Communication Skills

Cryptography
Electronic Counter-Measures
Flag Signalling
Laser
Microwave Communications
Optic Systems
Public Speaking
Radar/Sonar Operation
Radio: Basic
Radio: Advanced
Radio: Deep Space
Radio: Scramblers
Radio: Satellite Relay
Surveillance Systems
Telephone Networks
TV/Video

 

Cryptography: Skill in recognizing, designing, and cracking secret codes and messages. The character must study the code for two hours to attempt to break it successfully. A failed roll means the individual must study the code for an additional two hours before he can try to break it again. The character may attempt to break the code sooner, after only 10 minutes of study, but suffers a penalty of -30%. Base Skill: 25% + 5% per level of experience.

Electronic Counter-Measures (Jamming): Useful for preventing the enemy's communications fro working. Since all armour, power armour and robot vehicles are linked by radio transmissions, jamming can cause unit confusion and disrupt communications. Military organization breaks down, causing a loss of effectiveness for all but the best units.
Just about any high powered radio can be used for jamming. Armed with a radio, a small guerrilla unit can completely disrupt the manoeuvres of large enemy groups. This skill also enables the radio operator to "follow" the enemy's attempted transmissions over jammed frequencies to trace their general location, a specific building, or direction. This tactic is extremely useful in finding and eliminating lone power-armour troopers. Base Skill: 30% + 5% per level of experience. Note: If the GM likes, he can make this part of the Radio: Scrambler skill, but still with a base of 30%.

Flag Signalling: Ships at sea in a medieval setting, often miles apart, have developed a "language" based on the display of coloured flags. Those with this skill can read and compose messages, as well as be able to recognize banners, ensigns, pennants and standards used to communicate ship's origins and status. Communicating basic naval messages ("Turn to starboard." "Do you have any fresh water to spare?" or "Beware! Pirates sighted to the northeast!") are easy for anyone with 2nd level, or better, expertise. However, non-naval messages, including names (Sir Bertrand, Port Jarl) or messages related to other subjects (magic, money or religion), are more time consuming, and more difficult to compose or decipher. Since each ship usually displays banners showing their nationality and other information, those with this skill have the chance of identifying a fake (pirates often fly false flags). In addition to the common signal code (used by every seafaring nation), certain navies and merchant companies have developed their own secret systems of communicating. Bonuses: +5% if the heraldry skill is known. Base Skill: 18% + 6% per level of experience.

Laser: This skill provides the character with an in-depth knowledge of laser communications systems. Base Skill: 40% + 5% per level of experience.

Microwave Communications: Experience in the use of microwave equipment, transmitters and receivers for communications. Base Skill: 40% + 5% per level of experience.

Optic Systems: Training covers a wide variety of optic systems, from video to optical enhancement devices, to laser and fibre optics. The character will understand the meaning of optical readings, recording, transmission, and use of special equipment like thermo-imagers, passive light intensifiers, infrared, ultraviolet, etc. Base Skill: 50% + 5% per level of experience. Time to use the skill: Depends on length of the task and is provided that the character has made his/her skill correctly. Adds a special one time bonus of +5% to T.V./video skill if both are selected.

Radar/Sonar Operation: Use of radar (radio echo bounces) and sonar (underwater sound echo bounces) to precisely locate aircraft, ships and submarines. Base Skill: 45% + 5% per level of experience.

Radio: Basic: This is the knowledge of the operation and maintenance of field radios and walkie talkies, home stereos and receivers, Ham operations, and some radio procedures. GM's remember there is a difference between the military use and the civilian use of radio communications and functions. Please keep this in mind when the characters are using this skill. Counts as One Skill, unless otherwise stated. Base Skill: 50% + 5% per level of experience. The character can do simple wiring for the antennas and/or speakers, that's it. Time to use the skill: Depends on length of the task and is provided that the character has made his/her skill correctly.

Radio: Advanced: This is the knowledge of wire laying, installation, transmission towers, radio procedure, communication security and visual signs communications, as well as knowing Morse code. GM's remember there is a difference between the military use and the civilian use of radio communications and functions. Please keep this in mind when the characters are using this skill. Requires: Radio: Basic. Base Skill: 35% + 5% per level of experience. The character can do basic repairs such as trace cables, change fittings, etc. If beyond this will need a professional. The character has received additional training in the use of radio, orbital and sub-orbital satellite communication relays. The character has learned how to repair radio and has the ability to jury-rig a make shift radio from spare parts. Time to use the skill: depends on length of the task and is provided that the character has made his/her skill correctly.

Radio: Deep Space: This is training in the use of deep space communications equipment normally found on spacecraft and starbases. The technology varies by culture (Robotech & Macross, Phase World & Mechanoids universe or Manhunter), but generally these systems involve some sort of contact through another dimension (using phase or subspace technology) that is receivable by any equal receiver with an open receiving window. The speed of such transmissions is roughly 1000x normal; a message sent this way from Earth to Alpha Centauri (4.3 light years) would take about 37.7 hours to reach its destination. While these are for the standard communications systems of these spacefaring societies, faster systems do exist, but are usually found only in the hands of the military forces, and cannot access or be accessed by standard transmitters. These systems are 1000 to 1 million times faster than the standard systems, but have problems with signal integrity, requiring heavy coding and redundancy to insure the message gets through as intended (and whole). They also require equipment larger than some small shuttlecraft, meaning only fleet flagships, stations and planetary installations possess this type of equipment. The Zentraedi, for example, have the fastest type, meaning that (counting processing time) messages have only a 1 second delay per 300 light years between the sender and receiver. Within 400 ly, this is less than what NASA had to deal with during the Apollo missions to the moon. Note: Distress beacons use the standard system, and ships/life pods without an automated distress beacon require this skill to activate the manual distress call, or to specifically target an area for the beacon to call (automated beacons broadcast in all directions on set emergency frequencies). Phase World/Mechanoid & Robotech/Macross type transmitters use 10 Mb data packets in the transfer process. Base Skill: 45% + 5% per level of experience. Note: The Manhunter comm system, though just as sophisticated in terms of access to the subdimensions used for transmission, requires 5 minutes per packet to decode. However, that system transmits 100 Tb packets (10^14 Bytes, to the others' 10^7 Byte packets).

Radio: Scramblers: This is training in the use of electronic masking and scrambling (unscrambling) equipment, and codes for increased security. This skill will only enable the character to use this with Radio waves only! GM's remember there is a difference between the military use and the civilian use of scrambled and unscrambling communications and functions. Please keep this in mind when the characters are using this skill. Base Skill: 35% + 5% per level of experience.

Radio: Satellite Relay: This is an understanding in the methods and operations of satellite transmissions. Base Skill: 25% + 5% per level of experience.

Surveillance Systems: This the study and understanding of operation, methods, and techniques involved in the use of surveillance systems. Includes motion detectors, simple alarm systems, complex alarm systems, video and camera equipment, amplified sound systems, miniature listening devices (Bugs, telephone tapping), recording methods, and some optical enhancement systems (specifically as they relate to camera lenses). GM's remember there is a difference between the military use and the civilian use of surveillance systems and their functions. Please keep this in mind when the characters are using this skill. Time to use the skill: Depends on length of the task and is provided that the character has made his/her skill correctly. Tailing, or following someone without their knowledge, is another form of surveillance. This also includes stake out procedures. A failed surveillance roll indicates that the tail was spotted and the subject is aware of being/ followed. A failed roll in the use of equipment indicates a ruined or garbled recording/film (not usable) or malfunction. Bugging equipment can be easily located or noticed during the course of casual activity if a character fails his surveillance roll while planting it.
Base Skill: 30% + 5% per level of experience.

Telephone Networks: The character knows everything from the wiring of telephones, phone taps and tracing calls to international switching methods. Time to trace a call: 2D4x10 seconds, modified as follows -
Local - cut time by 75%;
LD, same Area code - cut time by 50%;
LD, out of Area Code - normal;
International - add 3D4 rounds;
Call being forwarded: add 1D4 rounds;
Caller also using skill; double time and skill levels must be rolled in competition (first to miss loses).
Base Skill: 40% + 5% per level of experience.

TV/Video: This is the understanding of the techniques involved with video (for television broadcasts, Betacam, 3/4 machines, and cameras), editing of video, some special video effects, amateur filming (with a motion picture camera), can even edit that film footage, and can transfer film to video tape. Base Skill: 35% + 5% per level of experience.

 

 

Palladium Skills