SKILL LISTS FOR THE MORROW PROJECT By John Gannon jgannon@mars.ark.com 1. The following tables will be used to generate skills for Morrow Project Team Members. When initially enrolled in the Project, all personnel will undergo 6 months of basic training. At this time, the following skills will be learned: BASIC TRAINING (All Personnel) RECOVERY SKILLS (Any Two) Hand Gun (+20) Farming Techniques (+30) SMG (+20) Carpentry Skill (+30) Rifle (+20) Masonry (+30) HTH Cbt (+20) Tailoring (+30) Thrown Wpn (+20) Architecture (+30) Auto Driving (+20) Blacksmithing (+30) First Aid (+20) Survival (+20) Instruction (+20) GPK (General Project Knowledge) (+20) 2. In addition, all Project members can roll d10 for additional skill points which may be added to the skills listed above on a skill by skill basis. The number of d10 that may be rolled is based on the table below: INT SCORE 19 or 20 = 10 d10 INT SCORE 17 or 18 = 9 d10 INT SCORE 15 or 16 = 8 d10 INT SCORE 13 or 14 = 7 d10 INT SCORE 11 or 12 = 6 d10 INT SCORE 9 or 10 = 5 d10 INT SCORE 7 or 8 = 4 d10 3. These points must be added only to skills already known. The score of each dice must be applied to one skill only. It cannot be divided between one or more skills. 4. If the character is intended to hold a senior position in the Project (Group Leader, etc), they will receive the skills listed below: PROJECT COMMAND TRAINING Leadership (+25) Interrogation (+15) GPK (+25) 5. Following this period of basic training, personnel will then move into Branch-specific training, based upon their stated area of service. Each branch has skill packages as indicated on the tables below: Reconnaissance Basic Training Package (All Recon Personnel) Hand Gun (+10) Rifle (+10) Survival (+25) First Aid (+20) Reconnaissance (+30) Auto Drive (+20) Heavy Eqpt Op (+30) Auto Mechanic (+30) Crew Srv Wpns (+20) Once again, personnel are entitled to roll a number of d10's as indicated by their Int Score. This time however, personnel may use the dice to either improve existing skills or to acquire new skills. If a new skill is to be acquired, The player must put a minimum of 10 points into the new skill. If this can be done with one dice, that is acceptable but the player must use as many dice as is necessary to achieve a score of 10+ in the new skill. Once Branch training is complete, each Recon Member selects a Mission Speciality from the list below: Reconnaissance Mission Speciality Training (Pick One) Vehicle Specialist Project Scout Pilot Specialist Auto Driving (+20) Hand Gun (+20) Prop/Jet Pilot (+30) Hvy Eqpt Op (+20) SMG (+20) Rotary Pilot (+30) Auto Mechanic (+20) HTH Combat (+20) A/C Mechanic (+30) Radio Comms (+20) Stealth (+30) Radio Comms (+20) Crew Srv Wpns (+10) Recon (+20) Reconnaissance (+10) Handgun (+10) Camouflage (+25) Special Wpns (+20) SMG (+10) Tracking (+25) Hand Gun (+10) Reconnaissance (+10) Interrogation (+25) SMG (+10) Players can now roll for additional skill points again, using the same number of dice based on intelligence as they previously rolled. These points may be applied to any existing skills or may be used to purchase new skills. Note that if a new skill is selected, a minimum of 10 points must be put into this new skill. MARS Basic Training Package (All MARS Personnel) Hand Gun (+10) SMG (+10) Rifle (+20) Bayonet/Knife (+10) HTH Combat (+20) Tactics (+20) Demolitions (+10) Camouflage (+10) Crw Srvd Wpns (+20) Special Wpns (+20) Once again, personnel are entitled to roll a number of d10's as indicated by their Int Score. This time however, personnel may use the dice to either improve existing skills or to acquire new skills. If a new skill is to be acquired, The player must put a minimum of 10 points into the new skill. If this can be done with one dice, that is acceptable but the player must use as many dice as is necessary to achieve a score of 10+ in the new skill. Once Branch training is complete, each Recon Member selects a Mission Speciality from the list below: MARS Mission Speciality Training (Pick One) Combat Operations Specialist Security Specialist Hand Gun (+10) Hand Gun (+30) Thrown Wpns (+30) SMG (+20) Rifle (+20) Rifle (+10) Crew Srv Wpns (+20) HTH Combat (+20) Special Wpns (+20) Special Wpns (+10) Hvy Eqpt Driviing (+20) Interrogation (+30) Tactics (+10) Leadership (+15) Leadership (+20) Security Procedures (+30) Players can now roll for additional skill points again, using the same number of dice based on intelligence as they previously rolled. These points may be applied to any existing skills or may be used to purchase new skills. Note that if a new skill is selected, a minimum of 10 points must be put into this new skill. SCIENCE Basic Training Package (All Science Personnel) Lab Techniques (+20) Computer Ops (+20) Research Techniques (+20) First Aid (+20) Handgun (+10) Rifle (+10) HTH Combat (+10) Decontamination (+30) Radio Comms (+20) Once again, personnel are entitled to roll a number of d10's as indicated by their Int Score. This time however, personnel may use the dice to either improve existing skills or to acquire new skills. If a new skill is to be acquired, The player must put a minimum of 10 points into the new skill. If this can be done with one dice, that is acceptable but the player must use as many dice as is necessary to achieve a score of 10+ in the new skill. Once Branch training is complete, each Recon Member selects a Mission Speciality from the list below: Science Mission Speciality Training (Pick One) Medical Assistant Science Specialist Medical Degree (20%) 1 X 60% Degree OR Nursing Degree (40%) 3 X 20% Degree OR Pharmacy Degree (20%) 1 X 20% + 1 X 40% Degree Veterinary (+30) Lab Techniques (+20) Pathology (+15) Research Techniques (+20) Lab Techniques (+20) Computer Ops (+20) Research Techniques (+10) First Aid (+10) Medical Doctor Medical Degree (60%) Dentistry Degree (40%) Pharmacy Degree (20%) Veterinary (+30) Pathology (+30) Lab Techniques (+30) Research Techniques (+30) Players can now roll for additional skill points again, using the same number of dice based on intelligence as they previously rolled. These points may be applied to any existing skills or may be used to purchase new skills. Note that if a new skill is selected, a minimum of 10 points must be put into this new skill.