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Skills.

Posted by GargoyleFor group 0
Gargoyle
GM, 1 post
Thu 16 Feb 2012
at 07:22
  • msg #1

Skills


Skill List

Communication Skills
Barter (30%+4%)
Creative Writing (25%+5%)
Cryptography (25%+5%)
Electronic Countermeasures (30%+5%)
Language: Native tongue (88%+1%)
Language: Other (50%+3%)
Laser Communications (30%+5%)
Literacy: Native Language (40%+5%)
Literacy: Other (30%+5%)
Optic Systems (30%+5%)
Performance (30%+5%)
Public Speaking (30%+5%)
Radio: Basic (45%+5%)
Sensory Equipment (30%+5%)
Sign Language (25%+5%)
Sing (35%+5%)
Surveillance (30%+5%)
TV/Video (25%+5%)

Cowboy Skills
Branding (50%+5%)
Breaking/Taming Wild Horse: (20%+5%)
Herding Cattle: (30%+5%)
Horsemanship: Cowboy (66%/50%+3%)
Horsemanship: Exotic (30%/20%+5%)
Lore: American Indians (25%/+5%)
Lore: Cattle/Animals (30/5%)
Roping (20%+5%)
Trick Riding (Special)
W.P. Rope
(Also see related Technical Skills)

Domestic Skills
Brewing (25%/30%+5%)
Cook (35%+5%)
Dance (30%+5%)
Fishing (40%+5%)
Gardening (36%+4%)
Housekeeping (35%+5%)
Play Musical Instrument (35%+5%)
Recycle (30%+5%)
Sewing (40%+5%)
Sing (35%+5%)
Wardrobe & Grooming (50%+4%)

Electrical Skills
Basic Electronics (30%+5%)
Computer Repair (30%+5%)
Electrical Engineer (35%+5%)
Electricity Generation (50%+5%)
Robot Electronics (30%+5%)

Espionage Skills
Detect Ambush (30%+5%)
Detect Concealment (25%+5%)
Disguise (25%+5%)
Escape Artist (30%+5%)
Forgery (20%+5%)
Impersonation (30%/16%+4%)
Intelligence (32%+4%)
Interrogation (30%+5%)
Pick Locks (30%+5%)
Pick Pockets (25%+5%)
Sniper (+ to strike on aimed shot)
Tracking (people)(25%+5%)
Undercover Ops (30%+5%)
Wilderness Survival (30%+5%)

Horsemanship Skills
Horsemanship: General (40%/20%+4%)
Horsemanship: Cowboy (66%/50%+3%)
Horsemanship: Cossack (55%/45%+5%)
Horsemanship: Cyber-Knight (70%/50%+3%)
Horsemanship: Equestrian (40%/30%+5%)
Horsemanship: Exotic Animals (30%/20%+5%)

Mechanical Skills
Aircraft Mechanics (25%+5%)
Automotive Mechanics (25%+5%)
Basic Mechanics (30%+5%)
Bioware Mechanics (30%+5%)
Locksmith (25%+5%)
Mechanical Engineer (25%+5%)
Robot Mechanics (20%+5%)
Vehicle Armorer (30%+5%)
Weapons Engineer (25%+5%)

Medical Skills
Animal Husbandry (35%+5%)
Brewing: Medicinal (25%/30%+5%)
Crime Scene Investigation (35%+5%)
Cybernetic Medicine (40%/60%+5%)
Entomological Medicine (40%/20%+5%)
Field Surgery (16%+4%)
First Aid (45%+5%)
Forensics (35%+5%)
Holistic Medicine (30%/20%+5%)
Pathology (40%+5%)
Paramedic (40%+5%)
Medical Doctor (60%/50%+5%)
Psychology (35%+5%)
Veterinary Science (50%+4%)

Military Skills
Camouflage (20%+5%)
Demolitions (60%+3%)
Demolitions Disposal (60%+3%)
Demolitions: Underwater (56%+4%)
Field Armorer & Munitions Expert (40%+5%)
Find contraband (26%+4%)
Forced March
Military Etiquette (35%+5%)
Military Fortification (30%+5%)
Naval History (30%+5%)
Naval Tactics (25%+5%)
NBC Warfare (35%+5%)
Parachuting (40%+5%)
Recognize Weapon Quality (25%+5%)
Trap/mine Detection (20%+5%)

Physical Skills
No Hand to Hand Combat Skill
Hand to Hand: Basic
Hand to Hand: Expert
Hand to Hand: Martial Arts
Hand to Hand: Assassin
Hand to Hand: Commando
Acrobatics (Varies)
Aerobics Athletics
Athletics (General)
Body Building & Weight Lifting
Boxing
Climbing (40%/30%+5%)
Fencing
Forced March
Gymnastics (varies)
Juggling (35%+5%)
Kick Boxing
Outdoorsmanship
Physical Labor
Prowl (25%+5%)
Running
Swimming (50%+5%)
SCUBA (50%+5%)
Wrestling

Pilot Skills
Airplane (50%+4%)
Automobile (60%+2%)
Bicycling (44%+4%)
Boat: Motor, Race & hydrofoil (55%+5%)
Boat: Paddle Types/Canoe/ Kayak (50%+5%)
Boat: Sail Type (60%+5%)
Boat: Ships (45%/40%+5%)
Combat Driving
Flight System Combat (Juicer: 40%+5%)
HoverCraft (Ground: 50%+5%)
Hovercycles, Skycycles & Rocket Bikes (70%+3%)
Jet Aircraft (40%+4%)
Jet Packs (42%+4%)
Jump Bike Combat (45%+5%)
Military: Combat Helicopter (52%+3%)
Military: Jet Fighters (40%+4%)
Military: Submersibles (40%+4%)
Military: Tanks & APCs (36%+4%)
Military: Warships & Patrol Boats (40%+4%)
Motorcycles & Snowmobiles (60%+4%)
Robots & Power Armor (56%+3%)
Robot Combat: Basic (SPECIAL)
Robot Combat: Elite (SPECIAL)
Tracked & Construction Vehicles (40%+4%)
Truck (40%+4%)
Water Scooters (50%+5%)
Water Skiing & Surfing (40%+4%)

Pilot Related Skills
Navigation (40%+5%)
Sensory Equipment (30%+5%)
Weapons Systems (40%+5%)

Rogue Skills
Cardsharp (24%+4%)
Computer Hacking (20%+5%)
Concealment (20%+4%)
Find contraband (26%+4%)
Gambling (Standard) (30%+5%)
Gambling (Dirty Tricks) (20%+4%)
I.D. Undercover agent (30%+4%)
Imitate Voices & Sounds (42%/36%+4%)
Palming (20%+5%)
Pick Locks (30%+5%)
Pick Pockets (25%+5%)
Prowl (25%+5%)
Roadwise (26%+4%)
Safe-Cracking (20%+4%)
Seduction (20%+3%,, plus attribute bonuses)
Streetwise (20%+4%)
Tailing (30%+5%)

Science Skills
Anthropology (30%+5%)
Archaeology (30%/20%+5%)
Artificial Intelligence (30%+3%)
Astronomy & Navigation (30%+5%)
Astrophysics (30%+5%)
Biology (30%+5%)
Botany (25%+5%)
Chemistry (30%+5%)
Chemistry: Analytical (25%+5%)
Chemistry: Pharmaceutical (%30+5%)
Mathematics: Basic (45%+5%)
Mathematics: Advanced (45%+5%)
Xenology (30%+5%)
Zoology (30%+5%)

Technical Skills
Appraise Goods (30%+5%)
Art (35%+5%)
Begging (30%+3%)
Breed Dogs (40%/20%+5%)
Calligraphy (35%+5%)
Computer Operation (40%+5%)
Computer Programming (30%+5%)
Cybernetics: Basic (25%+5%)
Excavation: (40%+5%)
Firefighting (30%+5%)
Gemology (25%+5%)
General Repair & Maintenance (35%+5%)
History: Pre-Rifts (32%/24%+4%)
History: Post- Apocalypse (35%/30%+5%)
Jury-Rig (25%+5%)
Law (General: 35%+5%)
Leather working (40%+5%)
Lore: American Indians (25%+5%)
Lore: Cattle & Animals (30%+5%)
Lore: D-Bee (25%+5%)
Lore: Demons & Monsters (25%+5%)
Lore: Faeries & Creatures of Magic (25%+5%)
Lore: Juicers (30%+5%)
Lore: Magic (25%+5%)
Lore: Psychics & Psionics (25%+5%)
Masonry (40%+5%)
Mining (35%+5%)
Mythology (30%+5%)
Philosophy (30%+5%)
Photography (35%+5%)
Recycling (30%+5%)
Research (40%+5%)
Rope works (30%+5%)
Salvage (35%+5%)
Ventriloquism (16%+4%)
Whittling & Sculpting (30%+5%)

Weapon Proficiencies (Ancient)
W.P. Archery
W.P. Axe
W.P. Blunt
W.P. Chain
W.P. Forked
W.P. Grappling Hook
W.P. Knife
W.P. Paired Weapons (Men at Arms)
W.P. Pole Arm
W.P. Quick Draw
W.P. Rope
W.P. Shield
W.P. Spear
W.P. Staff
W.P. Sword
W.P. Targeting
W.P. Whip

Weapon Proficiencies (Modern)
W.P. Handguns
W.P. Rifles
W.P. Shotgun
W.P. Submarine-Gun
W.P. Heavy Military weapons
W.P. Military Flamethrowers
W.P. Harpoon & Spear Gun
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Heavy M.D. Weapons

Wilderness Skills
Boat Building (25%+5%)
Carpentry (25%+5%)
Dowsing (20%+5%)
Fasting (40%+3%)
Hunting
Identify Plants & Fruit (25%+5%)
Land Navigation (36%+4%)
Preserve Food (30%+4%)
Skin & Prepare Animal Hides (30%+5%)
Spelunking (35%+5%)
Track & Trap Animals (20%/30%+5%)
Wilderness Survival (30%+5%)
Gargoyle
GM, 6 posts
Fri 17 Feb 2012
at 09:50
  • msg #2

Communication Skills

Communication Skills

Barter: A skill at bargaining with merchants, businessmen, thieves, traders and other characters to get a fair price or fair exchange of trade goods or services. Depending on the character’s point of view and effort at bartering, he can raise the amount he gets or lower the price he pays by 3D6 +2%, not applicable to rare items and alien technology. Generally, if haggler rolls under his bartering skills percentage, he gets the discount when buying or the better price when he is the one doing the selling or trading. If the price is disputed, the two bartering characters can each make rolls on percentile dice, the highest roll wins and get their price and not a penny less or nickel more. Base Skill: 30%+4% per level of experience. Restrictions: Available only to Adventurer and scholar O.C.C.s.. Mathematics and Literary are not required but helpful, with each adding a +2% bonus to Barter.

Creative Writing: The ability to write prose/stories, poems, and journalistic reports, studies, news, and otherwise entertaining text (including songs at -15%). Taking the skill twice indicates a professional quality and gets a bonus of +10%. Selecting it once indicates a talented amateur. A failed roll means an awkward and poorly written work that is boring and difficult to understand. Try again. Base Skill: 25%+5% per level of experience. Requires: Literacy. This skill does not provide a character with the ability to recite his or her written words with any level of charm. See Public Speaking for that.

Cryptography. Skill in recognizing, designing, and cracking secret codes and messages. The character must study the code for two hours to attempt to break it successfully. A failed roll means the individual must study the code for an additional two hours before he can try to break it again. The character may attempt to break the code sooner, after only 10 minutes of study, but suffers a penalty of -30%. Base Skill: 25%+5% per level of experience. Requires: Literacy.

Electronic Countermeasures. The ability to shield, encrypt and protect electronic transmissions, as well as jamming, scrambling, coding and decoding radio, video and wireless transmissions. This skill also includes knowledge in the use of technology to locate electronic bugs/listening devices and deactivate, undermine and otherwise circumvent them. The use of electronic masking, scrambling and unscrambling equipment, as well as codes to help foil the detection, interception and interpretation of radio and wireless transmissions is all part of this skill. A radio operator who makes a successful scramble roll can transmit coded or scrambled messages without fear that the enemy will intercept or understand his transmission.
Jamming military or police communications can cause unit confusion and disrupt communications. Military organizations breaks down, causing loss of effectiveness to all but the best units. Just about any high powered radio can be used for jamming. Armed with a radio, a small guerrilla unit can completely disrupt the maneuvers of large enemy groups. This skill also enables the radio operator to “follow” the enemy’s attempted transmissions over jammed frequencies to trace their location or direction of travel. This tactic is extremely useful in finding and eliminating bugs, transmission units, surveillance teams on a stakeout, small squads and enemies in distress. Base Skill: 30%+5% per level of experience. Requires: Radio: Basic.

Language: Native Tongue: The character has a very good to excellent understanding of his native language. It is not, however, and absolute and total understanding, because there are always words, scientific terms, slang and fancy or outdated words and terms a character may not know. Thus, the necessity for dictionaries, thesauruses, grammar guides and computer spelling programs. Base Skill: 88%+1% per level of experience. Note: An O.C.C. skill bonus usually applies to “other” languages and communication skills, not the Native Tongue.

Language: Other: The character can understand and speak in a language other than his own. Language is one of the few skills that can be selected repeatedly in order to speak several different languages. Each selection gives the character knowledge of one different language, but each language counts as one skill selection. Base Skill: 50%+3% per level of experience.

There are nine major languages in the world of Rifts, and they include:
American (English, the universal language of the American continents).
Techno-Can (Basic but modified American/English used as a universal computer/techno-language in high-tech computer and communications systems. It is NOT a spoken language, but as specialized tech-language developed for technical journal and as a universal computer language.)
Spanish (the second major tongue of the Americas).
Japanese (language of the Japanese Islands and the New Japanese Republic).
Chinese (a language spoken widely across Asia, even well beyond the Celestial kingdom’s traditional borders).
Euro (a blend of Russian, German, and Polish spoken by virtually all humans between England and China).
Dragonese/Elven (the most widely spoken of the “magical tongues,” and a universal language for all magic users).
Gobblely (spoken by all sorts of loathsome and barbaric creatures such as Goblins, Hob-Goblins, Orcs, and Ogres, among others).
Faerie Speak (the universal tongue of all Faeries, though one can communicate with Faeries using Dragonese or Gobblely at -10%).
Across the world there are dozens of additional languages, but they tend to be limited to isolated regions and are much less common than the Big Nine. Demongogian is the language of Gargoyles, Brodkil, Daemonix, Deevils, demons and supernatural beings of all kinds as wall as the minions of Wormwood. In Russia and Eastern Europe, Russian is seeing a huge upsurge and is displacing the use of Euro in many areas. Likewise, in parts of Asia, Mongolian is spoken as well as several dialects of traditional Chinese. There may be a number of dialects in any given geographic area where a language is spoken. The G. M. may apply a -10% to a -20% modifier to one’s Language ability depending on what kind of dialect the character is up against. In the Deep South of North America, the Outback of Australia, and throughout China, for example, regional dialects are practically their own language.

Laser communications: This skill provides the character with an in depth knowledge of advanced electronics, laser communication systems and fiber optic communications. Base Skill: 30%+5% per level of experience. Requires: Radio: Basic, Electrical Engineer, and Computer Operation skills.

 Literacy: Native Language: The character can read and write the language of his culture. This is usually the common language where he was born and grew up (or had lived most of his life). For example, most of us born in America speak, read and write American English, complete with contemporary slang. English is our predominant language, even if our ethnic heritage has roots in another country (Mexico, Poland, Russia, Cuba, etc.). Reading and writing means the character can read and comprehend the written word, read written instructions, printed books, etc. This skill has no bearing on creative writing. Base Skill: 40%+5% per level of experience. Note: The ability to read and write is a rare and valuable commodity on Rifts Earth. The majority of the world’s population cannot read. Ill-literacy is encourages by the Coalition States (and other Kingdoms) as means of keeping the secrets of the past for themselves, and their people ignorant and under their control. Within the CS, only scientist, engineers, military leaders and the elite aristocracy are literate (typically in American only). Outsiders who can read are looked upon with suspicion or as dangerous freethinkers.

Literacy: Other. The character may read and write one or more different languages, but each language counts as a separate skill selection. American English is the official written language of the Coalition State and North America in general. Note that just because a character can “read” a foreign language does NOT mean he can speak it or understand others speaking it (has only the most basic understanding of  the spoken language, catching one or two words out of ten). Usually, only the Rogue Scholar, Rogue Scientist and practitioners of magic can read even one language let alone two or more. Base Skill: 30%+5% per level of experience. Note: If a character fails his attempt to read a book (such as a character with Literacy: Dragonese/Elven at 50%), it means the book is currently too difficult for his skill level. The character may again attempt to read the book when his Literacy score changes, such as when it goes up an experience level and gains a +5% bonus.

Optic Systems. Provides expert training in the use of special optical enhancement equipment such as telescopic lenses, laser targeting, thermal imagers, passive light intensifiers, infrared and ultraviolet systems, polarization, light filters, optical scanners, video and digital cameras, holograms and related services. Base Skill: 30%+5% per level of experience. Adds a special onetime bonus of +5% to the T.V./Video skill if both are selected.

Performance. The methods and fundamentals used by actors, entertainers, politicians and other public figures to impress and sway the public. A character with this skill knows how to do things with flair. If a skill roll is successful, it works like an attempt to charm, captivate, impress, intimidate, or incense (or motivate) the audience. Base Skill: 30%+5% per level. Bonus: +5% to the Undercover Ops and Impersonation skills. Note: Obvious lies, inconsistencies and evidence to the contrary may ruin the effectiveness of the best performance. G.M.s, use your discretion.

Public Speaking. Training in the quality of sound, tone, pitch, enunciation, clarity, and pacing when speaking to the public. The character speaks loudly, distinctly and in a pleasing manner. Also includes the practice of good, enticing storytelling, dramatic pauses and composition of the spoken word. A successful roll indicates the overall quality and charisma of the speaker and the spoken word; people are enjoying listening to the character.  Base Skill: 30%+5% per level of experience. This skill adds a +5% to the Performance skill.

Radio: Basic. The rudimentary knowledge of the operation and maintenance of all sorts of radio equipment, including military radio systems, field radios and walkie-talkies, audio recording devices, wire laying, installation, radio procedure, communication security and Morse code. It does not include the ability to make repairs nor operate video equipment. Base Skill. 45%+5% per level of experience.

Radio: Scramblers. Replaced by Electronic Countermeasures, above.

Sensory Equipment: Individuals with this training can operate maintain, understand, and “read” or interpret sensory data from all types of conventional, military, medical and scientific equipment, scanners, and sensory devices. These devices include radar, sonar, motion detectors, surveillance equipment, optical enhancements, industrial gauges, instrument panels, medical monitors (EKGs, CAT scans, etc.), life support systems, and so on. Note that characters without this skill cannot understand or operate advanced aircraft, medical equipment or sensor/detection equipment.
[u]Radar & Sonar Note:[u]The character can expertly use radar equipment (radio echo bounces) and sonar (underwater sound echo bounces) and correctly read the information to precisely locate and track aircraft, ships and submarines, as the case may be. In submarines (and with radar for warships and fighter aircraft) there are two methods or types of operations, passive and active. To use active sonar, the sub must give a pulse of sound to bounce off any nearby ships or objects. This is very dangerous since it immediately gives away the position of the submersible itself. Most vessels will not use active sonar unless absolutely necessary, most rely on passive sonar systems. This is much more difficult since the sonar operator must sift through the background noise to find any enemy targets. Sometimes they will not be able to distinguish the location of a ship from the background static. Despite this fact, passive sonar is used because it does not give away the location of the vessel. -15% skill penalty when using passive sonar or radar. Base Skill: 30%+5% per level of experience.

Sign Language. This skill is either, a) the universal sign language of the deaf, or b) the military sign language of hand signals used to indicate action, response and combat positions in the field when verbal or radio communication would alert the enemy. Both require line of sight (i.e., one must be able to see the signer). Signing for the hearing impaired required the sender to do a skill check per every 20 words “signed” to successfully transmit his message. Likewise, the interpreter must roll to interpret every batch of 20 words. A failed roll means a misunderstanding to no idea of what has been said. Base Skill: 25%+5% per level of experience.


Sing. The simple ability to read music and carry a pleasant tune. Base Skill: 35%+5% per level of experience.

Surveillance. The use and deployment of bugs and spy equipment, tailing and stakeouts. The character understands the methods, operation, techniques, tools and devices used in surveillance operations. Includes motion detectors, simple and complex alarm systems, audio/visual recording and display equipment, recording methods, amplified sound systems, miniature listening devices (bugs, line tapping, parabolic electronic ears, etc.) miniature “hidden” cameras, and optical enhancement systems specifically as they relate to camera lenses and spy devices.
A failed roll in the use of surveillance equipment means that the equipment does not function as desired, impairing or preventing surveillance; i.e., the bug does not transmit, recording or sound transmissions are garbled, surveillance film is blurred or failed to record, etc.
A failed roll when hiding surveillance devices means the bug does not function and is easily discovered through the course of casual activity.
Tailing, or following someone without their knowledge, is another form of surveillance. This also includes stakeout procedures. A failed surveillance roll indicates that the subject has spotted “the tail” and is aware that he is being followed/observed.
Base Skill: 30%+5% per level of experience. Requires: Basic Electronics or Electrical Engineering, Computer Operation and Literacy (the latter two are needed only for complex, high-tech systems).

TV/Video. In depth training in the use of video, digital and audio recording equipment as well as filming, editing, dubbing, title making, duplication, and transmission. Includes the use of field equipment; i.e., portable video or digital camera and studio equipment. Base Skill: 25%+5% per level of experience.
This message was last edited by the GM at 02:28, Wed 22 Feb 2012.
Gargoyle
GM, 7 posts
Fri 17 Feb 2012
at 09:52
  • msg #3

Cowboy Skills

Cowboy Skills

Branding. The techniques and methods for tethering, controlling and marking, or “branding,” animals. A brand is a mark burned on the skin to identify and show ownership of an animal-typically used on horses and cattle, sometimes on humans and D-Bee slaves. This skill also includes a basic knowledge of common and notable insignias and emblems. Base Skill: 50%+5% per level of experience.

Breaking/Taming a Wild Horse. To “break” a horse, first the trainer must get the horse used to being around people, then used to having a saddle on its back (this takes 3D4 days), and then you “bit” train it (gets it used to having a bit in its mouth and reins). Finally, the trainer must get the horse used to having a rider on its back. Depending on the horse, this can take a couple weeks (making an attempt every day) to several weeks with moderate success. It takes a lot of skill to stay on a wild horse when the animal wants you off. Some horses are never completely tame, and some will allow certain people to ride them while bucking and throwing other riders. During this initial training period the rider must hang on for dear life while the horse does everything in its power to throw him. This battle of wills can last hours at a time and take up to 12 weeks. Base Skill: 20%+5% per level of experience;-10% when breaking exotic and alien animals. Also includes riding wild bulls (cannot be broken), wild broncos, and other wild animals, as well as steer wrestling, but all at -15%.

Herding Cattle. The techniques and methods of leading, directing and controlling cattle in a contained and orderly herd. Also includes keeping animals calm, basic care and feeding, how to tend to cattle, recognize disease and illness, give birth to young, how to survive and regain control of a stampede, gather stray, how best to pen and corral livestock, mend fences, etc. Base Skill:30%+5% per level of experience.

Horsemanship: Cowboy. See description under Horsemanship skills.

Horsemanship: Exotic. See description under Horsemanship skills.

Lore: American Indians. See description under Technical Skills.

Lore: Cattle/Animals. See description under Technical Skills.

Roping. The rope is the cowboy’s most important and famous tool. Characters with the Roping skill can expertly throw a rope to snare/lasso a cow’s horns, a horse’s neck, or the hoofs of either, to enable a 140 pound (63 kg) man to capture and subdue a half ton animal! Hitched around the saddle horn, as well as keep a hobbled horse or other animal from straying away in the night or rain. The rope can even be used to create an instant, make-shift corral, when stretched taut by several men to contain and hold a herd of animals, as well as provide quick justice at the end of a hangman’s noose.
The Roping skill includes knowledge and training in how to use a lariat/lasso, tie knots, expertly handle roped animals after they are snared without injuring them, bring them to a stop by taking quick turns of the lariat around the saddle horn (known as “dally” or “da la vuelts”), tether animals, and how to “hog tie” animals (after the animal has been lassoed, the horse backs up to make the rope taut while the cowboy “tips” over the animal and ties three legs with half shank; used in separating stubborn animals from the herd, capturing wild animals, and branding). The rope/lariat can be used on cattle, horses and even small dinosaurs and alien animals similar to cattle. This skill with a lariat can be executed standing on solid ground or while in motion. In fact, it is designed and intended to be done from horseback (or horsecycle) while moving.
A successful skill roll means the animal is caught in the lasso, usually ensnared by the horns, neck, a foot or leg, held tight and unable to run or pull away. Once ensnared, the Cowboy can exercise any of the above maneuvers, from pinning and tying the animal up to controlling it and leading it back to the herd or holding pen.
A failed roll to tie a knot means that it is loose, sloppy and easy to untie or slip out of, or likely to unravel or snap when strained.
A failed skill roll to lasso an animal or stationary target, means it misses its mark or hit but slips off with no effect. Base Skill: 20%+5% per skill level of experience. Bonus: +1 to entangle at levels 1, 3, 5, 7, 9, 11, and 14. Cowboy and Saddle Tramps, only, get a +10% skill bonus to the Roping skill in addition to any other O.C.C. bonuses. Note: Also see W.P Rope.

Trick Riding: Riding bareback, standing on the animal’s back, hanging from the side or under its belly (usually for rodeo tricks or to hide from enemies), riding sidesaddle, as well as quick mounts and dismounts, leaping down on the animal from above or with a running start, leaping from the back of a horse onto another horse or wagon, and similar. Skill Requirement: must know one of the Horsemanship skills, or Trick Riding cannot be selected. Base Skill (Special): The first (larger) number of the Horsemanship skill: roll for each trick/stunt attempt. Note. Characters without this skill can try any of these tricks, but must roll on the second percentage number of their Horsemanship skill after reducing it by half. Roll for each attempt. Likewise, these stunts can be tried while riding mounts other than a horse, but reduce the skill by half, unless the character also has the skill Horsemanship: Exotic Animals.

W.P. Rope. Trained use of a lariat/lasso for combat as well as using the lasso to snare and hook onto a study object or limb for climbing, scaling walls, boarding vessels, and swinging across openings. As a weapon, the rope and lasso is used to encircle the shoulders, arms, waist or feet to snare, trip and otherwise pin and incapacitate an opponent. The lasso can also ensnare the neck and strangle opponents.
Damage: Trip Attack. A successful roll to strike knocks the victim to the ground and he loses initiative and one melee attack. If the attacker is on horseback, in a vehicle or super strong, he may pull or drag his victim to him.
Entangle Attacks: A successful roll to strike ensnares the desired area of the body, typically the arm, upper torso, waist, leg or foot.
A subsequent successful roll to disarm means the lasso is jerked in such a way that it slips off the victim’s arm, but it takes whatever he was holding in that hand with it. 01-60% chance of knocking it to the ground 61-00% chance the item is lassoed and can be pulled into the attacker’s hand in two melee actions (three total attacks are used up; one to disarm and two to pull the item).
A subsequent successful roll to entangle means the attacker can incapacitate that limb/part of the body (usually by pulling the rope and the lassoed limb taut), making it impossible for the victim to use it. If an arm/hand, the victim must use his other arm and hand (at half his usual bonuses and -1 melee attack unless ambidextrous).
If it is the foot/leg that is lassoed and incapacitated (pulled tight), the victim runs/hops at half speed, cannot get away unless he can cut the rope, is -4 to dodge and roll with impact, and -1 to parry, disarm or pull punch. Using a second melee attack to jerk the lasso will knock the victim off his feet (losing initiative and one melee attack) and he can then be pulled/dragged by hand, horse or vehicle, or hog-tied (costs the attacker two additional melee attacks and unless the victim can roll a 17 or higher to dodge he succeeds without further incident. A roll of 17 or higher enables the victim to squirm and move in such a way to prevent being tied up and he can then engage his attacker in hand to hand combat.)
If it s the upper body that is lassoed, it pins one arm to his body rendering it useless. The victim must use his other hand at the penalties noted under an entangled arm. A second lasso around the upper body (counts as another melee attack) pins both arms, leaving the victim unable to use his arms and hands. Trying to run while the arms are pinned is awkward and difficult, reduce the victim’s speed by 20%, he is -2 to dodge and cannot parry. No damage is inflicted, but the victim is physically incapacitated. Moreover, the lassoes individual can be pulled off his feet and knocked down (losing initiative and one melee attack), and he can be quickly hog-tied by his attacker (counts as four melee attacks) or be dragged. Note: Only one target can be roped and pinned or hog-tied at a time.
Multiple Lassoes can also be used to snare each limb and “spread-eagle” the character. The victim is physically helpless in this position. Only spell magic or psionics or other special attack can be used when spread-eagle, arms pinned or completely hog-tied.
Strangle attack: Roping the neck can be used to prevent the victim from speaking and makes him barely able to breathe (-1 attack per melee). Tightening the rope (counts as one melee attack) cuts the air supply off completely and strangles the victim unless he can cut himself free or his attacker releases him by loosening and/or removing the lasso around his neck. Depending on how long the victim can go without air, the character may die. For most characters, dizziness occurs within two minutes (victim is -2 attacks per melee and -3 on all combat bonuses). Within four minutes the victim is rendered unconscious, unless he can hold his breath for an extraordinary long time. If still on his feet, reduce his attacks and combat bonuses by half again. Within 2 or 3 minutes the victim will lapse into a coma and die within another 1D4 minutes. Notes: A slow hanging kills the victim in half the time. A good character would never use a strangling attack to kill or hang, or stops short of causing coma and death. The strangling attack does NOT work on characters clad in power armor of Full Conversion Cyborgs, or robots. Against a supernatural being or creature of magic, the attacker must have greater Supernatural Strength than his victim.
Escaping a Lasso. Escape is possible if the victim is able to cut himself free (provided he has a blade weapon or claw), shoot himself free with a gun (first shooting the tow line and then pulling the lasso from around his neck; counts as two melee actions/attacks), or pull himself free if his P.S. is six points greater than his attacker.
Victims Cutting Free: It takes 1D4 melee actions to cut through an S.D.C. lasso with an S.D.C. knife, one action if an M.D. blade is used or the character had Robotic or Supernatural P.S. It is impossible, however, to draw a weapon and cut oneself loose if both arms are pinned or while being dragged. Of course, psionic or magical Telekinesis or Ectoplasm may be used to wield the blade or some other extraordinary measure may be applicable (eye beam, bionic finger blaster, etc.).
O.C.C. Note: W.P. Rope is only available to characters who can select Cowboy skills.
Bonuses: +1 to strike at levels 1, 4, 8, 12, and 15, when rope/lasso is used in combat or for boarding, and +1 to entangle and +1 to disarm. Rope cannot be used to parry. Note: Does not require the Roping skill to use as a weapon, but when the Cowboy and Saddle Tramp O.C.C.s do select both skills, they get an additional bonus of +2 to strike and +2 to disarm when using the lasso against humanoid opponents.
Gargoyle
GM, 8 posts
Fri 17 Feb 2012
at 09:54
  • msg #4

Domestic Skills

Domestic Skills

Note: Characters can attain professional quality by selecting the same Domestic skill twice. Add a onetime bonus of +10% and note that the end result is of superior quality.

Brewing: Basic. This is the making of fermented alcoholic beverages from grains or fruits and specifically includes wines, mead, ale, beer and moonshine, as well as common teas, coffee, lemonade and similar types of prepared drinks. Stronger types of 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 an undrinkable concoction). The second indicates the quality of the brew; lower the number rolled, the tastier the drink.  Base Skill: 25%/30%+5% per level of experience. Adds a +5% to Holistic Medicine if the skill is known.

Cook. Skilled in selecting, planning, and preparing meals. A cooking roll failure means that the food is not properly prepared. It is edible but tastes lousy (greasy, too spicy, sickeningly sweet, sour, burnt, leaves a bad aftertaste in mouth, etc.). Base Skill: 35%+5% per level of experience.

Dance. A practiced skill in the art of dancing, the character is especially smooth and graceful; a joy to dance with. Can learn new dance steps/moves much more quickly than somebody who cannot dance. Base Skill. 30%+5% per level of experience.

Fishing. The fundamentals methods and enjoyment of the relaxing sport of fishing. Areas of knowledge include the use of lures, bait, poles, hooks, lines, and the cleaning and preparation of fish for eating. Also includes a basic knowledge of freshwater fish, their habits, behavior, and what they taste like prepared for eating. Base Skill: 40%+5% per level of experience.

Gardening. This skill offers a basic understanding of plant care and aesthetic garden design as well as the ability to grow garden crops, and the skill to create beautiful, decorative gardens with flowers, plants, shrubs, trees, and decorative rocks that create a feeling of tranquility and harmony with nature. This skill can be practiced by anyone. Base Skill: 36%+4% per level of experience.

Housekeeping. Techniques and methods of cleaning clothes, bedding, bathrooms, floors, and surfaces, as well as knowledge of the types of cleansers, solvents, soaps, and materials for housekeeping. Professional maintenance personnel maids and hotel housekeepers will know additional “tricks of the trade” to make room look spotless, sparkling and inviting; everything in its place, folded properly and presented attractively. Base Skill. 35%+5% per level of experience.

Play Musical Instrument. The individual has learned to play a particular musical instrument with a fair amount of skill. The sound is generally pleasant (except when a bad roll is made). Note that each specific instrument requires a separate selection of this skill. For Example: A character who wants to play the guitar, violin, and harmonics must select the Play Musical Instrument skill three different times. Base Skill: 35%+5% per level of experience.

Recycle. Knowledge of  materials and scraps that have value when recycled, and methods of collecting, cleaning and storing recycled goods. Recycling typically includes paper, lumber, plastic, glass, aluminum (cans, etc), scrap metal, electrical wiring, circuit boards, and spare electronic and machine parts. Note: If the character also has Basic Mechanics (or a superior Mechanical skill) he can strip down a damages machine of its basic component parts and knows what to gather to make useful materials to repair an existing machine or build something new. Includes a very rudimentary understanding of metallurgy. Base Skill: 30%+5% per level of experience.

Sewing: The practiced skill with the needle and thread to mend clothing, do minor alterations, and layout, cut and sew simple patterns. This is not a tailoring ability, but can become tailoring if the player selects this skill twice.  Base Skill: 40%+5% per level of experience.

Sing. The simple ability to read music and carry a pleasant tune. Base Skill: 35%+5% per level of experience.

Wardrobe and Grooming: This skill represents a knowledge of clothing, make-up, hair style, perfume, walking, talking, and how one carries him or herself to create a particular “look” for himself. In short, this s how to dress to kill or make the right impression. Keeps eye on fashion and trends. Bonuses: +1 to the P.B. attribute when dressed to impress, as well as +2% bonus to the skills of Disguise, Impersonation, Performance, Undercover Ops and Seduction. Base Skill: 50%+4% per level of experience.
Assistant
player, 1 post
Tue 18 Oct 2016
at 19:59
  • msg #5

Electrical Skills

Electrical Skills

 Basic Electronics: This is a rudimentary understanding of the principles of electricity, simple circuits, wiring and so on. This character can do basic wiring, repair appliances, and read schematics as well as assist electrical engineers. The character can attempt to hot-wire a commercial or military vehicle but has a -20% skill penalty and it takes 1D4+2 melee rounds (45-90 seconds) to do so. Basic Skill: 30%+5% per level of experience.

  Computer Repair: Expert knowledge of the internal electronics and circuitry of computers and related devices (terminals, printers, modems, monitors, circuit boards, etc.) for the purpose of repair or sabotage. Figuring out the repair or sabotage procedure counts as one roll, and the actual repair or sabotage is faulty and does not work (try again). This skill automatically provides computer operation. Computer programming is a separate skill. Base Skill: 30%+5% per level of experience.

   Electrical Engineer: Knowledge of electricity and energy containment and delivery systems. The character can diagnose and locate electrical problems, repair complex electrical devices, wire entire buildings or vehicles, and build electrical equipment. The character can also attempt to bypass security systems, alarms, and surveillance systems, but at a penalty of -20% for simple systems and -50% for complex systems (reduce these penalties by half if the character also has the Surveillance skill). Requires: Mathematics: advanced and literacy. Note: there is a -30% penalty when working on alien or extremely unfamiliar electronics. The electrician may be able to puzzle out some of the basic aspects of such a device, and may be able to figure out how to operate the machine, but is unable to completely fathom how it works or how to repair it. Base Skill: 35%+5% per level of experience and takes 1D4 melee rounds (15-60 seconds) to do so.

   Electricity generation: Electricity is generated in a variety of ways: from sunlight, wind and hydro systems( using solar panels, windmills and water turbines) to batteries, combustion engines and generators. This skill gives the character the understanding of how and why these generation systems work and he is able to use, link, and repair such motors, turbines and generator systems, but not build them from scratch. Requires: Basic math and at least Basic Electronics and Basic Mechanics -30% skill penalty when working on protoculture or alien energy systems. Base skill: 50%+5% per level of experience.

   Protoculture Engineer: An expert in the theories and application of protoculture as an energy source as well as capable of the design, creation, repair, and maintenance of protoculture power generating systems, Reflex furnaces and the interfaces used to link protoculture power sources to weapons, mecha, devices, spacecraft and power grinds. Requires: Electrical engineering and mathematics: Advanced use. Base Skill: 35%+5% per level.

   Robot Electronics: A specialization in the area of micro-Circuitry, military engineering, robotics, advanced computers, artificial intelligence, power armor and bionic systems. Requires: Electrical Engeneering and Computer Programming. There is a -30% penalty when working on alien or extremely unfamiliar robot electronics. Base Skill: 30% +5% per level of experience.
This message was last edited by the player at 20:08, Tue 18 Oct 2016.
Assistant
player, 2 posts
Tue 18 Oct 2016
at 20:02
  • msg #6

Espionage Skills

Espionage Skills

 Computer Hacking:  This is a computer skill similar to computer programming (see Technical skills), however, the emphasis, of this skill is breaking computer access codes to gain illegal access to other computer systems and steal or sabotage bypassing defence systems, and breaking (“hacking”) codes; add a one-time bonus of+5% to the Cryptography, Surveillance, and Locksmith ( electronic and computer controlled locks only) skills if the character is a hacker. Requires: Literacy, Computer Operation, Computer Programming, and at least Basic Mathematics. Base Skill: 30%+5% per level of experience.

   Detect ambush: Training that develops an eye for spotting locations and terrains suitable for ambushes and being ambushed. It also provides rudimentary knowledge of guerilla tactics used by the enemy. The detect ambush skill gives its user the ability to spot potential ambush sites based on terrain and possible modes of attack. It is not specific enough to detect individuals prowling. Base Skill: 30%+5% per level of experience.

   Detect Concealment: This skill enables the individual to spot and recognize camouflage, hunting blinds, trip wires, concealed structures/buildings and vehicles, secret doors and compartments, as well as confers the ability to construct unobtrusive shelters, use camouflage and blend into the environment. The Detect Concealment skill is specifically designed to help a character to spot things that are deliberately hidden. For spotting “normal” things, the character can use the rules of perception rolls Base Skill: 25%+5% per level of experience Bonus: +5% to the camouflage skill.

   Disguise: The character knows how to apply make-up, wigs, skin putty, dyes and other special effects in order to alter his appearance or that of somebody else. Base skill: 25%+5% per level experience. Bonuses: +5% to the Undercover Ops and Impersonation skills.

   Escape Artist: The methods, principles, and tricks of escape artists. The character can try slipping out of handcuffs, ropes, straight jackets, etc., using techniques that include hand positioning, tensing and relaxing muscles, keeping hand and wrist joints flexible, popping joints in and out, the study of knots, and one or more hidden lock picking tools concealed on his body. Note: Pick Locks is a separate and distinct skill. Base Skill: 30%+5% per level of experience Bonus: +5% to the Pick Locks skill.

   Forgery: The techniques of making false copies of official documents, signatures, passports, I.D. cards, and other printed material. The forger must have an original or photocopy to work from in order to make an accurate copy. Skilled forgers can recognize other counterfeits, but with a skill penalty of-10% Base Skill: 20% +5% per level of experience; +10% if the Art skill is also know to the forger.

   Impersonation: This skill enables a character to impersonate another person or general type of person (soldier, worker, etc.). This means he must have a rudimentary (if not comprehensive) knowledge of the person or general type of personnel that he plans to impersonate. This includes a knowledge of that person or type of person or job, work procedure or protocol, local laws and customs, individual habits, dress/uniform/ lifestyle, hierarchy of command/ leadership, rank, and speaking the proper language(s). Base skill: 30% to impersonate a general type of personnel and 16% to impersonate a specific individual (which may require weeks of study and special disguise), +4% per level of experience Bonus: +10% to Undercover Ops skill.

   The success of one’s impersonation/disguise can only be determined after exposing oneself to those whom you wish to trick.

   The successful impersonation requires the player to roll under his characters Impersonation skill for each of his first THREE encounters. Afterward, the character must roll under his skill for each encounter with an officer, high ranking official or any close friend or close family member who knows the person he is impersonating. If interrogated/questioned, he must successfully roll after every three questions or be revealed as an imposter. A failed roll means his impersonation has failed and he may be in immediate danger.

   Intelligence: Specific training in the practices and principles of recognizing and analyzing sources of information about the enemy, observation techniques, counter-intelligence measures and proper procedure. This includes the practical assessment of sights and sounds, estimation of distance from strategic positions, what to report, handling prisoners of war, and handling captured documents and equipment (tagging and reporting to group leaders or proper authorities). This means the character will be able to accurately estimate ranges, the number of enemies, direction and purpose, and assess the importance of specific information.

   Another area of training made available to intelligence is the identification of enemy troops, officers, and foreign advisors. This means the character learns the many distinguishing ranks and marks that identify specific military units, special forces, groups, and leaders of the enemy. Such identification can pin-point and confirm enemy operations, goals, and movement, as well as confirm outside intervention/aid. Law enforcement uses the same fundamentals when dealing with gangs, terrorists, and known criminals and criminal organizations.

   Further intelligence training includes a working knowledge of indigenous guerilla warfare, enemy practices, appearance, and current activities. This enables the intelligence officer to recognize suspicious activity as guerilla actions and identify guerilla operatives. For example: In a combat situation, a particular booby trap, or weapon or mode of operation may be indicative of guerilla activity in the area. It may be up to the character to confirm the existence of the enemy and their strengths, number, and location. Likewise, when dealing with alien creatures, and their particular habits (the way it kills its prey, what it eats, where it lives, etc.) might indicate what the creature is, and once that is known, the character will know how it operates, if it is a lone predator or gathers in packs, etc., and the level of danger it represents to him, his team and others.

   Note: A failed roll in any of the areas of intelligence means that the evidence is inconclusive, or that the character has incorrectly assessed the information or situation, and is uncertain what it all means, a failed roll involving individual clues may mean the character has dismissed clues and information as being meaningless (G.M.s, use your discretion) Base skill: 32%+4% per level of experience.

   Interrogation: Training in the questioning of prisoners, informers, spies and witnesses, and the assessment of the information they provide. Knows techniques to get information from (typically unwilling) subjects, including such old methods as “good cop, bad cop” (one interrogator is threatening and intimidating, the other is sympathetic and friendly) deceiving and misleading the subject into giving away information, threats, antagonism, and similar methods. The character can also judge if the subject is lying (the game master might assess bonuses and penalties depending on how good a liar the subject is, and/or on  the victims M.E., M.A. and P.B. attributes; the higher any or each of these, the more convincing the lies). Also includes some basic methods of torture, like depriving the subject of sleep to old “medieval” instruments and modern drugs. Note: Only evil characters will routinely or callously engage in torture. This skill may NOT work as well on alien beings, particularly those impervious to pain or who have strong mental endurance. Base Skill: 30% +5% per level of experience -20% on aliens.

   Pick Locks: the methods and tools for picking/opening key and basic tumbler type locks. This does not include sophisticated computer or electronic locks. It takes 1D6 melee rounds for each attempt to pick a lock. A failed roll means the lock holds; try again. Base Skill: 30%+5% per level experience.

   Pick Pockets: An ability to remove items from a person without their being aware of it. If a pick pocket attempt fails, the item has NOT been removed and there is a 01-67% likelihood that the victim recognized the intent of the action. Base Skill: 25%+5% per level of experience.

   Sniper: This skill represents special training in long-range shooting and marksmanship. Only weapons that can be made to fire a single bullet/round or blast can be used for sniping; no automatic burst firing. Acceptable weapons include bow and arrows, crossbows, bolt-action rifles, and energy rifles capable of switching from bursts or pulse attacks to a single shot. Bonus: +2 strike on a Called Shot or carefully aimed shot only.

  Tailing: The practiced ability to follow someone without their knowledge. Includes basic stakeout procedures. A failed tailing roll indicates that the character being “tailed” has noticed he is being followed and may take evasive action to lose the “tail,” or confront or attack his pursuer(unless the tail makes  a run for it). Either way, the subject of the “tail” is likely to escape being followed any further. Bonus: +5% to the tailing skill if the character also has prowl. Note: Tailing is also part of the surveillance skill. Base skill: 30%+5% per level of experience.

   Tracking (people): Visual tracking is the identification of tracks and following the paths of men, aliens, cyborgs, robots, and animals by the signs they leave on the ground and vegetation. Tracking is a precise art, requiring much practice. The skill includes the evaluation of tracks, indicating whether the subject being tracked is loaded down with equipment, running, moving slowly (by measuring the space between steps), and so on. By this means, the tracker can estimate the subject’s rate of movement, apparent direction, the number of people/robots in the party, and whether the person or machine appears to know he is being followed. Depending on the shape of the beings feet and footwear, the tracker may also be able to determine the subject’s race or species and whether it is an adult or juvenile. Other methods of tracking include recognizing telltale signs such as blood and other stains, broken or displaced vegetation, overturned rocks, litter (such as cigarette butts, food wrappers, soiled bandages, campfire remains, etc.), and even odors carried by the wind. Likewise, the tire tracks of vehicles and the footprints from mecha can reveal the size and type  of vehicle, the weight of its load, and sometimes, even its make and year. Note: Includes humans, humanoids, aliens, and robots. Tracking requires focus, concentration, and time to examine the trail. It will require at least one full melee round (15 seconds) of observation to pick up a trail and cannot be used in the midst of combat where the character is distracted with staying out of the line of fire, finding cover and staying others. Counter Tracking techniques are also known, and include covering ones trail, misdirection, parallel trails, avoiding obvious pitfalls like littering and others.
   A failed Tracking roll means that the signs are inconclusive, vague or misleading. Additional signs must be found to verify or clarify (roll again). Three consecutive failed rolls means the tracker has completely lost the trail. Roll every 40 yards/meters when following a trail, unless it is very obvious, like that made by a caravan of wagons, a giant robot or company of soldiers (30 or more troops). Characters attempting to follow a skilled tracker who is deliberately trying to conceal his trail suffer a penalty of -25% to stay on him. However, the character engaged in counter-tracking techniques travels at slow speeds, about half that of a casual rate of speed or 25% his maximum speed.

   Base Skill (Tracking): 25%+5% per level of experience for both the tracking and counter- tracking abilities. A character trained in tracking humans may attempt to track animals, but does so at half his normal skill ability.

   Undercover Ops: Training in undercover operations in which the character learns the methods and techniques of blending smoothly into the background and appearing as if he belongs there (just another unmemorable face in the crowd or one of the guys),  as well as assuming a false identity and playing a “role” to track , spy upon or gather information or evidence. Note: This skill is typically reserved for law enforcement, espionage agents, mercenaries, con artists and other criminal types. Base Skill: 30% +5% per level of experience.

   Wilderness Survival: Techniques for getting water, food, shelter, and help when stranded in wilderness regions: forests, deserts, mountains, etc. characters without this skill will not be able to stay healthy for more than a few days in the wilderness after their supplies run out. Base Skills: 30%+5% per level of experience.
This message was last edited by the player at 20:17, Tue 18 Oct 2016.
Assistant
player, 4 posts
Wed 2 Nov 2016
at 05:12
  • msg #7

Horsemanship Skills

Horsemanship
In the devastated and mutated land of rifts earth, the horse has become a popular means of transportation and beast of burden. For adventurers, a horse may also be a friend and companion.

There are six main types of horseback riding skills, and each Horsemanship skill indicates a certain degree of training and expertise in riding and handling horses. The skill includes the basic principles of riding, the care and feeding of the animal, recognizing breed and quality, proper gear, work methods, riding, charging, and jumping. Unless stated otherwise, however, a character can only select Horsemanship: General and or Exotic Animals. The higher the skill percentage, the better the skill and ability.

The first percentile number indicates the character’s general level of expertise in the riding and care of horses. It is used whenever the character tried to determine breed and quality, as well as care, feeding and grooming. Roll under the skill percentile number to succeed at the proper care or assessment of the animal.

Recognize Breed & Quality: The first percentile number indicates the success ratio of accurately determining the breed, age, health, and general attributes/capabilities of the animal (racehorse, workhorse, warhorse, etc.) as well as assessing its strength, speed, and market value.

Breed Horses: The first percentile number indicates the level of knowledge and ability to raise, break, train and breed horses. It includes shoeing horses, giving birth, and curing minor ailments and injuries.

Hitch & Wagon: The character also knows how to hitch, drive and use horses, mules, oxen and similar animals as a team to pull a wagon, plow, work a field, etc., and can make simple repairs to a wagon such as replace a thrown wheel, rethread a hitch, etc. Roll under first percentile number.

The second percentile number is used when performing any special jumps, tricks and stunts with or on the animal. To avoid being thrown from the horse when jumping, charging, kicking or performing some other difficult maneuver or trick, the character must roll under his second percentage to remain in the saddle and in control of his animal.

Jumping, Tricks, and Combat: Roll under the second percentile number to see if the rider has managed to stay in the saddle and NOT get thrown from the horse when he has it jump, charge, dodge, kick, or perform some other difficult maneuver or trick. Damage from being thrown off a horse is 1D6 S.D.C., plus the rider loses initiative and two melee attacks/actions.

Controlling a Paniked, Scared or Angry Horse: Roll under the second percentile number first, to remain seated and, second, to regain control over a spooked animal. A horse’s instinctive fear response is to run. That’s what a horse is made to do, they are hardwired to run from danger. Not just run, but race at top speed to get away. A scared horse can run for 2D6 minutes and cover 1D4 miles before it starts to relax, feel safe and respond to the rider. The rider can try rolling under the second percentile once every two melee rounds (30 seconds) to try to seize control of the panicked animal. The horse may still be scared and jittery, but it will obey.

An angry or completely panicked horse doesn’t want to be ridden and will first rear up and try to throw its rider (roll under second percentile number with a -15% penalty to remain in the saddle) and then race off bucking (again, trying to throw the rider) or racing through trees and dodging under low-hanging branches in an attempt to knock the rider off its back-roll under the second percentile number a second time to remain in the saddle during the bucking and dodging of branches, and then a third time to see if the rider has successfully quieted the animal and restored command and control over it. A failed roll means the animal is still out of control and trying to unseat the rider, repeat the procedure as noted above (roll to remain saddled, roll to avoid being thrown, and roll to regain command). Getting thrown does 1D6 S.D.C. damage and the rider loses initiative and two melee attacks/actions.

Racing: The second percentile number also indicates the success ratio of maintaining control and getting maximum speed while racing at full gallop. A failed roll means the horse runs quickly, but 1D10% under its maximum speed. A successful roll means the rider can coak that little extra spirit and speed out of the animal to get it to run at full speed, and, once every four minutes, the rider can get the horse to kick into overdrive and run 2D10% faster than its normal maximum. However, this speed can only be maintained for one minute at a time and cannot be done more than three times in a 30 minute period. Maximum running speed can be maintained for a period of minutes equal to the horse’s P.E. attribute (a P.E. of 12 means 12 minutes). Pushing the horse beyond its endurance will cause it to slow down to 30% below maximum running speed and if forced to maintain that (albeit reduced) full speed for more than another 1D6+4 minutes, it will collapse from exhaustion. An exhausted horse requires at least a half hour of rest (walking around and grazing) and an hour of walking or slow trotting (not faster than 25% of its max) before it can again run at maximum speed or beyond.

Combat Bonuses for the Rider: The Horsemanship combat bonuses are in addition to other combat bonuses the rider may have from attributes, O.C.C., Hand to Hand Combat, W.P.s and other skills. The rider gains a combat advantage from the height, leverage and speed of being on horseback. Each specific Horsemanship skill has a different set of combat bonuses reflecting the training of the rider.

General Stats and Notes about Horses:
Attribute Notes: Horses have a fairly high animal intelligence, roughly equal to that of a dog, and can generally carry or pull 500 pounds. A warhorse can carry about 600 pounds but pull up to five tons, and a pair of workhorses can pull up to 15 tons (but speed is a maximum of 15 mph).

Speed: Workhorses, Mules & Donkeys: Spd 22 or 15 mph. Ponies: Spd 39 +3D4 or approx. 25-30 mph. Riding Horse: Spd 48+ 1D6 or approx.. 35 mph. Draft or Warhorse: Spd 48+1D4 or approx.. 35 mph. Racehorse: Spd 57+1D6 or approximately 40 mph with a short burst (1D4 minutes long) of up to 50 mph, but cannot handle the hardships of the wilderness (reduce H.P. & S.D.C. by 20% for every month forced to function in the wilderness or as a workhorse).

Average P.P.E.: 5D6; sensitive to supernatural, ley lines and strong magic.

Average Life Span: 7-9 years as a work or strong riding animal, after which the horse is worn out (reduced H.P, S.D.C. and Sped by one third), but can continue to be used for light work, light to medium riding and/or put out to stud for several years to follow; total average life spane of 12-15 years.

Hit Points & S.D.C.: The typical riding and race horse has 4D6+6  hit points and 5D6+12 S.D.C Warhorse has 5D6+10 H.P and 6D6+16 S.D.C. Workhorses and Mules: 4D6+10 H.P. and 4D6+20 S.D.C. Pony and Donkey 4D6 H.P and 2D6+12 S.D.C.

Horse Attacks per Melee Round: 2 or 3. Only riders with some kind of Horsemanship skill are able to remain saddled while they attack with a weapon and have their horse rear up to kick or stomp in a simultaneous attack (roll under second persentile number).

Damage from Horse Attacks: The exact damage from a horses kick  will vary with the size and breed of the animal; generally 2D6 S.D.C. from the front legss and 4D6 from the rear legs; +6 damage from warhorses.

Cost: Donkey: 600-1000 credits. Mule: 800-2000 credits. Workhorse: 100-2200 credits. Ponies: 800-2000 credits. Riding Horse: 2000-4000 credits. Warhorse: 30000-6000 credits untrained; 15,000-30,000 credits for a trained animal. Racehorse (for sport&gambling):20,000-300,000 creddits.

Horsemanship:General: basic riding skill, not trained for combat. All basic skills as noted above. Base Skill: 40%/20% +4% per level of experience.

Combat: All bonuses are in addition to other combat skills, weapon proficiencies, or attribute bonuses. Applies to the rider, not the horse.
+1 to parry or dodge while on horseback.
Inflicts an additional +1D4 S.D.C. damage whenon horseback from kicks and melee weapons.
Charge attack(running horse) with a pole-arm or spear: +1D6 damage (S.D.C> or M.D. depending on whether the weapon does Mega-Damage or not). The attacker must roll under the second percentile number to avoid being dismounted upon impact. Charge attacks count as two melee/attacks.
Horse attack is possible (no bonus).

Horsemanship: Cowboy: Not available to most O.C.C.s The American Cowboy is, arguably, the most skilled and versatile horseman in the world, especially when riding is combined with skills such as Roping and Herding as part of the cowboy’s repertoire of horsemanship related skills (see Cowboy Skilss for details), skills not usually available to other horsemen like knights. Only Cossack is on par with a cowboy. Base Skill: 66%/50% +3% per level of experience.

Combat: All bonuses are in addition to other combat skills, weapon proficiencies, or attributs bonuses. Applies to the rider, not the horse.
+1 on initiative when on horseback at levels 2, 5, 10 &15.
+2 to roll with fall or impact when knocked from horse.
+2 to parry, dodge and rope/ensnare/entangle while on horseback.
Inflicts +1D4 S.D.C. or M.D. when on horseback, depending on the weapon (M.D. weapons like Vibro-blades get the M.D. bonus; not applicable to ranged weapons like rifles and blasters).
Charge attack (running horse) with a pole-arm or spear: +2D6 S.D.C. damage or +1D6 M.D. if a Mega-Damage weapon. The attacker must roll under the second percentile number to avoid being dismounted on impact. Charge attacks count as two melee actions/attacks.
Horse attack is possible +4 for horse strike.

Horsemanship: Cossack(Russia):  All the basic skills previously noted. Base Skill: 55%45% +5% per level of experience. Exclusive to the Cossack O.C.C. in World Book 17: Warloards of Russia.

Combat: All bonuses are in addition to other combat skills, Weapon Proficiencies, or attribute bonuses. They applu to the rider, not the horse. The rider gains a combat advantage from the height and speed of being mounted.
+1 on initiative when on horseback at levels 1, 4, 8, 12 & 15.
+2 to roll with fall or impact when knocked from a horse.
+2 to parry or doddge while on horseback.
Inflicts +6 S.D.C. or M.D. when on horseback, depending on the weapon (M.D. weapons like Vibro-Blades get the M.D. bonus; not applicable to ranged weapons like rifles and blasters).
Charge attack (running horse0 with a pole-arm or spear: +2D6 S.D.C. damage or +1D6 M.D. if a Mega-Damage weapon. The attacker must roll under the second percentils number to avoid being dismounted. Charge attacks count as melee actions/attacks.
Horse attack is possible, +3 for horse to strike.

Horsemanship:Cyber-Knight: Exclusive to the Cyber-Knight O.C.C. Base Skill: 70%/50% +3% per level of experience.

Combat: All bonuses are in addition to other combat skills, Weapon Proficiencies, or attribute bonuses. Applies to the rider, not horse.
+1 to initiative when on horseback at levels 1, 5, 9,& 14.
+2 to roll with fall or impact when knocked from a horse.
+2 to parry or dodge while on horseback.
Inflicts +6 S.D.C. or M.D. when on horseback, depending on the weapon( M.D> weapons like Vibro-Blades get the M.D. bonus; not applicable to ranged weapons)
Charge attack(running horse) with a lance, pole-arm or spear: +3D6 S.D.C. damage or +2D6 M.D. if a Mega-Damage weapon. The attacker must roll under the second percentile number to avoid being dismounted. Charge attacks count as two melee actions/attacks.
Horse attack is possible, +2 for horse to strike.

Horsemanship:Skilled Equestrians or Knight (other than the Cyber0Knight). All basic skills as previously noted. Base Skill: 40%/30%+5% per level of experience.

Combat: All bonuses are in addition to other combat skills, Weapon Proficiencies, or attribute bonuses, they apply to the rider, not the horse.
+1 on initiative when on horseback.
+1 to roll with fall or impact when knocked from a horse.
+2 to parry or dodge while on horseback.
Inflicts +1D6 to damage when on horseback, depending on the weapon (M.D weapons like Vibro-Blades get the M.D. bonus; not applicable to ranged weapons like rifles and blasters).
Charge attack (running horse) with a lance, pole-arm or spear: +2D6 S.D.C. damage or +1D6 M.D. if a Mega-Damage weapon. The attacker must roll under the second percentile number to avoid being dismounted. Charge attacks count as two melee actions/attacks.
Horse attack is possible, +1 for the horse to strike.

Horsemanship: Exotic Animals: Basicly the same as the general Horsemanship skill, including care, grooming and breeding except the character is experienced in riding tame animals other than the horse. “Exotic Animals” can include elephants, camals, lamas,the Pegasus, gryphons, dinosaurs, giant insects, and other monstrous beasts trained (or willing) to be ridden. Wild, untamed creatures cannot be ridden, except by simvan and select other characters with special animal skills or powers. Base Skill: 30%/20% +5% per skill level of experience Note: Characters with any “Horsemanship” skill can quickly figure out how to ride exotic animals and alien riding beasts, but at a skill penalty of -12% to ride ground/running animals ans -20% to ride flying animals or tree climbing and leaping animals. Similarly, beings from other dimensions not familiar with riding the fast and sleek earth horse are -10% to ride them. Penalty applies to the second percentile number for tricks, stunts, jumps, racing and maintain control; the horseman knows nothing about judging quality nor the care or grooming of exotic animals.
Assistant
player, 5 posts
Wed 2 Nov 2016
at 08:46
  • msg #8

Mechanical Skills

Mechanical Skills

Note: A character with any Mecanical skill can try to make field repairs within the capabilities of his skill ( unjam a weapon, change a tire, fix an engine, et.), provided he has the necessary time, materials and tools. Extensive repairs or modifications are not possible in the field because they need a machine shop/garage, heavy quipment, spare parts, and a full crew of workers to accomplish.

Skill Penalties for Field Repairs: Simple: -5%, Moderate: -10% to -15%, Difficult/Serious: -20% to -40%. Extensive: not possible, take back to base camp garage. Chartacters who fail their roll cannot make the repair no matter how simple it may be (having a bad day, not performing well under pressure, etc.): try again.

Aircraft Mechanics: The understanding of aerodynamics and the training to repair, rebuild, modify and redesign conventional aircraft, including propeller types, jets, helicopters, hovercycles, rocket bikes, and hovercraft. Work on military aircraft is limited to body work unless the character also has the Weapon Systems skill. Experimental aircraft and spacecraft are not included. Working on the wings and flight systems of power armour and robots is very different from true aircraft and suffers a -40% skill penalty. However, the character can assist an engineer or robotics specialist by following his instructions with only a -15% skill penalty. Base Skill: 25% +5% per level of experience.

Automotive Mechanics: The ability to repair, rebuild, modify and redesign conventional vehicles with internal combustion (gas) engines. It also includes body work, turbine engines, methanol, ethanol and diesel truck engines. Working on hover jet systems for ground vehicles is possible but at a -20% skill penalty; -40% working on reactor engines and advanced power supplies. Base Skill: 25% +5% per level of experience.

Bioware Mechanics:,/b> “Bioware” is cybernetics. A character with this skill can identify, service and repair all cybernetic and bionic systems, from the simplest data plug to the most sophisticated of artificial eyes. This, however, is limited to the actual machine and electronics of cybernetics, not designing or building bionic components (unless part of a kit to be assembled). Nor does the skill apply to living bio-systems, like artificial skin, organic eyes, and internal organs.

A Bioware Mechanic can fix a cybernetic or bionic machine part – hand, arm, leg, mechanical implant, weapon – but cannot install it or attach it to a living body unless he has the cyber-doc skill Base Skill: 30% +5% per level of experience. -20% when working with sophisticated bionic systems including bionic weaponry or alien cybernetic units. <b>Requires:
Mechanical Engineering and Basic Math skills.

Locksmith: The study of lock designs and the ability to repair,  rebuild, modify and open locks. The methods, techniques, and tools of lock picking include the old-style key and tumbler, combination, and modern electrical locking systems. Time Requirements: 1D4 melees to open an antiquated key type lock or simple tumbler/combination type, 1D4 minutes to open an elaborate tumbler type, 2D4 minutes to open a  simple electronic lock (usually by patching in a bypass system) and 1D4 hours to break a complex, state of the art electronic lock system such as those used by militaries and governments, will require 3D4 hours and a skill penalty of -20%.
If an unsuccessful skill roll is made , the lock is not opened and the process must be repeated. If an attempt to open an electronic lock fails, roll again. A second failed roll means that the lock is irreparably damaged and can not be opened! Base Skill: 25% +5% per level of experience. Requires:,/b> At least the Basic Electronics skill (but such minimal skill imposes a -10% penalty when working on complex or high-tech locks) or Electrical Engineer (+5% bonus).

<b>Mechanical Engineer:
Training, understanding and knowledge of how machinery is designed, operated, built, and maintained. Characters can attempt to redesign, modify, repair, construct, or sabotage mechanical devices (includes fusion driven turbines and advanced power supplies). The player must first roll to see if his character can figure out how to operate, analyze and design the machine. First, a successful diagnostic roll must be made. Roll again to determine whether the character can fix/change/build the required mechanism, and roll again to see if the repair, modification or construction was properly done/made and the machine works. Base Skill: 25% +5% per level of experience. Requires: Basic or Advanced Mathematics, Basic Electronics and Literacy. Special Bonus: Add a one-time bonus of +5% to the locksmith and Surveillance Systems skills if Mechanical Engineering is known. There is a -30% penalty when working on alien or extreamly unfamiliar mechanics. The mechanic may be able to puzzle out some of the basic aspects of an alien or magical device, and may be able to figure out how to operate the machine, but will not be able to completely fathom how it works or how to repair it.

Robot Mechanics: This is the specific study of advanced mechanics as it applies to robotics. Those trained in this discipline can repair, modify, build, and sabotage robots, including industrial robot machines, power armor, military drones and robot vehicles. There is a -30% penalty when working with alien robots, advanced, experimental and military robots and ‘bots with magic components. Base Skill: 20% +5% per level of experience. Requires: Mechanical Engineer, Electriacal Engineer, and at least Basic Mathematics.

Vehicle Armorer: A specialized skill in which the character can do more than just tinker with the mechanics of a vehicle.

Extra Armor: Replace S.D>C. body with M.D.C. body or add more M.D.C to M.D.C. armor at 12 M.D.C. per level of experience to military/combat vehicles, full-sized vans and large trucks; 5 M.D.C. per level of commercial (non-combat) vehicles. Add a ram prow (does an extra 2D6 M.D. damage on ram attacks, plus 1D6 M.D> for every 40 mph of speed; ram prow has 1D4x10 M.D.C. +7 M.D.C. per level of experience). Reduce speed by 5% for every extra 24 M.D.C> of armor on military vehicles or every 10 M.D.C. added to commercial vehicles. Reduce speed 10% for ram prow.

Custom Body Modifications: Repaint, modify, or completely reconfigure the body of a vehicle to change or disguise its original appearance, or to make it look innocent, old, new, scary, or sleek. Can turn the interior into a sealed, environmental compartment and /or add a reinforced pilot or crew compartment (1D4x10 M.D.C., +5M.D.C. per level of experience) inside the vehicle, move the location of the engine and /or gas tank, add an extra gas tank, soup-up with heavy-duty shock absorbers (in effect adds 10 M.D.C. to reinforced pilot or crew compartment) extend and shorten wheelbases, and similar changes.

Replace S.D.C. components and parts with M.D.C. equivalents. May include such things as adding handgrips 91D4 M.D.C. Each) and railings (1D6+3 M.D.C. each) extra (or fewer) headlights (1D4 M.D.C.) adding a spotlight (small; 1D6 M.D.C.) or searchlight (medium to large; 2D4+4 M.D.C. or 2D6+6 M.D.C.) remove doors and replace them with locking hatches (1D6x10 M.D.C. +5 M.D.C. per level of experience) change windows to slits with armored glass (1D6+6 M.D.) add a roof mounted turret (with 1D4x10+15 M.D.C.) add or repair weapon mounts for heavy vehicle-mounted weapons (rail guns, machine-guns, mini-missile launchers, heavy lasers, flame-throwers, etc.) but cannot hook up weapon or ammo drum or modify the actual weapons unless he also has the Weapon Systems skill.

The Vehicle Armorer can also drive/operate military vehicles and trucks at the base skill for that vehicle type.

Note: All of the above is illegal in the coalition states and some other kingdoms and communities 9park your vehicle on the outskirts of town), and perfectly legal at others, especially those that cater to mercenaries (Kingsdale, MercTown, Arzno, etc.) Acquiring military grade weapons, ammo, parts, and vehicles can also be a challenge and may be half the adventure (see the Find Contraband skill) Basic Skill: 30%+5% per level of experience. Note: Automatically gets the basic mechanics skill at +20% as part of this skill. Taking this skill in conjunction with the Automotive Mechanics provides a +10% bonus to the automotive skill. This skill is usually reserved for the military Technical Officer O.C.C. (engineers and Mechanics) and Operator O.C.C. (probably working for the Black market, weapon manufacturers like Northern Gun, military contractors or somebody’s military).

Weapons Engineer: The complete understanding of military class weapon systems, cannons, recoilless rifles, launch systems, missiles, rockets, heavy energy weapons, and their incorporation into military vehicles. The character can handle, maintain, repair, unjam, clean, modify, mount, and figure out most weapon systems and power supplies, and recharge batteries and E-Clips. He can repair an assault rifle, handle heavy weapons and install a missile system into a vehicle or a suitcase launcher. The engineer can also add and repair armor and is an expert welder Base Skill: 25% +5% per level of experience Requires: Mechanical Engineering Bonus: +1 to strike when using heavy weapons or vehicular weapon systems. Note: -30% when working on alien or experimental weapon systems or vehicles. This skill is usually reserved for Operators, military engineers and military contractors.
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