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Espionage

The document outlines various espionage skills, detailing their base skills and bonuses per level of experience. Skills include binding, smooth talking, command, concealment, and intelligence, among others, each with specific mechanics for use in gameplay. It emphasizes the importance of these skills in covert operations and interactions with NPCs, providing a framework for character abilities in espionage scenarios.

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0% found this document useful (0 votes)
26 views11 pages

Espionage

The document outlines various espionage skills, detailing their base skills and bonuses per level of experience. Skills include binding, smooth talking, command, concealment, and intelligence, among others, each with specific mechanics for use in gameplay. It emphasizes the importance of these skills in covert operations and interactions with NPCs, providing a framework for character abilities in espionage scenarios.

Uploaded by

B Hill
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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Espionage

Binding: This is the practiced art of knot making and binding. Character will know
the best way to tie someone/something down tightly and securely. The character will
know a wide array of knots, the abilities of each one, and when each one should be
used. Anyone tied up in this manner will find it nearly impossible to escape (-15%
for escape artists). This skill also adds a one time bonus of +5% to climbing,
since superior knots are used. Base Skill: 30% + 5% per level of experience.

BS Smooth Talking: The ability to smooth talk oneself out of danger or potentially
embarrassing situations, and the ability to come up with a completely bullshit
explanation for any occurrence. This is the art of making lame-ass excuses and
being able to get away with it. Base Skill: 35% +5% per level.

Command: Command is used to make an NPC do what the user wants by ordering him in a
persuasive and authentic tone. When successful, the target snaps to and does as
ordered. To look at it another way, a character with a high command skill can take
charge of a situation when leadership is needed, and get other characters to
cooperate without debate or question. How to use this skill, well the characters
commands will be based on M.A. and/or P.B., against the NPC's I.Q. and/or M.E. The
characters M.A. is matched against the NPC's I.Q. and/or the characters P.B.
against the NPC's M.E. Use percentile dice for the chart below will show you what
we are talking about: For this chart shows how you can talk someone into doing
something without question or dispute. EX: The characters M.A. is 13 and the NPC's
I.Q. is 9. The character and NPC(s) both roll percentile dice and the higher of the
two wins, since the character has a 13 M.A. he/she gets a bonus of 15% to that
particular roll. The NPC(s) has a 9 I.Q. and gets no bonus to his/her roll
therefore the player character has the advantage.

Characters M.A., Bonuses on roll:


3-5, -35%,
6-8, -20%,
9-12, 0
13-16, +15%
17-24, +30%
25-30, +45%
31 & above +65%
All this goes against the NPC's I.Q.
NPC's I.Q., Bonuses on roll:
3-5, -35%
6-8, -20%
9-12, 0
13-16, +15%
17-24, +30%
25-30, +45%
31 & above +65%

For this chart shows how beauty can influence someone's decision making process.
This means you can tell an NPC do something and they will just based on you
physical beauty whether it is male or female. EX: The characters P.B. is 13 and the
NPC's M.E. is 9. The character and NPC(s) both roll percentile dice and the higher
of the two wins, since the character has a 13 P.B. he/she gets a bonus of 15% to
that particular roll. The NPC(s) has a 9 M.E. and gets no bonus to his/her roll
therefore the player character has the advantage.

Characters P.B., Bonuses on roll:


3-5, -35%
6-8, -20%
9-12, 0
13-16, +15%
17-24, +30%
25-30, +45%
31 & above +65%

All this goes against the NPC's M.E.


NPC's M.E., Bonuses on roll:
3-5, -35%
6-8, -20%
9-12, 0
13-16, +15%
17-24, +30%
25-30, +45%
31 & above +65%

If the user rolls equal to or higher than the NPC(s), targets of the command do as
he/she requests. As usual, there is room for game master interpretation; The higher
the difference might mean immediate and enthusiastic compliance. The closer the two
rolls are, this means that the target does as ordered now but may question the
commander's authority later on. ("I didn't know that there was a commander on this
level. What in the hell is going on here. Wait a minute...").

Concealment: Is the practiced ability of hiding something on ones body or in hand,


usually by continually moving it around from hand to hand or place to place
unnoticed. Objects must be no larger than 14 inches in height and length, 6 inches
in width and weigh 10lbs or less. The smaller and/or lighter the item, such as a
knife, gem, small sack, etc., the easier it is to conceal (add a bonus of +5%).
Larger items such as a book or club or statue or other similarly larger and heavier
objects are more difficult to conceal on ones person for obvious reasons. A penalty
of -5% applies to items over 7 inches (remember 14 inches maximum) because it is
more difficult size. Larger than 14 inches are impossible to conceal. Base Skill:
20% + 5% per level of experience.

Detect Ambush: Training which develops an eye for spotting locations and terrains
suitable for ambushes and being ambushed. It also provides a rudimentary knowledge
of guerrilla tactics used by the enemy. Base Skill: 30% + 5% per level of
experience.

Detect Concealment: This is a skill which enables the individual to spot and
recognize camouflage, concealed structures/buildings and vehicles, as well as the
ability to construct unobtrusive shelters, use camouflage and blend into the
environment. Base Skill: 25% + 5% per level of experience.

Disguise: The character knows how to apply make-up, wigs, skin putty, dies, and
other special effects in order to alter his appearance or that of somebody else.
Base Skill: 25% + 5% per level of experience.

Escape Artist: The methods, principles, and tricks of escape artists. Includes
muscle control (tensing and relaxing muscles), flexing and popping joints,
knowledge of knots, and the ability to conceal tiny objects on the person. The
character can try slipping out of handcuffs, ropes, straitjacket, etc. Note:
Picking locks is a separate and distinct skill. Base Skill: 30% + 5% per level of
experience.

Fieldcraft: This skill covers the common "tricks" spies use to exchange information
covertly. Some fieldcraft methods include "dead drops" (the information is placed
in a hiding place such as taped under a park bench, behind a brick, and so on; the
other agent then comes by and picks it up, avoiding ever seeing his "contact"),
ways to notice and avoid being shadowed (can be used in conjunction with the
Perception rules in the Nightbane RPG, page 66) selecting code words and passwords
to recognize other agents, and similar techniques. Base Skill: 40% + 4% per level
of experience.

Forgery: The techniques of making false copies of official documents, signatures,


passports, I.D.s, and other printed material. The forger must have an original or
photocopy to work from in order to make an accurate copy. Skilled forgers can
recognize other counterfeits at -10%. Base Skill: 20% + 5% per level of experience.

Hojo-Jutsu: This is the Art of Binding, Japanese style. Tying someone up with Hojo-
Jutsu makes it far more difficult to escape (-15% to an opponent's escape skill
roll). Base Skill: 30% + 5% per level of experience.

Imitate Voice: Character can, with practice, attempt to imitate the voice, accent
and expressions of another person. Base Skill: 45% + 5% per level of experience.

Impersonation: This skill enables a person to impersonate another person or type of


soldier (in general). This means the person must have a rudimentary (if not
comprehensive) knowledge of the person or general type of personnel that he is
impersonating. This is likely to include a knowledge of enemy/subject of
impersonation, military procedure, dress, command, rank, and will usually require
speaking the language fluently. This means the character can convincingly
impersonate a general type of person/soldier/advisor by accurate disguise, proper
action, and language. Base Skill: 40% to impersonate general personnel and 20% to
impersonate a specific individual (which may require weeks of study and special
disguise), + 4% per level of experience.

The success of one's impersonation/disguise can only be determined after exposing


oneself to those whom you wish to trick. A successful impersonation requires the
player to roll under his skill for each of his first, THREE encounters. Afterward,
the character must roll under his skill for each encounter with an observer. If
interrogated/questioned, he must successfully roll for every other question or be
revealed as an impostor. A failed roll means his impersonation has failed and is
recognized as an impostor and is in immediate danger.

Intelligence: This is the specific training in the practices and principles of


recognizing and analyzing sources of information about the enemy, observation
techniques, counterintelligence measures and proper procedure. This includes the
practical assessment of sights and sounds, estimation of ranges, what to report,
handling prisoners of war, and handling captured documents and equipment (tagging
and reporting to group leader or proper authority). This means the character will
be able to accurately estimate ranges, the number of enemies, direction, purpose,
and assess the importance of specific information.

Further intelligence training includes a working knowledge of indigenous guerrilla


warfare, enemy practices, appearance, and current activities. This enable the
intelligence officer to recognize suspicious activity as guerrilla actions and
identify guerrilla operatives. For Example: A particular booby trap, or weapon, or
mode of operation, may be indicative of guerrilla activity in the area. It may be
up to the character to confirm the existence of the enemy and their strength,
number, and location.

Another area of training made available to intelligence is the identification of


enemy troops, officers, and foreign advisors. This means the person learns the many
distinguishing ranks and marks that identify specific military units, special
forces, groups, and leaders of the enemy. Such identification can pinpoint and
confirm enemy operations, goals, and movement, as well as confirm outside
intervention/aid.
Note: A failed roll in any of the areas of intelligence means that evidence is
inconclusive, or that the character has incorrectly assessed the
information/situation and is uncertain. A failed roll involving individual clues
may mean the person has dismissed it entirely as being meaningless (GMs, use your
discretion). Base Skill: 32% + 4% per level of experience.

Interrogation: This skill includes training in the questioning of prisoners,


captives and informers, and the assessment of that information. Base Skill: 40% +
5% per level of experience.

Interrogation Techniques: This skill is learned by policemen, intelligence


officers, etc. The character knows the techniques to get information from
(typically unwilling) subjects. This includes such old methods as "good cop/bad
cop" (one interrogator is threatening and intimidating, the other is sympathetic
and friendly), deceiving and misleading the subject into giving away information,
and similar. The character can also judge if the subject is lying (the Game Master
might assess bonuses or penalties depending on how good a liar the subject is).
This skill also includes some basic knowledge on methods of torture, from basic
tactics like depriving the subject of sleep, to old "medieval" instruments and new,
sophisticated techniques like sensory deprivation, partial electrocution, and
drugs. Note: Only evil characters will engage in torture routinely. Base Skill: 30%
+ 5% per level of experience.

Jungle Survival: Stepping into jungle, true jungle, is even more alien than
swimming down into a coral reef. The main problem is with depth perception. Most
characters are used to judging distance based on objects sitting in open space. The
jungle turns that upside-down, so that you have to contend with objects (leaves and
branches) everywhere, and just a little bit of empty space scattered here and
there. Without this skill most characters will experience the following in a
jungle: "...I dash in [the jungle] after them, but get instantly fouled in low-
hanging vines and fall on my face. All five dogs are now in full cry and K'in Bor
has vanished behind them. I think, He must see better than I do, as everything
before my 20/20 vision is a dark, impenetrable mesh of leaves, vines and branches,
and all else underfoot in an impediment designed to make me stumble. Somehow I claw
my way through the brush..." Beyond just being able to see clearly, Jungle Survival
also provides techniques for avoiding trouble and keeping alive during extended
jungle travel. The character will know how to avoid dangerous plants and insects,
how to find nearly-in-invisible pathways, and how to find fresh water. Base Skill:
45% + 5% per level of experience.

Land Navigation: This skill allows the person to stay on course while traveling
over land by means of observation. This includes mentally marking/recognizing
geographic landmarks, estimating distance and movement, recognizing sounds, and
other navigation tricks. Techniques include night travel. The player should roll
once for approximately every three miles traveled. A failed roll means the
character is drifting of course by 200-2000 yards (roll 2D10x100 yards). Do not
roll again until the next three miles. A successful roll at that time will allow
the character to recognize his error and correct it. Of course, errors mean lost
time and traveling through unknown and potentially dangerous areas. A second (and
third) failed roll means the character continues to travel 2D10x100 yards further
off course. All failed rolls are cumulative unless corrected.

Note: A group of average men can cover approximately 5 miles an hour at a brisk,
but relaxing pace, through grassland, along dirt roads or paved streets. Travel
through dense forest or jungle at a cautious pace, with eyes open for danger, is
about one mile per hour. At this pace, one can easily watch for booby traps,
snipers, ambushes, wild animals, tracks, and clues, make other observations,
without fear of traveling too fast (and missing them). Only at a faster pace will
one begin to miss details and court death. Base Skill: 45% + 5% per level
experience.

Lip Reading: The character knows how to interpret the spoken word through the
movement of the mouth. Characters can observe targets from a distance and
understand what they are saying. The target�s mouth must be in line of sight and
cannot be obstructed by anything. If the moving lips are partially obscured the GM
should apply a penalty he/she thinks is appropriate to the situation. This type of
art requires the character to speak the language he is attempting to lip read and
to have a 80% proficiency or above in that language. Characters must also select
this skill in relation to their common tongue first. Other languages selected after
this will count as a new skill and must meet the 80% proficiency requirement. Note:
This skill is usually taught to CS spies or rouge agents working in espionage. This
is not a skill the common solider would know. Base Skill: 30% + 5% per level of
experience.

Marxism/Leninism-Maoism: The character knows enough about Communist philosophy to


be able to escape detection when under cover in a Communist country. Includes
studies of all the major literature as well as participation in discussion groups.
This skill is found in universes that still have major Communist influences (such
as the various 20th century RPGs and the Earth of Robotech, which has the EBSIS and
NMSR to contend with). Base Skill: 60% + 6% per level of experience.

Microfilm/Microfiche/Microdot Technology: Knowledge of producing, storing and


reading of microsized text and pictures. This also involves learning to use the
cameras, developing equipment and display devices. The character is also capable of
developing or detecting hidden microdots. Base Skill: 40% + 4% per level of
experience.

Palming: Simply the ability to pick up and seemingly make a small object such as a
coin, key, playing card, knife, etc. disappear by hiding or concealing it in ones
hand. Adds a bonus of +5% to pick pocket skill. Base Skill: 25% + 5% per level of
experience.

Perception: Can be used for a variety of purposes (GMs use your imagination).

EXAMPLE:
PCs are in a large warehouse, tracking something. The thing makes a noise in a
corner.
Roll Percentile: Fail: Unsure where noise came from
Success: Knows where noise came from
Success; Roll Detect Conceal to find thing (if hiding)

NOTE*: Everyone could have Perception at % = IQ


Base Skill: (IQ + 20)% + 5% per level of experience.

Pick Locks: The character knows the methods and tools for picking/opening key and
basic tumbler type locks. This does not include sophisticated computer or
electronic locks. It takes 1D6 melee rounds for each attempt to pick a lock. A
failed roll means the lock holds; try again. Base Skill: 30% + 5% per level of
experience.

Pick Pockets: An ability to remove items from a person without their being aware of
it. If a pick pocket attempt fails, the item has NOT been removed and there is a
67% likelihood of the intended victim recognizing the intent of the action. Base
Skill: 25% + 5% per level of experience.

Safe-Cracking: Knowledge of various safes, lock boxes and security rooms, along
with the methods for illegal entry. The character knows the methods, techniques and
tools in opening ('cracking') tumbler and combination type locks.
It takes one melee round to open a simple combination lock and five melee rounds
for a complicated safe lock. To open a safe/complicated tumbler lock the player
must successfully make a skill roll (roll under) two out of three times. Failing
the roll means that the lock holds but can be attempted again. Base Skill: 50% + 2%
per level of experience.

Blowing a safe with explosives requires sophisticated knowledge as well as the


following tools: Electric Drill, Blowtorch, (or Laser Drill), plastic explosives,
etc., . . . Roll just once, failure means the safe has been blown shut and cannot
be opened without heavy machinery. Base Skill: 60% + 3% per level of experience.
Note: Must also roll under the Demolitions skill to successfully use and detonate
the explosives.

Sniper: This skill represents special training in long range rifle firing and
marksmanship. Only rifles that can be made to fire a single round or blast can be
used for snipering (no automatic/multi-firing rifles). Adds a bonus of +2 to strike
on an aimed shot.
Optional: Sniper (Updated): This skill represents special training in the W.P.(s)
that the character may posses. This applies only to the W.P.s that fall under
Modern Weapon Proficiencies. The character will have to pick this skill for every
W.P. the character might have. This will enable he/she to take more time on an
aimed shot and receive a +2 bonus to strike. This will work only on an aimed shot
and the character has to spent an extra attack in order to receive the bonus. There
is an extra +2 bonus if the character has W.P.s in semiautomatic rifle or bolt-
action rifle. All of these bonuses are accumulative.

Stalk/Capture: This skill enables the character to hunt down and capture a specific
individual. This stalker knows how to approach his subject for capture without
alerting or startling him until he is within striking range. The character then
strikes in a way to disarm, incapacitate and capture the subject while inflicting
minimal damage. Note that the stalking attacker can use any of these attacks during
a melee round and can also use lethal force at any point. The following combat
moves can be used in any combination. Roll under the first percentile number for
success of these attacks. The second percentile number is used to appraise the
slave market/gladiatorial value of the captive, as well as to assess an opponent's
approximate skill level (within two levels). A failed roll (can only roll once per
encounter) means he can't tell. Base Skill: 10%/20% + 5% per level of experience.

1) Bear Hug: A crush/Squeeze attack that does not pin one's opponent but may
incapacitate him. Each hug/squeeze counts as one melee action/attack and is
designed to knock the air out of a person. A successful bear hugs causes the victim
to lose one melee attack, initiative and is -2 to strike, parry and dodge while
caught in the bear hug. Each squeeze counts as a melee attack but does not require
the attacker to release his victim from the hug. The penalties from several bear
hugs are cumulative and may lead to easy capture or surrender. In the alternative,
each bear hug squeezing action may be used to inflict 2D6 damage; not effective
against armor with an A.R. of 14 or higher or a character with a P.S. or P.E. of 24
or higher. A failed roll means no damage or penalties and the hugger has a tiger by
the tail. His intended victim can strike or try to break free (the latter works the
same as a parry: higher roll wins). However, as long as the hugger holds on to his
opponent, his attacker is -2 to strike, but he cannot strike, parry or dodge, as
long as he keeps holding on. He'll have to let go in order to launch a new attack
or try a new bear hug. Note that opponents who see the bear hug coming (roll
initiative) are +2 parry or dodge.

2) Entangle: The stalker can trap the weapon or arm of an attacker instead of
parrying or dodging. A successful roll under his percentile skill level means the
weapon or arm is entangled, inflicts no damage and the character is unable to
dislodge it from opponent's grasp (must let go of weapon or strike with other
hand). A failed roll means the stalker is struck, has no chance to parry or dodge
and take full damage.

3) Natural 20 Stun: Knocks our (for 1D4 melee rounds) or pins opponent and only
inflicts 1D6 points of damage doing it. The opponent character is captured and is
easily tied up or chained.

4) Pin: A lunging attack that pins an opponent's arms. A pinned character cannot
kick or attack with arms. Roll again to see if the captor can wrestle the character
to the ground and tie or chain him up. Characters with a P.S. of 20 or higher get
to roll a parry to see if they can break free before being tied down. High roll
wins; the pinned character wins ties. The pin attack can not defend against
psionics, magic, prehensile tail, or two heads. Nor can he defend/pin against
attacks from the head such as eye beams or breath attacks, unless he grabs his
opponent from behind. A failed roll means no attack, a loss of initiative and no
opportunity to parry or dodge his opponents counterstroke.

5) Stunning Strikes: Using a weapon or his bare hands (or kick attack) the stalker
can deliver blows that stun rather than inflict damage. Each successful strike
slightly stuns his opponent causing the following cumulative penalties: -1
initiative, -1 strike and parry and speed is reduced 10%. The penalties last for
2D4 melee rounds. Add the penalties from each successful stun attack, At some point
the stunned character will be so debilitated that he will succumb easily to being
pinned, entangled, disarmed, captured, or killed, or feel it necessary to
surrender. A failed roll means his opponent is not stunned, suffers only one point
of damage, and is probably angry.

Tracking: Visual tracking is the identification of tracks, and following the path
of men or animals by the signs they leave on the ground and vegetation. Tracking is
a precise art, requiring much practice. The skill includes the evaluation of
tracks, indicating whether the person being tracked is loaded down with equipment,
running, moving slowly (by measuring the space between steps), and so on. By this
means, the tracker can estimate the person's rate of movement, apparent direction,
the number of persons in the party, and whether the person knows he is being
followed. Other methods of tracking require recognizing other telltale signs, such
as blood and other stains, broken and displaced vegetation, overturned rocks,
litter (such as cigarette butts, ration cans, candy wrappers, soiled bandages and
campfire remains), and even odors carried by the wind.

Tracking also includes the recognizing of dangerous animals be their tracks ,


habits, and feces. Likewise, tire tracks made by vehicles can reveal much, such as
size and type of vehicle, the weight of its load, etc.

Counter-Tracking techniques are also known, such as covering one's trail,


misdirection, parallel trails, avoiding obvious pitfalls like littering and others.

A failed roll means that the signs are inconclusive, vague or misleading.
Additional signs must be found to verify or clarify (roll again). Three consecutive
failed rolls means the tracker has completely lost the trail. Roll once every 40
yards/meters when following a trail. Persons attempting to follow a skilled tracker
are -25% when following his trail if he is deliberately trying to conceal that
trail (however, his rate of travel is reduce by half). Base Skill: 25% + 5% per
level of experience.

Trap Construction: Training in the design and application of traps and mines used
in anti- personnel and defense tactics. With readily available materials and simple
tools, including shovels, knives, sticks, wire and rope, the character can build
fiendish traps. Any who would scoff at the effectiveness of traps in modern mega-
damage combat should reconsider. While traps may not damage M.D. equipment, unless
the trap is augmented with explosives (requiring the Demolitions skill), simple
pits can hamper, even immobilize, troops and robot vehicles by making them unable
to climb out (will earth walls support the weight of a several ton robot trying to
climb out? Not likely). Other traps can be used as alarms (triggering flares, video
cameras, or simply producing noise), or even as diversions to distract the enemy
while the character escapes.

The greatest drawback of traps lies in the amount of time required to prepare them.
It can take hours to prepare rock slides, large pits, etc., even with heavy
equipment. But, even this time can be shortened with help from others, as only one
character needs the skill, in order to successfully direct others in the traps'
construction. Ingeniously prepared traps can, and often do, shift the advantage of
a battle to the side that prepared the field for combat. See Rifts Wold Book 11 for
examples of most common types of traps. Base Skill: 20% + 4% per level of
experience.

Trap/Mine Detection: Knowledge of the strategic placement of booby traps and mines,
the tell-tale trademarks and indications of traps and mines, how to avoid them, and
the use of mine and explosive detection equipment. The character has been trained
to watch for suspicious objects, dirt mounds, trip wires and camouflaging materials
that may denote the presence of a trap. Simple snare traps and trip wires can be
easily disarmed by the character, but the demolitions disposal skill is required to
disarm mines, explosives, or complex traps. Base Skill: 20% + 5% per level of
experience for detecting by visuals alone. Add +50% when using special detection
equipment to locate mines or explosives, +10% if the trap isn't a mine or
explosives, but uses metal (such as a trip wire). Note: See Rifts World Book 11
description of this skill for use of some Dog Boy types to sniff out traps.

Urban Survival: This skill is like the Wilderness Survival except it is for cities,
this skill differs from streetwise in the fact that you know more than the illegal
parts of the city is, you know how to survive on minimal amounts of credits, know
where the best restaurants, where cops are, how the city is run. Basically this
skill is like if you live in the city all your life you know where things are, you
know how people are going to react to you or how you look. Base Skill: 35% + 5% per
level of experience.

Urban Warfare: The Urban Warfare skill is divided into two parts, a house-to-house
combat skill with a percentage, and a special sniping skill that provides weapon
bonuses.

The reason for its placement in the Espionage category instead of Military is
simple, it's not a total warfare skill. Instead, the character learns how to set
explosives inside building without causing major structural damage to the building.
Of course this doesn't mean a few rooms will be obliterated (not to mention those
inside), but the explosion won't cause the building to collapse. The first
percentage refers to the character's ability to assess the possible damage to a
building's integrity inflicted by enemy fire, or that caused by his own attacks. It
also grants the person with the skill to use only enough explosives to get the job
done, without overkill (since they will usually be inside the building at the time
of the explosion), since too much could harm the player characters and any innocent
people near by. The second percentage indicates the character's basic knowledge of
building schematics. So they'll have a basic idea of where possible gas lines or
electrical wiring could be located. This percentage is mainly for the GM, and
should be taken into consideration if the character is shooting into a wall
(whether incidentally or accidentally) or slashing with a blade weapon. Base Skill:
56%/42% + 4% per level of experience. Requires: Demolitions, Demolitions Disposal
is helpful, but not needed.
Special Note: This skill counts as two skills (either "other" or secondary).
Also included in this skill is the training in sniping specific people that may be
concealed in a crowd or holding a hostage as a human shield. In these cases, the
Urban Warfare skill can come in pretty handy. Bonuses: +1 to strike with a modern
weapon on when sniping. These bonuses can only be used with sniper rifles, bolt
action rifles, bows and crossbows.

Wilderness Survival: Techniques for getting water, food, shelter, and help when
stranded in wild forests, deserts, or mountains. Characters without this skill will
not be able to stay healthy for more than a few days in the wilderness once their
supplies run out. Base Skill: 30% + 5% per level of experience.

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