Skills


Here we have the infamous skills listing. Misc skills will be listed for future use such as Basic Shi'Ar Electronics and such. Anything needed to survive as an X-Men.
Lore: Conspiracy
Lore: Cults and Sects
Lore: Folklore and Mythology
Lore: Omens and Superstition
Lore: Science
Philosophy
Perception
Mathematics: Statistics
Parapsychology
Zoology
Fast Talk/Con
Pilot:Blackbird
Games of Chance
Tailing
Poison
Hide
Read Lips
X-Men Skill Program




Lore: Conspiracy - New Technical Skill

A comprehensive knowledge about the issue of conspiracy and cover-ups by world governments in the areas of the paranormal, UFOs, military, experimental testing, etc. by such participants as the FBI, KGB, CIA, and major world governments. The character knows the theories about the Roswell incident, Area 51, telekinetic weapons testing by the Russian government, and drug and chemical weapons testing.

Base Skill: 30% + 5% per level of experience.


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Lore: Cults and Sects - New Technical Skill

This skill is a comprehensive study of the phenomenon of cults, sects, and occult religion. This includes the techniques of indoctrination as well as the identifying marks of the major cults.

Base Skill: 30% + 5% per level of experience.


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Lore: Folklore and Mythology - New Technical Skill

This skill is a comprehensive study of folklore and mythology. The character will be able to identify the major mythical players involved with a given region and can roll at half the skill level to be able to identify minor players in myth. These players include gods, heroes, monarchs, creatures, and tales.

Base Skill: 30% + 5% per level of skill.


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Lore: Omens and Superstition - New Technical Skill

This skill lets the character identify all major forms of omen and superstition. The character will understand the meaning and what is implied by a given occurrence or happening. If the character also has Lore - Religion, the character will also be able to recognize the source of the omen or superstition.

Base Skill: 30% + 5% per level of experience.


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Lore: Science - New Technical Skill

This knowledge gives the character an in-depth understanding about the general overview and concept of the science and the history of the science selected. The character must select a different science each time this skill is selected. For instance, a character can select Lore - Parapsychology and Lore - Botany at the cost of two skills. This skill does not replace the science skill, it just gives the character the knowledge of major discoveries and/or participants.

Base Skill: 30% + 5% per level of experience.


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Philosophy - New Technical Skill

This is not the same as studying a specific philosophy. This skill allows the character to use inductive and deductive reasoning to determine different conclusions, the character is able to argue effectively and logically. The character is also aware of the major philosophical arguments surrounding the issues of death, life, life-after-death, the paranormal, and science.

Base Skill: 45% + 5% per level of experience.


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Perception
Skill Cost: Nothing! This skill is free to everyone (sort of like 'Sense of Balance' or a character's native language).

Base: I.Q. + M.E.

Increase per Level: 2% per level of experience.

Note: This is not a substitution for 'Detect Ambush' or 'Intelligence' as it provides vastly inferior results


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Mathematics: Statistics - New Science Skill

Includes probability, regression, forecasting, and experimental design.

Required: Mathematics: Advanced.

Base Skill: 50% + 4% per level of experience.


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Parapsychology - New Science Skill

Parapsychology is the study of the paranormal. It is based on three standard forms of paranormal activity (or scientific anomalies). One is ESP (Extra-Sensory Perception), one is PK (Psychokinesis), and the other is a term that represents a few different fields: anomalies that suggest survival after death (near-death experiences, apparitions, and reincarnation).

Parapsychology is generally not interested in claims of supernatural monsters (unless the claims fall under one or more of these groups), alchemy, witchcraft, vampirism, UFOs, astrology, or the search for bigfoot. The things Parapsychologists study (that fit into the three standard groups above) are: Telepathy, Precognition, Clairvoyance, Psychokenisis, Bio-PK (direct mental interactions with living systems), Near Death Experiences, Out-Of-Body Experiences, Reincarnation, Hauntings, and Poltergeists. Of course, there are many Parapsychologists who seem determined to study not only these things, but some of the many things listed that Parapsychologists normally don't study. These people are rogues, and do not usually get due credit for their discoveries by the scientific community.

Characters that have this skill are able to understand paranormal phenomena and have an advanced level of knowledge surrounding the paranormal.

Requirements: Psychology

Skill Base: 35% +5% per level of experience


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Zoology - New Science Skill

The specific branch of biology dealing directly with animals. Characters will know enough about mating habits, migrations, eating habits of most animals as well as the proper care for keeping animals.

Base Skill: 40% + 5% per level of experience.


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Fast Talk / Con - New Rogue Skill

This skill allows a character to talk his way out of trouble and to convince others to do what he wishes. It is a useful skill for con-men, salesmen, and other characters who use others to get things done. The first percentage is used to "fast talk" another person, usually to get out of trouble or convince them to buy something. The second percentage is to con someone, or convince them with your charm and charisma that what you say is really true.

Base Skill: 20%/10% + 5%/level of experience; every M.A. point above 15 adds an additional +1% and every P.B. point above 20 adds an additional +1%.


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Pilot: Blackbird - New Pilot Skill

The piloting skill for the X-Men’s Blackbird. This gives the character the understanding of all the controls along with the ability to maneuver the jet in case of an attack. The character can do barrel rolls, dives, loops and quick accelerations on a successful roll.

Base Skill: 30% +5% per level of experience

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Games of Chance - New Rogue Skill

These are the classic street games, like shells and queens, that are specifically designed to be almost foolproof. A character using this skill successfully will almost never lose (unless they fail a skill roll) or get caught (rolls 00% for a skill check). These are tricky games that require sleight-of-hand tricks, and are usually possessed by street barkers, con artists, and other unscrupulous characters.

Base Skill: 20% + 4%/level


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Tailing(created by the owner of Rifts Crossfire) - New Rogue Skill

Tailing is the ability to follow a particular person or persons through the crowded streets of a city, wile remaining unnoticed. A failed roll will result in one of two outcomes. Failing the roll can mean that you have lost the person or group that was being tailed, or that they have noticed that you are following them.
The second part of this skill is to notice if you are being tailed or to lose some one tailing you. This may be attempted once.

Base Skill: 40% +5/ 30% +5 per level of experience


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Poison(created by the owner of Rifts Crossfire) - New Rogue Skill

This is the knowledge of making and using poisons. A character with this skill is able to use common items, to make deadly or incapacitating drugs. This skill also Intel's the use of other powerful poisons available on the market. Characters with this skill are also able to recognize poison and deaths caused by specific type of poisons.

Making poison: This is the characters chance to successfully create the correct type of poison. (Deadly or Incapacitating)

Base Skill: 25% + 4% per level of experience.

Recognize Poison: This is the characters ability to recognize items that may have be poisoned, this is done by looking at the item and looking for such things a discoloration and strange odors that the character is able to identify.
The first number is the ability to recognize the possibility of poison and the second is the ability to correctly identify the type of poison.

Base Skill: 15% +5/10% +5 per level of experience


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Hide(created by the owner of Rifts Crossfire) - New Rogue Skill
This skill allows the character to quickly and efficiently cover up and hide items from the view of others. Characters with this skill should be allowed to cover the item and return to normal activities before being noticed(with a successful role). A failed roll indicates that the character missed an important item or that they were walked in on, while covering the person or item.

Base Skill: 30% + 5% per level of experience


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Read Lips (created by the owner of Rifts Crossfire) - New Espionage Skill
With this skill the character is able to follow along with the conversations of others by simply watching others talk. In order for this skill to be successful the character must know the language that the observed person is speaking and he must be able to clearly see this persons lips. With the use of special viewing equipment the character is able to gain a bonus of +15%, such items are binoculars and cameras that are equipped with a zoom lenses.

Base Skill: 25% +4% per level of experience





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