Technical Skills


Advanced Fishing: The knowledge of commercial fishing techniques, including the use of nets, cages, trolling, explosives, harpoon guns, and other methods and techniques used in commercial fishing of mass catches from the ocean. It also includes a knowledge of baiting, as well as cleaning, preparing, storing, and preserving catches for transport to market. Base Skill: 30% + 5% per level of experience.
Rifts Underseas

Art: The ability to draw or paint or sculpt or do craft work. Scholastic art training indicates a professional quality, while a secondary skill indicates a talented amateur. Base Skill: 35% + 5% per level of experience.

Barbering: The character knows how to cut, trim, shape, and condition all kinds of hair, fur, wool, and bristles. No matter the time frame, there's always a huge demand in those communities for barbers with the skill to trim off the excess and leave the character looking attractive and well-groomed. Base Skill: 70% + 3% per level.
After the Bomb

Breed Dogs: The first percentile indicates the art of raising, mating/breeding, taming, and training domestic and wild canines, as well as a knowledge of canines in general. The second percentile is used to attempt to tame a wild canine, teach a dog tricks, or to train the animal for a specific task like tracking, retrieving, pointing, herding animals, attack on command, and so on. Base Skill: 40/20% + 5% per level of experience.
New West

Breed & Control Insects: The first percentile number indicates the art of raising, mating/breeding, taming, and training insects, including mutant insects, as well as knowledge about insects in general.
The second percentile is used to attempt to tame wild insects, teach a domesticated insect tricks, or to train the insect for a specific task like tracking, retrieving, pointing, herding animals, attacking on command, pulling a wagon, and so on. A useful skill for anyone attempting to colonize the habitable areas of Rifts Mars A failed roll means that the insect is unable to learn that particular trick, job, or specialty. Base Skill: 40%/20% + 5% per level of experience.
After the Bomb

Calligraphy: The ability to produce beautiful lettering using a brush, ink, and paper with great skill and legibility. In many cases, this skill is a necessity to write glyphic languages as Chinese and Japanese. Base Skill: 35% + 5% per level of experience.
Rifts Japan

Cartography: The character can create legible and accurate maps of a place they have been through, taking time to properly survey the area. This slows overland movement rate for a party by at least 50%; more if further information such as climate, terrain, topographical, or other data is collected. A successful use of the skill each day of travel will result in an accurate map being produced covering that day's travel, legible to anyone and even more useful to someone with Navigation proficiencies. A failure by up to 20% will result in a poorly-legible map. A failure by more than 20% will result in an error of information, not noticed until a successful roll is made on a following day. At this time another successful roll will result in corrections being made from data on hand; a failure will indicate corrupted data and the area must be re-surveyed. Base Skill: 50% + 5% per level of experience. At the GM's discretion, everyone may have this skill at a base of 20%, without improvement.
Thanks to Will Keith for this skill

Computer Operation: A knowledge of how computers work, along with the skills to operate peripherals like keyboards, printers, and modems. Characters can follow computer instructions, enter and retrieve information, and similar basic computer operations. This is user-level stuff, and does not include programming, hacking, or repair. Base Skill: 40% + 5% per level of experience. Requires: Literacy.

Computer Programming: Advanced computer knowledge that includes designing, programming, debugging, and testing computer programs and software. Hacking is possible, but at a penalty of -40%. Base Skill: 30% + 5% per level of experience. Requires: Literacy, Computer Operation.

Falconry: The art of training and handling falcons and other birds of prey. The use of these animals are limited to them being trained to strike at any visible moving foe or target they are directed at, then return to its master. This means a falcon could be sent to fly in the face of an opponent, slash at his face with its claws for up to two attacks per melee round before returning to its master or flying into the air. These trained birds respond to hand signals and whistles, and are trained to strike and return; nothing more. This is a trained, dumb animal, not a dog with wings.

Trainers must roll two out of three successful rolls to succeed at training their birds. Failure means that the bird cannot be broken of bad habits, and training is a general failure. Base Skill: 30% + 5% per level of experience.
Warlords of Russia

Gemology: Skill in identifying and appraising the value of precious metals (gold, silver, etc.) and stones (rubies, sapphires, diamonds, etc). This skill also enables the person to identify fakes, but at a penalty of -10%. Base Skill: 25% + 5% per level of experience.

Gem Cutting: The individual is able top evaluate and cut gemstones. The monetary value of a gemstone can be determined by a thorough examination where any flaws, chips, or imperfections will be observed. In addition, the character can cut gemstones to increase their value or cut one stone into several smaller ones. When a cutting roll is failed the stone is damaged, which decreases it's value. The stone may be cut again to repair the flaw, but the result will be smaller and of lesser value than the original. Base Skill: 20% + 5% per level of experience.

General Repair/Maintenance: Not everyone can be an Operator, blacksmith, or carpenter, but many are good with their hands and capable of doing satisfactory repair/maintenance work. This skill includes: sharpening blades, minor repairs on weapons, packing their own SDC bullets/ammunition, sew tears in clothes (it may not look pretty, but it gets the job done), replace a wagon wheel, change a tire, shoe a horse, repair furniture, paint, varnish, nail, and assist in basic woodworking, and even do minor patchwork. Roll once to see whether the character can figure out what's broken, what must be done to fix it, and whetehr it's beyond his meager abilities. Roll again to determine success or failure in making the actual repair. If a failure, the character may try again, but only twice. Base Skill: 35% + 5% per level of experience. Reduce skill proficiency by half is the item is extremely damaged, complex, high-tech, or alien.
New West

History: This is a basic historical knowledge of the known world, usually focusing on an era, event, or region. The skill can be selected a number of times, each selection will focus on a different segment of history. Base Skill: 30% + 5% per level of experience.
Original Skill, based on History of the West from New West

Language: Characters with the language skill can understand and speak a language other than their own native tongue. Language is one of the few skills that can be selected repeatedly in order to select several different languages. Base Skill: 50% + 5% per level of experience.

Law: The study of Law allows the character to know many of the legal procedures, precedents, and punishments common throughout North America. It includes the Code of the West, notable Indian, Simvan, and Psi-Stalker laws and customs, and rudimentary Coalition law. This can be an invaluable skill when trying to bargain for one's life in a courtroom. Base Skill: 25% + 5% per level of experience.
New West

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

Legal Knowledge: A knowledge of the law and the ability to cite it in legal issues. The person understands the laws concerning such areas as taxation, zoning, crimes, and punishment. The character can work within the law and recognize crimes when they are committed. In addition, the person is more than capable of preparing a lawsuit or legal defense. A failed roll indicates the person is unable to completely or accurately recall all the details, laws, and punishments concerning a given action or fails to make his case. Base Skill: 35% + 5% per level of experience.
Yin-Sloth Jungles

Literacy: Characters with this skill can read and write a written language, and each language counts as a separate skill selection. Base Skill: 30% + 5% per level of experience.

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

Lore: D-Bee: Most D-Bees are just alien humanoids from another dimension or planet. To be classified as a D-Bee, a creature must be remotely humanoid in appearance, usually a biped, has a human-like intelligence, and does not possess supernatural powers. D-Bee lore is the general study of alien humanoids. This will include culture shock, common types, common behavioral patterns, the distinction between instinctive predators and social oriented beings, myths, and legends. Specific areas of knowledge include the general habits, behavior, customs, powers, and weapons of the most infamous D-Bees, including Psi-stalkers, Simvan, Xiticix, Kittani, Altara warriors, etc. The D-Bee lore skill also includes similar, general information about common D-Bees living in the geographic area where the skill is being taught. Base Skill: 25% + 5% per level of experience.
Triax, Coalition War Campaign

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

Lore: Faerie: This skill is effectively the same as the Demon and Monster lore skill, but focuses on the Faerie Folk. Base Skill: 25% + 5% per level of experience.

Lore: Geomancy & Ley Lines: A study of ley lines, burial mounds, places of power, megaliths, and geomancy beliefs, past and present. The study includes known locations of such places, as well as the many theories behind them and the legacy of legends, mysteries, disappearances, and dangers linked to each. The skill will provide the character with insight about the areas and enable him/her to recognize specific, known places of power, as well as to recognize unknown megalithic markers of these revered or feared places. Base Skill: 25% + 5% per level of experience.
Palladium Fantasy RPG

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

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

Lore: Magic: This area of study does not give the character any magic powers or the ability to read magic symbols. What it provides is general information about magic, magic items of myth and legend, and creatures of magic. The character is well informed on the varied forms of magic, such as spell casting, techno-wizardry, magic circles, etc. Likewise, the character is likely to know about legendary and renowned magic items, weapons, places, and legends. Base Skill: 25% + 5% per level of experience. Recognize magic wards, runes, and circles: 15% + 5% per level of experience. Recognize enchantment: 10% + 5% per level of experience.
Triax, Japan, Coalition War Campaign

Lore: Mythology: Includes extensive knowledge of the vast library of works on myths pertaining to one particular pantheon of gods or geographic area. Includes deities, ghosts, spirits, supernatural animals, monsters, demons, etc. Base Skill: 30% + 5% per level of experience.
Palladium Fantasy RPG, Rifts Japan

Lore: Psychic: Knowledge about psionic powers, how they are believed to work, how they affect people, their limitations, and who possesses them. This skill also provides a rudimentary knowledge about beings and people who possess psionic powers such as minor and major psychics, healers, Psi-Stalkers, Psi-Hounds, Bursters, Mind Melters, Mind Bleeders, Cyber-Knights, and the most infamous supernatural creatures. The character may even have a passing knowledge about some of the psionic weapons and symbiotes of Atlantis, famous psychics in the region, mind control, and myths and legends about such places as the Astral Plane, Dreamstream, The Enclave, and Psyscape. The character does not have to be a psychic himself, but he should believe that psychic powers really do exist. Base Skill: 25% + 5% per level of experience.
Coalition War Campaign

Lore: Religion: The study of religions, gods, and beliefs. This skill provides a comprehensive knowledge of the religions of the Americas, past and present, their beliefs, rituals,holy places, pantheons of deities and supernatural creatures (demons, angels, spirits), and their stories of creation, myths, and legends. The skill will help a character recognize specific rituals, their purpose, the deity(s), whether a blood sacrifice is necessary, as well as religious fetishes, charms, icons, and similar. The percentile number indicates the degree of knowledge one has about a particular religion and his ability to remember it. Base Skill: 30% + 5% per level of experience.
New West

Lore: Undead: By personal observation or through a description of traits and combat, the character can recognize all types of undead and the signs/presence of necromancy. The character also knows the origin of most types of undead, including automatons, zombies, banshees, vampires, etc; as well as their general habits, motivations, natural abilities, strengths, and weaknesses. All very useful in combating them. Base Skill: 20% + 5% per level of experience.
Yin-Sloth Jungles

Lore: Witch: This skill enables a character to recognize the handiwork, enchantment, rituals, and influence of witchcraft. He or she can also positively identify a witch by physical examination, recognize the evil familiar, and tell whether it is an animal or demon. The character also knows about pacts, basic abilities, weaknesses, and similar data about witches. Roll to recognize witches, familiars, rituals, or enchantment. Base Skill: 20% + 5% per level of experience.
Yin-Sloth Jungles

Masonry: A rudimentary understanding of the principles of brick-laying and stone construction. The individual can recognize deterioration, improper construction, styles of masonry, and approximate age of construction, and knows general data on mason guilds. The character can also mend masonry and assist in construction and demolitions. Base Skill: 30% + 5% per level of experience. Add a +5% bonus to Locate Secret Compartments, if known.

Mining: The ability to locate mineral deposits or areas where they are likely to be found, excavate the land, and separate ores. The person also has the knowledge to successfully dig a mine, pan for gold, and/or direct a mining operation. Base Skill: 16% + 6% per level of experience.

Naval History: This is a basic historical knowledge of the oceans and seas of Rifts Earth and the beings that travel on and below them. The base skill percentage indicates the approximate degree of information the character has learned or can remember accurately about the oceans and seas, or various aquatic creatures and beings. Base skill: 30% +5% per level of experience.
Coalition Navy

Photography: Training in the art of still photography, the use of lighting, cameras, lenses, filters, and other camera equipment, as well as storage, development, enlargement, and duplication of film/photos. Base Skill: 35% + 5% per level of experience.

Pottery: The craft of molding pots, vases, mugs, china, or other items made of clay on a potter's wheel and baked in a kiln. The character can also paint and glaze their constructions. Failure means a ruined pot or a hideous paint job. Base Skill: 20% + 5% per level of experience.
Yin-Sloth Jungles

Prospecting: The character can recognize and evaluate precious and semi-precious metals (gold, fool's gold, silver, bronze, copper) in their natural ore appearance and as refines and polished jewelry, In addition, the character has a good idea where to look for such mineral deposits, the fundamentals of "panning" for gold, and the general knowledge of mining and how to use various types of simple mining equipment. Furthermore, the character can identify and appraise the value of precious metals (silver, gold, etc) and stones (diamonds, rubies, emeralds, etc), and to identify fakes, but at a penalty of -10%. Base Skill: 20% + 5% per level of experience.
New West

Rope Works: This is a skill that takes into account the various needs and uses of rope. The character knows a variety of ways to tie knots, the advantages to various types of ropes and cords, their tensile strength, and how to weave/make rope. A failed roll to tie a knot means that it is loose and sloppy and easy to untie, slip out of, or likely to unravel or snap when strained. Base Skill: 30% + 5% per level of experience. Characters bound by this character are -10% to escape/slip knots.
Yin-Sloth Jungles

Savoir Faire: This is the skill of "good manners" - whatever they may be in this particular culture. A successful Savoir Faire roll is required to get along in "high society" without embarassing yourself - roll once for each party or meeting. A successful roll can also detect someone who is pretending to high rank or good breeding.
In general, a Savoir Faire roll is required to impersonate anyone from a social level more "advanced" from the character's own. At GM's discretion, a -5% penalty is applied for radically different cultures (a gaijin trying to fit into high Japanese society, for instance.) A -15% penalty is applied for alien cultures. Base Skill: 24% + 4% per level of experience.
Adapted from GURPS

Sculpting & Whittling: The art of molding or carving a three-dimensional figure, object, or design out of clay, stone, or wood. Taking this skill twice indicates professional quality, and gets a bonus of +10%. Base Skill: 30% + 5% per level of experience.

Trivia: Essentially, this skill covers any other obscure topic the character may know that is not covered by any of the other skills. As such, it can be chosen several times, once for each topic. Base Skill: 40% + 4% per level of experience.
Original Skill

Undersea Salvage: The character knows how to locate and identify objects (ships, armor, gold, etc.), recognize salvageable components and materials, retrieve, evaluate, clean/restore, and sell salvages underwater artifacts, equipment, parts, and scrap metal. The salvage skill also offers methods of exploiting and capitalizing on some of the simple resources under the seas, including rudimentary mining, excavation, and gathering coral, rocks, seaweed, sponges, clams, oysters, and starfish. The character is also familiar with underwater cutting tools, cranes, pulleys, and tow lines, and can strip/cut apart and retrieve wreckage and machinery for use as scrap metal. Those with Mechanical Engineering can salvage working parts, make repairs on slightly damaged items, and even raise small sunken ships, subs, and bots. Base Skill: 30% + 5% per level of experience.
Rifts Underseas

Whittling & Sculpting: The art of carving wood, bone, and horn into three dimensional figures/statues/toys, designs, and simple objects like wooden stakes, arrows, fishing hooks, walking sticks, staves, bowls, a simple flute or whistle, and similar items. Many charactes with this skill simply use it to pass the time, and don't necessarily make anything with their whittling. The percentile number indicates the quality of technique and quality of the work/appearance. Taking the skill twice indicates a professional quality and gets a bonus of +10%. Base Skill: 30% + 5% per level of experience.
New West

Writing: The ability to write prose, poems, or journalistically. Scholastic training indicates professional quality, while the secondary skill indicates a talented amateur. A failed roll means an awkward and poorly written work that is boring and difficult to understand. Note that the written word can be a powerful tool in the ignorant and oppressed society of the Coalition. Base Skill: 25% + 5% per level of experience. Requires: Literacy.


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