Scientific Skills


Anthropology: This is the behavioral study of man and other intelligent life-forms and their environments. Studies include societies, customs and beliefs, religions, political structure, as well as rudimentary history and archeological background. It is important to note that anthropology is more concerned with the study of modern races and societies than it is with ancient ones. This is especially important when dealing with other races and cultures in the present time in order to avoid accidentally breaking taboos or codes of behavior. It will also tell the anthropologist whether he may be dealing with a dangerous people. This skill can also be used in the examination of items/artifacts and ruins to identify the probable people/race, purpose, and technological level. The character can also identify the period in which the item was used, but cannot tell whether an item is genuine or a replica.

In the world of Rifts, few people know much about the world before the rifts. The anthropological student is one of the few who is well-versed in the legends and few facts about the "Time of Man". As a result, he can often identify pre-rifts technology and man-made creations. He is also knowledgeable in their black market value, and the many laws which prohibit the possession, sale, and scavenging of artifacts. Base Skill: 20% + 5% per level of experience.

Antiquarian: Knowledge of historical and ancient artifacts, including the ability to accurately appraise relics and antiques. Includes a basic understanding of precious stones and metals, and early pre-Crash/pre-Rifts technologies and artifacts. Base Skill: 40% + 5% per level of experience.
After the Bomb

Archeology: This is the study of relics and ancient civilizations by excavation and other means. Studies include proper excavation techniques, analysis, preservation, restoration, and dating methods (including carbon dating), as well as rudimentary history and anthropology background. Like the anthropological student, the archeologist is one of the few who is well-versed in the legends and few facts about the "Time of Man". He is an expert in the identification of pre-rifts technology and an-made creations, from books and clothing to vehicles and buildings. the character can ascertain whether the item is an ancient artifact or of recent construction, and therefore if an item is an authentic artifact or a forgery. He is also well versed in their black market value, and the many laws which prohibit the possession, sale, and scavenging of artifacts. Base Skill: 20% + 5% per level of experience.

Astronomy: The study of the stars and other celestial bodies, their movements, positions, cycles, alignments, and interrelations with the earth and each other. This knowledge can also be used to determine direction, approximate distances, identify seasons, and tell the time of day. Base Skill: 25% + 5% per level of experience.

Astrophysics: Knowledge of stellar astronomy and how it relates to nuclear physics, quantum mechanics, relativity, and other explanations for the creation of deep-space phenomena, like quasars and black holes. Requires: Advanced Math, Advanced Physics. Base Skill: 30% + 5% per level of experience.
Phase World

Biology: Basic understanding of class, anatomy, physiology, evolution, and genetics. The character will know how to use a microscope, cultivate bacteria, and how to classify new organisms. Base Skill: 30% + 5% per level of experience.

Botany: Plants, their categories and functions, are studied extensively. Characters will know the basics of cross-fertilization and germinating, as well as growing experimental plants. Base Skill: 25% =% per level of experience.

Chemistry: The basic understanding of chemical principles and formulae. Characters know enough chemical laboratory procedures for analyzing and synthesizing chemical compounds to act as competent assistants. Base Skill: 30% + 5% per level of experience.

Chemistry: Analytical: Training in chemical engineering theories useful in the analysis of compounds and their practical applications. Characters will be highly skilled in the use of laboratory equipment and can analyze and synthesize chemicals. Base Skill: 25% + 5% per level of experience. Requires: Chemistry, Advanced Math, and Literacy. Computer Operation is strongly suggested, but not required.

Genetics: with exhausitve study in the theory of genetics, as well as the use of 21st Century/Coalition gene therapy, the haracter has gained an understanding of hor DNA and RNA function, and how to analyze and predict the behavior of genes and chromosomes in living organisms. Given access to a mutant animal's or D-Bee's genetic database (after blood has been scanned and analyzed by a gene-scanner), characters with genetic skills can make predictions on the creature's anatomy, biology, character, and appearance, as well as whether or not the creature is sterile, or what other genetic configurations might be right for cross-reproduction. Includesthe skills necessary to operate gene-scanners, computer genetic analysis devices, and gene therapy machines. Can identify which animal gene componenets are found in a Chimer, and recognize Throwbacks, but is not likely to be able to duplicate them. Requires: Biology and Basic Mathematics. Base Skill: 30% + 3% per level of experience.
After the Bomb

Geology: The study of rocks, rock formations, tectonics plates, earthquakes, volcanoes, and other physical aspects of the world. Base Skill: 25% + 5% per level of experience.
Original Skill

Mathematics: Basic: Knowledge of basic math, including the ability to count, addition, subtraction, multiplication, division, and fractions. Base Skill: 45% + 5% per level of experience.

Mathematics: Advanced: Knowledge of all the basic and advanced mathematics, including algebra, geometry, trigonometry, calculus, and techniques for using advanced mathematical formulae. Base Skill: 45% + 5% per level of experience.

Marine Biology: This skill is a general knowledge of the ecology of the oceans and seas, with an emphasis on undersea habitats, environments, and the types of fish and sea animals attracted to such places. The skill also gives the character the knowledge of where to look for particular types of sea creatures, the types of food sea animals eat/prey upon, migration patterns of fish and sea mammals, and a knowledge of tides, water composition, and ocean plant life. This skill also gives the character specific medical and scientific knowledge about the behavior, habits, evolution, physiology, cells, anatomy, and genetics of fish, marine mammals and other types of sea life. This enables the character to perform surgery, remove glands and sacs of poison or chemicals, prepare antidotes to poisons (from sea creatures only), and the care, keeping, and medical treatment of marine animals, including dolphins and whales. Requires: Biology, Advanced Math, and Chemistry. Base Skill: 35%/25% + 5% per level of experience. The first percentile indicates general knowledge; the second percentile is the specific medical and scientific applications listed above.
Rifts Underseas

Ocean Geographic Surveying: The methods and ability to identify natural geographic formations (mountains, trechest, coral reefs, etc), identify wreckage and underwater cities, identify Earth minerals, damage caused by earthquakes, earthquake zones, determining depth, accurate map making, accurate map reading and geographic photograph identification and evaluation, as well as a basic knowledge of geology and oceanography. Base Skill: 15% + 5% per level of experience. Bonuses: +15% to read maps of the ocean.
Rifts Underseas

Paleontology: The study of early life, mostly represented by fossils. Unlike Archeology, which focuses on determining ancient cultures through artifacts, Paleontology focuses on the biological aspects, including physiology, structure, and food consumption (through study of fossilized jaws and teeth). Base Skill: 25% + 5% per level of experience.
Original Skill

Physics, Basic: The character is well-versed in fundamental physical laws, such as mechanics(motion, acceleration, rotation, etc.), thermodynamics(fluids, heat flow, etc.), and electricity & magnetism. Unique to Rifts, the character has some knowledge of psionics and magic and their interaction with the world, although of course this confers no such abilities. Requires: Literacy, Advanced Mathematics. Base Skill: 30% + 5% per level. At GM's discretion, knowledge of this skill may add a 5% bonus to use of a skill such as chemistry, electronics, mechanics, or other areas of applicability.
Thanks to Will Keith for this skill

Physics, Advanced: The character has a working knowledge of the principles, and major results, of relativity and quantum mechanics. Requires: Basic Physics. Base Skill: 30% + 5% per level. At GM's discretion, knowledge of this skill may decrease by 5% the penalty for use of alien or TW devices.
Thanks to Will Keith for this skill

Undersea Farming: The knowledge of cultivating undersea plants, algae, and/or breeding aquatic animals/fish for harvesting and production. Undersea farming includes, but is not limited to, growing crops (either through hydroponics or on the ocean floor), lobster farms, oyster beds, and fish hatcheries. Base Skill: 35% + 5% per level of experience.
Rifts Underseas

Xenology: The biological study of alien/D-Bee species. This skill provides general information about the most commonly encountered D-Bees on Rifts Earth and species in Phase World's Three Galaxies. Without Xenology, any attempts to use a medical skill on a creature from another species are at -20% to skill rolls. Base Skill: 30% + 5% per level of experience.
Phase World


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