-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Skills Used by Northland Special Forces

NOTEParts of this document have been copied and modified from Palladium's "Revised Recon, 3rd Printing from August 1988." I only do this to make clear certain skills that I've put down for some OCCs I've made up. I hope Palladium does not take offense to this as I'm only try to help out those who don't own a copy of Recon (which is a very good game) to further their enjoyment of RIFTS. Recon and Rifts are registered Trademark of Palladium Books, owned and licensed by Kevin Siembieda. -=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= COMMUNICATIONS

Radio, Advanced The character has received additional training in the use of radio, orbital and sub-orbital satellite communication relays. The character has learned how to repair radios and has the ability to jury-rig a make-shift radio from spare parts.

Base skill: 30% + 5% per each additional level of experience Requires: Radio, Basic

MEDICAL

Medical, Instruction The ability to instruct others in basic medical skills and the use of medical equipment. Instruction is as the Military, Instruction skill.

MILITARY

Military, Basic Airborne (pg 14 of the 3rd printing of the Revised Recon) This is the fundamentals of parachuting including checking the parachute pack, concealing the chute once landed, the proper method of jumping and landing, and other rudimentaries.

The paratrooper has a +5% chance of landing on the drop zone target, in addition to the base percentage of 35%.

Military, Advanced Airborne The paratrooper has mastered the basics of airborne training and has gone on to learn night jumping with use of nightvision gear, waterborne landings with scuba equipment, cold weathering jumping with protective clothing for arctic jumps, and the use of parasail chutes. The character with this skill has most likely even jumped with foreign armies and has a base chance of +10% of knowing how to use the equipment of another country or nation.

The paratrooper has a +8% per level of landing on the intended drop zone target, this is in addition to the base skill of 40%

NOTE: The level percentage is NOT cumulative with the Basic Airborne skill percentage.

Military, Airborne -H.A.L.O (pg 14 of the 3rd printing of the Revised Recon) Stands for High Altitude Low Opening; a type of skydiving from high altitudes (30,000 feet) to avoid detection by the enemy. In this way the airplane cannot be seen nor heard by ground troops, allowing the paratroopers to land silently and undetected. Radar would simply indicate a high flying plane.

The paratrooper has an additional +5% chance of landing on target, in addition to the their other airborne skill.

NOTE: Characters MUST have the Basic Airborne or Advanced Airborne skill before selecting HALO.

NOTE 2: Due to the height, specialized gear is required. The paratrooper is trained to jump with nightvision gear, oxygen masks, parasail chutes, and aerial navigation equipment. As a result of having to use so much equipment, the character has received additional jump training and their base skill percentage is now 45%.

ex. Colonel Siembieda and his A team are dropping in on a Coalition training ground. The teams designated drop zone target is a field. Colonel Siembieda has the Advanced Airborne skill at fourth level giving him +32%, this is added to his base H.A.L.O skill of 45% plus 15% (for having HALO at third level) for a total of 92%! Now, Col. Siembieda, being the kick-butt SF'r that his has no problem landing safely in the field.

Military, Airborne -H.A.L.O Stands for High Altitude Low Opening; a type of skydiving from high altitudes (30,000 feet) to avoid detection by the enemy. In this way the airplane cannot be seen nor heard by ground troops, allowing the paratroopers to land silently and undetected. Radar would simply indicate a high flying plane. The paratroopers open at low altitude to allow for a rapid descent to the ground from high altitudes, and a low opening helps negate any chances of them, their chutes, or their equipment being picked up by high, or low level radar detectors.

The paratrooper has an additional +5% chance of landing on target, in addition to the their other airborne skill.

NOTE: Characters MUST have the Basic Airborne or Advanced Airborne skill before selecting HALO.

NOTE 2: Due to the height, specialized gear is required. The paratrooper is trained to jump with nightvision gear, oxygen masks, parasail chutes, and aerial navigation equipment. As a result of having to use so much equipment, the character has received additional jump training and their base skill percentage is now 45%.

Military, Airborne -L.A.L.O Stands for Low Altitude Low Opening; a type of skydiving from low altitudes (500 feet and less) to avoid detection by the enemy. In this way, the plane is not detected on radar, nor are the paratroopers. The descent rate and reaction time for paratroopers is short so the use of specialized gear is necessary.

The paratrooper has an additional +5% chance of landing on target, in addition to the their other airborne skill.

NOTE: Characters MUST have the Basic Airborne or Advanced Airborne skill before selecting HALO.

NOTE 2: Due to the height, specialized gear is required. The paratrooper is trained to jump with nightvision gear, protective masks, parasail chutes, and aerial navigation equipment. As a result of having to use so much equipment, the character has received additional jump training and their base skill percentage is now 45%.

Military, Engineer - Construction This is the ability to design permanent or field expedient roadways, drop zones, buildings, bridges, watermains, and reservoirs. The character will also know how use the construction vehicles required for the above projects (ex. bulldozers, forklifts, cranes, graders, scrapers, dumptrucks, rollers, and so on).

Base skill: 40% + 5% for each additional level of experience

Military, Engineer - Fortifications This is the ability to design and build SDC and MDC fortifications from the size of recon post to a full fledged base. Fields of fire, patrol zones, minefields, tank/bot traps, infantry trenches, blast walls, dog runs, the character will be able to take terrain analysis into consideration as well.

Base skill: 40% + 5% for each additional level of experience

Military, Instruction There is a difference between how those in the civilian world are taught, and how those in the military are taught. With this skill character is familiar with and trained in, the style of mental and physical pedagogy (education). The character can instruct another individual or group in any skill they posse if it's at least 60%.

For every 10% of the base skill, there will be one weeks worth of training. (ex. If the base skill is 30%, then it will take three weeks for a trainee to learn. A base skill of 45% will take four and a half weeks of training).

The trainee will receive upon completion of training, a base skill score in that skill if they successfully base a skill roll for that base score. (ex. Captain Carella, the team's intelligent specialist, is trying to instruct a group of rogue palladium list members in the basics of the use of armor. His skill level is at 70%. The base skill level for Power Armor is 56%. It will take him five weeks and six days to train the palladium list members how to properly and realistically use power armor. At the end of that time, the list members will roll the base percentage or lower of Pilot, Power Armor. If they succeed, they gain that skill).

Should a trainee not pass the base skill roll then they roll one six side die (1d6) per week of training and that will be the number of additional hours of re-training before they can re-roll and attempt to gain the skill. For base skills with odd end numbers, round up. If on the third try they still don't pass, they are not eligible for that skill.

(ex. Lieutenant Maryann is trying to teach Private Splynn the skill of disguise. After two and half weeks (25% base skill level) of training, Lieutenant Maryann is ready to test Private Splynn. He rolls his base skill Disguise roll of 25% and fails. Rolling three six sided die (25% rounded up to 30% for this part) he ends up with a 1, 6, and a 3 for a total of 10 hours of retraining. On his second base skill roll he fails again, so he rerolls three more six sided die. On the third time, he still fails and is now ineligible to try to get the Disguise skill. Being the big eyeball that he is, Splynn hangs his lids and shuffles away).

PILOT

Pilot, 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 plow 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 each additional level of experience

TECHNICAL

Lore, Ice Monsters Much like Lore - Demons and Monsters, the character with this skill has studied the Ice Monsters, including demons, of the Northland. These creatures are for the most part, spawned from the evil magics and laboratories of the Ice Lord. With this skill the character comes to know the types, habits, appearance, weaknesses, strengths, powers, and abilities. Again, like Demons and Monsters, this skill gives the character the chance of identifying a particular type of monster or demon from a description, a drawing, a picture, a track, the way it kills, the way it mark it's territory.

Base skill is 25% + 5% per level of experience

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