SKILLS

This section contains a list of all the skills used in Rifts and their details. There are three categories of skills: O.C.C. skills, Other skills, and Secondary skills.

O.C.C. SKILLS
These skills are training and expertise necessary to perform the occupation selected for the character. All characters who select that same occupational character class receive the exact same O.C.C. skills and bonuses

The bonuses are the percentile numbers in parenthesis. The bonus is added to the base skill, indicating the superior level of expertise. For example: Computer Operation (+10%) means the character is more knowledgeable in computers than the average hobbyist, so their skill proficiency is higher. Add the +10% to the base skill of 40% for a total of 50%. At second level experience another 5% is added making the skill 55%. At third level another 5% is added and so on.

Note: Most O.C.C. skills enjoy a substantial bonus; however, there are rare cases where there is no O.C.C. bonus. Also, no skill can have a rating above 98%, regardless of how the character advances or what modifiers they may enjoy. There is always a margin for error.

O.C.C. RELATED SKILLS
Related skills are additional scholastic skills, meaning skills learned through formal training, schooling, or apprenticeship. Many of these 'other' skills will relate directly to the O.C.C., while others are simply additional areas of knowledge.

Each skill category is listed with the applicable bonus in parenthesis. Note that some skill areas will not be available to certain O.C.C.s, while other categories may be limited to particular skills or exclude certain skills. Similarly, while a character may be able to select from a particular skill area, they may not get any bonuses; start at the base skill level.

SECONDARY SKILLS

Lastly, the character gets a certain number of secondary skills. Secondary skills are additional areas of knowledge that the character has learned through experience. They may be related to the person's occupation, but usually relate to other interests, hobbies, and entertainment. For example: in real life you may have an interest in computers and computer programming. In your spare time you read books and experiment with your computer. Before long, you can operate and understand computers better than ever and can even do some programming. You might even be good at it, but you are not at the same level as a top professional in the field (O.C.C.). This is a secondary skill. An area of knowledge, usually self taught, but not at the same level as an expert trained in the subject.

Secondary skills are selected from the same list of skill categories as O.C.C. Related skills. The same restrictions apply, which means some skill areas may not be available. Other restrictions are that none of the skill bonuses apply to secondary skills. Nor are major areas of intense study available for selection. All secondary skills start at the base skill level of proficiency (no bonuses).

Skills not available as secondary skills include:-

SKILL PENALTIES
The DM may impose a reasonable penalty to situations where the character faces an unusually difficult task. A reasonable penalty will range between -10% to -30%.

As a rule of thumb, there is usually a skill penalty of -30% or -40% when trying to figure out, operate, repair, or use alien mechanisms and technologies. The technology may be so different that the character will be unable to use the simplest of devices. The DM should use their discretion when dealing with alien sciences. Likewise, techno-wizardry defies conventional science and technology, which means that a mechanic or electrician may be able to ascertain what a device is supposed to do, but will not be able operate, repair, modify, or duplicate it.In fact, they are likely to have no idea of how or why the device works at all. The special skills of techno-wizardry and magic are located in the magic or appropriate O.C.C. and R.C.C. sections.

SKILL LIST


COMMUNICATIONS
COWBOY
DOMESTIC
ELECTRICAL ESPIONAGE HORSEMANSHIP
MECHANICAL MEDICAL MILITARY
PHYSICAL PILOT PILOT-RELATED
ROGUE SCIENCE TECHNICAL
WEAPON PROFICIENCIES
WILDERNESS

COMMUNICATIONS
COWBOY
DOMESTIC
Characters can attain professional quality in Domestic skills by selecting the same skill twice. Call the improved skill 'Superior' and add a one-time bonus of +10% and note any end results are superior.
ELECTRICAL
ESPIONAGE
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.

Each of the six different horsemanship skills indicates a certain degree of training and expertise in riding and handling horses. Unless stated otherwise, a character can only select Horsemanship: General and/or Horsemanship: Exotic Animals. The higher the skill percentage number the better the skill and ability.

Generally the first percentile number is knowledge or ability concerning horses and their care, nature, biology, and such, as well as ability with working teams or wagons. The second percentile is usually utilised for actions concerning horses and animals, such as in combat, remaining in the saddle, manoeuvres or tricks.
MECHANICAL
A character with any mechanical skill can try and make field repairs within the capabilities of their skills (unjam a weapon, change a tire, fix an engine, etc.) provided they have the necessary time, materials, and tools. Extensive repairs need a machine shop/garage, heavy equipment, spare parts, and a full crew of workers to accomplish. Characters who fail a skill roll can not make the repair, no matter how simple it may be (they're having a bad day, not performing well under pressure, etc.). They may try again.

Skill Penalties for Field Repairs:-
MEDICAL
MILITARY
PHYSICAL
One of the unique aspects of Palladium's RPG's is that the player can build and increase their character's physical attributes (P.E., P.P., P.S., Spd, and S.D.C.) by selecting Physical Skills that build and develop muscles and endurance. All attribute and skill bonuses are accumulative, but a specific Physical Skill may only be chosen once, including Hand to Hand Combat skills. There are five choices for Hand to Hand Combat skills available to the character (pick one). There are three additional fighting techniques which can be selected to improve one's range of fighting ability: Boxing, Kick Boxing, and Wrestling (can pick any or all). On rare occasions, some special O.C.C.s and R.C.C.s may get their own, unique and exclusive type of Hand to Hand combat skill.
PILOT
The Piloting skills rolls are made when driving a vehicle under adverse conditions (rain, fog, ice, etc.) and when performing stunts, tricks, jumps, evasive action, under attack, dodging, shooting a weapon while driving, high-speed chases, sideswipe attack, etc.

A failed roll means the 'stunt' manoeuvre failed/missed, or that the pilot has lost control of the vehicle. If control is lost, the pilot must roll two successful piloting rolls (with penalties) out of three to regain control. Failure to do so means the vehicle crashes. DM use discretion and logic, but here are some penalty guidelines:-
Characters may select most piloting skills as an O.C.C. Related Skill or Secondary Skill (Military (any), exclusive O.C.C. piloting skills, Combat Driving, and Robot Combat (any) skills are not available as Secondary Skills). Each piloting skill counts as one skill selection.
PILOT RELATED
ROGUE
SCIENCE
TECHNICAL
WEAPON PROFICIENCIES
There are two categories of weapon proficiencies (W.P.): Ancient and Modern.

Ancient Weapon Proficiencies
Each ancient W.P. provides combat training with a particular type of weapon. The result is hand to hand combat bonuses to strike and parry when ver that particular weapon is used. All bonuses are accumulative. Each W.P. counts as one skill. Characters without a W.P. can use any weapon, but without benefit of the W.P. bonuses.
Modern Weapon Proficiencies
Each W.P. counts as one skill selection. These are areas of training and practiced skill with a particular type of modern weapon, such as revolver or sub-machine gun. This skill provides special bonuses to strike when using that weapon. Do not add this strike bonus to your character's hand-to-hand or combat skill bonuses to strike.

Anybody who does not have a W.P. in a particular weapon can pick up a gun and use it, but does so without benefit of any bonuses. The Bonuses for any W.P. do not apply to the unskilled character, but a weapon can still be deadly in their hands. P.P. attribute bonuses and Hand to Hand Combat Bonuses do not apply to modern weapons. Further more, the untrained shooter does not know how to reload or clean the weapon or anything about ammunition, the gun's kick, how to use a gunsight to aim accurately, or anything about guns or gun safety. All they can do is pick it up, aim as best they can and pull the trigger. Note: A character with no gun proficiency rolls to strike with no bonuses, can not make a called shot or an aimed shot, and suffers a penalty of -3 to strike with burst attacks,-5 to strike when shooting a machinegun, rail-gun, mortar, missile launcher, or other heavy weapon, and -6 when shooting wild/spray.

Modern Weapon Proficiencies provide the following bonuses:-

WILDERNESS