill: 40% + 4% per level of experience. A failed roll means the item is horribly written.
Language: Characters with a language skill can understand and speak in a language other than their own native tongue. Language is one of the few skills that can be selected repeatedly in order to select several different languages. Each selection gives the character knowledge of a different language and costs one skill selection each time.
  There are many major languages in the Megaverse, Here is a listing of some of them.
  Base Skill: 50% + 5% per level of experience.

Language Dialects: Taking this skill for a particular language means the character will be able to communicate in all the dialects of that language. This roll is needed only when the dialect in question i different to the character's own dialect. It can also be used to make out words in closely related language trees (Dutch/German, the Slavic Languages, or the Romance languages). Base Skill: 50% + 5% per level of experience.

Law: A general knowledge of the laws and legal systems of the societies the character is familiar with. If a character chooses to be an expert in a single legal system, give a 10% bonus for that system, but reduce the by 5% for all other legal systems not related to it. For example, in most Rifts North American societies, the legal systems are based on the pre-rifts United States system (including the Canadian areas). Requires: Literacy. Base Skill: 30% + 5% per level of experience.

Law: CCW: This skill covers the laws of the Consortium of Civilized Worlds, including the Civilization Compact. Base Skill: 30% + 5% per level of experience.

Leather Working: The character is skilled at tanning and preserving animal hides. Usually this skill is combined with tailor to enable the character to make leather goods such as clothing, capes, bags and even leather armor. If this is done the character can fully repair, and make modifications to leather armor (see armor in the Combat and Equipment sections). May be taken twice to denote professional quality. Bonuses: +5% for each of the following skills: sew, and skin and prepare animal hides. Base Skill: 20% + 5% per level of experience.
Literacy: The written word is more valuable than ever in the world of Rifts, yet, sadly, the majority of the world's population can not read or write. Illiteracy is encouraged by the Coalition as it is a means of securing the empire's power base and hold over the people. Those who are literate will be viewed with suspicion unless they are a member of the Coalition's elite aristocracy or military. Like the language skill, the character may be able to read and write several different languages, but each language counts as a separate skill selection. American/English is the official written language of the Coalition. Base Skill: 30% + 5% per level of experience.
Lore - Alchemy: Throughout human history, there have been legends about powerful magicians "turning dirt into gold," or spending their lives trying. Though this may be the most famous, there are thousands of reports, stories, and myths about people using chemicals and strange combinations of plants to produce a powerful, physical change in a substance. This skill includes hundreds of accounts, and volumes of stories about formulae and procedures for various elixirs and potions (perhaps even less than 10% of these hold any truth). To actually carry out the procedures in these myths is another affair, though. Base Skill: 25% + 5% per level of experience.

Lore - Alien: This skill helps characters identify known alien races, and provides information on their culture, habits, etc.
For Rifts: Phase World characters, this would include the Three Galaxies, while the Mechanoids, Robotech & Manhunter universes have their own unique subsets of alien races. For the first two, it is very difficult to know every single recorded alien species without a computer database handy, but the latter two have a small enough core group of races for most of it to be in memory only. It also includes most of the well known legends and speculations common to that space faring society. Base Skill: 25%+5% per level of experience. When dealing with less known alien species, G.M.s can assign a penalty from -5% to -30% at their discretion.

Lore - Animal: This is the ability to identify any species and races of animals. This does not give the ability to identify any type of monsters or supernatural creatures. Base Skill: 25% + 5% per level of experience.

Lore - Astral: An in depth knowledge about the Astral Plane, Outer Plane, Inner Plane, Void, and major kingdoms, as well as a general knowledge about astral travel, methods of travel and navigation, astral beings, domains and dangers. Having this skill will add an additional +2% per level to the Astral Navigation psionic power (see Nightbane: Between the Shadows; New Psionic abilities). Astral Lore can only be learned from the few individuals and organizations who regularly venture into the Astral Plane. Base Skill: 26% + 4% per level of experience.

Lore - Cattle/Animals: This is a general knowledge about cattle, horses, livestock, and other notable animals of the West. This knowledge includes what they eat, where they live in the wild, means of defense, the value of their meat, fur, hides and horns, and their natural predators, as well as the most notable tales about supernatural animals, spirits, gods and magic attributed to or involving animals (including some Indian spirit and totem lore). Base Skill: 30% + 5% per level of experience.

Lore - Cetra: This is a comprehensive study of the Cetra species, their powers, limitations, and the myths and beliefs associated with them. Very few non-Cetra have the crucial pieces of evidence that would allow them to have this skill, and those fortunate few usually gained the knowledge from a Cetra who was willing (or forced) to pass the knowledge on. Base Skill: 30% + 5% per level of experience.

Lore - Chinese Mythology - Buddhist: This skill is pretty much the same as the Taoist version, except that it deals with the equally crowded hordes of Chinese Buddhist entities. However, it is a different skill from the Taoist version. Base Skill: 35% + 5% per level of experience.

Lore - Chinese Mythology - Taoist: Includes extensive knowledge of the vast library of works on Chinese myths relating to gods, ghosts, demons, monsters, dragons, Immortals, and the undead. Since there are such a vast array of mythic entities (it is said, for example, that every star in the sky corresponds to a named deity in Chinese Mythology), character is very skilled at locating written references on any given subject. This is all further complicated by the legends of Immortals becoming gods, of gods becoming mortal, and of virtually any mythic figure dying and being reincarnated as some "other" mythic figure. Characters will, given a few hours of research time and access to a decent library, be able to come up with a variety of legends (unfortunately, often contradictory) on any given named mythic entity or related to any particular place or period of Chinese history. Base Skill: 35% + 5% per level of experience.

Lore - Conspiracy: A comprehensive knowledge about the issue of conspiracy and cover-ups by world governments in the areas of the paranormal, UFOs, military, experimental testing, etc. by such participants as the FBI, KGB, CIA, and major world governments. The character knows the theories about the Roswell incident, Area 51, telekinetic weapons testing by the Russian government, the Illuminati, and drug and chemical weapons testing. Base Skill: 30% + 5% per level of experience.

Lore - Cults and Sects: This skill is a comprehensive study of the phenomenon of cults, sects, and occult religion. This includes the techniques of indoctrination as well as the identifying marks of the major cults. Base Skill: 30% + 5% per level of experience.

Lore - D-Bee: Most D-bees (the slang term for dimensional Beings) are just alien humanoids form another dimension or planet. To be classified as a D-bee, the creature must be remotely humanoid in appearance, usually a biped, has a human-like intelligence and does not possess supernatural powers. Creatures who are not humanoid in basic shape and have extremely monstrous or demonic appearances and/or powers, are usually considered to be monsters rather than D-bees. D-bee lore is the general study of alien humanoids. This area of study will include culture shock, common types, common behavioral patterns, the distinction between instinctive predators and social oriented beings, myths and legends. Specific areas of knowledge include the general habits, behavior, customs, powers and weapons of the most infamous D-bees, including Psi-stalkers, Simvan, Xiticixes, True Atlanteans, Kittani, Altara warriors, temporal raiders, and Kydians (Splugorth Overlords). The D-bee lore skill also includes similar, general information about common D-bees living in the geographic area where the skill is being taught; i.e. beings commonly know to live in North America will be know by the CS. Similarly, D-bees in Germany/Europe are known by the NGR, and so on. D-Bee lore is not a science. Consequently, it is not always accurate, complete or in depth. See anthropology for an in-depth approach to behavioral science. Base Skill: 25% + 5% per level of experience.

Lore - Dragon: This is the study of dragons, their history and lore over the ages and around the megaverse. It includes knowledge of all known species of Dragons as well as their performed habitat and the known natural abilities for each species. The character with this skill may be able to identify a particular species of dragon by hearing its description or a description of its actions, seeing a drawing or photograph or foot print, how it acted, killed or exhibited certain abilities. Base Skill: 30% + 5% per level of experience.

Lore - Demons and Monsters: This is the study of demonic creatures and supernatural monster lore throughout the ages and around the world. It includes the beliefs of ancient and primitive cultures, as well as documentation in the modern Rifts world regarding demons, vampires, possession, places of magic, reputed places of demonic habitation or attraction, and the study of legendary and known supernatural beings, including their know habits, appearance, weaknesses, strengths, powers and abilities. The master of demon lore may be able to identify a particular type of monster by hearing its description or a description of its actions, seeing a drawing or photograph or footprint, or by how it acted, killed, or exhibited certain abilities. Base Skill: 25% + 5% per level of experience.

Lore - Dimensions: This is the study of myths, legends, and accounts of other dimensions/planes of existence. The character gains a certain knowledge of famous dimensions, such as Wormwood, Hades, Dyval, Phase World, Uricos, Rifts Earth, the Elemental Planes, the Astral Plane, and other, less well known dimensions. The character may be able to surmise what dimension someone visited by listening to an account they give, but actually getting to other dimensions is an entirely different matter. The character will have heard the myths about rifts, teleport spells, and portals, as well as other means of traveling between dimensions, but will not actually be able to perform any magic himself. Base Skill: 25% + 5% per level of experience.

Lore - Dreamstream: This skill is helpful in understanding and identifying the features, dangers and inhabitants of the Dreamstream. Even a beginner will automatically know of such things as Dream Pools and other major concepts regarding the dream lands. Skill rolls are necessary to identify creatures and events/transformations of the Dreamstream. Base Skill: 25% + 5% per level of experience.

Lore - Faerie: This skill is effectively the same as the previous Demon and Monster lore skill, except that the emphasis of the lore is on the faerie folk. Since the coming of the rifts and magic, the fairies of ancient myths have proven to be quite real and often encountered in the wild, especially near ley lines and nexus points. Faerie folk include fairies, sprites, pixies, brownies, bogies, toad stools, pucks, kelpies, gnomes, ogres, and a host of other supernatural beings. Base Skill: 25% + 5% per level of experience.

Lore - Farm: This skill is not to be confused with the science of botany in which the character can farm, and identify and grow plants. Farm lore is a knowledge of myths and legends about real and mythological plants, roots, herbs and farming. It also includes a very basic knowledge of how to grow and care for plants, where notable plants (usually poisonous or medicinal/herbal) and mythical plants are said to be found, and adds a bonus of +2% to the skills of botany, holistic medicine and faerie lore. Base Skill: 25% + 5% per level of experience.

Lore - Folklore and Mythology: This skill is a comprehensive study of folklore and mythology. The character will be able to identify the major players involved with a given region and can roll at half the skill level to be able to identify minor players in myth. These players include gods, heroes, monarchs, creatures, and tales. Base Skill: 30% + 5% per level of skill.

Lore - Galactic/Alien: This skill helps characters identify know alien races, and provides information on their culture, habits, etc. Given the number of alien species in the Three Galaxies, it is very difficult to know every single recorded alien species without a computer database handy. It also includes most of the well known legends and speculations about the Cosmic Forge, cosmo-knights, kreeghor and prometheans. Base Skill: 25% + 5% per level of experience. When dealing with less known alien species, G.M.s can assign a penalty from -5% to -30% at their discretion.

Lore - Geomancy & Lines of Power: A study of ley lines, burial mounds, places of power, megaliths, and geomancy beliefs that certain places on earth are polarized with an unknown energy or forces that can heal, cause paranormal phenomena, attract supernatural forces, open dimensional gateways, are magical or are places of evil. The study includes "known" locations of such places, such as Stonehenge and the Bermuda Triangle, as well as the many theories behind them and the legacy of legends, mysteries, disappearances and dangers linked to each. The skill will provide the character with insight about the areas and enable him/her to recognize specific, known, places of power, as well as recognize unknown megalithic markers of these revered or feared places. Base Skill: 25% + 5% per level of experience.

Lore - Ghosts and Faeries: A study of reports, myths and legends regarding the supernatural, ghosts, apparitions, haunted houses and places, death cults, necromancy (rituals and purpose), mediums/seances, and near death experiences, as well as myths regarding faerie folk, including fairies, sprites, leprechauns, nymphs, woodland/nature spirits, goblins, gnomes, trolls, ogres, bogies and others; their magic powers, habitat, and so on. This includes ghosts, spirits and fairies of all cultures around the world. Base Skill: 35% + 5% per level of experience.

Lore - Indians: Characters with this skill can recognize the different tribes and nations, warriors and shamans, totems, fetishes and warnings, identify the people by their housing, clothing and weapons, and has a fundamental understanding about the Native Americans' society, beliefs, customs and laws - at least the most notable. They also know about Indian gods, spirits, and magic. Base Skill: 25% + 5% per level of experience.

Lore - Japanese Mythology: Includes extensive knowledge of the vast library of works on Japanese myths relating to ghosts, spirits, dead, elemental forces, supernatural animals and gods. Japanese mythology has so many gods and supernatural beings, including Buddhist and Shinto, That the phenomenon had been called by some 20th Century scholars, the "rush hour of the gods." Base Skill: 30% + 5% per level of experience. This skill also gives the character a fair understanding of Chinese Buddhist gods and demons (-10% skill penalty) and even Hindu and Brahmin gods (-20% skill penalty).

Lore - Juicer: This skill covers all there is to know about Juicers, different Juicer variants, what powers they possess, Juicer lore and myths, drug side effects, etc. A character with this skill will recognize Juicers by their armor and abilities, as well as know the names of the most famous Juicers in history, current famous Juicer leaders, infamous gangs, and similar facts. BaseSkill: 30% + 5% per level of experience.

Lore - Magic: This area of study does not give the character any magic powers or the ability to read magic symbols. What it provides is general information about magic, magic creatures and myths about magic. For example, a character with this skill knows about the general powers and abilities of infamous magic creatures such as the various types of dragons, sphinxes, unicorn, and so on. He'd know what the main types of magic (on Earth or at least his geographic area) are, such as spell casting, summoning, rifting, techno-wizardry, stone magic, temporal magic, bio-wizardry, rune magic, necromancy, and so. Likewise, the character is likely to know legends about powerful magic items, magic places, magic curses and related legends. Although the character cannot read runes or mystic symbols, he is likely to be able to recognize whether the symbol is a real magic ward, rune or warning.
 

The following abilities come with this layman's skill:
Base Skill (general knowledge): 25% + 5% per level of experience.
Recognize wards, runes and circles: 15% + 5% per level of experience.
Recognize Enchantment (i.e. magic items, people under charms and curses, etc.): 10% + 5% per level of experience.

Lore - Megaverse: The player is knowledgeable in the workings of dimensions, multiple planes of existence, theories concerning parallel worlds, etc. Base Skill: 25% + 5% per level experience.

Lore - Nightbane: This is a comprehensive study of the Nightbane species, their powers, limitations, and the myths and beliefs associated with them. Very few non-Nightbane have the crucial pieces of evidence that would allow them to have this skill, and those fortunate few usually gained the knowledge from a Nightbane who was willing (or forced) to pass the knowledge on. Base Skill: 30% + 5% per level of experience.

Lore - Nightlands: The study of the shadowy parallel dimension ruled by the Ba'al. This skill includes knowledge about the inhabitants of the Nightlands, including the Nightlords, Dopplegangers, Hunters and Hounds, and others. This skill is most often found in the hands of mystics and psychics who have seen the Nightlands with their own eyes, but a number of occultists have also unearthed a few forbidden books discussing this mysterious plane of existence. Base Skill: 25% + 5% per level of experience.

Lore - Omens and Superstition: This skill lets the character identify all major forms of omen and superstition. The character will understand the meaning and what is implied by a given occurrence or happening. If the character also has Lore - Religion, the character will also be able to recognize the source of the omen or superstition. Base Skill: 30% + 5% per level of experience.

Lore - Psychic: Characters with this skill have knowledge in the way psychic abilities are believed to work, and what types of psionic abilities exist. This knowledge includes a good idea of the limitations of most psychics and psychic abilities, major known types of P.C.C.s/Psychic R.C.C.s, famous psychics, and similar data. The character does not have to be a psychic himself, but he must believe that such powers exist. Psychic lore is most commonly known by people who are psychic themselves, or involved in the PAB, Pandora Project (see the Spook Squad material in the Nightbane books) or similar organizations in Beyond the Supernatural, Heroes Unlimited or Rifts that study paranormal phenomena. Base Skill: 30% + 5% per level of experience.

Lore - Read Aura: This skill gives the character the ability to distinguish between different spices just by their aura. With repeated practice and time a character could id both the species and the individual character. Note: Do to some of the close distinctions between humanoid races (and some creatures and SN creatures for that matter) the skill level starts of low. Base Skill: 20% + 2% per level of experience. (very difficult to tell the small changes in an aura need to id someone/thing). Requires: The psionic ability of See Aura.

Lore - Religion: A comprehensive study of the world's religions, past and present, their beliefs, rituals, holy places, pantheons of deities and supernatural creatures (demons, spirits, angels), stories of creation, myths and legends. The skill will help the character recognize specific rituals, their purpose, the deity(s), icons, and similar information. Base Skill: 30% + 5% per level of experience.

Lore - Science: This knowledge gives the character an in-depth understanding about the general overview and concept of the science and the history of the science selected. The character must select a different science each time this skill is selected. For instance, a character can select Lore - Parapsychology and Lore - Botany at the cost of two skills. This skill does not replace the science skill, it just gives the character the knowledge of major discoveries and/or participants. Base Skill: 30% + 5% per level of experience.

Lore - Sea: Knowledge regarding the myths and legends of the oceans and seas of the known world, including the edge of the world, sea monsters, sea creatures and aquatic people, ghost ships, and general knowledge about marine animals and whether or not they are dangerous to humanoids. Base Skill: 25% + 5% per level of experience.

Lore - Technology: Can identify the name, company and type of any equipment found. Characters can also estimate the value of the item and whether or not it was constructed before or after the coming of the Rifts. Note: Does not include ancient weapons. Vibro-Blades, nuero-maces and other similar type of equipment based on technology can be identified. Base Skill: 40% + 5% per level of experience.

Lore - Temporal: The technical skill of temporal lore is the study of temporal and dimensional theory and travel. It does not give the character any abilities of the temporal O.C.C.s. It includes knowledge of theories of time travel, such as the Theory of Non-Interference and the Fate Corollary. Also included are such things as basics of dimensional travel and disturbances (ley line storms) and infamous dimension-traveling races (temporal raiders, dragons, etc). It also gives the character a rudimentary knowledge of how temporal technology and techno-wizardry works (basically; nowhere near enough to repair or build such devices). The character can also attempt to activate temporal devices he/she has no training with, but at a -30% penalty. Base Skill: 25% + 5% per level of experience.

Lore - "Time of Man": This is the study of all stories, myths, documents and artifacts pertaining to the history of humankind on earth before the coming of the Rifts. This includes a working knowledge of all theories about the coming of the Rifts, a reasonable knowledge of how the world was before, the ability to identify Pre-Rifts artifacts (and recognize fakes), the ability to appraise the artifacts value, etc. Base Skill: 25% + 5% per level of experience.

Lore - UFOlogy: The unofficial study of UFO phenomenon. The character knows all the theories about extraterrestrial visitations as well as some of the theories involved. The skill also imparts knowledge about some of the more science-fictionous of the information (propulsion, weapons, abilities). The character will also know a little of the alien abductee theory and effects. Base Skill: 30% + 5% per level of experience.

Lore - Undead: By personal observation or through a description of traits and combat the character can recognize all types of undead and the signs/presence of necromancy. The character also knows the origins of most types of the undead, including automatons (animated dead), banshees, corpse creatures, dark life, ghouls/nasu, mares, maxpary, shamblers, mummies, spectres, syvans, vampires, yema, and zombies. A success roll indicates whether the character accurately remembers the information about them. A failed roll means he is flustered and either can't remember or recalls the wrong information. Base Skill: 10% + 5% per level of experience.

Lore - Vampires: The study of the undead, their habits, origins, powers and weaknesses. The skill will help a character determine if a person is under the sway or control of a vampire, or whether or not a victim has been killed by the undead. It will also aid in differentiating fact from superstition regarding the vampire's vulnerabilities and strength, the few ways to truly destroy them, and basic vampire-hunting tactics. At the higher levels of knowledge (65%+), the character may have some idea about vampire intelligences, the Wampyr sub-race, and other detailed information. Base Skill: 36% + 4% per level of experience.

Lore - Witches: This skill enables a character recognize the handiwork, enchantment, rituals, and influence of witchcraft. He or she can also positively identify a witch by physical examination, recognize the evil familiar, and to tall whether it is an animal or demon. The character also knows about pacts, basic abilities, weaknesses and similar data about witches. Roll to recognize witches, familiars, rituals, or enchantment. A success means positive identification. A failed roll means inconclusive evidence, which may mean the suspect may be the innocent. Note about evil witches: All suffer from the same weaknesses: Holy water acts like acid doing 2D4 per application to a witch, twice that for demons and devils. Salt is a lethal poison which does 2D4 damage per ounce (28 gm). Immersion in salt/sea water causes 4D8 per melee round (aquatic witches (for example mermaid witches) are the exception). Magic and psionics due full damage, as do most normal weapons. Base Skill: 10% + 5% per level of experience.

Lore - Wormwood: This is the study of the planet Wormwood, its history, inhabitants and cultures. It includes a comprehensive knowledge of the current workings on Wormwood, including an understanding of the ongoing war, the light and dark, the religious sects, creatures, magics and tactics of the Unholy, etc... The character is well versed in myths, legends and theories of Wormwood's creation, past, where the inhabitants came from, and so forth. Base Skill: 25% + 5% per level of experience.

Lore - Zentran & Meltran: This is the study of the Zentran/Meltran (Zentraedi) people, history, customs, philosophy, habits, weaknesses, strengths and abilities. In Robotech, it includes knowledge of the Sentinels races (-20%), as seen through the eyes of the Zentraedi, and limited information on the Robotech Masters (-40%). In Macross II, it includes basic information about the Marduk. Note that a person from a Robotech world are -60% when dealing with Macross Zentran & Meltran, and vice-versa. Base Skill: 30% + 5% per level of experience.

Map Reading: Maps are a difficult things to read, especially if done in another language, or coded military maps. This skill allows the character to read a map by recognizing constellations, land marks and other things to read it properly. Base Skill: 35% + 6% per level of experience.
Masonry: A rudimentary understanding of the principles of bricklaying and stone construction. The percentile number indicates the success ratio of recognizing deterioration, improper construction, the intended purpose of construction, styles of masonry, approximate age or period of construction, identify dwarven and human construction, and general data about mason guilds. The character can also mend masonry and assist in construction and demolitions. Base Skill: 30% + 5% per level of experience. The masonry skill adds a bonus of +5% to Locate Secret Compartments when both skills are known.
Milling: A character with this skill is familiar with the of grinding, especially grinding grain into flour or meal. The character also has a basic knowledge of how to construct the equipment necessary to operate a mill. May be taken twice to denote professional quality. Base Skill: 25% + 5% per level of experience.
Mining: The ability to locate mineral deposits or areas where they are likely to be found, excavate the land, and separate ores. The person also has the knowledge to successfully dig a min, pan for gold, and/or direct a mining operation. The actual finds, costs, and actual profits of a mining project should be determined by the GM. Remember that most mining operations are guesswork and yield nothing or very little. Base Skill: 8% + 8% per level of experience.
Operate Heavy Power Tools: Knowledge of exactly how to use heavy equipment such as jackhammers, riveters, welders, pneumatic drills, cutting torches, et cetera. May also be considered a "weapon proficiency," as it gives a +3 to strike the target with these construction implements. Base Skill: 55% + 5% per level of experience.
Philosophy: Characters with this skill are educated in one specific philosophical doctrine (Confucianism, Buddhism, Tibetan Lore, Taoism, Shinto, Zen, Existentialism, any major religion, etc.), knowing the main rules, sayings, beliefs, code of conduct, view of the universe/creation, etc. Base Skill: 36% + 6% per level of experience.
Phonetics: Systems of sounds of language, studied from two basic points of view. (1) Phonetics is the study of the sounds of language according to their production in the vocal organs (articulatory phonetics) or their effect on the ear (acoustic phonetics). All phonetics are interrelated because human articulator and auditory mechanisms are uniform. Systems of phonetic writing are aimed at transcribing accurately any sequence of speech sounds; the best known is the International Phonetic Alphabet. (2) Each language uses a limited number of all the possible sounds, celled phonemes, and the hearer-speaker is trained from childhood to classify them into groups of like sounds, rejecting as insignificant all sorts of features actually phonetically present. Thus the speaker of English ignores sounds that are very important in another language, e.g., French or Spanish. Phonemes include all significant differences of sound, among them features of voicing, place and manner or articulation, accent, and secondary features of nasalization, glottalization, ladialization, and the like. The study of the phonemes and their arrangement is the phonemics of a language. Base Skill: 25% + 2% per level of experience.
Photography: Training in the art of still photography, the use of lighting, cameras, lenses, filters, and other camera equipment, as well as storage, development, enlargement, and duplication of film/photos. Base Skill: 35% + 5% per level of experience.

Photography - Film: These characters have studied and analyzed films, direction, editing and story telling techniques of the motion picture. Includes: cinematography (use of cameras, lenses, film, stock, lighting, composition), editing (screen continuity, sound interlocking), budgeting, shooting, production, sound mixing and use of super 8 mm and 16 mm equipment (35 mm principles are studied). Base Skill: 40% + 5% per level of experience.

Photography - Video: This is the study and use of video film equipment and filming techniques as they apply to video. The same basic type of film techniques (editing, lighting, lenses, etc.) as listed under film are explored. Base Skill: 30% + 5% per level of experience.

Plumbing: The practice of fixing leaky pipes or hydraulics. May be used to work on mecha hydraulic systems at -30%. Base Skill: 50% + 5% per level of experience.
Pottery: The craft of making pots, vases, mugs, china, and other items made of clay on a potter's wheel and baked in a kiln. The character can also paint and glaze their constructions; this chance is represented by the second percentile. If the person has the art skill at a higher percentage then it is used instead. Failure indicates a ruined pot or a terrible paint job. May be taken twice to denote professional quality. Bonuses: +5% to the second percentile number, if the art skill is known. Base Skill: 10%/5% + 5% per level of experience.
Prospecting: The character can recognize and evaluate precious and semiprecious metals (gold, fool's gold, silver, bronze, copper) in their natural ore appearance and as refined and polished jewelry. In addition, the character has a good idea where to look for such mineral deposits, and the fundamentals of "panning" for gold and the general knowledge of mining and how to use various types of simple mining equipment. Furthermore, the character can identify and appraise the value of precious metals (silver, gold, etc.) and stones (diamonds, rubies, etc.), and to identify fakes, but at a penalty of -10%. A failed roll means the character cannot tell whether or not the item is fake or real, or he grossly under or overestimates its value. Base Skill: 20% + 5% per level of experience.
Pyrotechnics - Basic: The character will be able to set off explosives, such as fireworks, in a controlled and orderly fashion. The character will be able to design and make certain types of explosives. Most of the explosives will be of the S.D.C. nature. The character can also make the powder for bullets, grenades, etc. but only the S.D.C. kind and are limited to under 100 S.D.C. (Optional up to the GM). GM's remember there is a difference between the military use and the civilian use of pyrotechnics. Requires: Chemistry. Base Skill: 50% +5% per level of experience. A failed roll could mean the explosive failed, or the explosive blew up in the laboratory, or nothing happens at all, etc. A reminder This is all up to the GM and/or players to decide and is separate from the Demolitions Skill.
Note: If the character starts off at the Basic level the character must reach 98% before they can move on. When reaching the Advanced level the skill gets reduced to 40% and the process starts over to reach the Expert or Professional level.

Pyrotechnics - Advanced: This gives the character to experiment with explosives on a low M.D.C. caliber. The character can design, reload, and make grenades of all types, bullets, etc. GM's remember there is a difference between the military use and the civilian use of pyrotechnics. Please keep this in mind when the characters are using this skill. Counts as Two Skills, unless otherwise stated. Requires: Chemistry and Pyrotechnics: Basic. Base Skill: 30% + 5% per level of experience. A failed roll could mean the explosive failed, or the explosive blew up in the laboratory, or nothing happens at all, etc. A reminder This is all up to the GM and/or players to decide and is separate from the Demolitions Skill.
Note: If the character starts off at the Basic level the character must reach 98% before they can move on. When reaching the Advanced level the skill gets reduced to 40% and the process starts over to reach the Expert or Professional level.

Pyrotechnics - Expert: This is the skill that gives the character the ability to build and design bullets, grenades, and missiles. That's right missiles, the missiles that are in the book are due to this skill. GM's remember there is a difference between the military use and the civilian use of pyrotechnics. Please keep this in mind when the characters are using this skill. Counts as Two Skills, unless otherwise stated. Requires: Chemistry and Pyrotechnics: Basic and Advanced. Base Skill: 15% + 5% per level of experience. A failed roll could mean the explosive failed, or the explosive blew up in the laboratory, or nothing happens at all, etc. A reminder This is all up to the GM and/or players to decide and is separate from the Demolitions Skill.
Note: If the character starts off at the Basic level the character must reach 98% before they can move on. When reaching the Advanced level the skill gets reduced to 40% and the process starts over to reach the Expert or Professional level.

Regional Knowledge: Gives an in depth knowledge of a specific city/town with more general knowledge of the local area and basic knowledge of the rest of the country/kingdom/area. Includes personalities, businesses, monsters, animals, etc. Nothing too in depth or specific but very useful information. All players automatically get 175% for this skill at 1st level and can divide that 175% between as many locations as desired with one at 98% typically being their home-town. Note that this skill decreases with experience rather than increasing; -5% per level. This is due to changes in that location and the character's memory. Revisiting frequently or revisiting for a long time adds +5% per week. Can also be used to track-down friends and acquaintances but requires two successful rolls (one to find them, the second to see if they remember/trust you).
Research: Training in the use of methods, techniques, and locations, for finding information, including computer networks, databases, libraries, computerized records/ encyclopedias, etc. This skill is helpful in locating information about people, places and things. The game master will ultimately regulate the availability of accessible, known information regarding a particular subject. In some cases, there may be a ton of history and information, while, in others, very little or nothing at all (which may reveal something by its sheer lack of info). The research skill simply gives characters access to available data. G.M. NOTE: A good rule of thumb is to let players investigate/research something as much as they want, but keep the game moving along. If no information is available, find out where they are conducting research and say something like "Despite the help of the clerk, and three hours of research, you still find nothing (or nothing unusual)." If the character(s) wishes to keep looking, let him, but quickly click off the hours; "Another hour and still nothing." If another player conducting research elsewhere says "What do I find out at the City County Building?" Make the answer a quick "Noting" or "Something quite surprising," and tell him (perhaps in private). Do not drag out the research aspect, but do consider a reasonable length of imaginary game time. Likewise, if the information is common knowledge or easy to locate, fast forward through what might be a couple of hours research, and tell the character what he has found. ANY CHARACTER CAN ASK QUESTIONS AND DO RESEARCH! However, the research skill will reduce the amount of time by half and the character is trained to notice relevant data that an untrained character is liable to overlook. Thus, for the truly mysterious, secret or difficult information, have the character with the research skill try to uncover it. Only roll to determine success on these difficult or hushed up bits of information, including addresses, unlisted telephone/computer network numbers, obscure and suppressed data. Also note that having the Streetwise skill is strongly recommended, as it puts the character in touch with the appropriate people (+15%). Base Skill: 35% + 5% per level of experience. Requires: Computer Operations and Literacy.
Right Brain Memory Techniques: The use of visualization to remember things. Can be used to cut the time it takes to memorize a new spell into 1/8 of its normal time, or just to memorize a list in a couple seconds. Base Skill: 20% + 5% per level of experience.
Role-Playing Game Design: Gives characters the ability to drive themselves beyond exhaustion, and to keep incredible hours without food or sleep. Base Skill: 32% + 4% per level of experience. Attribute Bonus: +1 to P.E.
Rope Works: This is a skill that takes into account the various needs and uses of rope. The character knows a variety of ways to tie knots, the advantages to various types of ropes and cords, their tensile strength and how to weave/make rope. A failed roll to tie a knot means that it is loose and sloppy and easy to untie, slip out of, or likely to unravel or snap when strained. Base Skill: 30% + 5% per level of experience. Characters bound/tied by this character are -10% to escape/slip knots.
Sculpting & Whittling: The art of molding or carving a three dimensional figure, object or design out of clay, stone or wood. The percentile number indicates the quality of technique and appearance. Taking the skill twice indicates a professional quality and gets a bonus of +10%. Selecting it once, indicates a talented amateur. Base Skill: 30% + 5% per level of experience.
Study: This skill indicates a particular area of study for the character. This may be a great poet, writer, type of movie, great person, country/republic, team or organization that exists on records. Character will know numerous famous quotes, anecdotes, stories and myths about the person/place, will have read (or seen, listened to, as the case may be) analyzed and studied in great depth all available sources of information. The character will be able to speak intelligently about the area of study, offer his own theories/interpretations, quote the person accurately, and so on. Though not required, the Research skill is very helpful, and adds a one time bonus of +10% to the study skill. Base Skill: 36% + 4% per level of experience.
Surveying: The ability to use surveying equipment to take accurate sightings and measurements of land, for use in architectural designs or mapmaking. Basic and Advanced Mathematics are prerequisites. Bonuses: +10% to Navigation, and a +5% bonus to Optic Systems. Base Skill: 40% + 5% per level of experience.
Teaching: This training in the methods and practices of teaching/class room procedure; the disciplines of professional education, management of class rooms, instructional goals, discussion, lectures, conferences, group work, leadership, planning and evaluation. A Master's degree in the teaching arts is a requirement to teach professionally. Base Skill: 30% + 5% per level of experience.
Undersea Salvage: The character knows how to locate and identify objects (ship, armor, gold, etc.), recognize salvageable components and materials (valuable parts, electronic equipment, E-clips, weapons, coins, magic items, precious metals, and gems, etc.), retrieve (with minimal damage and effort), evaluate (estimate approximate resale value based on the item’s condition), clean/restore (restoration gets top salvage price), and sell salvaged underwater artifacts, equipment, parts and scrap metal. The salvage skill offers exploiting and capitalizing on some of the simple resources under the seas, including rudimentary mining, excavation, and gathering coral, rocks, seaweed sponges, clams, oysters and starfish. The character is also familiar with underwater cutting tools, cranes, pulleys, and tow lines, and can strip/cut apart and retrieve wreckage and machinery for use as scrap metal. Those with mechanical engineering can salvage working parts, make repairs on slightly damaged items, and even raise small sunken ships, subs, and bots! Base Skill: 30% + 5% per level of experience; add a salvage bonus of +5% if the character has Mechanical Engineer.
Writing: The ability to write prose (stories), poems, or journalistically (articles, reports, news). Scholastic training indicates a professional quality, while the secondary skill indicates a talented amateur. A railed roll means an awkward and poorly written work that is boring and difficult to understand. Try again. Note: The written word can be a powerful tool in the ignorant and oppressed society of the Coalition. Base Skill: 25% + 5% per level of experience. Requires: Literacy.

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 Weapon Proficiencies.

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

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