REF Field Scientist
The REF Field Scientist has become more important than ever in the world of Rifts Earth. The character remains the same intelligent, inquisitive “jack-of-all-trades” as before, but never before has there been such a need to catalog and study alien civilizations, as even the human nations are vastly different in nature from the
world they came from. The Field Scientist uses his varied skills for analysis, investigation, identification, and cataloging of other civilizations’ technologies and cultures.
The Robotech Expedition’s encounters with previously unknown civilizations has made the inclusion of Field Scientists a necessity among the combat and reconnaissance forces of the Rifts Earth Division. A Field Scientist will be a member of most REF outposts, expeditions, and patrols. As with the Communications Engineer, it is wise for the Field Scientist to master at least one mecha.
In addition to the O.C.C. skills listed, with bonuses in parentheses, the player can select additional skills as listed below.
O.C.C. Skills:
Radio: Basic (+30%)
Military Etiquette
Read Sensory Equipment: (+15%)
Navigation: (+15%)
Weapon Systems:(+20%)
Language - Native Language: 98%
Literacy - Native Language: (+20%)
Recognizing Alien Artifacts: 50+4% per level*
Use Alien Technology: 22+5% per level**
Computer Operation (+15%)
Computer Programming (+10%)
Paramedic (+10%)***
Math Advanced (+10%)
Pilot Automobile (+5%)
W.P. Energy Rifle
Hand to Hand Basic****
* Recognizing Alien Artifacts is exclusive to the REF Field Scientist. This special skill enables the scientist to recognize an item not of Robotech Earth origin and surmise its probable purpose/use. Furthermore the Field Scientist can recognize Robotech Master, Zentraedi, and Invid technology/items (+10%).
**Use Alien Technology is another skill exclusive to the REF Field Scientist. This special skill enables the scientist to analyze and use alien devices. This may require building it into a human-made device, modifying it, or using it as is, such as a perfectly good alien weapon, vehicle, etc.
Analysis time will vary depending on the complexity of the item, it’s purpose and level of technological sophisctication. Likewise, something that is completely new, that is to say, supernatural or unlike anything ever created by man, will be even more difficult to figure out. Add a bonus of +10% when dealing with Robotech Master, Zentraedi, or Invid technology/devices.
Time Restrictions:
Low technology, humanoid design: 1d4 hours and +10% to skill
Medium technology, humanoid design: 2d6 hours
High technology, humanoid design: 1d4x10 hours
Super technology, humanoid design: 4d6x10 hours
Penalties (all penalties cumulative):
Non-humanoid design: -15% and add 1d6x10 days
Mentally activated/operated: -10% and add 4d6 hours
Mystical properties: -12% and add 3d4x10 days
Completely alien technology: -30% and add 4d6x10 days
Each failed attempt:-5% (due to frustration)
A failed roll means the item remains a mystery and can not be used despite the hours, days or weeks of analysis. Of course the scientist can try again, rerunning the same tests or performing a battery of completely new tests. The field scientist can try as many times as it takes to figure it out, but each time there is more confusion and frustration involved.
*** Paramedic can be upgraded to Medical Doctor at the cost of two “other” skills.
**** Hand to Hand Basic can be upgraded to Hand to Hand Expert at the cost of one “other” skill. Upgrading to Hand to Hand Martial Arts will cost two “other” skills.
O.C.C. Related Skills: Select 16 other skills plus three from science and/or technical. Select two additional skills at levels three and six, and one at levels nine and twelve. All new skills start at level one proficiency.
Communications: Any
Domestic: Any
Electrical: Any (+5%)
Espionage: None
Mechanical: Any
Military: Any
Medical: Any except MD in Cybernetics
Physical: Any
Pilot: Any (Mecha Combat restricted to Basic)
Pilot Related: Any
Science: Any (+15%)
Technical: Any (+10%)
Rogue: Any
W.P.: Any except Cyclone Weapon Systems
Wilderness: Any (+3%)
Standard Equipment: Mini-tool kit, specimen kit, portable computer, portable microscope, surgical instruments and gloves, oxygen mask, first-aid kit, wrist radio unit, extra uniform, overalls, surgical gown. Basic military equipment includes choice of energy rifle and sidearm, four ammo clips for each, survival knife, flashlight and six signal flares, as well as CVR-3 armor.
Authorized Clearance Upon Assignment: Special sensory equipment, portable laboratory, surveillance equipment, video and photo equipment, optical enhancements, and access to full laboratory and medical facilities. Military items include additional weapons, explosives, vehicels and mecha.
Monthly Wages: 2200 credits for enlisted men at levels 1-5, 3000 credits for 6th level and higher, while higher ranking officers make
3400 to 4600 credits per month.
Personal Savings: 4d6x100 credits
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