Pilot Skills

Pilot Air
Air-to-Air Combat
Airplane
Fighter Combat "Basic" Training
Fighter Combat "Elite" Training
Flight System Combat
Helicopter
Helicopter (Military)
Jet Aircraft
Jet Aircraft: Commercial (Large)
Jet Fighters
Jet Packs
Lighter-than-Air Vehicles
Small Jet
Small Single Engine Plane
Twin Engine

Pilot Ground
APC
Automobile
Race
Battle Bike Combat
Bicycle
Commercial Vehicles
Construction Equipment
Farm Equipment
Freight Hauler
Heavy Machinery
Hovercycle
Hover Craft (ground)
Jump Bike Combat
Military Hover Vehicle
Motorcycle
Mountain Biking
Offensive Driving
Snowmobiles
Tank
Time Machine
Titan Transport
Truck (small)
Truck (Large)
Unicycle

Pilot Mecha
Hardsuit/Motoroid
Mecha Cyclone
Mecha Destroids
Mecha Veritech
Mecha Zentraedi Style Battle Pods
Pilot Glitter Boy
Pilot Power Armour
Pilot: Underwater (Power Armour)
Pilot Robots
Pilot: Underwater (Robots)
Mecha Combat (Rifts)
Mecha Combat (Robotech)

Pilot Space
Combat Engineer Vehicles (CEV)
Combat Pod
Contragravity Pack
Cross-Dimensional Piloting and Navigation
Solar Sailer
Space Shuttle
Spacecraft
Spacecraft: Advanced
Space Fighter
Starship

Pilot Water
Advanced Deep Sea Diving
Boat: Motor and Hydrofoils
Boat: Paddle Type
Boat: Sail Type
Boat: Ships
Boat: Warships/Patrol Boats
CVS & SLV
Freighter Ship
Hydrofoils
Kayaking & Canoes
Sailing
Ships: Small
Ships Small Military
Ships: Large
Ships: Military Large
Ships: Submersibles
Ships: Military Submersibles
Underwater (Deep Sea)
Underwater (General)
Underwater Robots & Power Armour
Water scooters
Warship/Patrol Boats
Yacht

Pilot Related
Aerial Navigation
Debris Ring Navigation
Instrument Rating
Interplanetary Navigation
Navigation
Navigation air
Navigation space
Navigation underwater
Navigation water
Radar/Sonar Operations
Read Sensory Equipment
Temporal Navigation/Time Detection Equipment

 

Pilot Air

Air-to-Air Combat: Practice and theory of aerial combat. The big advantage of this skill is that there is no limit
on how high a character can advance. In every other skill there is a 98% maximum proficiency. With Air to Air Combat there is no limit and character may have percentiles over 100%. Use for aerial Combat Rolls only. Can be used with one or more other Pilot skills. Bonus: 10% +2% per level is added to the regular pilot skill.


Airplane: Includes old propeller, single and twin engine types. Base Skill: 50% + 4% per level of experience.


Fighter Combat "Basic" Training: For use only with Jets, airplanes, this does not include power armours, Veritechs, Space Ships, etc. One extra attack per round at level one. +2 to strike (in addition to other bonuses). +3 to dodge attacks while flying. +1 to dog-fighting rolls (or +5% on d%). Critical strike chance as in pilot's HTH. One additional attack at level six. One additional attack at level eleven.


Fighter Combat "Elite" Training: For use only with Jets, airplanes, this does not include power armours, Veritechs, Space Ships, etc.
Two extra attacks per round at level one.
+2 to strike (cumulative with other bonuses).
+5 to dodge attacks while flying.
+3 to dog-fighting rolls (or +15% on d%).
Critical strike chance as in pilot's HTH.
One additional attack at level five.
One additional attack at level ten.


Flight System Combat: This skill allows the character to use specialized fight packs like the Icarus Flight System at full efficiency and take advantage of all possible bonuses. The sophisticated control systems of the Icarus are as quick to react as the systems of a suit of power armour. Those without training do not get the following bonuses and the base skill level is reduced by half. Base Skill: 40% + 5% per level of experience. Bonuses: +1 attack/action per melee at levels 1, 3, 5, 8 and 11. +2 to dodge when flying. If the pilot has auto-dodge, he can use it while flying.


Helicopter: are aircraft capable of vertical take-off, hovering, and high manoeuvrability at low altitudes, very useful in urban environments. Includes all commercial helicopters used for observation, traffic reporting, police, chauffeuring, etc. the smallest hold two passengers, while the larger one will hold four to eight passengers. Base Skill: 44% + 4% per level of experience.


Helicopter (Military): These usually include the larger and heavier (armoured) type as well as transport choppers. Generally, they hold four or twelve passengers, although the largest can hold three times that. The fighter types such as the Huey line can be mounted with machine guns and missiles. These are military vehicles. Base Skill: 40% + 4% per level of experience.


Jet Aircraft: Includes the fan-jet and small commercial jet. Base Skill: 60% + 4% per level of experience.


Jet Aircraft: Commercial (Large): are the large passenger type aircraft used by airlines, such as the DC-10, DC-9, 747, etc. Base Skill: 40% + 4% per level of experience.


Jet Fighters: Training includes flying, manoeuvring, aerial combat strategies, and typical fighter jet weapon systems. Base Skill: 40% + 5% per level of experience.


Jet Packs: This is the piloting skill for backpack like units that strap to the back of an individual to carry him airborne. The typical jet pack is a one person unit capable of hovering above the ground and flying at an average altitude of
300 feet. Base Skill: 42% + 4% per level of experience.

Lighter-than-Air Vehicles: Includes skill in both hot-air/helium balloons and powered blimps & dirigibles. Character can pilot, steer, raise & lower, and land/dock all airships. Can also locate problems, sew up or glue torn fabric, repair control linkages (including pedal driven propellers), and attach ropes and rigging. Note: Engine repair is a separate skill, requiring Aircraft Mechanics. Base Skill: 50%+5% per level of experience.


Small Jet: are of types used by private industry and not commercial planes. Usually hold six to twelve passengers. Base Skill: 60% + 4% per level of experience.


Small Single Engine Plane: cassena beachcraft, and other single engine aircraft. Usually hold two or four passengers. Base Skill: 80% + 4% per level of experience.


Twin Engine: are your larger freight type vehicles. The smallest are not much larger than a single engine plane, two to six passengers. Base Skill: 70% + 4% per level of experience.



Pilot Ground

APC: Military vehicles often have unconventional controls and handle differently than conventional vehicles, especially the many ton, armoured combat vehicles such as armoured personnel carriers (APC). Thus, special training is required to pilot them. Base Skill: 36% + 4% per level of experience.


Automobile: Manual & Automatic transmission, includes dune buggies and jeeps. Base Skill: 80% + 4% per level of experience.

Race: this refers to vehicles and techniques specifically modified for race car driving. Characters with this skill suffer no penalty for high speed chase and are +2 to dodge with vehicles.


Battle Bike Combat: A person trained in Battle Bike Combat be comes one with his machine, with better reflexes, endurance, and concentration. His Riding ability is improved and he learns the best ways to "Crush" and opponent which allows his side to score and win. Requires: Pilot Motorcycle. Bonuses: +1 attack when on a Bike. +1 ME, +1 PE, +D4 PP, +10% Pilot Motorcycle. Special Attack: The "Crush" Either a sideswipe or kick attack, good only against a person on either a one or two wheeled motorcycle. If the attack hits the target the target must make a piloting roll or lose balance and crash their bike. A person with Battle Bike Combat has an additional +5% Pilot Motorcycle only to save against this. The "Crush" it self causes no damage, but a rider still suffers damage from the crash.


Bicycle: Where most characters can ride a bicycle with minimal training, having the bicycle skill means the character can: ride a suitably tough bike over wilderness and rocky terrain attain speeds up to three times normal running speed travel cross-country at a speed equal to the character's full-out running speed (Speed attribute), and perform jumps and tricks (roll under skill proficiency. A failed roll means a crash or fall). Speed can be maintained for a number of hours equal to half the character's Physical Endurance (P.E.). The skill also includes some basic bicycle mechanics/repairs, so the character can fix tires, reattach chains, and generally make sufficient field repairs to get a wounded bike to a garage. Base Skill: 44% + 4% per level of experience. Note: This skill costs one slot for persons from cultures that consider bicycle use as a an adult means of everyday transportation, two slots for motorized societies (such as the U.S.).


Commercial Vehicles: This includes trucks with cranes, "cherry pickers", ladders, etc. Base Skill: 40% + 3% per level of
experience.


Construction Equipment: The ability to drive bulldozers, backhoes, forklifts, cranes, steamrollers, et cetera. Could be considered a Piloting skill. Base Skill: 60% + 5% per level of experience.


Farm Equipment: This enables the character to use the big farm equipment such as the combine, cotton picker, all the PTO's etc. This also enables the character to use the machinery parts not only to drive the vehicles. Base Skill: 65% + 5% per level of experience.


Freight Hauler: Includes forklifts, airport luggage wagons, tractors, etc. Base Skill: 40%+3% per level of experience.


Heavy Machinery: Base Skill: 40% + 3% per level of experience.


Hovercycle: This skill includes the Southern Cross Hovercycle, as well as those vehicles that are intermediary between hovercraft and aircraft, such as the various Rifts sky cycles and the Mechanoids RPG's Flying Guns. This skill has more in common with motorcycle riding than it does with the aircraft and hovercraft skills. Base Skill: 54%+4% per level of experience.


Hover Craft (ground): The knowledge needed in piloting hover cycles and other hover vehicles used for ground transport. These vehicles can be tricky, because they utilize several air jets and directional thrusters that push the craft along, above the ground, on a cushion of air. The vehicles can usually attain great speeds, are capable of driving over incredibly rugged terrains, and make sensational jumps over small craters and ravines. Base Skill: 50% + 5% per level of experience.


Jump Bike Combat: Another elite skill used for such advance performance vehicles as the Tarantula Jump Bike. Base Skill: 45% + 5% per level of experience. Bonuses: +1 attack per melee round with bike's weapon systems. Automatic Dodge: +1 to dodge Bike Jump Attack: This attack uses the rockets to have the bike jump in the air and then land on a target. The sensitive rocket controls require a special skill roll. Base Skill: 25% + 5% per level of experience. If the skill roll is successful, the pilot can make a normal attack roll (at +1 to strike in addition to normal bonuses) to hit the target. Damage to his opponent is 3D6 M.D. Note: This attack can only be done if there is room to manoeuvre (open terrain only).


Military Hover Vehicle: The practiced skill of riding the speedy Civilian hover vehicle. Surprisingly, the hover vehicle is still fairly is still fairly common on the war torn American continents. Base Skill: 50% + 4% per level of experience.


Motorcycle: This skill includes the piloting of all two and three wheeled vehicles such as motorcycles of all types, dirt bikes, and mopeds. Base Skill: 60% + 4% per level of experience.


Mountain Biking: This is more than just riding a bike. This skill includes basic maintenance, (i.e., repairing flats, changing tires, adjusting seats, handlebars, shocks, etc., selection, (knowing the difference between Huffy and Specialized) basic technical lingo, (knowing what a three piece crank is) trail selection (no, rocks are not always fun to ride over) and some useful manoeuvring (Doing a 180 turn within 10 feet isn't as easy as it looks). This Does NOT include more detailed adjustments and equipment changes. Base Skill: 40% + 5% per level of experience. Note: Mountain Biking and Mountain Bike Mechanics are two separate skills. But, if a character who has Basic Mechanics chooses mountain biking, Mountain Bike Mechanics comes with it. Otherwise, it requires a separate selection.


Offensive Driving: Practice and theory of wheeled combat. The big advantage of this skill is that there is no limit on how high a character can advance. In every other skill there is a 98% maximum proficiency. With offensive driving there is no limit and characters may have percentile over 100%. Use for control rolls only. Can be used with one or more pilot skills. Base Skill: 30% + 5% per level of experience.


Snowmobiles: Skill in the use of vehicles designed to operate on the snow like snowmobiles and snow tractors. Base Skill: 50% + 5% per level of experience.


Tank: The piloting of armoured assault vehicles includes armoured all terrain vehicles, amphibious recon, and other armoured heavy vehicles and construction vehicles. Base Skill: 50% + 5% per level of experience.

Time Machine: The character knows how to manipulate the controls for the Temporal Field Projection Grid, and when the Temporal Resistance Battery is ready for discharge. Although many time machines are sufficiently automated to do without a pilot, without a pilot there is no way to manually bring a time machine back after an accident or malfunction. +20% Skill in Evaluating/Identifying a Strange Time Period. +10% chance of Figuring Out and Operating an Unfamiliar Time Machine. Base Skill: 40% + 5% per level of experience.


Titan Transport: The very special aspects of piloting the all-terrain mecha assault unit (a.k.a. GMU) are learned. Base Skill: 40% + 5% per level of experience.


Truck (small): Manual or automatic transmission; includes pickup trucks, small cargo trucks, van and trailers. Base Skill: 60% + 5% per level of experience.

Truck (Large): These are the manual transmission, eight to sixteen-wheeler transport trucks. The biggest of these trucks can easily haul mecha (weight capacity -- 60 tons). Base Skill: 42% + 4% per level of experience.


Unicycle: The ability to ride a unicycle. Well duh! Base Skill: 40% + 5% per level of experience.



Pilot Mecha

Hardsuit/Motoroid: This is the skill needed to pilot the Armoured Suits depicted in the Bubblegum Crisis Animated Series. It also confers some combat bonuses due to the exoskeleton that is in the suit. Base Skill: 36/16% + 6% per additional level of experience. The first percentage number is for the Hardsuit, the second is for the Motoroid. (This skill is free to anyone of the Knight Sabre OCC, but it costs anyone else two skill selections due to the specialized training involved). GM's Note: The Hardsuit must be worn in order to use the Motoroid in Humanoid Mode.

 

Mecha Cyclone: This is a separate mecha pilot skill because of the many unique capabilities and the different "power armour" type operation of this man-sized mecha unit. Training focuses on transformation and piloting, not combat. Thus, Mecha Combat Cyclone must be taken to enjoy the full combat bonuses available. Base Skill: 50% + 5% per level of experience.


Mecha Destroids: Characters are taught the fundamentals of piloting destroids. Usually one specific model and type is learned per each skill selection. Only the Destroid O.C.C. learns to pilot all destroids (with at least three specific types selected as areas of expertise). Base Skill: 50% + 5% per level of experience.


Mecha Veritech: The piloting skills required to fly the big transformable mecha. Training focuses on the transformation process and the strengths and weaknesses of each mode of operation (jet, guardian and battloid). This skill is generally reserved for the Veritech Pilot O.C.C. exclusively. Base Skill: 50% + 5% per level of experience. This includes all RDF, REF and Southern Cross Veritechs.


Mecha Zentraedi Style Battle Pods: This skill is needed to pilot the REF Battle Pods. The operation of these new mecha is fairly simple, but very different from the Earth mecha. Only the Zentraedi Warriors and Destroid Pilot O.C.C.'s are allowed to select this skill. Base Skill: 50% + 5% per level of experience.


Pilot Glitter Boy: Characters with this skill are taught the fundamentals of manoeuvring power armour (utilized by the Coalition). The training focuses on piloting, not combat thus, robot combat is a separate distinct skill (see Glitter Boy Skills). Base Skill: 65% + 5% per level of experience.


Pilot Power Armour: Characters with this skill are taught the fundamentals of manoeuvring power armour (utilized by the Coalition). The training focuses on piloting, not combat thus, robot combat is a separate distinct skill (see Power Armour Skills). Base Skill: 65% + 5% per level of experience.

Pilot: Underwater (Power Armour): Basically most if not all of the mecha in Rifts can be outfitted with specialized gear to make them water compatible. The mecha reacts sluggish underwater, although the mecha is water tight, if it is damaged during an attack (30 M.D.C. and beyond) the mecha circuitry and internal systems are exposed and are very susceptible to the elements in their under water environment. There is no skill percentage, but without this skill reduce piloting skills by half.


Pilot Robots: Characters with this skill are taught the fundamentals of manoeuvring giant robots (utilized by the Coalition). These robot exoskeletons and vehicle type robots that require a pilot and crew. The training focuses on piloting, not combat thus, robot combat is a separate distinct skill (see Robot Combat Skills). Base Skill: 65% + 5% per level of experience.

Pilot: Underwater (Robots): Basically most if not all of the mecha in Rifts can be outfitted with specialized gear to make them water compatible. The mecha reacts sluggish underwater, although the mecha is water tight, if it is damaged during an attack (30 M.D.C. and beyond) the mecha circuitry and internal systems are exposed and are very susceptible to the elements in their under water environment. There is no skill percentage, but without this skill reduces related piloting skills by half.


Mecha Combat (Rifts): There are four types of mecha combat. They may not apply to all mecha and/or O.C.C. The piloting skills in Rifts, Pilot: Robots and Pilot: Power Armour have been separated for several reasons. The main reason is that a Robot functions differently than Power Armour and that of the Glitter Boy as well. Not only in the piloting area, but in the combat, manoeuvrability area (Such as dodges, parries, etc.). Therefore there needed to be separate Mecha Combat sections as well.

Basic: Each Power Armour, Robots, and all the others, has a different weapon system, hand to hand aptitude, and personality quirks that make each specific mecha unique. Because each handles differently, the pilot must select a separate mecha combat skill for each specific mecha type (Glitter Boy, SAMAS, SAMAS Phase II, etc.). Readers will also see a stat block for Mecha Combat Basic. These abilities apply to general training in mecha combat available to many O.C.C.s. The basic combat training enables the character to use the mecha so, but not quite at peak proficiency. Counts as one skill, unless otherwise stated. Note: this applies to each skill picked for all Power Armour and Robots and their combat training

Advanced: Each Power Armour, Robots, and all the others, has a different weapon system, hand to hand aptitude, and personality quirks that make each specific mecha unique. Because each handles differently, the pilot must select a separate mecha combat skill for each specific mecha type (Glitter Boy, SAMAS, SAMAS Phase II, etc.). Readers will also see a stat block for Mecha Combat Advanced. These abilities apply to general training in mecha combat available to many O.C.C.s. In order to acquire this skill the character must have gone through the previous skill, unless otherwise stated. Counts as two skills, unless otherwise stated. Note: this applies to each skill picked for all Power Armour and Robots and their combat training.

Expert: Each Power Armour, Robots, and all the others, has a different weapon system, hand to hand aptitude, and personality quirks that make each specific mecha unique. Because each handles differently, the pilot must select a separate mecha combat skill for each specific mecha type (Glitter Boy, SAMAS, SAMAS Phase II, etc.). Readers will also see a stat block for Mecha Combat Expert. These abilities apply to general training in mecha combat available to many O.C.C.s. In order to acquire this skill the character must have gone through the previous skill, unless otherwise stated. Counts as four skills, unless otherwise stated. Note: this applies to each skill picked for all Power Armour and Robots and their combat training.

Elite: Each Power Armour, Robots, and all the others, has a different weapon system, hand to hand aptitude, and personality quirks that make each specific mecha unique. Because each handles differently, the pilot must select separate mecha combat skill for each specific mecha type (Glitter Boy, SAMAS, SAMAS Phase II, etc.). to enjoy its maximum combat effectiveness (bonuses). The Hand to Hand Bonuses from Mecha Combat Training list the exact combat abilities, damage and bonuses for each mecha. They are found at the end of this section. Mecha Combat is usually reserved for mecha pilots. Each specific mecha type, new and old, counts as a separate skill selection. Counts as six other skills, unless otherwise specified. Note: this applies to each skill picked for all
Power Armour and Robots and their combat training.


Mecha Combat (Robotech): There are four types of mecha combat. They may not apply to all mecha and/or O.C.C.
Basic: Each mecha, the alpha, beta, cyclone, vindicator and all the others, has a different weapon system, hand to hand aptitude, and personality quirks that make each specific mecha unique. Because each handles differently, the pilot must select a separate mecha combat skill for each specific mecha type (cyclone, alpha, beta, etc.). Readers will also see a stat block for Mecha Combat Basic. These abilities apply to general training in mecha combat available to many O.C.C.s. The basic combat training enables the character to use the mecha so , but not quite at peak proficiency. Counts as one skill, unless otherwise stated. Note: this applies to each skill picked for all mecha and their combat training.

Advanced: Each mecha, the alpha, beta, cyclone, vindicator and all the others, has a different weapon system, hand to hand aptitude, and personality quirks that make each specific mecha unique. Because each handles differently, the pilot must select a separate mecha combat skill for each specific mecha type (cyclone, alpha, beta, etc.). Readers will also see a stat block for Mecha Combat Advanced. These abilities apply to general training in mecha combat available to many O.C.C.s. In order to acquire this skill the character must have gone through the previous skill, unless otherwise stated. Counts as two skills, unless otherwise stated. Note: this applies to each skill picked for all mecha and their combat training.

Expert: Each mecha, the alpha, beta, cyclone, vindicator and all the others, has a different weapon system, hand to hand aptitude, and personality quirks that make each specific mecha unique. Because each handles differently, the pilot must select a separate mecha combat skill for each specific mecha type (cyclone, alpha, beta, etc.). Readers will also see a stat block for Mecha Combat Expert. These abilities apply to general training in mechacombat available to many O.C.C.s. In order to acquire this skill the character must have gone through the previous skill, unless otherwise stated. Counts as four skills, unless otherwise stated. Note: this applies to each skill picked for all mecha and their combat training.

Ace: Each mecha, the alpha, beta, cyclone, vindicator and all the others, has a different weapon system, hand to hand aptitude, and personality quirks that make each specific mecha unique. Because each handles differently, the pilot must select a separate mecha combat skill for each specific mecha type (cyclone, alpha, beta, etc.) to enjoy its maximum combat effectiveness (bonuses). The Hand to Hand Bonuses from Mecha Combat Training list the exact combat abilities, damage and bonuses for each mecha. They are found at the end of this section. Mecha Combat is usually reserved for mecha pilots. Each specific mecha type, new and old, counts as a separate skill selection. As a reminder: In addition to the specific mecha, the veritech pilot can operate all other aircraft style mecha, but only at the Basic level, unless otherwise specified. Counts as six other skills, unless otherwise specified. The cyclone rider can use all cyclones with equal skill, unless otherwise specified. Note: this applies to each skill picked for all mecha and their combat training.



Pilot Space

Combat Engineer Vehicles (CEV): The ability to drive, perform maintenance, carry out minor repairs on the CEV, and use it's equipment. With the CEV skill, a character can use the CEV's: bow blade plough to dig ditches and tank runs, rear deck winch to lift other tanks or APCs as well as use it to remove tank engines (including it's own), the character also has rudimentary training in the CEVs turret gun and the explosive shells used with it. Base Skill: 40% + 5% per level of experience.


Combat Pod: Training includes manoeuvring, and controlling remote-control drones, evasion and combat pod combat strategies. Base Skill: 40% + 4% per level of experience. The skill gives the user a +2 to strike, parry and dodge while inside the machine.

Contragravity Pack: Similar to piloting a jet pack. Base Skill: 42% + 4% per level of experience.
Cross-Dimensional Piloting and Navigation: Includes knowledge of theory and operation of the various cross-dimensional location and signalling devices. +20% for setting a course to a known, previously visited dimension. +10% for setting a course to any dimension emitting a locator beacon signal. Base Skill: 25% + 5% per level of experience.


Solar Sailer: This skill allows a character to pilot a solar yacht, giant ore ships, and other types of solar sail-using ships. Only persons with skill are proficient in the techniques required to bring one of these ships in against the solar wind. Base Skill: 44% + 4% per level of experience.


Space Shuttle: Base Skill: 60% + 4% per level of experience.


Spacecraft: This piloting skill is applicable to all large spacecraft, including the Garfish and Ikazuchi carriers. Note: The Horizont is considered a space shuttle. Base Skill: 50% + 5% per level of experience. Also adds a +5% bonus to the Navigation Space skill.

Spacecraft: Advanced: This skill allows a player to pilot almost any ship in almost any situation, including interplanetary journeys, combat and chases. They can also pull fancy stunts, make landing on the Moon, Mars and in other gravity wells and if necessary, can cut the amount of fuel used on a journey by up to 50%. Base Skill: 40% + 4% per level of experience.


Space Fighter: Typically one to three man fighter vehicles specifically designed for fighter to fighter, fighter to power armour, fighter to ship, or fighter to robot space combat. These vessels engage in reconnaissance, military support, close combat, dog-fights, surgical strikes, and rescue missions. Some resemble atmospheric jet fighters or shuttle crafts (and may have transatmospheric capabilities) while others may look like rockets, geometric shapes or resemble animals (typically fish) and insects. Base Skill: 50% + 3% per level of experience.


Starship: These are the BIG intergalactic vessels, massive cargo ships, ore haulers, transports, battleships and other immense ships, usually with a crew and/or passengers that number into the hundreds or even thousands. Base Skill: 36% + 4% per level of experience.



Pilot Water

Advanced Deep Sea Diving: Skill in the methods, techniques and equipment used in deep sea diving and exploration. Includes the use of most types of diving suits, diving pods (attached to tethers/life lines) and light to medium power armour. It does not include combat models. Base Skill: 40% + 4% per level of experience.


Boat: Motor and Hydrofoils: These include all types of small motor driven boats and yachts. Base Skill: 55% + 5% per level of experience.


Boat: Paddle Type: includes canoes, row boats, and so on. They are not designed for speed but mobility. Generally hold three to six passengers. Base Skill: 98%


Boat: Sail Type: Small sailing and medium-sized sailing yachts, and fishing boats. Base Skill: 60% + 5% per level of experience.


Boat: Ships: This includes all large sailing and motor driven sea-faring vessels. Base Skill: 45% + 5% per level of experience. Motor driven ships: 44% + 4% per level of experience.


Boat: 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 as evasive manoeuvres and piloting. Base Skill: 40% + 4% per level of experience. Note: Characters with the motor boat or ship skill can also pilot these vessels but at a -12% penalty.


CVS & SLV: This applies to any and all submersible vessels. Of course the character must pick one specific type vessel, such as the Prometheus, but may have several later on. Also, includes training on exactly how the vessel operates, such as the engines and sensors. Each vessel has different controls, engine speeds, layouts, sensors, operating procedures, etc., that is the reason way the character must pick a specific skill. Base Skill: 30% + 5% per level of experience.


Freighter Ship: are larger, generally, stream or turbine drive cargo vessels (small ships) Base Skill: 20% + 5% per level of experience.


Hydrofoils: This is the art of sailing motor driven and sail boats with the fins underneath that raise the boat off the water to achieve faster speeds. Base Skill: 50% + 5% per level of experience.

Kayaking & Canoes: Allows the use of most paddled boats and canoes, rowboats and knee boards, as well as the Kayak. Speed in still water is usually equal to the character's P.S. attribute (treated for all purposes as Spd) and can be maintained for P.E. x5 in minutes without pause. The skill also includes basic principles behind using currents,
maintenance, and even "tricks" like sculling and right-siding a flipped canoe, etc. Base Skill: 50% +5% per level.

Sailing: A rudimentary knowledge about sailing vessels, large and small, as well as the terms and principles of sailing. The first percentile number is for small sailing vessels, while the second is for piloting ships. May be taken twice to denote professional quality. Base Skill: 35%/20% + 5% per level of experience.

Ships: Small: This include the freighters, yachts, house boats, cruisers, etc. Also, includes training on exactly how the vessel operates, such as the engines and sensors. Of course the character must pick one specific type vessel, such as a freighter, but may have several later on. Each vessel has different controls, engine speeds, layouts, sensors, operating procedures, etc., that is the reason way the character must pick a specific skill. Note: This does not include the submersible ships, this is a separate skill. Base Skill: 50% + 5% per level of experience.

Ships Small Military: This includes the PT type boats, military cruisers, certain mine sweepers, etc. Also, includes training on exactly how the vessel operates, such as the engines and sensors. Of course the character must pick one specific type vessel, such as a freighter, but may have several later on. Each vessel has different controls, engine speeds, layouts, sensors, operating procedures, etc., that is the reason way the character must pick a specific skill. Note: This does not include the submersible ships, this is a separate skill. Base Skill: 50% + 5% per level of experience.

Ships: Large: This oil tankers, aircraft carriers, large cruise ships (such as the Queen Marry), etc. Also, includes training on exactly how the vessel operates, such as the engines and sensors. Of course the character must pick one specific type vessel, but may have several later on. Each vessel has different controls, engine speeds, layouts, sensors, operating procedures, etc., that is the reason way the character must pick a specific skill. Note: This does not include the submersible ships, this is a separate skill. Base Skill: 30% + 5% per level of experience.

Ships: Military Large: This includes destroyers, aircraft carriers, battleships, etc. Also, includes training on exactly how the vessel operates, such as the engines and sensors. Of course the character must pick one specific type vessel, such as a freighter, but may have several later on. Each vessel has different controls, engine speeds, layouts, sensors, operating procedures, etc., that is the reason way the character must pick a specific skill. Note: This does not include the submersible ships, this is a separate skill. Base Skill: 50% + 5% per level of experience.


Ships: Submersibles: The knowledge and skill of piloting all types of submersibles, including underwater sleds, mini-subs and most types of submarines, does not include military submarines. Base Skill: 40% + 5% per level of experience. Note: -20% when using alien or unusual submarines. Does not include power armour or deep sea diving suits.


Ships: Military Submersibles: This includes all of the submersible aircraft carriers etc. Also, includes training on exactly how the vessel operates, such as the engines and sensors. Of course the character must pick one specific type vessel, such as a freighter, but may have several later on. Each vessel has different controls, engine speeds, layouts, sensors, operating procedures, etc., that is the reason way the character must pick a specific skill. Note: This does not include the submersible ships, this is a separate skill. Base Skill: 50% + 5% per level of experience.

Underwater (Deep Sea): This is the ability to operate small deep sea crafts to go to the ocean depths up to 5 miles. This will include all training in the operation of the vehicles robotics arms, collecting samples, etc. Also, includes training on exactly how the vessel operates, such as the engines and sensors. Of course the character must pick one specific type vessel, such as a freighter, but may have several later on. Each vessel has different controls, engine speeds, layouts, sensors, operating procedures, etc., that is the reason way the character must pick a specific skill. Note: This does not include the submersible ships, this is a separate skill. Base Skill: 50% + 5% per level of experience.

Underwater (General): This will include the rest of the underwater vehicles not covered in the skills above, that may come out in later books. Also, includes training on exactly how the vessel operates, such as the engines and sensors. Of course the character must pick one specific type vessel, such as a freighter, but may have several later on. Each vessel has different controls, engine speeds, layouts, sensors, operating procedures, etc., that is the reason way the character must pick a specific skill. Note: This does not include the type submersible ships, this is a separate skill. Base Skill: 50% + 5% per level of experience.


Underwater Robots & Power Armour: Basically most if not all of the mecha in Rifts can be outfitted with specialized gear to make them water compatible. The mecha reacts sluggish underwater, although the mecha is water tight, if it is damaged during an attack (30 M.D.C. and beyond) the mecha circuitry and internal systems are exposed and are very susceptible to the elements in their under water environment. There is no skill percentage, but without this skill reduces related piloting skills by half. Note: Glitter Boys have not been designed for underwater, nor will they.


Water scooters: The knowledge and skill of piloting all types of one and two-man water sleds (underwater), jet skis (surface sled), etc. Base Skill: 50% + 4% per level of experience.


Warship/Patrol Boats: Specialized training in the use of military warships, combat hydrofoils, patrol boats, amphibious beachcraft/transports. Includes a basic idea on how sonar and targeting equipment, depth charges, torpedoes, and other common weapon systems, as well as evasive manoeuvres and piloting. Base Skill: 40% + 4% per level of experience. Note: Characters with the motor boat or ship skill can also pilot these vessels but at a -12% penalty.


Yacht: This skill allows a character to pilot a solar yacht and giant ore ships in orbit and on interplanetary journeys. Anyone trying this without the skill is liable to destroy the yacht's delicate sail, making it useless. Base Skill: 44% + 4% per level of experience.



Pilot Related

Aerial Navigation: Used for determining position, especially at night or over water. Base Skill: 30% + 5% per level of experience.


Debris Ring Navigation: The Debris Ring is the outer most layer of the containment of Earth. Every so often for some reason or another some one ends up in the debris ring without a way to get out. With this skill a pilot can successful attempt to navigate the debris ring without taking damage, a failed roll means that the ship takes 1D100 MD to a random part of the ship. Base Skill: 30% + 5% per level of experience.


Instrument Rating: This skill allows a pilot to steer a course, take-off or land, in total darkness, using just the aircraft's instrument readings. Base Skill: 30% + 5% per level of experience.


Interplanetary Navigation: This allows a character to plot and lay in a course for the large distances between planets. For the purposes of this game, anything outside the orbital plane of the Earth and Moon (the Zone) is regarded as being interplanetary. A character must have basic math and computer operation to take this skill. A failed skill roll means that the spacecraft is off course. To find out how far it is from its destination, subtract the character's skill from the failed roll and multiply the result by one million. That is the resulting miss in kilometres. Base Skill: 45% + 5% per level of experience.


Navigation: Training in map reading, star charts, course computation, following landmarks, and use of navigational equipment. Includes land, air, and water navigation, as well as piloting by instruments alone. A failed roll means the pilot is off course. Roll 2D6x100 for most aircraft, 4D6x100 for jets, and 2D6x10 for ground vehicles to determine how many miles/kilometres they are off course. Roll for every hour that one is off course. Base Skill: 40% + 5% per level of experience. Requires: Math Basic, Read Sensory Equipment and Literacy.



Navigation Air: Skills in map reading, course computation, and use of navigational equipment. Training also includes the use of just instruments by themselves. Note: does not include water, under water land. Requires: Math Basic and Read Sensory Equipment and Literacy are required to navigate. Base Skill: 60% + 5% per level of experience. A failed roll means the pilot is off course. Roll 2D6x100 for aircraft and 4D6x100 for all flying mecha. to determine how many miles/kilometres they are off course by. Roll every hour that one is off course. Note: If playing under the Percentage points system it requires 50 points and will take on the average of 12 to 18 months of training to acquire this skill.


Navigation Space: Basically the same as normal navigation techniques. The only difference is the use of stars and some of the sensory equipment. More importantly, a failed roll will place the ship 4D6 light years off course! Requires: Math Basic and Read Sensory Equipment and Literacy are required to navigate. GM's Note: Take into account the speed at which the space craft is capable of travelling. Obviously a sub-light ship will not be off course by this much. Base Skill: 40% + 5% per level of experience.

 

Navigation Underwater: This much the same as the skill above, but this entails relying on instruments only. Characters that have the Ocean Geography Surveying skill get a one time bonus of 15%. Note: does not include air, land, water. Requires: Math Basic and Read Sensory Equipment and Literacy are required to navigate. Base Skill: 55% + 5% per level of experience. A failed roll means the pilot is of course. Roll 4D6x100 to determine how many miles/kilometres they are off course by. Roll every hour that one is off course. Note: If playing under the Percentage points system it requires 40 points and will take on the average of 12 to 15 months of training to acquire this skill.



Navigation Water: Skills in map reading, star charts, and course computations. Training also includes the use of just instruments by themselves. Note: does not include underwater, air, land. Requires: Math Basic and Read Sensory Equipment and Literacy are required to navigate. Base Skill: 60% + 5% per level of experience. A failed roll means the pilot is of course. Roll 4D6x100 to determine how many miles/kilometres they are off course by. Roll every hour that one is off course. Note: If playing under the Percentage points system it requires 40 points and will take on the average of 12 to 15 months of training to acquire this skill.



Radar/Sonar Operations: The ability to use radar (radio echo bounces) and sonar (underwater sound echo bounces) equipment and correctly read the information to precisely locate and follow aircraft, ships and submarines. This is all included in the skill ability to read sensor equipment. Base Skill: 30% + 5% per level of experience. A note about sonar: In submarines there are two methods or types of sonar operations, passive and active. To use active sonar, the sub must give a pulse of sound to bounce off any nearby ships or objects. This is very dangerous since it immediately gives away the position of the ship; most subs will not use active sonar unless absolutely necessary. Most submersibles will rely on passive sonar systems. This is much more difficult since the sonar operator must sift through the background noise to find any enemy ships. Sometimes they will not be able to distinguish the location of a ship form the background static. Despite this fact passive sonar is used because it does not give away the location of the sub. Skill Penalty: -15% on read sensory equipment skill.


Read Sensory Equipment: Individuals with this training can operate, maintain, understand, and "read" or interpret sensory data from all types of conventional sensor devices. These devices include radar, sonar, motion detectors, surveillance equipment, optical enhancements, instrument panels, and so on. Note: Characters without this skill cannot understand nor operate aircraft, radar, or detection/surveillance equipment. Base Skill: 40% + 5% per level of experience.



Temporal Navigation/Time Detection Equipment: Character knows how to read and evaluate the information from temporal detection equipment. Includes a knowledge of the Absolute Referent Device and Quantum Differential Device sensors. From anywhere in the time stream, the character can accurately read the instruments to pinpoint an exact temporal location. Has enough training to attempt to diagnose and repair malfunctions in these devices, using the base skill. Base Skill: 40% + 5% per level of experience.

 

 

Palladium Skills