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.
PALLADIUMS REGISTERED TRADEMARKS ARE:
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RIFTS®, MEGAVERSE®, RECON®, AFTER THE BOMB®.
UNREGISTERED TRADEMARKS INCLUDE:
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VILLAINS UNLIMITED (TM), BEYOND THE SUPERNATURAL (TM), BOXED NIGHTMARES
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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.
-
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.
-
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.
-
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!)
-
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. |
E.x.1 Catherine is a 2nd level scholar with 13 skills that give
+5% each in level increase bonus. Her IQ is 23 that gives her a 9% skill
bonus. The skill pool at level one was 40 + the one time IQ bonus of (13
x 9) = 117. This gave her a pool of 157 points at level 1. At her new level,
she gets (13 x 5) = 65 skill pool points.
E.x.2 Catherine didn't get any more skills at level 3, but gets to
select 3 new skills at level 4. Since the new skills aren't over one level
old, she does not get a level bonus on account of them. She does however
get the IQ bonus since it works from the moment the skill is gained. 3
x 9 + 65 = 92.
E.x.3 We will now look at how much the point pool evolves through
the levels:
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
-
Add all HP / SDC bonuses from mutation and/or RCC.
-
Hit Points: PE + 1D6 for each level including level 1.
-
Take note of all SDC bonuses from RCC and skills.
-
If the character is a men-at-arms, add 1D4 x 10 SDC.
-
If the character is a scholar or practitioner of magic, add 4D6
SDC.
-
If the character is a psychic RCC, add 3D6 SDC.
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.