Communications

If the skill roll is missed the character has no clue how the object in front of him/her works. Depending on the severity of the missed skill roll nothing usually happens, in extreme cases (a roll of 95 or above, depending on the skill level of the character) the individual using the skill overloads, destroys, or in some way incapacitates the piece of equipment before them. If the character doesn't damage the equipment, there is a -10% per skill roll, unless the character figures (makes his/her skill roll) it out. If the character misses a lot then the character can start all over again, after at least 15 minutes have past. During this time the character must take time away from the object and pursue this at a later time. Note: All penalties are accumulative.

Time to use the skill: Usually one attack, unless otherwise stated. If the character misses his/her skill roll, the character then rolls again at a -10% chance (as described above). Example: The character Radio: Basic Skill level is a 55% and the character rolls a 75%, he/she can roll again, but this time at a 45%. If the character continually misses his/her skill roll the character has to wait at least 15 minutes before the character can try again. After the allotted time has past the character can try again starting at 55%.


Clowning: The profession of the clown is an ancient one. Clowning is more than just a costume and makeup, although learning to wear the makeup is a difficult and time consuming process. Clown take on very special "characters" (as if the character were role-playing someone entirely different). Note that clowns, in most fantasy worlds are not considered funny (although they do get laughs). Their acts, skits and play are all ancient routines (called "mystery plays"), the meanings of which are often totally lost in the history of a forgotten time. Note: All clowns are members of the clowning guild, no ifs, ands, or buts. "False" clowns, those without guild authority are often hunted down and killed, usually by assassins, but royal agents of a few kingdoms are known to have been involved, at one time or another, in the slaying of pretend clowns. Bonuses: +5% for each of the following skills: acting, disguise, and history. Base Skill: 20%+4% per level of experience.

Cryptography: Skill in recognizing, designing, and cracking secret codes and messages. The character must study the code for two hours to attempt to break it successfully. A failed roll means the individual must study the code for an additional two hours before he can try to break it again. The character may attempt to break the code sooner, after only 10 minutes of study, but suffers a penalty of -30%. Base Skill: 25% + 5% per level of experience. Requires: Literacy.

Electronic Counter-Measures (Jamming): Useful for preventing the enemy's communications fro working. Since all armor, power armor and robot vehicles are linked by radio transmissions, jamming can cause unit confusion and disrupt communications. Military organization breaks down, causing a loss of effectiveness for all but the best units.
  Just about any high powered radio can be used for jamming. Armed with a radio, a small guerrilla unit can completely disrupt the maneuvers of large enemy groups. This skill also enables the radio operator to "follow" the enemy's attempted transmissions over jammed frequencies to trace their general location, a specific building, or direction. This tactic is extremely useful in finding and eliminating lone power-armor troopers. Base Skill: 30% + 5% per level of experience. Note: If the G.M. likes, he can make this part of the Radio: Scrambler skill, but still with a base of 30%.

Encryption: This is the skill of encoding and decoding messages. Only the person with the code key or a master hacker can decipher the message. Most codes will take months or even years of deciphering before the encryption is cracked. Base Skill: 20% + 4% per level of experience.

Flag Signaling: Ships at sea in a medieval setting, often miles apart, have developed a "language" based on the display of colored flags. Those with this skill can read and compose messages, as well as be able to recognize banners, ensigns, pennants and standards used to communicate ship's origins and status. Communicating basic naval messages ("Turn to starboard." "Do you have any fresh water to spare?" or "Beware! Pirates sighted to the northeast!") are easy for anyone with 2nd level, or better, expertise. However, non-naval messages, including names (Sir Bertrand, Port Jarl) or messages related to other subjects (magic, money or religion), are more time consuming, and more difficult to compose or decipher. Since each ship usually displays banners showing their nationality and other information, those with this skill have the chance of identifying a fake (pirates often fly false flags). In addition to the common signal code (used by every seafaring nation), certain navies and merchant companies have developed their own secret systems of communicating. Bonuses: +5% if the heraldry skill is known. Base Skill: 18% + 6% per level of experience.

Jesting: The medieval equivalent to a comedian is more than just a teller of jokes. The jester literally "play the fool," in that the object is to make oneself look like an idiot. On a physical level this involves being able to trip over their own feet, look incredibly clumsy, and take pratfalls (all without seriously injuring oneself). The jests themselves are verbal jokes, part of conversations that a jester may have with himself, or with others (usually while pretending to be someone else). The idea is to always have the humor on two levels, the overt funny stuff that even the most ignorant observer will find funny, and a more sophisticated, biting, sardonic humor that only those in the know will understand. Jesters also know how to create jokes, put together comedy scenes, and assemble "situation" comedies. Traditionally, jesters wear floppish clothing that is a mix of mismatched colors and patterns. Most successful jesters are considered to be wise counselors, and are respected for being the only member of a court who can tell the monarch that he is acting like an idiot without getting himself beaten, killed or imprisoned. This is usually done by play-acting at being monarch and exaggerating any foolish or wrong-headed moves or decisions (while funny, this is not usually done in public, but privately). Bonuses: +5% if the acting skill is known. Base Skill: 28% + 3& per level of experience.

Laser: This skill provides the character with an in depth knowledge of sophisticated laser communication systems and fiber optic communications. Base Skill: 30% + 5% per level of experience. Requires: Radio: basic, Electrical Engineer, and Computer Operations.

Microwave Communications: Experience in the use of microwave equipment, transmitters and receivers for communications. Base Skill: 40% + 5% per level of experience.

Mime: The artful combinationof two other skills, prowl and sign language, to create a form of silent entertainment. Characters who choose the mime skill must first select both prowl and sign language. The percentile score indicates the overall quality and acting / portrayal of the mime. Base Skill: 30%+5% per level of experience.

Optic Systems: Provides expert training in the use of special optical enhancement equipment such as telescopic lenses, laser targeting, thermo-imagers, passive light intensifiers, infrared and ultraviolet systems, polarization, light filters, optical scanners, and related devices. Base Skill: 30% + 5% per level of experience. Adds a special one time bonus of +5% to T.V./video skill if both are selected.

Performance: This ability is used by actors, gladiators, pro-wrestlers and politicians to impress and sway the public. A character with this skill knows how to do things with flair; if a skill roll is successful, it works like an attempt to charm or intimidate the audience. Base Skill: 30%+5% per level. Note: Obvious lies, inconsistencies and evidence to the contrary may ruin the effectiveness of the best performance. G.M.s, use your discretion.

Public Speaking: Training in the quality of sound, tone, pitch, enunciation, clarity, and pace in speaking to the public, loudly and distinctly. Also includes the practice of good, enticing storytelling and omposition of the spoken word. The ercentile number indicates the overall quality and charisma of the spoken word. Optional: Seeing how the M.A. stat would have a bearing on this skill, a GM may allow a bonus to this skill based on a high M.A., either the I.Q. bonus line or the trust/intimidate bonus divided by 5. Base Skill: 30% + 5% per level of experience.

Radar/Sonar Operation: Use of radar (radio echo bounces) and sonar (underwater sound echo bounces) to precisely locate aircraft, ships and submarines. Base Skill: 45% + 5% per level of experience.

Radio: Basic: This is the rudimentary knowledge of the operation and maintenance of field radios and walkie-talkies, wire laying, installation, radio procedure, communication security and visual signs/communications, as well as Morse code. It does not include the ability to make repairs. Base Skill: 45% + 5% per level of experience.

Radio: Advanced: The character has received additional training in the use of radio, orbital and sub-orbital satellite communication relays. The character has learned how to repair radio and has the ability to jury-rig a make shift radio from spare parts. Base Skill: 30% + 5% per level of experience.

Radio: Expert: This is the knowledge of installing transmissions towers, includes UHF and VHF, TV towers, FM and AM, radio towers, and certain towers such as cellular communications, towers for airports. Also, has the knowledge of power ratings, frequencies, and what it takes to keep and maintain a tower. All of these towers are used for Broadcasting and receiving the old analog signals. Digital signals fall under Radio: Satellite Relay: Advanced. GM's remember there is a difference between the military use and the civilian use of radio communications and functions. Please keep this in mind when the characters are using this skill. Counts as Three Skills, unless otherwise stated. Requires: Radio: Basic and Advanced. Base Skill: 15% + 5% per level of experience. Time to use the skill: Depends on length of the task and is provided that the character has made his/her skill correctly.

Radio: Deep Space: This is training in the use of deep space communications equipment normally found on spacecraft and starbases.
  The technology varies by culture (Robotech & Macross, Phase World & Mechanoids universe or Manhunter), but generally these systems involve some sort of contact through another dimension (using phase or subspace technology) that is receivable by any equal receiver with an open receiving window. The speed of such transmissions is roughly 1000x normal; a message sent this way from Earth to Alpha Centauri (4.3 light years) would take about 37.7 hours to reach its destination.
  While these are for the standard communications systems of these spacefaring societies, faster systems do exist, but are usually found only in the hands of the military forces, and cannot access or be accessed by standard transmitters. These systems are 1000 to 1 million times faster than the standard systems, but have problems with signal integrity, requiring heavy coding and redundancy to insure the message gets through as intended (and whole). They also require equipment larger than some small shuttlecraft, meaning only fleet flagships, stations and planetary installations possess this type of equipment.
  The Zentraedi, for example, have the fastest type, meaning that (counting processing time) messages have only a 1 second delay per 300 light years between the sender and receiver. Within 400 ly, this is less than what NASA had to deal with during the Apollo missions to the moon. Note: Distress beacons use the standard system, and ships/life pods without an automated distress beacon require this skill to activate the manual distress call, or to specifically target an area for the beacon to call (automated beacons broadcast in all directions on set emergency frequencies). Phase World/Mechanoid & Robotech/Macross type transmitters use 10 Mb data packets in the transfer process. Base Skill: 45% + 5% per level of experience. Note: The Manhunter comm system, though just as sophisticated in terms of access to the subdimensions used for transmission, requires 5 minutes per packet to decode. However, that system transmits 100 Tb packets (10^14 Bytes, to the others' 10^7 Byte packets).

Radio: Scramblers: Basic: This is on the civilian level for those who need privacy from their neighbors. This would be used along with Radio: Basic. This skill can not be used with the advanced forms of radio or with the advanced forms of satellite communications. However they can unscramble cable channels. GM's remember there is a difference between the military use and the civilian use of scrambled and unscrambling communications and functions. Please keep this in mind when the characters are using this skill. Counts as One Skill, unless otherwise stated. Base Skill: 50% + 5% per level of experience. Time to use the skill: Depends on length of the task and is provided that the character has made his/her skill correctly.

Radio: Scramblers: Advanced: This is training in the use of electronic masking and scrambling (unscrambling) equipment, and codes for increased security. This skill will only enable the character to use this with Radio waves only! GM's remember there is a difference between the military use and the civilian use of scrambled and unscrambling communications and functions. Please keep this in mind when the characters are using this skill. Counts as Two Skills, unless otherwise stated. Requires: Radio: Scramblers: Basic. Base Skill: 35% + 5% per level of experience. Time to use the skill: Depends on length of the task and is provided that the character has made his/her skill correctly.

Radio: Scramblers: Expert: This is the training in the use of electronic masking and scrambling (unscrambling) equipment, and codes, for increased security. This enables the character to create new codes, that even the advanced people would have a hard time cracking. For use with digital and analog waves on satellites and radio communications. GM's remember there is a difference between the military use and the civilian use of scrambled and unscrambling communications and functions. Please keep this in mind when the characters are sing this skill. Counts as Three Skills, unless otherwise stated. Requires: Radio: Scramblers: Advanced. Base Skill: 15% + 5% per level of experience. Time to use the skill: Depends on length of the task and is provided that the character has made his/her skill correctly.

Radio: Satellite Relay: This is an understanding in the methods and operations of satellite transmissions. Base Skill: 25% + 5% per level of experience.

Sign Language: Different worlds have developed sign languages, for many different reasons. Some, like the sign language of Palladium, evolved to be a standard language for trade; similarly, several of the Phase world trade languages utilize sign to some extent. Others use such a language as their sole means of communication, due to a lack of hearing or vocal ability. An example of the latter is ASL (American Sign Language) for the deaf. To some extent, Earth deaf sign languages have a common basis in their standard signs, but the differences in source languages and alphabets (used for spelling out names and words with no standard sign) lead to difficulty. If a character chooses to learn a sign language, the specific language or source of the language must also be given. For every 10 words (or letters, for spelled out words) "signed," the sender of the sign language must roll to successfully transmit the message. Likewise, the interpreter must also roll versus their skill in sign for every batch of 10 words. A failed roll on either end means a misunderstanding. Base Skill: 60% + 5% per level of experience.

Signal Codes: This is the skill in sending coded messages via radio, microwave, laser, etc. communications system. These include ultra modern codes that require computers to decode them to the simple a such as Morse Code that uses "dots and dashes". Base Skill: 30% + 5% per level of experience.

Surveillance Systems: This is the study and understanding of the operation, methods, and techniques in the use of surveillance systems. Includes motion detectors, simple and complex alarm systems, audio/visual recording and display equipment, recording methods, amplified sound systems, miniature listening devices (bugs, line tapping), and some optical enhancement systems (specifically as they relate to camera lenses).
  Tailing, or following someone without their knowledge, is another form of surveillance. This also includes stake-out procedures. A failed surveillance roll indicates that the subject has spotted the tail and is aware that he is being followed/observed.
  A failed roll in the use of surveillance equipment means that the equipment does not function as desired, impairing or preventing surveillance; i.e., bug does not transmit, recording garbled, film blurred or fails to record, etc.
  A failed roll when hiding listening devices means the bug does not function and is easily discovered through the course of casual activity. Base Skill: 30% + 5% per level of experience. Requires: Electronics: basic or Electrical Engineering and Computer Operations and literacy (the latter two are needed only for complex, high-tech systems).

Telephone Networks: The character knows everything from the wiring of telephones, phone taps and tracing calls to international switching methods. Time to trace a call: 2D4x10 seconds, modified as follows -
    Local - cut time by 75%;
    LD, same Area code - cut time by 50%;
    LD, out of Area Code - normal;
    International - add 3D4 rounds;
    Call being forwarded: add 1D4 rounds;
    Caller also using skill; double time and skill levels must be rolled in competition (first to miss loses).
Base Skill: 40% + 5% per level of experience.

TV/Video: Basic: This is the understanding of VCR's, Camcorders, some television monitors, and VHS equipment. Can make amateur videos utilizing the home video equipment. Counts as One Skill, unless otherwise stated. Base Skill: 50% + 5% per level of experience. Time to use the skill: Depends on length of the task and is provided that the character has made his/her skill correctly.

TV/Video: Advanced: This is the understanding of the techniques involved with video (for television broadcasts, Betacam, 3/4 machines, and cameras), editing of video, some special video effects, amateur filming (with a motion picture camera), can even edit that film footage, and can transfer film to video tape. Counts as Two Skills, unless otherwise stated. Requires: TV/Video: Basic. Base Skill: 35% + 5% per level of experience. Time to use the skill: Depends on length of the task and is provided that the character has made his/her skill correctly.

TV/Video: Expert: This the understanding of the techniques involved with film making. The character with this skill can make motion pictures, edit the film, and is an expert with video equipment. Counts as Three Skills, unless otherwise stated. Requires: TV/Video: Basic and Advanced. Base Skill: 15% + 5% per level of experience. Time to use the skill: Depends on length of the task and is provided that the character has made his/her skill correctly.


Next section Computer Skills.

Skill List.

Communications.html -- Revised: 981127
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