Written by: Arvind Knudsen.
Original HTML conversion: Robert J. Trotter [good work on the tables! - Arvind]
HTML retouch: Arvind Knudsen

COPYRIGHT NOTE:

RIFTS® IS © 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.

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Creating the Character

Creating a character in Rifts is a straight-forward process as described in the Rifts main book. Little has been changed regarding the creation process, except some random tables have been added for those who want to quickly get some background on their character.

Step 1: The character

Select the RCC of the character

At this point the GM must set down ground rules. The GM must decide if he/she wants the adventure to be a gory blood-shed, an intriguing covert story etc. When it comes to the more battle-oriented campaigns/adventures, I would generally allow any RCC that players may choose.
 
NB: When it comes to optional RCCs or RCCs of great power (demigod / godling / cosmo-knights etc.) the GM has the absolute final say.
 

Rolling attributes

In a measure to keep the level of the players at a reasonable level, I use a three count rule. Each player may roll three columns of attributes (three complete sets of attributes, not complete characters with HP etc.) and select one column for his/her character. Note that all results within 4 points of max for that race get 1D6 bonus.

At this point the GM may opt to disallow the player to look at the OCCs. This will in effect hinder the player to select the column that gives him/her enough points to select that OCC.

Another rule that may be of interest is to restrict the number of attributes above a set number (f. ex. not more than 3 attributes above 19 are allowed). This will ensure that the characters are more equal to the general population.

If the attributes are particularly low, penalties are adviceable.
 
Attribute 1 2 3 4 5 6 7 Applies to
IQ -9% -8% -7% -6% -5% -4% -3% To all skills
ME -5 -4 -4 -3 -3 -2 -1 Psionics / Insanity
MA -50% -43% -36% -29% -23% -15% -9% Befriend / Intimidate
PS -9 -8 -7 -6 -5 -4 -3 To damage
PP -5 -5 -4 -4 -3 -2 -1 To strike / parry / dodge
PE -16% -14% -12% -10% -8% -6% -4% Coma / Death
-5 -5 -4 -4 -3 -2 -1 Magic / Poisons
PB 17% 15% 13% 10% 9% 7% 3% Chance of being attacked
 
 
 

Determine mutation/no-mutation

I've found that through the 6 years of playing Rifts, only once has the player ever used the mutation option. When considering that how a person is born (with maybe physical deformation/handicap) is outside of that persons control, a players characters "appearance" aught to be approximately the same.
 
Roll Effect
01 - 08 Roll twice on the random mutation table
09 - 15 Roll once on the random mutation table
16 - 00 No mutation
 

Step 2: Psychological

Determining Alignment

Alignments are generally formed during the characters adolescence. Determining the alignment now will simulate the kind of childhood the character has had. The character can freely select the alignment as long as it doesn't conflict with the RCC.

Step 3: Psychic

Determine Psychic potentials

Here the main book is as good as any other. Unless the RCC specifies that it cannot have psionics or that it has psionics, the player should roll on the table. If psionics is not desired, jump over this step.
 
Roll Effect
01 - 09  Major Psionics
10 - 25 Minor Psionics
26 - 00 No psionic powers
 

For a description of what the powers mean, look to page 12 in the Rifts RPG main book.

Step 4: The OCC

Selecting the OCC

The first step to consider is the RCC. Some RCCs don't have the possibility to select OCCs (dragons etc.) while others have a list of OCCs that can be selected (generally only humans can have CS education/training).

The second step is to check if the character has high enough attribute levels to be what he wants. In many cases, when the player isn't that familiar with the different OCCs, he/she may find that the character can't be what they wanted it to be. This is only another aspect that gives more background to the character.

Step 5: OCC calculation

Calculating the OCC

At this point there are a couple of things that have to be taken into account.
  1. Some RCCs automatically give skills. These skills are to be noted RCC. If the same skill is given by the O.C.C. Skills then just add 10% to that level.
  2. Major Psionic powers limit the characters skills in a certain way (refer to step 3). Be careful to take this into consideration during skill calculation.
  3. Remember the IQ skill bonus. This bonus applies to all selected skills, not all skills (a player tried arguing that he had computer hacking at 6% because of his IQ bonus. This is not the case!)
  4. The absolute skill limit is 98%.
From here there are two ways to proceed. You can either follow the main book regarding skill distribution or you may opt to use Edward Pauls excellent, although time consuming, skill selection system.

Skill the usual way

Selecting / adding up on skills in the usual way is quite straight forwards and isn't representative of what kind of skills the character has been training on.

OCC skills

OCC skills are part of the formal training the character gets. These are obligatory subjects that must be had in order to become that OCC. This list refers to specific skills, not categories. Often a bonus in a parenthesis is added behind the skill, indicating that the characters start level in that skill is equal to the base skill level + the number in parenthesis. So at first level, a CS grunt would have Radio: Basic (+10%) at 45% + 10% = 55%. Note the skills with OCC, since OCC skills are of a higher quality than related (Rel) and secondary (Sec) skills.

OCC related skills

OCC related skills are the next to be selected. OCC related skills represent courses that the character had to take while studying to become the OCC. Smart players will only select skills from categories in which they get bonuses, using the other and secondary skills for physical / WP skills and skills in which they don't get any bonus. The skill bonus written in the parenthesis is applied only during character creation (when the character is at level 1!) and not at every level.

OCC related skills available are denoted in categories marked with all, only or none. This limit of skill selection is present only during character generation. The number of related skills is written in the text.

Note related skills as Rel, indicating a level of knowledge generally better/higher than a self-leaned person.
 
NB: additional skills gained at other levels (f. ex. select 2 skills at level 3, 5 and 6....) are treated as other skills and not related skills. The reason being that related skills are tutored skills, gained through intensive study/participating in lectures etc.
 

Secondary skills

Secondary skills are hobbies and things learned without any formal training. Secondary skills are only available at first level and indicate hobbies the character has had in the past before finishing his/her tuition.

Secondary skills are not restricted in the same way as related skills. They are however restricted by the following table:
 
Category Selectable skills
Communications Radio basic, cryptography, laser, TV/Video
Domestic All
Electrical Basic Electronics
Espionage Detect ambush, detect concealment, escape artist, pick locks, pick pockets, wilderness survival
Mechanical Automotive mechanics, basic mechanics
Medical First aid, paramedic, holistic medicine
Military None
Physical HTH, athletics, body building, boxing, climbing, prowl, running, swimming, wrestling.
Pilot Skills Automobile, Boat: sail type, Boat: motor / hydrofoils, horsemanship, exotic animals, hover craft (ground), motorcycle, truck.
Pilot related Navigation, read sensory equipment
Rogue skills All
Science Mathematics: basic
Technical All + lore (* See note)
W. P. All - (except) W.P. heavy, W.P. heavy energy
Wilderness All
 
 
*Note on Lore: The character isn't likely to have as good a knowledge of mythology as one that has been studying mythology actively. Thus reduce the base skill proficiency to 1/2 of original.
 

Skills the other way (Edward Pauls method)

Edward Paul is the creator of a skill system that in my humble opinion surpasses the standard palladium system manyfold. It does however have a drawback. It takes a lot of time to complete! Its a great advantage to use a computer.

Step 1: select all skills

Pick all skills for the characters appropriate level. Do not add the skill bonuses yet! Create a "point pool" in which you add all applicable OCC skill bonuses, OCC related skill bonuses and secondary skill bonuses (e.g. Carpentry adds 5% to Boat Building etc.). Do not forget to add the IQ bonus times the number of skills selected. Now the player can distribute the points as he/she sees fit, but remember the 98% skill limit.
 
NOTE: The IQ bonus is only applied on the level where the new skills are acquired, and then only for those skills.
 

Step 2: a new level of experience

Sum up the level increase bonus for all skills one level old. If appropriate select new skills (these skills add to the point pool only at the level after you have selected them!). Add the IQ bonus times the number of "new" skills* to the old point pool number.
 
* Skills must be newly acquired to be accountable.
   
Level: Points: Event:
1 157 Just starting out. Gets IQ bonus on all new skills
2 65 Gained level increase points, but no IQ bonus
3 65 -
4 92 Gained three new skills. IQ bonus
5 80 Gained level increase points for the three skills
6 80 -
 

The cost of certain skills

Some skills haven't got a level increase cost in the normal system (f. ex. HTH combat). Thus we have to use the following table to determine the level increase value of those skills:
 
Skill / Skill category Cost / gain
Weapon Proficiency 30 points
Robot HTH Basic 35 points
Robot Combat Elite 40 points
HTH Basic 40 points
HTH Expert 45 points
HTH Martial Arts / Assassin 50 points
HTH Commando 50 points
HTH Judo / Aikido 45 points
HTH Jujitsu / Karate / Kendo 55 points
HTH Ninjitsu / Tai-Jutsu 55 points
HTH Teng-Jutsu 60 points
HTH Zanji Shinjinken-Ryo 50 points
Most non-percentage Physical Skills 25 points
Boxing / Wrestling 35 points
W.P. Sharpshooting 40 points
 

Brushing up the character

Now that the (sometimes) most time consuming part is finished, you can start adding up the total bonuses to the physical attributes and calculating the HP and SDC or MDC.

HP and SDC calculation

  1. Add all HP / SDC bonuses from mutation and/or RCC.
  2. Hit Points: PE + 1D6 for each level including level 1.
  3. Take note of all SDC bonuses from RCC and skills.

The limits of attributes

Opposite to some beliefs, the attributes have limits.
 
Attribute: Limit:
IQ: 70
ME: 70
MA: 70
PS: Non-supernatural creatures have a top at 50. 
Supernatural creatures have a top at 100.
PP: 45
PE: 100.
PB: 40
SPD: Non-supernatural creatures have a top at 150 
Supernatural creatures have a top at 500
 

Attributes above 30

Most attributes are peaked at 30, meaning that attributes above that level have absolutely no effect counting bonuses. There is however simple attribute bonus functions / procedures to calculate the bonuses that exist above 30.
 
Attribute: Effect:
PS: For each damage point above 30 add 1 point damage bonus.
PP: The bonus to strike/parry/dodge stops at 30, however, for every 3 point above 30 the character gets +1 to his/her initiative (33, 36, 39, 42 etc.)
PE: The save vs magic / poison stops at 30, but the save vs coma / death gets +1% for each point above 30.
 
 
All other attribute bonuses are maxed out at lever 30.
 

P.P.E. bases

All creatures have a P.P.E base. This is the native / inherent level of magic of that creature. Practitioners of magic add the following P.P.E base to that of their OCC.
 
Race Age P.P.E
Human 13 and under 6D6+6
Human 14 to 19 4D6
Human 20 + 3D6
Cyborg - 1D4
Goblins, faeries, algor - 6D6
Elf, changeling, gnome - 5D6
Wolfen, coyles, and most mutant animals - 4D6
Dwarf, ogre, troll, and most other races - 3D6
Most gigants - 1D4 x 10
 

Saving throws

There are several saving throws in Rifts. Some of them are effective against only one type of attack (e.g. +4 to save vs mind control of a vampire). There are however 7 major saving throws that all characters have.
 
Save: Save Roll:
Save vs Lethal Poison  14+
Save vs Non-lethal Poison 16+
Save vs Harmful Drugs 15+
Save vs Insanity 12+
Save vs Psionics Non-psionic 15+
Major/minor psionic 12+
Master 10+
Save vs Magic Spell 12+
Ritual 16+
 
Skill listThe following skill list is revised and includes several new skills including all skills from the books I have available.
Category                Skill                                   %  +%

Communications 

                        Cryptography                            25 5

                        Electronic Countermeasures              30 5

                        Laser                                   30 5

                        Optic Systems                           30 5

                        Performance                             30 5

                        Radio: Basic                            45 5

                        Radio: Scramblers                       35 5

                        Satellite Systems                       20 5

                        Surveillance Systems                    30 5

                        TV/Video                                25 4

Domestic                

                        Bonsai                                  50 4

                        Calligraphy                             35 5

                        Cook                                    35 5

                        Dance                                   30 5

                        Fishing                                 40 5

                        Floral Arrangement (Ikebana)            30 3

                        Gardening                               34 4

                        Go                                      30 5

                        Play musical instrument                 35 5

                        Poetry (Haiku)                          35 5

                        Sewing                                  40 5

                        Sing                                    35 5

Electrical 

                        Basic Electronics                       30 5

                        Computer Repair                         25 5

                        Electrical Engineer                     30 5

                        Electricity Generation                  30 5

                        Robot Electronics                       30 5

Espionage 

                        Detect Ambush                           30 5 +

                        Detect Concealment                      25 5 +

                        Disguise                                25 5

                        Escape Artist                           30 5

                        Forgery                                 20 5

                        Imitate Voices & Impersonation          36/16 4

                        Intelligence                            32 4

                        Interrogation Techniques                30 5

                        Pick Locks                              30 5

                        Pick Pockets                            25 5

                        Sniper                                  -  -

                        Tracking                                25 5

                        Wilderness Survival                     30 5

Mechanical 

                        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

                        Spaceship Mechanics                     22 5

                        Submersible Vehicle Mechanics           25 5

                        Weapons Engineer                        25 5

Medical 

                        Criminal Sciences & Forensics           35 5

                        Entomological Medicine                  40 5

                        Field Surgery                           16 4

                        First Aid                               45 5

                        Holistic Medicine                       20 5

                        Paramedic                               40 5

                        Medical Doctor                          60/50 5

                        Medical Doctor Cybernetics              40/60 5

                        Pathology                               40 5

                        Sea Holistic Medicine                   20 5

Military 

                        Armorer                                 40 5

                        Camouflage                              20 5

                        Demolitions                             60 3

                        Demolitions Disposal                    60 3

                        Find Contraband/Weapons & Cybernetics   26 4

                        Military Etiquette                      35 5

                        Military Fortification                  30 5

                        Nuclear, Chemical, Biological warfare   35 5

                        Parachuting: HAHO/HALO/LALO             40 5

                        Recognize Weapon Quality                25 5

                        Trap Construction                       20 4

                        Trap / Mine detection                   20 5

                        Undersea Demolitions                    56 3

                        Undersea Demolitions Disposal           56 3

Physical 

  HTH * Listed in Rifts main book, WB8 Japan and WB 11 CWC

                        Acrobatics                              *  *

                        Athletics (general)                     *  *

                        Body Building & Weight Lifting          *  *

                        Boxing                                  *  *

                        Climbing                                *  *

                        Gymnastics                              *  *

                        Oxygen Conservation                     30 5

                        Prowl                                   *  *

                        Running                                 *  *

                        Swimming                                *  *

                        S.C.U.B.A.                              *  *

                        Wrestling                               *  *

                        0-G Movement and Combat                 *  4

Pilot 

                        Advanced Deep Sea Diving                *  *

                        Airplane                                50 4

                        Automobile                              60 2

                        Boat: Sail type                         60 5

                        Boat: Motor and Hydrofoils              55 5 +

                        Boat: Motor driven ships                44 4 +

                        Boat: Sail driven ships                 45 5 

                        Combat Pod                              40 4

                        Contragravity Pack                      42 4

                        EVA                                     40 5

                        Helicopter                              35 5

                        Horsemanship                            40 4

                        Hover Craft (ground)                    50 5

                        Jet Aircraft                            40 4

                        Jet Fighter                             40 4

                        Jet Packs                               42 4

                        Motorcycle                              60 4

                        Robots and Power armor                  56 3

                        Robot Combat basic                      *  *

                        Robot Combat elite                      *  *

                        Space Fighter                           50 3

                        Small Spacecraft                        60 3

                        Starship                                36 4

                        Submercibles                            40 4

                        Truck                                   40 4

                        Tanks and APCs                          36 4

                        Water-skiing & Surfing                  40 4

                        Water Scooters                          50 4

                        Warships / Patrol boats                 40 4 +

Pilot Related 

                        Interplanetary Navigations              45 5

                        Navigation                              40 5

                        Navigation - Space                      40 5

                        Parachuting: HAHO/HALO/LALO             40 5

                        Read Sensory Equipment                  30 5

                        Weapon Systems                          40 5

Rogue 

                        Computer Hacking                        45 5

                        Concealment                             20 4

                        Cyberjacking                            50 3 +

                        Find Contraband, Weapons / Cybernetics  26 4

                        Palming                                 20 5

                        Pick Locks                              30 5

                        Pick Pockets                            25 5

                        Prowl                                   25 5

                        Streetwise                              20 4

                        Streetwise - Drugs                      25 5

Science 

                        Anthropology                            20 5

                        Archaeology                             20 5

                        Astronomy                               25 5

                        Astrophysics                            30 5

                        Biology                                 30 5

                        Botany                                  25 5

                        Chemistry                               30 5

                        Chemistry: Analytical                   25 5

                        Marine Biology                          35/25 5

                        Mathematics: Basic                      45 5 

                        Mathematics: Advanced                   40 3 +

                        Ocean Geographic Surveying              15 5

                        Undersea Farming                        35 5

                        Xenology                                30 5

Technical 

                        Advanced Fishing                        30 5

                        Art                                     35 5

                        Artificial Intelligence                 30 5 +

                        Computer Operations                     40 5

                        Computer Programming                    30 5

                        Japanese Mythology                      30 5

                        Language                                50 5 

                        Law: CCW                                30 5

                        Literacy                                30 5 

                        Lore: D-Bee                             25 5

                        Lore: Demons & Monsters                 25 5

                        Lore: Faerie                            25 5

                        Lore: Galactic / Alien                  25 5

                        Lore: Magic                             *  5

                        Lore: Psychic                           25 5

                        Photography                             35 5

                        Undersea Salvage                        30 5

                        Writing                                 25 5

Wilderness 

                        Boat Building                           25 5

                        Carpentry                               25 5

                        Hunting                                 35 5

                        Identify Plants & Fruits                25 5

                        Land Navigation                         36 4

                        Preserve Food                           25 5

                        Skin and Prepare Animal Hides           30 5

                        Track Animals                           20 5

                        Trap Construction                       20 4

                        Trap / Mine detection                   20 5

                        Undersea and sea Survival               25 5

                        Underwater Navigation                   30 4

Weapon Proficiency 

                        Paired Weapons                          *  * +

                        Battleaxe                               *  *

                        Blunt                                   *  *

                        Polearm / Staff                         *  *

                        Forked / Trident                        *  *

                        Spear                                   *  *

                        Chain                                   *  *

                        Whip                                    *  *

                        Knife                                   *  *

                        Sword                                   *  *

                        Small Thrown Weapons                    *  *

                        Mouth Weapons                           *  *

                        Bow                                     *  *

                        Crossbow                                *  *

                        Slingshot                               *  *

                        Revolver                                *  *

                        Automatic Pistol                        *  *

                        Harpoon Gun                             *  *

                        Shotgun                                 *  *

                        Bolt Action Rifle                       *  *

                        Automatic and S.Auto Rifles             *  *

                        Sub-Machinegun                          *  *

                        Grenade Launcher                        *  *

                        Heavy                                   *  *

                        Torpedo                                 *  *

                        Energy Pistol                           *  *

                        Energy Rifle                            *  *

                        Heavy Energy Weapons                    *  *

                        Sharpshooting                           *  *
 

Many of the skills in this list are not described in this compendium. Those skills that are described have been changed from the main book. No weapon proficiencies are listed in this compendium. Books describing some of these skills are: Rifts Main Book, Mutants in Orbit, World Book 5, World Book 7, World Book 8, World Book 10, World Book 11, Dimension Book 1 and Dimension Book 2.

Skill Descriptions

Detect Ambush

Training which develops an eye for spotting locations and terrains suitable for setting up ambushes and being ambushed. This skill only points out positions where ambushes can be made successfully. Base Skill: 30% + 5% per level of experience.

Detect Concealment

This skill enables the individual to spot and recognize camouflage, concealed structures/buildings and vehicles. It also enables the character to hide/camouflage small objects (>8 ft. high or 30 square feet). Base Skill: 25% + 5% per level of experience.

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 nuclear reactor driven turbines and atomic engines). The player must first roll to see if his character can figure out how to operate/analyze/design a machine. When a successful diagnostic roll has been made, roll again to determine if the character managed to fix/change/build the mechanism. Base Skill: 25% + 5% per level of experience.
REQUIRES: Basic Mechanics, Advanced Mathematics, basic electronics (or electrical engineer if possible) and literacy.
NOTE: The rest of the skill remains unchanged.

Boat: Motor and Hydrofoils

These include all types of small motor driven boats and yachts (>120 ft.). Base Skill: 55% + 5% per level of experience.
NOTE: This skill does not give the character the ability to pilot warships and/or patrol boats. These vessels are of a civilian nature!

Boat: Motor driven ships

Includes all civilian large motor driven ships. Base Skill: 44% + 4% per level of experience. Add a bonus of 10% to Warships/Patrol boats if this skill is taken.

Warships / Patrol boats

Special training in the use of military warships, combat hydrofoils, patrol boats and amphibious beachcraft / transports. Includes a basic idea of how to use sonar and targeting equipment, depth charges, torpedoes, and other common weapon systems, as well evasive maneuvers and piloting. Base Skill: 40% + 4% per level of experience.
REQUIRES: Boat: Motor and Hydrofoils for patrol boats and Boat: Motor driven ships for warships.
NOTE: This skill does not give the skills W.P. Torpedo, read sensory equipment and weapon systems!

Cyberjacking

Some computers allow their users to go beyond the normal interface of a keyboard, joystick, mouse, touch screen, voice command, and to communicate directly to the machine via a socket ("dataplug" or "headjack") implanted in the back of their necks. This means that the computer operator's mind effectively enters the computer, seeing its memory and processors as a kind of virtual reality. Once accessed, the cyberjacker can alter data, add data, change files and redesign the computer's programs, all with his mind. If the computer is linked to others in a network, such as the Link that connects all the computers in and around the Freedom (space) station, the user can communicate with other cyberjackers within the network. There are however several dangers to cyberjacking. Among which are that while in net-space, the user is completely immersed in the computer VR world and totally ignorous to his/her surroundings. Base Skill: 50% + 3% per level of experience
REQUIREMENTS: Need a headjack cybernetic implant and computer operation.
NOTE: This skill is needed to successfully find/reach files and to download/upload/pass/modify/delete the files.

Mathematics: Advanced

Knowledge of all advanced and basic mathematics skills. This skill is an add-on skill for the mathematics basic skill, representing only time spent on higher mathematical learning. Base Skill: 40% + 3% per level of experience
REQUIREMENTS: Mathematics: Basic, Literacy

Artificial Intelligence

There are a variety of artificial intelligences around the world. From the most simple system (the automatic clock on a microwave) to the most advanced system conceivable (the automaton with the ability to reason, think, extrapolate and make decisions based on hunches and "feelings"). The artificial intelligence skill incorporates an understanding of the most common artificial systems as used in household systems and up to CS/Triax military robots. This skill in itself does not give the character the ability to create A.I.s, but used in conjunction with computer programming it will allow the character to design artificial intelligences based on his/her tech-level. Base Skill: 30% + 5% per level of experience.
REQUIREMENTS: Mathematics Advanced, Computer operation, Computer Programming, Literacy.
NOTE: Characters from Rifts Earth will not be able to create more advanced systems than Robot intelligences (CS / Triax). Neural intelligences can only be constructed in societies that are more advanced than most on Rifts Earth (exception: Kittani and ArmaTech*).

*ArmaTech has only just started creating neural intelligences and is decades from creating one that doesn't deteriorate it's neural paths within 1D6 hours of activation!

W.P. Paired Weapons

The Paired Weapons skill allows a character to use both arms equally in combat. There is however a little catch. The character can not have a PP lower than 10, meaning that clumsy characters will never be able to learn this skill unless they do something to improve their probess.