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.