Rifts Earth Guide and Review of Skills
Posted: Thu Apr 20, 2023 7:20 pm
Guide to Skills
Blue is a Must Have,
Green is a useful and has a place,
Orange is extremely situational
Red has no real use.
As with all skills there are those times when circumstances are "unique" and suddenly the skill equivalent of the "Wave of Frost" (6) spell or the Water Warlock's "Color Water" (2) could actually be used to advance the story or win an encounter without fighting. IF you want to play that way with longshot skills you may never use then that's how you play. You do you. It is just that IF the GM or player does not recognize the skills usefullness in game, well taste that flavor.
Communication Skills
Tech centered but a part of any civilization that want to be advanced in tech or magic.
Ad-Lib :
Barter: Limited to adventurers but could be good for some $ or places where credits are not worth anything.
Creative Writing. : Flavor skill. Few are literate on Rifts Earth.
Cryptography: IF you interpret this like it is solving riddles like Batman it is good. To use it with notes and radio messages would require a lot of messages to decipher the pattern.
Electronic Countermeasures: Use Tech to block other people tech. Sounds good when you can cut off a CS patrols ability to radio for help. Also, if you can send fake message about their location, search results, etc. Would allow a party to eliminate a CS patrol without alerting their command. Then they could send a fake message to CS command asking for help/reinforcements to a place that is an ambush. That or let's the party impersonate the CS patrol. Also, may have the potential to determine the location of the CS patrol based on their radio communications. Really depends on how your GM runs the game and allows.
Language: Native Tongue & Language: Other: The only reason for having a % for this is to speak in such a way to camouflage what they are saying or to sound smart by using exotic words.
Laser : In theory, a great long distance communication and data transfer method. Never seen it used in game. I think it requires satelites or at least some vehicle up in the air to bounce lasers off of to someone else with high tech laser comms.
Literacy: Native Tongue & Literacy: Other: Incredibly useful if you have a great spell on a scroll you want to cast. Situationally you can read stories to illerate peasants to entertain them and they might be less likely to snitch on you for a reward.
Optic Systems : Not sure I ever understood this skill. Do you need it to use bionoculars and night vision googles? I figured night vision was a switch and see unlike a rifle that takes some skill to shot the bullseye of a paper target down-range. Best guess, if you "Optics" gets damage the skill lets you repair them. Update - Someone pointed out optic systems applies to scopes on rifles and maintaining them and using them quickly and correctly. So important if you are a sniper or spotter. I'd think the same about spying on others using electronic optic systems (not TW) to inturpret the infrared or whatever images one is looking at. Tech dependent.
Performance : I guess you could entertain othes for money or a distraction. Good for a skill buff to "Undercover Ops" and "impersonation"
Public Speaking : Story skill. In game, if persuasion is needed most players roll with M.A. (Mental Affinity). Just so a thing from someone about Rifter #19. Includes the option to reward players who pick this skill with a +1 bonus to M.A. Makes sense to me and I agree. Consult your GM before adding. IF you increase you M.A. it is more valuable as a skill if you play to its strength.
Radio: Basic: Hard to beat given its range and battery life. I interpret it to also encompass morse code which could be useful in special situations.
Sensory Equipment : For doctors looking at monitors, along with security guards, and interogators watching lie detecter machines. Possible a tech watching a radar screen or such.
Update: This can be a tremendously useful skill for surveillance, searching, and detecting threats. Ever watch the movie Aliens, where they have scanning equipment to locate life forms and such? You can do that stuff in Rifts. The Portable Scan Dihilator on p264 of RUE can identify, locate the source, and record with radar, sonar, heat, infrared, UV, microwave and "energy sensitive instruments." Seriously, I don't know why I don't see people using that gizmo and this skill all the time. If I was in charge of a military in Rifts I'd put one in every infantry platoon; hell, I might even put one in every squad. Fail a tracking skill roll? Try the scanner.
Sign Language : Great potential for two agents to secretly communicate with one another
Sing : Soothe some nerves and score a free drink on open mic night.
Social Etiquette :
Surveillance : Great in theory but tech dependent unless you are just tailing someone. I also, recognize this as players having the knowledge of how they may be overheard and watch tech wise. So they have better perception rolls on detecting when somebody is using surveillance on them and finding cameras and listening devices.
T.V./Video : Great for replaying for yourself and others. See is believing.
Cowboy Skills
Branding : Flavor / Profession skill.
Breaking/Taming Wild Horse : You know that day your lost your ride. So your walking and you come along some wild horses. You think free ride if I can catch and brake one. How often does that happen?
Herding Cattle : Flavor / Profession skill
Horsemanship : Cowboy : minor buff to initiative and parry/dodge while on horseback.
Horsemanship: Exotic Animals : Thank Hotrod! BUT highly dependent on actually having an exotic animal to ride and what it is.
Lore: American Indians : Unless you are dealing with Native Americans this is a story skill.
Lore: Cattle & Animals : What they eat, where they live in the wild, means of defense, the value of their meat, fur, hides and horns. So Great if you are a Necromancer or Wilderness Scout. Story wise, helpful if you are living in the wild or crossing the wild on foot. Overlaps well with hunting and track and trap animals. Great when it comes to taking care of your horse or other animal you ride.
Roping : Potential to capture a target
Trick Riding : Flavor skill for showing off, like at a rodeo.
W.P. Rope : Potential to capture a target
Domestic Skills
Brewing : Flavor skill. Also skill buff for Holestic Medicine
Cook : Flavor skill but very practical.
Dance : Flavor skill. Can use to make $
Rifter #19. Includes the option to reward players who pick this skill with a +1 bonus, WHILE DANCING (you HAVE to dance) and immediately afterwards, to M.A. Consult your GM before adding.
Fishing : In theory, a good survival skill and way to make a living selling fish.
Gardening : Flavor / profession skill. Maybe work on a farm. Update: Handy if you're into mystic herbology, holistic medicine, or the making/use of toxins/poisons. Granted, you either need your own place or else some kind of hydroponic mobile greenhouse, but building up a stock of ingredients is critically important for those classes, and being able to grow your own can be quite helpful.
Housekeeping : Read somewhere, not only can you be a janitor / hotel work but it is also good for sanitizing where you have been. Cleaning up your tracks, fingerprints, DNA, etc. Guessing it is good against the skill Crime Scene Investigation, Detect Concealment, and Forensics. Might even help you find surveillance devices.
Update: Credit to Grazzik:
* Notice when things are out of place
* Know good places to hide people or cache items
* Recognize dangerous combinations of cleaning products
* Know how to effectively Wipe down fingerprints / remove stains on fabric or carpets
Play Musical Instrument : Flavor skill. Minor potential to earn $.
Rifter #19. Includes the option to reward players who pick this skill with a +1 bonus to M.E. Makes sense to me and I agree. Consult your GM before adding. Increase this skill color by one if you character is empowered by this M.E.
Recycle : be a vulter of the battlefield and make some coin.
Sewing/Tailoring : Make your own clothes. Repair clothes. Make clothes for impersonation or just stitch in a listening device into someones clothes to spy on them or the areas they go.
Sing : Flavor skill. see communication skill.
Wardrobe & Grooming : Buff skill
Electrical Skills
Basic Electronics: Useful if you want to hotwire a car or such. Also, a prerequiste for a few other skills.
Computer Repair : You never use it. Update. IF no operator is around or they are too busy, you can advertize yourself and have a High M.A. or are known to be a goodie two shoes then strangers will let you "fix" their computer. Totally tech dependent.
Electrical Engineer: In theory, it should help disabling alarms and security systems.
Electricity Generation : Story flavor. Basically your character will never build or repair a generator and if they tried to they would NEED parts. Psychics could try to cheat this with Telemechanics.
Robot Electronics : IF you have a power armor/robot and a workshop to do your own repairs you might use this. Story wise there are speciallist who can do this for you.
Espionage Skills
Binding : The art/science of tying someone up so that they would have a REALLY hard time escaping the knots you tied. So few people take prisoners and those who do use cuffs or something. I see this as an almost Batman villain skill to tie up a hostage for him to rescue before bomb goes off or something.
Detect Ambush: Like a skill substitute for Sixth Sense when actively used but without the bonuses. Look for where you can be ambushed and expect it and you won't be surprised.
Detect Concealment: Great for searching for things and people hiding.
Disguise : Like prowl only in plain sight. Camo when you want to blend into a crowd. How to look like you belong or at least that you are not what you are but what you dress yourself to be. Basically only good outside of combat. In another way, a step or two down from invisibility. Walk in a bathroom, walk out in different shoes, clothes and hat. Put on Dead Boy armor and make your way through a CS camp.
Escape Artist: Too many player feel capture = death. So, they fight to the death. At worst the gamers I have played with fought to the death and best they ran away. Talking with some, they could only imagine "being taken alive" IF they had total control. Guard was under they mind control. They had MD weapons concealed on them. They have supernatural strength and the cuffs or bars are SDC. I guess it feels terrible to be compliant or lickspittle until the guard needs to use the bathroom and you can escape the cuffs and do some kung fu on them, swap uniforms or something to conceal you exit. I don't know how to get players to want to play anyone other than Darth Vader or Superman (Baby-Dragon)
Forgery : Never seen it used. Other players tell me $ skill.
Impersonation: No body use it. Update. For those one player games with people who want to James Bond 007 an adventure this can be fun.
Intelligence : Update: Credit to Grassik. Can be applied not just in a military context, but also in terms of figuring out the players in an urban landscape (like streetwise, but not as comprehensive), simply gathering info on a threat or opponent, and doing basic threat-risk analysis such as will those Simvan spotted earlier double-back and rustle the herd tonight? What do I know about this dude and where he might go?
Interrogation : Most games players intimidate / torture or no one is left alive to interrogate or they don't care to ask questions just beat and blast.
Update: In theory, this skill includes asking the right questions, trick questions, and elementary lie detection based on face-reading, tone of voice, and spotting inconsistencies in a person's answers.
Observation (Espionage/Secondary) : Pick out details from the general information, and to correlate those details in the spur of the moment. Play Sherlok Holmes.
If an O.C.C. Skill, +5% to Detect Ambush, Detect Concealment, Tracking, Trap/Mine Detection, Find Contraband, Photography, and Track Animals.
Pick Locks : Most break the lock or door down. For 007 finesse games and cat burglar thiefs to get in and out without anyone hearing or knowing until after you are gone.
Pick Pockets: Everyone is too afraid of failing and getting caught. Update: At low skill levels, yeah, no-one uses it. If it gets high enough to where it's a viable option, it's handy. That doesn't make it useless; it's just more of a high-level tool.
Psychological Fortification :
Sniper: Take as a Related OCC pick at higher level.
Tracking: Humans & Robots : Situationally useful.
Undercover Ops: Like Prowl only in plain sight. I suppose as disguise can camo your appearance, this skill helps you to bluff your words and behavior to send false vibes/signals that you are one of them or at least not an enemy or spy (one of them, an innocent bystander, etc.). I guess it is really an Acting skill.
Wilderness Survival: Short term living off the land to include getting water, food, shelter and I assume some of the basics of avoiding, preventing, dealing with hazards of the environment such as wildlife (snake, spiders, etc), deydration/heat-stroke, bad water, bad weather, poison ivy, etc.
Horsemanship Skills
Horsemanship: General
Horsemanship: Cowboy
Horsemanship: Cossack
Horsemanship: Cyber-Knight
Horsemanship: Equestrian
Horsemanship: Exotic Animals: Thanks to Hotrod's insight. This is a good skill IF you can actually have a good steed and not lose them.
Mechanical Skills
Aircraft Mechanics : Important if you want to repair your skycycle
Automotive Mechanics : In theory, useful to maintain your car but never used. Update: Useful as money-maker
Basic Mechanics : Flavor Skill. Update: Useful as money-maker.
Bioware Mechanics : Profession skill. Other poster claims this skill is big when it comes to repairing bionics/cybernetics. Two issues I'd have with it are: One how does one make up or parts? Unless it is just accepted as a "thing" like healing and that the character can fix things "because" players are dependent on parts they have to steal or pay for. Two it takes time to repair unless it is a thing that the player can "just" repair it. IF the player/GM can get behind the you have the skill you repair it camp the skill is BLUE and indispensible for those bionic types like Manhunters and such.
Locksmith : Profession skill with good potnential for a heist story
Mechanical Engineer : In theory, in game adventuring this is used to sabotage without explosives. In a broad sense, one with this skill could do a lot more. This includes design and construction of machines (vehicles, fire-arms, bionics, body-armor, ships/boats, wagons, weapons). ALL of which take time, materials, tools, and the right working conditions to repair or complete their contruction. Game-wise most players will blast something with an energy weapon. Second option is demolitions. Sabotage is about finesse or at least working without the advantage of explosives and such. So an undercover saboteur could disable a robot, vehicle, power armor, generator, bionics, etc. while appearing to repair or service it. Of course, such sabotage may not result in an explosion just that it won't start or if it does it may "stale" soon afterwards.
So it is a situational skill akin to being a medical doctor or saboteur of machines which almost never happens during an adventure but works as a profession/career.
Robot Mechanics: Same as robot electronics
Vehicle Armourer : Profession Skill. Does have some nice bonuses. Basic Mechanics and can operate military vehicles and trucks at the base skill for that vehicle type. Update: If your party has a "party wagon" vehicle, this skill should be blue, as it will help the group's mobile base survive fights.
Weapons Engineer : Ability to service, repair, weapons. Is an expert welder. Every merc outfit needs someone with this skill. Profession and story wise it is great. Using it in game, well, it does have a +1 to stike
Medical Skills
Animal Husbandry : On its own, not so important. It's importance is in caring for your horse or mount.
Brewing: Medicinal : See Brewing Domestic
Crime Scene Investigation : Potential to learn clues
Cybernetic Medicine : Story flavor. Players never use. Update: Under a rare set of circumstances with GM's and Players cooperation, a character can be saved after taking MD damage beyond their ability to survive thanks to cybernetic medicine. How the adventure works out in terms of how long it takes for the player rejoin the adventure after surgery is left up to the GM.
Dentistry : Should be great for profession. Can id people from dental records. Should be good for taking teeth out (gold fillings) with the least amount of damage. Install tracking device in a persons teeth. Poison tooth like in the film Dune. Recognize when someone has had dental work. Specialized CSI in comparing bite marks on predators victims. Still it is ALL very specialized
Update: Credit to Grazzik:
* Again... vampires and analysis of bite marks.
* However, dentistry could also be about providing basic healthcare/wound dressing.
* In the old days, if there were no doctors around, you'd go to the barber who often doubled as a dentist.
* The ability to carve or make replicas of small items made of wood, ivory, clay, etc. might come in handy for things other than dentures.
* Dentistry could also give some knowledge of pain medication.
* Dentistry might also come in handy when dealing with working with gold, silver or mercury compounds.
Entomological Medicine: Unless you create a new insecct D-Bee its only good for Xiticix. Story element for keep one of them alive in a lab for a test or something.
Field Surgery : When there is no GI Joe rule or avoiding MD damage over what the character can survive. You can save the character. Then they can get a limb replaced (bionics or other magical replacement). IF the player like the character enough to play them again; modified.
First Aid : Better to have it and not need it.
Forensics : Along with CSI, this skill helps you collect evidence and clues.
Hollistic Medicine : Better than first aid.
Juicer Technology : So I guess this is for when you want to convert someone to a juicer or detox them or salvage / repair a juicer harness. In theory, people with this skill may be able to disable a juicers harness if they have time and can do it quickly and subtle (perhaps with pick pockets or psionic powers. As a perk for this skill, I'd grant a bonus for a successful roll if the player used this skill regularly with a juicer patient to fine tune them on a daily. The juicer patient might get their last call postponed by the percent of this skill for fine tuning 300+ days a year. I'd also say they can help them get and stay asleep. Speed up their healing via the harness. Not every GM may feel this way but I would reward the Juicer if the skill is correctly performed on them almost every day. Bonuses for Detox
Medical Doctor : In theory, great. Problem is the time it takes for to heal. Great for $
Mortuary : WB 30, pg 160. It's under the RCC skills list of the Posluznik. Most adventure parties blow away people and move on. I supposed being able to perform mortuary services in preparing the bodies for a funeral, wake, and such could have a lot of STORY potential. Traveling Mortician? Opportunities for Necromancers, Smugglers, escapes from prison and such. A lot of potential for a licenced Mortician. IRL death is a booming business and funeral homes are profitable.
Update: Credit to Grazzik
* Okay, maybe relevant when on an adventure involving mummies, zombies or vampires. Is that corpse really dead?
* Working with dead bodies to preserve parts, perhaps for transport, as in proof for bounty.
* Preparing dead people/animals to look life-like either for presentation to fool or distract others.
* Disposing of bodies... in ways that can't be traced.
Paramedic : Better than first aid
Pathology : Players never use. Profession / Story skill
Psychology : Should have great potential for curing insanities, hypnotizing people, profiling people to determine alignment, detect lying, figure out a persons fears, motivations and plant suggestions into a persons mind. That is some real next level Anthony Hopkins "Silence of the Lambs" Dr. Hannibal Lecter ability. At least someone would finally get and use this skill, maybe.
Sea Holistic Medicine : Holistic Medicine is good. This is for when you are out to sea. That's about how good this skill is.
Veterinary Science : Flavor / Profession skill. Update: I'm told, In Real Life, this is a big $. Feedback is telling that people play the game a lot different than run and gun.
Military Skills
Camouflage : Not many of the characters like to hide but thanks to Hotrods insights hiding can be great when you are a sniper or setting a trap or just want to hide something.
Demolitions : The potential of this skill is literally explosive.
Demolitions Disposal : Potential to salvage and use explosives or sell them.
Demolitions: Underwater : When do people have underwater adventures?
Desensitization (Military and Secondary) : Situational. About as useful as the frequency of having to make saving throws vs Horror Factor. You watch so many horror movies and seen so many dead bodies nothing scares you. +1 vs Horror Factor at levels 1, 4, 7, 10 and 13. If O.C.C. Skill, also gets bonuses from M.E. against Horror Factor
Field Armourer & Munitions : Profession skill. IF Weapons Engineer is a Medical Doctor this skill is paramedic and basic mechanics is first aid. Update - This skill can repair MD to armor - up to 30. For those with MD armor this is worth it. Not sure if W.P. means you can maintain and basic repair the weapon. I guess it all depends on your GM and how they maintenance and damage. I figure this is like Military Etiquette. All military people have at least a little of it but not necessarily enough to be an honor guard. Figure all Man-at-Arms know just enough to take care of their own armor weapons, and issued gear unless it is damaged.
Find Contraband : So many characters loot. Trading or paying for illegal goods/serivces is not something they are enthusiastic about.
Forced March : Attribute skill
Leadership : M.A. Buff
Military Etiquette : Flavor skill. Could be useful for disguise
Military Fortification : Takes forethought. Players enjoy more of the run and gun. I have great respect for those planners who took down my monsters with a trap / ambush. Superior cover when fighting directly and against tech like the CS. Those who use it wisely should have the advantage in defense and surprise in offense. I guess it works Armor Rating, like with cyber-knight armor, if you have a fox-hole or trench, maybe the AR is adjusted by level and skill roll. I'd highly reward the player character with high MD protection.
Naval History
Naval Tactics
NBC Warfare : Most games these kinds of attacks don't occur. Closest one comes to it are one of the kind that come from magic spells that a cloud of sorts. The few that do have armor with Environmental seals.
Parachuting
Recognise Weapon Quality : Profession skill
Robot Drone Command : Speicalized skill for the efficienty use of drones.
Theater Warfare :
Trap Construction : In theory, great when you have time to prepare an ambush.
Trap/Mine Detection : In theory, helps when you are trying to sneak into a place protected by traps.
Physical Skills
Acrobatics : Most take for the bonuses to stats and Climbing/Stealth.
Aerobic Athletics : Disarm bonus is nice
Athletics (general)
Body Building & Weight Lifting : Normal PS and SDC don't make a lot of difference in stat
Boxing : Most take for the +1 extra attack per melee
Climb : Never had to use it. A lot of players get around it with flight/flying by one means or another. The skills is for patient people who want to be stealthy. NOT superman who can fly. Boba Fett who can Jet-Pack. Super jumping.
Fencing : Buff to Sword/knife fighting.
Forced March : Attribute Buff
Gymnastics : See Acrobatics
Ice Skating : Bonuses: +1 to P.E., +1D4 to Spd., and +1D6 to S.D.C. Plus Pre-Req for more advance skating skills
Figure Skating : +1 to P.P. and P.E., +2 to Spd., +1D4 to S.D.C., +5% to dance skill,
Hockey Skating : +1 to P.S. and P.E., +1D4 to Spd., 2D6 to S.D.C., +1 to damage in hand to hand combat, +2 to roll with punch, fall, or impact, +2 to maintain balance, and gets W.P. Staff/Hockey Stick
Speed Skating : +1 to P.S., +1 to P.E., +1D6 to Spd., +1D6 to
S.D.C.
Hand to Hand : Assassin
Hand to Hand: Basic
Hand to Hand: Commando
Hand to Hand: Expert
Hand to Hand: Martial Arts
Juggling : initiative bonus
Kick Boxing : P.E. bonuses deserve higher ranking.
Deadball : knows W.P. Deadball plus Speed buff with a dodge bonus.
Juicer Football : This sports skill teaches the character the rules of the game, basic tactics and combat elements, not recommended for ordinary humans.
Good for knocking smaller people to the ground
Murderthon : Another sports skill usually reserved for Juicers. Bonuses for strike & Dodge
Outdoormanship : Skill Buff. The +1 P.E. bonus make this rewarding
Physical Labour :
Prowl : Essential for stealthing about unless you have a spell substitute.
Running : Attributes
S.C.U.B.A. : Those few time anyone goes underwater on purpose while probably be an emergency to salvage something or rescue someone. If you have time to prepare one would use a "Swim" spell.
Snow Skiing : +1 to P.E. and +1D6 to S.D.C. Pre-Req for other skiing skills
Downhill Speed Skiing : +1 to P.P., +1 to P.E., +1 to initiative
Cross Country Skiing : +1 to P.S., +2 to P.E., +1D4 to Spd, +1D6 to S.D.C.
Snow Boarding & Jump Skiing : +1 to P.P., +1D6 to S.D.C.
Swimming: See SCUBA.
Wrestling :
Pilot Skills
Everyone should be able to ride or drive or pilot something.
Aerobatics : Stunt or exhibition pilots. Half penalties for airborne stunts & maneuvers.
Combat Flying : Similar to the skill Combat Driving. Basically you have to have a flying fight in the air so dog fighting
Airplane :
Automobile :
Bicycling :
Boats: Motor & Hydrofoils
Boats: Paddle Types
Boats: Sail Types
Boats: Ships: Basically, I never had or heard of an adventure to use these skills
Combat Driving : Great STORY element. Limited to ground vehicles thou. A skill that begs for a chase scene in an adventure with fighting betwee two or more cars or beings on foot. Highly limited in opportunities to use but not as expensive as robots or power armor. A parties car might be a generic one they boosted from the bad guys camp (fleet of identical vehicles) so the chased and chaser are limited to the same max speed, armor and weapons (if any). Might be better to limit the players to SDC guns or the chase could be over in 1 round.
Flight System Combat : Specialized and limited to Juicers and such. Expensive and maybe over powered.
Helicopter : I wonder why people would use a helicopter over a hover-vehicle. What's the advantage?
Hover Craft: Ground :
Hovercycles / Skycycles / Rocket Bikes :
Jet Aircraft :
Jet Packs : Seriously, jet packs are freaking awesome. They're cheap, light, and fast. Even if you don't use them in combat, they're an outstanding way to travel quickly over difficult terrain. See climbing
Jump Bike Combat
Military: Combat Helicopter
Military: Jet Fighter
Military: Submersibles
Military: Tanks & APCs
Military: Warships & Patrol Boats
Motorcycles & Snowmobiles
Robots & Power Armour
Robot Combat: Basic
Robot Combat: Elite: These things are expensive but powerful until they are damaged. Then they are expensive again. These flying machines are more for WAR then adventuring.
Tracked & Construction Vehicles :
Truck : In story, their are a lot of truck to haul loot, troops, to steal the truck, ram through a wall, tow something, etc.
Water Scooters
Water Skiing & Surfing: Flavor
Pilot Related Skills
Navigation: In theory, essential for reading and interpreting a map. It's nice to know how far away you are from where you want to go.
Sensory Equipment : See communication skills
Weapon Systems : If you have a vehicle or power armor/robot.
Rogue Skills
Cardsharp :
Computer Hacking: So rare its more for story than use.
Concealment : Companion skill for pickpocketing and having a card up your sleave
Find Contraband : In theory, this skill is good for selling or trading stolen goods. Kind of selling from whom you buy illegal goods. Spreading the word around that some "thing" is for sale. IF you need to fense loot this can be important. Also, if you are looking for something stolen.
Gambling: Standard : Tough one to call. Great role-playing.
Gambling: Dirty Tricks : Basicaly how to cheat at cards. Using it is pretty much evil like picking someones pocket to steal their money because you like money. Like pick pockets most players are too afraid of getting caught to use.
Fortune-telling :
I.D. Undercover Agents : In theory, it's what you would use to figure out who is the CS spy in Tolkeen and such. Most GM's I know wouldn't make it as easy as a skill roll.
Imitate Voices & Sounds : Basically a Buff skill for impersonating someone.
Palming : Skill Buff. As important as the use of the skill you want to buff. Magic act potential.
Pick Locks : Good if you can conceal some lock pick tools on you.
Pick Pockets : See Espionage.
Prowl : See physical skills but basically all good adventures should have some sneaking around scenes.
Roadwise : Great on those rare occasions one would plan their getaway or where they want to do a car jacking / armored car robber.
Safe-Cracking : Most will destroy the safe with an MD weapon. Update - Player pointed out the contents could be destroyed if the brute force approach is used.
Seduction : Low % and awkwardness make this one of the many used skills
Short Con : Quick confidence schemes, usually requiring no more than one or two people to execute, for small sums of money
Streetwise : Help you figure out when someone is trying to con you or when people are working together who are trying to disguise it. I think of it like Wilderness survival for an urban / city environment. Update - credit to Grand master Zob also good for getting the "word on the street" and gathering information from underworld sources (City-Rats? Black Market? etc.). I guess it comes with a sort of etiquette of who to ask and how to ask them so you don't come across like an undercover law enforcement or a rival.
Tailing : In theory, IF you can follow someone without them knowing about it, it is really great for investigation and finding you people to destroy.
Science Skills
Anthropology : Good for skill buff. In theory, it is great for learning about the people and customs of a town.
Archaeology : Skill Buff
Artificial Intelligence : In theory, Operators and Rogue Scientist OCCs should be able to make "things" with AI like a Techno Wizard does with magical TW devices. I think the challenge is not to let them get out of control over powerful. I imagine a box or robot head power by e-clips that can perform skills with spell / psionic like results. Maybe like "Alexa" from amazon prime but better. Translates all spoken and written languages (like Tonuges or Eyes of Thoth)
Do Math 100%
Lore Skills = to % of the programmer automatic / ISP free Total Recall.
No matter how fast the computer it's answers are only as good as the data/information it has to work with (Garbage in - Garbage out)
Depending on the Sensors/camares it may come with an AI would make a good "Watchguard" Spell.
Remember the characters who can take this skill are like Rogue Scientist, not Juicers
Astronomy & Navigation : Most GM's will have the characters roll Land Navigation. Update - This is important for navigation at night on land, flying (at night and maybe during the day too), on bodies of water to navigate. Probably helps when you don't have a calendar. Also, with the "right" instruments, might help you figure out where you are on the map.
Astrophysics : Outer-space skill.
Biology : Pre-requisite for some Medical skills. Probably helps when you are cutting up the cow. I imagine a necromancer would have this skill when they are mining for "parts."
Botany : Story skill. In the long game, in theory, you could grow new herbs and plants.
Chemistry : Pre-req for the chem you can do stuff with.
Chemistry: Analytical : In theory, chemistry skills are good for making you own Acid, Addictive Drugs, Explosives, Glue, Gunpowder, and Poisons.
Chemistry: Pharmaceutical : Recongnize medication and drugs. Make medicine potentially.
Civil Engineering :
Credit to Grazzik
* Build a wall around a village to withstand a zombie horde.
* Build a dam to redirect a river.
* Build a bridge to rescue people on the other side.
* Dig a canal or construct an aqueduct to bring water to fields in a drought ravaged region.
* Determine the age of a bunker the party is about to enter.
* Is that path along the cliff face structurally sound?
Marine Biology : I guess the Medical Doctor skill for creatures of the sea. I don't know what that gets you or how you find a sick sea creature that you can contain, diagnose and treat.
Mathematics: Advanced: Mostly a pre-requiste
Rifter #19. Includes the option to reward players who pick this skill with a +1 bonus to I.Q. Makes sense to me and I agree. Consult your GM before adding. Raise one color if it give your character what they need to play their OCC or give them the skill bonus from having a high I.Q.
Mathematics: Basic : Pre-req for Math: Adv.
Meteorology: This skill allows for the prediction of upcoming weather within 5D6% accuracy on a successful skill roll. If taken as a cultural skill this skill represents weather prediction based on signs from nature and other methods handed down from person to person. Add 5% to the skill if traditional weather prediction equipment is available, such as barometers, wind gauges, and thermometers. Add 10% if modem computerized measurement devices are available. Base Skill: 15% +5% per level of experience.
Undersea Farming : Story and Profession skill. In theory, skills like this could save hundreds from famine as sure as slaying demons would save them from violent death.
Xenology : Exists so a Body Fixer can work on a D-Bee.
Zoology : I guess an improved version of Lore: Cattle & animals.
Technical Skills
Advanced Fishing : Commerical Fishing. Story and Profession skill. Domestic fishing is enough to feed yourself and your party. This skill is for feeding a village when you have a fishing boat and equipment for the job.
Appraise Goods: Good for sizing up the value of Loot. Update - Need to take the skill twice for the good stuff. NOT sure how this compares with "Recognize Weapon Quailty"
Art : Possibility of making a drawing of someones face to use with the psionic power "Remote Viewing." Also, helps when you need to show others a picture to ID the guy (wanted posters and such).
Rifter #19. Includes the option to reward players who pick this skill with a +1 bonus to M.E. Consult your GM before adding.
Begging : Only saw one player ever use this and with much reluctance. Couldn't get the cash without stealing and the sort of monk principled alignment he played had an easier time begging then stealing. Super rolls (under 05) got all the charity he needed in under 1 hour. Still, he hated it just agreed it was what his character would do and that he had a high percentage. I awarded him a lot of XP! Leveled up.
Breed Dogs : Thanks to Hotrod! for the insights on having a good dog around to warn you and find things.
* There could be adventure scenarios that require judging the qualities of a dog for labor, temperament, or even food.
* The skill could also be handy in evaluating the value of a dog/wolf/etc. for trade goods.
* Engaging in diplomatic missions with Free Born or Feral Dog Boy communities
* Helping feral Dog Boys adjust to new cultures and unfamiliar situations
* Possibly even relationship counselling for Wolfen...
Credit Grazzik
Calligraphy : Flavor skill. When you want to look cool signing.
* Perhaps the quality of writing could be a factor in a scroll's effectiveness?
* Recognize particular style and technique to identify the author of something
* Impress a deity or deity wanna-be by producing a piece of work glorifying them in order to earn a favor
Computer Operation : Operate some basic and common tech
Computer Programming: Pre-req for other skill. Potential if you have the opportunity to re-program a droid or such.
Cybernetics: Basic : In theory, this skill explains how you know of bionics, what they do and how you know them when you see them.
Excavation : Situational. Helps in scavenging
Firefighting : Profession skill
Gemology : So you know if you are getting riped off on "fakes" or the price is too high. Still only good for Techno Wizards and pawning stones.
General Repair & Maintenance : Most players and GM's are never critical about the care of their equipment. This skill is as important as your equipment is to maintain.
History: Post-Apocalypse
History: Pre-Rifts
Jury-Rig : The way I figure it, this skill is good for two things. Taking something that doesn't work and making it work temporarily using "other" parts or working it in a way the manufacturer never intended. Second, using two or more things and puting them together to do something. So like the TV show McGuiver. In theory, it should be great for adventure as it is an improvisational skill. In gameplay, most players just fight or do what they know. While GM's can feel reluctant to "give" players a solution to a problem they can't kill with basic tech. The safest option is to make one of the many "thing" work. So this is a good companion skill if your car breaks down and you don't have the "right" parts. Just now I can think of, jury rigged MD armor for when your groups cyborg has MD damaged and can't fix it until he gets back to the city.
Law (general) : Knew you are breaking the law before you commit the crime. Defend yourself before the lynch mob. Fast talk the judge.
Leather Working : Depends on the usefulness of leather armor
Lore: American Indians :
Lore: Cattle & Animals : See Cowboy
Lore: D-Bee : The cultures of D-Bees. Should help when dealing with them in terms of trust or intimidation as well as knowledge about their strengths, weaknesses, motivations and personalities. Helps in seeing through disguises or in crafting them if you want to disguise yourself as a D-Bee.
Lore: Demons & Monsters : In theory, essential to id vampires and zombies and such. Understanding what works to kill them and what they can do to you. A lot of players just ignore this and sort of meta knowledge their way through it.
Lore: Faerie & Creatures of Magic : If Faeries are an ally or enemy this should help when dealing with them. Knowing the various kinds of faeries and what they can do. And their food can do. Should help in knowing where to look for them and what they like (bait) if you are looking/hunting for them.
Lore: Juicers :
Lore: Magic :
Lore: Psychics & Psionics :
Masonry : Profession
* Similar to civil engineering, but specific for stone
* Identify the weak point in a stone structure
* Improvise alternative tools when normal stonecutting tools aren't available
* Determine the nature of cuts in stone (natural, tool or ... claws?)
* The knowledge of mason guilds it provides opens up a number of commercial scenarios
Meditation : Trained Psychics get this for free supposedly.
Rifter #19. Includes the option to reward players who pick this skill with a +1 bonus to M.E. Consult your GM before adding.
Mining : Profession skill
Mythology : Skill Buff
Philosophy : Red on its own. Blue if, from Rifter #19, players have the option to add +1 bonus to I.Q. and +1 bonus to M.E. Consult your GM before adding.
Photography : This or video is essential depending on your GM. Ask any law enforcement if pictures are needed of the crime scene and for jury trials.
Prospecting : Profession skill
Recycle : Useful to looting, scavengers and the tech oriented but for story and profession purposes
Research : Skill Buff. In theory, great for investigations and espionage work. Again, most players won't use it.
Rope Works : Might only use it to tie people up or in the making of a trap
Salvage : I am not sure how how this is different from the looting that everyone does.
Undersea Salvage : How often do adventureres salvage from the sea?
Ventriloquism : Maybe you can make the skill check and throw your voice behind someone.
Whittling & Sculpting : Mentioned a lot in shaping wood and bone weapons and such that ought to be "useful" in damaging them. Because silver bullets are expensive.
Weapon Proficienies (Ancient)
W.P. Archery : Great if you are trying to stake a vampire and can't afford or all out of silver. Flavor skill for hunting. No MD laser weapons on the bunny rabbit. Nothing will be left to skin or eat but a piece of burnt carbon.
W.P. Axe : Might use if you get your hands on some specialized magic weapons
W.P. Blunt :
W.P. Chain :
W.P. Forked :
W.P. Grappling Hook :
W.P. Knife : Although knife fighting sound cool, if you had to fight with a melee weapon swords do more damage and there are spells, magic weapon and Psi-swords that do more for you. Just ask yourself, what can you do with a knife better than you can do with a sword? Update: insight. You can hide a knife on yourself but not a sword.
W.P. Net : Strike/entangle +1 at levels 2, 5, 8, 11, 15. Parry +1 at 2, 4, 6, 9, 12. Snare weapon on N:18-20. Under-rated tool for capturing people alive. As a GM I'd give a bonus too for use on spells like "Magic Net" (7). Really it is more of a non-spell casters way to going Magic Net.
W.P. Paired Weapons : Excellent for a melee fighter
W.P. Polearm :
W.P. Quick Draw : A duelists friend during a suprise.
W.P. Rope :
W.P. Shield : Parry's don't cost melee attacks and this skill gives you bonuses. I don't believe there are any against energy attacks but its a good defense against monster types that prefer their claws and such.
W.P. Spear :
W.P. Staff : This "might" be redundant as a staff might be considered a "Blunt" weapon.
W.P. Sword: A lot of Spells, magic weapons make this WP useful
W.P. Targeting : Great with telekinesis and perhaps some spells if the GM allows it, otherwise most will rely on energy pistols.
W.P. Tomahawk (throwing axe) : What is the difference between "this" and an Axe
W.P. Whip : Only advantage I can see are the bonuses to disarm. There are only a few magic weapons that come close to making this W.P. worthwhile.
Weapon Proficiencies (Modern)
W.P. Handguns : In story, handguns make sense to shoot animals for food, regular SDC people and D-Bees. You can hurt vampires with silver bullets when energy pistols won't harm them. In game mechanics, players almost always fire energy weapons or spells or psionics. A player character should have it for story purposes because recharging E-clips is expensive.
W.P. Bolt Action Rifle (hunting/sniping/shotguns)
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Harpoon & Speargun : Too situational. An over the top 007 weapon to kill flambouyantly
W.P. Heavy Military :
W.P. Heavy M.D. : A few high damage weapons here if you can start with one and afford the ammo.
W.P. Military Flamethrowers : Seriously! A flamethrower! Who would you fight with this weapon. It does no MD damage. You'll burn the house down. Start a forest fire. Ruin your kill's gear and equipment. It will all be burnt after the fire is out. Doesn't work on vampires. I guess it can "santize" a crime scene and maybe mask you scent.
W.P. Rifles :
W.P. Sharpshooting
W.P. Shotguns :
W.P. Sub-Machineguns : Only use in an SDC world
Wilderness Skills
Blend : Skill buff. The ability to fade into underbrush and remain unseen. +4% to Prowl, +4% at night. Aboriginals & Native Americans +10%.
Boat Building :
Carpentry :
Dowsing : Never seen it used. What do you do? Drill till you hit a water table?
Fasting :
Hunting: Skill Buff
Identify Plants & Fruits : Vital to Holistic Medicine and long term living off the land
Land Navigation: Don't get lost. The idea is you recognize you have been this way before so you know you are going in circles and go left instead of right.
Preserve Food : Really depends on your GM and circumstances. Basically if you ate through you food and had to hunt and gather but save some for later and have the time
Skin & Prepare Animal Hides : Good if you are a Necromancer or want to sell some bones to one. Trapper?
Spelunking : Extremely specialized. You'd have to be adventurering in a cave to use this skill.
Track & Trap Animals :
Underwater Navigation : Highly situational, so much so one could never use this skill. Made for under-water adventurers.
Wilderness Survival : See Espionage skills
Blue is a Must Have,
Green is a useful and has a place,
Orange is extremely situational
Red has no real use.
As with all skills there are those times when circumstances are "unique" and suddenly the skill equivalent of the "Wave of Frost" (6) spell or the Water Warlock's "Color Water" (2) could actually be used to advance the story or win an encounter without fighting. IF you want to play that way with longshot skills you may never use then that's how you play. You do you. It is just that IF the GM or player does not recognize the skills usefullness in game, well taste that flavor.
Communication Skills
Tech centered but a part of any civilization that want to be advanced in tech or magic.
Ad-Lib :
Barter: Limited to adventurers but could be good for some $ or places where credits are not worth anything.
Creative Writing. : Flavor skill. Few are literate on Rifts Earth.
Cryptography: IF you interpret this like it is solving riddles like Batman it is good. To use it with notes and radio messages would require a lot of messages to decipher the pattern.
Electronic Countermeasures: Use Tech to block other people tech. Sounds good when you can cut off a CS patrols ability to radio for help. Also, if you can send fake message about their location, search results, etc. Would allow a party to eliminate a CS patrol without alerting their command. Then they could send a fake message to CS command asking for help/reinforcements to a place that is an ambush. That or let's the party impersonate the CS patrol. Also, may have the potential to determine the location of the CS patrol based on their radio communications. Really depends on how your GM runs the game and allows.
Language: Native Tongue & Language: Other: The only reason for having a % for this is to speak in such a way to camouflage what they are saying or to sound smart by using exotic words.
Laser : In theory, a great long distance communication and data transfer method. Never seen it used in game. I think it requires satelites or at least some vehicle up in the air to bounce lasers off of to someone else with high tech laser comms.
Literacy: Native Tongue & Literacy: Other: Incredibly useful if you have a great spell on a scroll you want to cast. Situationally you can read stories to illerate peasants to entertain them and they might be less likely to snitch on you for a reward.
Optic Systems : Not sure I ever understood this skill. Do you need it to use bionoculars and night vision googles? I figured night vision was a switch and see unlike a rifle that takes some skill to shot the bullseye of a paper target down-range. Best guess, if you "Optics" gets damage the skill lets you repair them. Update - Someone pointed out optic systems applies to scopes on rifles and maintaining them and using them quickly and correctly. So important if you are a sniper or spotter. I'd think the same about spying on others using electronic optic systems (not TW) to inturpret the infrared or whatever images one is looking at. Tech dependent.
Performance : I guess you could entertain othes for money or a distraction. Good for a skill buff to "Undercover Ops" and "impersonation"
Public Speaking : Story skill. In game, if persuasion is needed most players roll with M.A. (Mental Affinity). Just so a thing from someone about Rifter #19. Includes the option to reward players who pick this skill with a +1 bonus to M.A. Makes sense to me and I agree. Consult your GM before adding. IF you increase you M.A. it is more valuable as a skill if you play to its strength.
Radio: Basic: Hard to beat given its range and battery life. I interpret it to also encompass morse code which could be useful in special situations.
Sensory Equipment : For doctors looking at monitors, along with security guards, and interogators watching lie detecter machines. Possible a tech watching a radar screen or such.
Update: This can be a tremendously useful skill for surveillance, searching, and detecting threats. Ever watch the movie Aliens, where they have scanning equipment to locate life forms and such? You can do that stuff in Rifts. The Portable Scan Dihilator on p264 of RUE can identify, locate the source, and record with radar, sonar, heat, infrared, UV, microwave and "energy sensitive instruments." Seriously, I don't know why I don't see people using that gizmo and this skill all the time. If I was in charge of a military in Rifts I'd put one in every infantry platoon; hell, I might even put one in every squad. Fail a tracking skill roll? Try the scanner.
Sign Language : Great potential for two agents to secretly communicate with one another
Sing : Soothe some nerves and score a free drink on open mic night.
Social Etiquette :
Surveillance : Great in theory but tech dependent unless you are just tailing someone. I also, recognize this as players having the knowledge of how they may be overheard and watch tech wise. So they have better perception rolls on detecting when somebody is using surveillance on them and finding cameras and listening devices.
T.V./Video : Great for replaying for yourself and others. See is believing.
Cowboy Skills
Branding : Flavor / Profession skill.
Breaking/Taming Wild Horse : You know that day your lost your ride. So your walking and you come along some wild horses. You think free ride if I can catch and brake one. How often does that happen?
Herding Cattle : Flavor / Profession skill
Horsemanship : Cowboy : minor buff to initiative and parry/dodge while on horseback.
Horsemanship: Exotic Animals : Thank Hotrod! BUT highly dependent on actually having an exotic animal to ride and what it is.
Lore: American Indians : Unless you are dealing with Native Americans this is a story skill.
Lore: Cattle & Animals : What they eat, where they live in the wild, means of defense, the value of their meat, fur, hides and horns. So Great if you are a Necromancer or Wilderness Scout. Story wise, helpful if you are living in the wild or crossing the wild on foot. Overlaps well with hunting and track and trap animals. Great when it comes to taking care of your horse or other animal you ride.
Roping : Potential to capture a target
Trick Riding : Flavor skill for showing off, like at a rodeo.
W.P. Rope : Potential to capture a target
Domestic Skills
Brewing : Flavor skill. Also skill buff for Holestic Medicine
Cook : Flavor skill but very practical.
Dance : Flavor skill. Can use to make $
Rifter #19. Includes the option to reward players who pick this skill with a +1 bonus, WHILE DANCING (you HAVE to dance) and immediately afterwards, to M.A. Consult your GM before adding.
Fishing : In theory, a good survival skill and way to make a living selling fish.
Gardening : Flavor / profession skill. Maybe work on a farm. Update: Handy if you're into mystic herbology, holistic medicine, or the making/use of toxins/poisons. Granted, you either need your own place or else some kind of hydroponic mobile greenhouse, but building up a stock of ingredients is critically important for those classes, and being able to grow your own can be quite helpful.
Housekeeping : Read somewhere, not only can you be a janitor / hotel work but it is also good for sanitizing where you have been. Cleaning up your tracks, fingerprints, DNA, etc. Guessing it is good against the skill Crime Scene Investigation, Detect Concealment, and Forensics. Might even help you find surveillance devices.
Update: Credit to Grazzik:
* Notice when things are out of place
* Know good places to hide people or cache items
* Recognize dangerous combinations of cleaning products
* Know how to effectively Wipe down fingerprints / remove stains on fabric or carpets
Play Musical Instrument : Flavor skill. Minor potential to earn $.
Rifter #19. Includes the option to reward players who pick this skill with a +1 bonus to M.E. Makes sense to me and I agree. Consult your GM before adding. Increase this skill color by one if you character is empowered by this M.E.
Recycle : be a vulter of the battlefield and make some coin.
Sewing/Tailoring : Make your own clothes. Repair clothes. Make clothes for impersonation or just stitch in a listening device into someones clothes to spy on them or the areas they go.
Sing : Flavor skill. see communication skill.
Wardrobe & Grooming : Buff skill
Electrical Skills
Basic Electronics: Useful if you want to hotwire a car or such. Also, a prerequiste for a few other skills.
Computer Repair : You never use it. Update. IF no operator is around or they are too busy, you can advertize yourself and have a High M.A. or are known to be a goodie two shoes then strangers will let you "fix" their computer. Totally tech dependent.
Electrical Engineer: In theory, it should help disabling alarms and security systems.
Electricity Generation : Story flavor. Basically your character will never build or repair a generator and if they tried to they would NEED parts. Psychics could try to cheat this with Telemechanics.
Robot Electronics : IF you have a power armor/robot and a workshop to do your own repairs you might use this. Story wise there are speciallist who can do this for you.
Espionage Skills
Binding : The art/science of tying someone up so that they would have a REALLY hard time escaping the knots you tied. So few people take prisoners and those who do use cuffs or something. I see this as an almost Batman villain skill to tie up a hostage for him to rescue before bomb goes off or something.
Detect Ambush: Like a skill substitute for Sixth Sense when actively used but without the bonuses. Look for where you can be ambushed and expect it and you won't be surprised.
Detect Concealment: Great for searching for things and people hiding.
Disguise : Like prowl only in plain sight. Camo when you want to blend into a crowd. How to look like you belong or at least that you are not what you are but what you dress yourself to be. Basically only good outside of combat. In another way, a step or two down from invisibility. Walk in a bathroom, walk out in different shoes, clothes and hat. Put on Dead Boy armor and make your way through a CS camp.
Escape Artist: Too many player feel capture = death. So, they fight to the death. At worst the gamers I have played with fought to the death and best they ran away. Talking with some, they could only imagine "being taken alive" IF they had total control. Guard was under they mind control. They had MD weapons concealed on them. They have supernatural strength and the cuffs or bars are SDC. I guess it feels terrible to be compliant or lickspittle until the guard needs to use the bathroom and you can escape the cuffs and do some kung fu on them, swap uniforms or something to conceal you exit. I don't know how to get players to want to play anyone other than Darth Vader or Superman (Baby-Dragon)
Forgery : Never seen it used. Other players tell me $ skill.
Impersonation: No body use it. Update. For those one player games with people who want to James Bond 007 an adventure this can be fun.
Intelligence : Update: Credit to Grassik. Can be applied not just in a military context, but also in terms of figuring out the players in an urban landscape (like streetwise, but not as comprehensive), simply gathering info on a threat or opponent, and doing basic threat-risk analysis such as will those Simvan spotted earlier double-back and rustle the herd tonight? What do I know about this dude and where he might go?
Interrogation : Most games players intimidate / torture or no one is left alive to interrogate or they don't care to ask questions just beat and blast.
Update: In theory, this skill includes asking the right questions, trick questions, and elementary lie detection based on face-reading, tone of voice, and spotting inconsistencies in a person's answers.
Observation (Espionage/Secondary) : Pick out details from the general information, and to correlate those details in the spur of the moment. Play Sherlok Holmes.
If an O.C.C. Skill, +5% to Detect Ambush, Detect Concealment, Tracking, Trap/Mine Detection, Find Contraband, Photography, and Track Animals.
Pick Locks : Most break the lock or door down. For 007 finesse games and cat burglar thiefs to get in and out without anyone hearing or knowing until after you are gone.
Pick Pockets: Everyone is too afraid of failing and getting caught. Update: At low skill levels, yeah, no-one uses it. If it gets high enough to where it's a viable option, it's handy. That doesn't make it useless; it's just more of a high-level tool.
Psychological Fortification :
Sniper: Take as a Related OCC pick at higher level.
Tracking: Humans & Robots : Situationally useful.
Undercover Ops: Like Prowl only in plain sight. I suppose as disguise can camo your appearance, this skill helps you to bluff your words and behavior to send false vibes/signals that you are one of them or at least not an enemy or spy (one of them, an innocent bystander, etc.). I guess it is really an Acting skill.
Wilderness Survival: Short term living off the land to include getting water, food, shelter and I assume some of the basics of avoiding, preventing, dealing with hazards of the environment such as wildlife (snake, spiders, etc), deydration/heat-stroke, bad water, bad weather, poison ivy, etc.
Horsemanship Skills
Horsemanship: General
Horsemanship: Cowboy
Horsemanship: Cossack
Horsemanship: Cyber-Knight
Horsemanship: Equestrian
Horsemanship: Exotic Animals: Thanks to Hotrod's insight. This is a good skill IF you can actually have a good steed and not lose them.
Mechanical Skills
Aircraft Mechanics : Important if you want to repair your skycycle
Automotive Mechanics : In theory, useful to maintain your car but never used. Update: Useful as money-maker
Basic Mechanics : Flavor Skill. Update: Useful as money-maker.
Bioware Mechanics : Profession skill. Other poster claims this skill is big when it comes to repairing bionics/cybernetics. Two issues I'd have with it are: One how does one make up or parts? Unless it is just accepted as a "thing" like healing and that the character can fix things "because" players are dependent on parts they have to steal or pay for. Two it takes time to repair unless it is a thing that the player can "just" repair it. IF the player/GM can get behind the you have the skill you repair it camp the skill is BLUE and indispensible for those bionic types like Manhunters and such.
Locksmith : Profession skill with good potnential for a heist story
Mechanical Engineer : In theory, in game adventuring this is used to sabotage without explosives. In a broad sense, one with this skill could do a lot more. This includes design and construction of machines (vehicles, fire-arms, bionics, body-armor, ships/boats, wagons, weapons). ALL of which take time, materials, tools, and the right working conditions to repair or complete their contruction. Game-wise most players will blast something with an energy weapon. Second option is demolitions. Sabotage is about finesse or at least working without the advantage of explosives and such. So an undercover saboteur could disable a robot, vehicle, power armor, generator, bionics, etc. while appearing to repair or service it. Of course, such sabotage may not result in an explosion just that it won't start or if it does it may "stale" soon afterwards.
So it is a situational skill akin to being a medical doctor or saboteur of machines which almost never happens during an adventure but works as a profession/career.
Robot Mechanics: Same as robot electronics
Vehicle Armourer : Profession Skill. Does have some nice bonuses. Basic Mechanics and can operate military vehicles and trucks at the base skill for that vehicle type. Update: If your party has a "party wagon" vehicle, this skill should be blue, as it will help the group's mobile base survive fights.
Weapons Engineer : Ability to service, repair, weapons. Is an expert welder. Every merc outfit needs someone with this skill. Profession and story wise it is great. Using it in game, well, it does have a +1 to stike
Medical Skills
Animal Husbandry : On its own, not so important. It's importance is in caring for your horse or mount.
Brewing: Medicinal : See Brewing Domestic
Crime Scene Investigation : Potential to learn clues
Cybernetic Medicine : Story flavor. Players never use. Update: Under a rare set of circumstances with GM's and Players cooperation, a character can be saved after taking MD damage beyond their ability to survive thanks to cybernetic medicine. How the adventure works out in terms of how long it takes for the player rejoin the adventure after surgery is left up to the GM.
Dentistry : Should be great for profession. Can id people from dental records. Should be good for taking teeth out (gold fillings) with the least amount of damage. Install tracking device in a persons teeth. Poison tooth like in the film Dune. Recognize when someone has had dental work. Specialized CSI in comparing bite marks on predators victims. Still it is ALL very specialized
Update: Credit to Grazzik:
* Again... vampires and analysis of bite marks.
* However, dentistry could also be about providing basic healthcare/wound dressing.
* In the old days, if there were no doctors around, you'd go to the barber who often doubled as a dentist.
* The ability to carve or make replicas of small items made of wood, ivory, clay, etc. might come in handy for things other than dentures.
* Dentistry could also give some knowledge of pain medication.
* Dentistry might also come in handy when dealing with working with gold, silver or mercury compounds.
Entomological Medicine: Unless you create a new insecct D-Bee its only good for Xiticix. Story element for keep one of them alive in a lab for a test or something.
Field Surgery : When there is no GI Joe rule or avoiding MD damage over what the character can survive. You can save the character. Then they can get a limb replaced (bionics or other magical replacement). IF the player like the character enough to play them again; modified.
First Aid : Better to have it and not need it.
Forensics : Along with CSI, this skill helps you collect evidence and clues.
Hollistic Medicine : Better than first aid.
Juicer Technology : So I guess this is for when you want to convert someone to a juicer or detox them or salvage / repair a juicer harness. In theory, people with this skill may be able to disable a juicers harness if they have time and can do it quickly and subtle (perhaps with pick pockets or psionic powers. As a perk for this skill, I'd grant a bonus for a successful roll if the player used this skill regularly with a juicer patient to fine tune them on a daily. The juicer patient might get their last call postponed by the percent of this skill for fine tuning 300+ days a year. I'd also say they can help them get and stay asleep. Speed up their healing via the harness. Not every GM may feel this way but I would reward the Juicer if the skill is correctly performed on them almost every day. Bonuses for Detox
Medical Doctor : In theory, great. Problem is the time it takes for to heal. Great for $
Mortuary : WB 30, pg 160. It's under the RCC skills list of the Posluznik. Most adventure parties blow away people and move on. I supposed being able to perform mortuary services in preparing the bodies for a funeral, wake, and such could have a lot of STORY potential. Traveling Mortician? Opportunities for Necromancers, Smugglers, escapes from prison and such. A lot of potential for a licenced Mortician. IRL death is a booming business and funeral homes are profitable.
Update: Credit to Grazzik
* Okay, maybe relevant when on an adventure involving mummies, zombies or vampires. Is that corpse really dead?
* Working with dead bodies to preserve parts, perhaps for transport, as in proof for bounty.
* Preparing dead people/animals to look life-like either for presentation to fool or distract others.
* Disposing of bodies... in ways that can't be traced.
Paramedic : Better than first aid
Pathology : Players never use. Profession / Story skill
Psychology : Should have great potential for curing insanities, hypnotizing people, profiling people to determine alignment, detect lying, figure out a persons fears, motivations and plant suggestions into a persons mind. That is some real next level Anthony Hopkins "Silence of the Lambs" Dr. Hannibal Lecter ability. At least someone would finally get and use this skill, maybe.
Sea Holistic Medicine : Holistic Medicine is good. This is for when you are out to sea. That's about how good this skill is.
Veterinary Science : Flavor / Profession skill. Update: I'm told, In Real Life, this is a big $. Feedback is telling that people play the game a lot different than run and gun.
Military Skills
Camouflage : Not many of the characters like to hide but thanks to Hotrods insights hiding can be great when you are a sniper or setting a trap or just want to hide something.
Demolitions : The potential of this skill is literally explosive.
Demolitions Disposal : Potential to salvage and use explosives or sell them.
Demolitions: Underwater : When do people have underwater adventures?
Desensitization (Military and Secondary) : Situational. About as useful as the frequency of having to make saving throws vs Horror Factor. You watch so many horror movies and seen so many dead bodies nothing scares you. +1 vs Horror Factor at levels 1, 4, 7, 10 and 13. If O.C.C. Skill, also gets bonuses from M.E. against Horror Factor
Field Armourer & Munitions : Profession skill. IF Weapons Engineer is a Medical Doctor this skill is paramedic and basic mechanics is first aid. Update - This skill can repair MD to armor - up to 30. For those with MD armor this is worth it. Not sure if W.P. means you can maintain and basic repair the weapon. I guess it all depends on your GM and how they maintenance and damage. I figure this is like Military Etiquette. All military people have at least a little of it but not necessarily enough to be an honor guard. Figure all Man-at-Arms know just enough to take care of their own armor weapons, and issued gear unless it is damaged.
Find Contraband : So many characters loot. Trading or paying for illegal goods/serivces is not something they are enthusiastic about.
Forced March : Attribute skill
Leadership : M.A. Buff
Military Etiquette : Flavor skill. Could be useful for disguise
Military Fortification : Takes forethought. Players enjoy more of the run and gun. I have great respect for those planners who took down my monsters with a trap / ambush. Superior cover when fighting directly and against tech like the CS. Those who use it wisely should have the advantage in defense and surprise in offense. I guess it works Armor Rating, like with cyber-knight armor, if you have a fox-hole or trench, maybe the AR is adjusted by level and skill roll. I'd highly reward the player character with high MD protection.
Naval History
Naval Tactics
NBC Warfare : Most games these kinds of attacks don't occur. Closest one comes to it are one of the kind that come from magic spells that a cloud of sorts. The few that do have armor with Environmental seals.
Parachuting
Recognise Weapon Quality : Profession skill
Robot Drone Command : Speicalized skill for the efficienty use of drones.
Theater Warfare :
Trap Construction : In theory, great when you have time to prepare an ambush.
Trap/Mine Detection : In theory, helps when you are trying to sneak into a place protected by traps.
Physical Skills
Acrobatics : Most take for the bonuses to stats and Climbing/Stealth.
Aerobic Athletics : Disarm bonus is nice
Athletics (general)
Body Building & Weight Lifting : Normal PS and SDC don't make a lot of difference in stat
Boxing : Most take for the +1 extra attack per melee
Climb : Never had to use it. A lot of players get around it with flight/flying by one means or another. The skills is for patient people who want to be stealthy. NOT superman who can fly. Boba Fett who can Jet-Pack. Super jumping.
Fencing : Buff to Sword/knife fighting.
Forced March : Attribute Buff
Gymnastics : See Acrobatics
Ice Skating : Bonuses: +1 to P.E., +1D4 to Spd., and +1D6 to S.D.C. Plus Pre-Req for more advance skating skills
Figure Skating : +1 to P.P. and P.E., +2 to Spd., +1D4 to S.D.C., +5% to dance skill,
Hockey Skating : +1 to P.S. and P.E., +1D4 to Spd., 2D6 to S.D.C., +1 to damage in hand to hand combat, +2 to roll with punch, fall, or impact, +2 to maintain balance, and gets W.P. Staff/Hockey Stick
Speed Skating : +1 to P.S., +1 to P.E., +1D6 to Spd., +1D6 to
S.D.C.
Hand to Hand : Assassin
Hand to Hand: Basic
Hand to Hand: Commando
Hand to Hand: Expert
Hand to Hand: Martial Arts
Juggling : initiative bonus
Kick Boxing : P.E. bonuses deserve higher ranking.
Deadball : knows W.P. Deadball plus Speed buff with a dodge bonus.
Juicer Football : This sports skill teaches the character the rules of the game, basic tactics and combat elements, not recommended for ordinary humans.
Good for knocking smaller people to the ground
Murderthon : Another sports skill usually reserved for Juicers. Bonuses for strike & Dodge
Outdoormanship : Skill Buff. The +1 P.E. bonus make this rewarding
Physical Labour :
Prowl : Essential for stealthing about unless you have a spell substitute.
Running : Attributes
S.C.U.B.A. : Those few time anyone goes underwater on purpose while probably be an emergency to salvage something or rescue someone. If you have time to prepare one would use a "Swim" spell.
Snow Skiing : +1 to P.E. and +1D6 to S.D.C. Pre-Req for other skiing skills
Downhill Speed Skiing : +1 to P.P., +1 to P.E., +1 to initiative
Cross Country Skiing : +1 to P.S., +2 to P.E., +1D4 to Spd, +1D6 to S.D.C.
Snow Boarding & Jump Skiing : +1 to P.P., +1D6 to S.D.C.
Swimming: See SCUBA.
Wrestling :
Pilot Skills
Everyone should be able to ride or drive or pilot something.
Aerobatics : Stunt or exhibition pilots. Half penalties for airborne stunts & maneuvers.
Combat Flying : Similar to the skill Combat Driving. Basically you have to have a flying fight in the air so dog fighting
Airplane :
Automobile :
Bicycling :
Boats: Motor & Hydrofoils
Boats: Paddle Types
Boats: Sail Types
Boats: Ships: Basically, I never had or heard of an adventure to use these skills
Combat Driving : Great STORY element. Limited to ground vehicles thou. A skill that begs for a chase scene in an adventure with fighting betwee two or more cars or beings on foot. Highly limited in opportunities to use but not as expensive as robots or power armor. A parties car might be a generic one they boosted from the bad guys camp (fleet of identical vehicles) so the chased and chaser are limited to the same max speed, armor and weapons (if any). Might be better to limit the players to SDC guns or the chase could be over in 1 round.
Flight System Combat : Specialized and limited to Juicers and such. Expensive and maybe over powered.
Helicopter : I wonder why people would use a helicopter over a hover-vehicle. What's the advantage?
Hover Craft: Ground :
Hovercycles / Skycycles / Rocket Bikes :
Jet Aircraft :
Jet Packs : Seriously, jet packs are freaking awesome. They're cheap, light, and fast. Even if you don't use them in combat, they're an outstanding way to travel quickly over difficult terrain. See climbing
Jump Bike Combat
Military: Combat Helicopter
Military: Jet Fighter
Military: Submersibles
Military: Tanks & APCs
Military: Warships & Patrol Boats
Motorcycles & Snowmobiles
Robots & Power Armour
Robot Combat: Basic
Robot Combat: Elite: These things are expensive but powerful until they are damaged. Then they are expensive again. These flying machines are more for WAR then adventuring.
Tracked & Construction Vehicles :
Truck : In story, their are a lot of truck to haul loot, troops, to steal the truck, ram through a wall, tow something, etc.
Water Scooters
Water Skiing & Surfing: Flavor
Pilot Related Skills
Navigation: In theory, essential for reading and interpreting a map. It's nice to know how far away you are from where you want to go.
Sensory Equipment : See communication skills
Weapon Systems : If you have a vehicle or power armor/robot.
Rogue Skills
Cardsharp :
Computer Hacking: So rare its more for story than use.
Concealment : Companion skill for pickpocketing and having a card up your sleave
Find Contraband : In theory, this skill is good for selling or trading stolen goods. Kind of selling from whom you buy illegal goods. Spreading the word around that some "thing" is for sale. IF you need to fense loot this can be important. Also, if you are looking for something stolen.
Gambling: Standard : Tough one to call. Great role-playing.
Gambling: Dirty Tricks : Basicaly how to cheat at cards. Using it is pretty much evil like picking someones pocket to steal their money because you like money. Like pick pockets most players are too afraid of getting caught to use.
Fortune-telling :
I.D. Undercover Agents : In theory, it's what you would use to figure out who is the CS spy in Tolkeen and such. Most GM's I know wouldn't make it as easy as a skill roll.
Imitate Voices & Sounds : Basically a Buff skill for impersonating someone.
Palming : Skill Buff. As important as the use of the skill you want to buff. Magic act potential.
Pick Locks : Good if you can conceal some lock pick tools on you.
Pick Pockets : See Espionage.
Prowl : See physical skills but basically all good adventures should have some sneaking around scenes.
Roadwise : Great on those rare occasions one would plan their getaway or where they want to do a car jacking / armored car robber.
Safe-Cracking : Most will destroy the safe with an MD weapon. Update - Player pointed out the contents could be destroyed if the brute force approach is used.
Seduction : Low % and awkwardness make this one of the many used skills
Short Con : Quick confidence schemes, usually requiring no more than one or two people to execute, for small sums of money
Streetwise : Help you figure out when someone is trying to con you or when people are working together who are trying to disguise it. I think of it like Wilderness survival for an urban / city environment. Update - credit to Grand master Zob also good for getting the "word on the street" and gathering information from underworld sources (City-Rats? Black Market? etc.). I guess it comes with a sort of etiquette of who to ask and how to ask them so you don't come across like an undercover law enforcement or a rival.
Tailing : In theory, IF you can follow someone without them knowing about it, it is really great for investigation and finding you people to destroy.
Science Skills
Anthropology : Good for skill buff. In theory, it is great for learning about the people and customs of a town.
Archaeology : Skill Buff
Artificial Intelligence : In theory, Operators and Rogue Scientist OCCs should be able to make "things" with AI like a Techno Wizard does with magical TW devices. I think the challenge is not to let them get out of control over powerful. I imagine a box or robot head power by e-clips that can perform skills with spell / psionic like results. Maybe like "Alexa" from amazon prime but better. Translates all spoken and written languages (like Tonuges or Eyes of Thoth)
Do Math 100%
Lore Skills = to % of the programmer automatic / ISP free Total Recall.
No matter how fast the computer it's answers are only as good as the data/information it has to work with (Garbage in - Garbage out)
Depending on the Sensors/camares it may come with an AI would make a good "Watchguard" Spell.
Remember the characters who can take this skill are like Rogue Scientist, not Juicers
Astronomy & Navigation : Most GM's will have the characters roll Land Navigation. Update - This is important for navigation at night on land, flying (at night and maybe during the day too), on bodies of water to navigate. Probably helps when you don't have a calendar. Also, with the "right" instruments, might help you figure out where you are on the map.
Astrophysics : Outer-space skill.
Biology : Pre-requisite for some Medical skills. Probably helps when you are cutting up the cow. I imagine a necromancer would have this skill when they are mining for "parts."
Botany : Story skill. In the long game, in theory, you could grow new herbs and plants.
Chemistry : Pre-req for the chem you can do stuff with.
Chemistry: Analytical : In theory, chemistry skills are good for making you own Acid, Addictive Drugs, Explosives, Glue, Gunpowder, and Poisons.
Chemistry: Pharmaceutical : Recongnize medication and drugs. Make medicine potentially.
Civil Engineering :
Credit to Grazzik
* Build a wall around a village to withstand a zombie horde.
* Build a dam to redirect a river.
* Build a bridge to rescue people on the other side.
* Dig a canal or construct an aqueduct to bring water to fields in a drought ravaged region.
* Determine the age of a bunker the party is about to enter.
* Is that path along the cliff face structurally sound?
Marine Biology : I guess the Medical Doctor skill for creatures of the sea. I don't know what that gets you or how you find a sick sea creature that you can contain, diagnose and treat.
Mathematics: Advanced: Mostly a pre-requiste
Rifter #19. Includes the option to reward players who pick this skill with a +1 bonus to I.Q. Makes sense to me and I agree. Consult your GM before adding. Raise one color if it give your character what they need to play their OCC or give them the skill bonus from having a high I.Q.
Mathematics: Basic : Pre-req for Math: Adv.
Meteorology: This skill allows for the prediction of upcoming weather within 5D6% accuracy on a successful skill roll. If taken as a cultural skill this skill represents weather prediction based on signs from nature and other methods handed down from person to person. Add 5% to the skill if traditional weather prediction equipment is available, such as barometers, wind gauges, and thermometers. Add 10% if modem computerized measurement devices are available. Base Skill: 15% +5% per level of experience.
Undersea Farming : Story and Profession skill. In theory, skills like this could save hundreds from famine as sure as slaying demons would save them from violent death.
Xenology : Exists so a Body Fixer can work on a D-Bee.
Zoology : I guess an improved version of Lore: Cattle & animals.
Technical Skills
Advanced Fishing : Commerical Fishing. Story and Profession skill. Domestic fishing is enough to feed yourself and your party. This skill is for feeding a village when you have a fishing boat and equipment for the job.
Appraise Goods: Good for sizing up the value of Loot. Update - Need to take the skill twice for the good stuff. NOT sure how this compares with "Recognize Weapon Quailty"
Art : Possibility of making a drawing of someones face to use with the psionic power "Remote Viewing." Also, helps when you need to show others a picture to ID the guy (wanted posters and such).
Rifter #19. Includes the option to reward players who pick this skill with a +1 bonus to M.E. Consult your GM before adding.
Begging : Only saw one player ever use this and with much reluctance. Couldn't get the cash without stealing and the sort of monk principled alignment he played had an easier time begging then stealing. Super rolls (under 05) got all the charity he needed in under 1 hour. Still, he hated it just agreed it was what his character would do and that he had a high percentage. I awarded him a lot of XP! Leveled up.
Breed Dogs : Thanks to Hotrod! for the insights on having a good dog around to warn you and find things.
* There could be adventure scenarios that require judging the qualities of a dog for labor, temperament, or even food.
* The skill could also be handy in evaluating the value of a dog/wolf/etc. for trade goods.
* Engaging in diplomatic missions with Free Born or Feral Dog Boy communities
* Helping feral Dog Boys adjust to new cultures and unfamiliar situations
* Possibly even relationship counselling for Wolfen...
Credit Grazzik
Calligraphy : Flavor skill. When you want to look cool signing.
* Perhaps the quality of writing could be a factor in a scroll's effectiveness?
* Recognize particular style and technique to identify the author of something
* Impress a deity or deity wanna-be by producing a piece of work glorifying them in order to earn a favor
Computer Operation : Operate some basic and common tech
Computer Programming: Pre-req for other skill. Potential if you have the opportunity to re-program a droid or such.
Cybernetics: Basic : In theory, this skill explains how you know of bionics, what they do and how you know them when you see them.
Excavation : Situational. Helps in scavenging
Firefighting : Profession skill
Gemology : So you know if you are getting riped off on "fakes" or the price is too high. Still only good for Techno Wizards and pawning stones.
General Repair & Maintenance : Most players and GM's are never critical about the care of their equipment. This skill is as important as your equipment is to maintain.
History: Post-Apocalypse
History: Pre-Rifts
Jury-Rig : The way I figure it, this skill is good for two things. Taking something that doesn't work and making it work temporarily using "other" parts or working it in a way the manufacturer never intended. Second, using two or more things and puting them together to do something. So like the TV show McGuiver. In theory, it should be great for adventure as it is an improvisational skill. In gameplay, most players just fight or do what they know. While GM's can feel reluctant to "give" players a solution to a problem they can't kill with basic tech. The safest option is to make one of the many "thing" work. So this is a good companion skill if your car breaks down and you don't have the "right" parts. Just now I can think of, jury rigged MD armor for when your groups cyborg has MD damaged and can't fix it until he gets back to the city.
Law (general) : Knew you are breaking the law before you commit the crime. Defend yourself before the lynch mob. Fast talk the judge.
Leather Working : Depends on the usefulness of leather armor
Lore: American Indians :
Lore: Cattle & Animals : See Cowboy
Lore: D-Bee : The cultures of D-Bees. Should help when dealing with them in terms of trust or intimidation as well as knowledge about their strengths, weaknesses, motivations and personalities. Helps in seeing through disguises or in crafting them if you want to disguise yourself as a D-Bee.
Lore: Demons & Monsters : In theory, essential to id vampires and zombies and such. Understanding what works to kill them and what they can do to you. A lot of players just ignore this and sort of meta knowledge their way through it.
Lore: Faerie & Creatures of Magic : If Faeries are an ally or enemy this should help when dealing with them. Knowing the various kinds of faeries and what they can do. And their food can do. Should help in knowing where to look for them and what they like (bait) if you are looking/hunting for them.
Lore: Juicers :
Lore: Magic :
Lore: Psychics & Psionics :
Masonry : Profession
* Similar to civil engineering, but specific for stone
* Identify the weak point in a stone structure
* Improvise alternative tools when normal stonecutting tools aren't available
* Determine the nature of cuts in stone (natural, tool or ... claws?)
* The knowledge of mason guilds it provides opens up a number of commercial scenarios
Meditation : Trained Psychics get this for free supposedly.
Rifter #19. Includes the option to reward players who pick this skill with a +1 bonus to M.E. Consult your GM before adding.
Mining : Profession skill
Mythology : Skill Buff
Philosophy : Red on its own. Blue if, from Rifter #19, players have the option to add +1 bonus to I.Q. and +1 bonus to M.E. Consult your GM before adding.
Photography : This or video is essential depending on your GM. Ask any law enforcement if pictures are needed of the crime scene and for jury trials.
Prospecting : Profession skill
Recycle : Useful to looting, scavengers and the tech oriented but for story and profession purposes
Research : Skill Buff. In theory, great for investigations and espionage work. Again, most players won't use it.
Rope Works : Might only use it to tie people up or in the making of a trap
Salvage : I am not sure how how this is different from the looting that everyone does.
Undersea Salvage : How often do adventureres salvage from the sea?
Ventriloquism : Maybe you can make the skill check and throw your voice behind someone.
Whittling & Sculpting : Mentioned a lot in shaping wood and bone weapons and such that ought to be "useful" in damaging them. Because silver bullets are expensive.
Weapon Proficienies (Ancient)
W.P. Archery : Great if you are trying to stake a vampire and can't afford or all out of silver. Flavor skill for hunting. No MD laser weapons on the bunny rabbit. Nothing will be left to skin or eat but a piece of burnt carbon.
W.P. Axe : Might use if you get your hands on some specialized magic weapons
W.P. Blunt :
W.P. Chain :
W.P. Forked :
W.P. Grappling Hook :
W.P. Knife : Although knife fighting sound cool, if you had to fight with a melee weapon swords do more damage and there are spells, magic weapon and Psi-swords that do more for you. Just ask yourself, what can you do with a knife better than you can do with a sword? Update: insight. You can hide a knife on yourself but not a sword.
W.P. Net : Strike/entangle +1 at levels 2, 5, 8, 11, 15. Parry +1 at 2, 4, 6, 9, 12. Snare weapon on N:18-20. Under-rated tool for capturing people alive. As a GM I'd give a bonus too for use on spells like "Magic Net" (7). Really it is more of a non-spell casters way to going Magic Net.
W.P. Paired Weapons : Excellent for a melee fighter
W.P. Polearm :
W.P. Quick Draw : A duelists friend during a suprise.
W.P. Rope :
W.P. Shield : Parry's don't cost melee attacks and this skill gives you bonuses. I don't believe there are any against energy attacks but its a good defense against monster types that prefer their claws and such.
W.P. Spear :
W.P. Staff : This "might" be redundant as a staff might be considered a "Blunt" weapon.
W.P. Sword: A lot of Spells, magic weapons make this WP useful
W.P. Targeting : Great with telekinesis and perhaps some spells if the GM allows it, otherwise most will rely on energy pistols.
W.P. Tomahawk (throwing axe) : What is the difference between "this" and an Axe
W.P. Whip : Only advantage I can see are the bonuses to disarm. There are only a few magic weapons that come close to making this W.P. worthwhile.
Weapon Proficiencies (Modern)
W.P. Handguns : In story, handguns make sense to shoot animals for food, regular SDC people and D-Bees. You can hurt vampires with silver bullets when energy pistols won't harm them. In game mechanics, players almost always fire energy weapons or spells or psionics. A player character should have it for story purposes because recharging E-clips is expensive.
W.P. Bolt Action Rifle (hunting/sniping/shotguns)
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Harpoon & Speargun : Too situational. An over the top 007 weapon to kill flambouyantly
W.P. Heavy Military :
W.P. Heavy M.D. : A few high damage weapons here if you can start with one and afford the ammo.
W.P. Military Flamethrowers : Seriously! A flamethrower! Who would you fight with this weapon. It does no MD damage. You'll burn the house down. Start a forest fire. Ruin your kill's gear and equipment. It will all be burnt after the fire is out. Doesn't work on vampires. I guess it can "santize" a crime scene and maybe mask you scent.
W.P. Rifles :
W.P. Sharpshooting
W.P. Shotguns :
W.P. Sub-Machineguns : Only use in an SDC world
Wilderness Skills
Blend : Skill buff. The ability to fade into underbrush and remain unseen. +4% to Prowl, +4% at night. Aboriginals & Native Americans +10%.
Boat Building :
Carpentry :
Dowsing : Never seen it used. What do you do? Drill till you hit a water table?
Fasting :
Hunting: Skill Buff
Identify Plants & Fruits : Vital to Holistic Medicine and long term living off the land
Land Navigation: Don't get lost. The idea is you recognize you have been this way before so you know you are going in circles and go left instead of right.
Preserve Food : Really depends on your GM and circumstances. Basically if you ate through you food and had to hunt and gather but save some for later and have the time
Skin & Prepare Animal Hides : Good if you are a Necromancer or want to sell some bones to one. Trapper?
Spelunking : Extremely specialized. You'd have to be adventurering in a cave to use this skill.
Track & Trap Animals :
Underwater Navigation : Highly situational, so much so one could never use this skill. Made for under-water adventurers.
Wilderness Survival : See Espionage skills