The Morrow project is copywrited by Timeline Ltd. And is not intended to infinged upon the The Morrow Project. The project Director may feel free to add or to take away from this file as he see's fit. If anyone has any questions please feel free to contact me: Ross A. Beaver Email Address is: ANTINWO7@AOL.COM SKILLS-UPDATES The Morrow Project COMBAT SKILLS MARS RECON RAT S.S.D. SCIENCE HAND GUN 15 10 15 25 10 SHOTGUN 25 20 25 30 20 SMG 20 10 15 30 10 RIFLE 20 15 20 30 10 CREW SERVED WEAP: LT MG 20 15 20 30 10 HVY MG 20 15 20 30 10 LT MORTAR 20 15 20 30 10 HVY MORTAR 20 15 20 30 10 SPEC WEAPONS : GREN. LAUNC. 20 15 20 30 10 FLAME THROW 20 15 20 30 10 SH. FIRE MISSILE20 15 20 30 10 MOUNTED ROCKETS 20 15 20 30 10 BAYONET 20 10 15 30 10 KNIFE 20 15 20 30 10 HAND TO HAND STR. + DEX + 20% DEMOLITIONS 30 25 30 40 20 BOOBY TRAPS 35 25 30 40 20 PRIMITIVE WEAPONS: ARCHERY / BOW ****THE PD DECIDES HOW ARE THESE APPLIED TO YOUR CROSSBOW CHARACTER**** CLUB SPEAR SWORD KNOWLEDGE SKILLS MARS RECON RAT S.S.D. SCIENCE FIRST AID 30 30 35 40 50 MAP MAKING 25 20 25 35 10 TREAT DISEASE 10 10 10 15 20 TREAT POISONING 10 10 10 15 20 TRACKING 20 10 15 30 10 ORATORY 10 20 20 30 10 CAMOFLAGE 30 20 25 40 10 HIDE 20 20 25 30 10 LISTEN 20 20 25 30 10 RECON 20 30 35 40 15 ESCAPE & EVASION 35 30 35 45 25 SCUBA +++ 25 25 25 45 25 OBSERVATION INT + LISTEN X 2 ADD 30% IF USING DEVICES "ie SCOPE / RADAR" MOUNTAINEERING 30 20 25 40 20 RAPPELLING 40 40 40 50 40 COMMUNICATIONS 40 40 40 50 45 LAND NAVIGATION 45 40 45 50 40 SURVIVAL: **** 40 % VIA LOCATION YOU ARE IN **** ARCTIC DESERT "ie IF YOUR ARE IN THE DESERT YOU WILL NOT RECIEVE ARCTIC" JUNGLE WOODLAND URBAN OCEANIC AMBUSH 30 20 25 40 15 GUNSMITHING 35 30 35 45 25 SMALL BOAT OPERATION 40 50 45 55 40 INTERROGATION 30 20 25 40 15 PARACHUTE ++++ -- -- -- 50 -- H.A.L.O. +++++ -- -- -- 40 -- EQUISTRIAN ++ -- -- -- -- -- AGILITY SKILLS MARS RECON RAT S.S.D. SCIENCE MOVE SILENTLY 20 20 25 35 10 CLIMB 30 30 35 40 30 JUMP 30 30 35 40 30 SWIM 30 20 25 40 10 SNOW SKI ****DEPENDING ON LOCATION**** DODGE ***DEX x4 **** TECH SKILLS VEHICLE SKILLS: WHEELED 40 40 40 45 40 TRACKED (30) (30) (30) (35) (30) ROTARY WING + -- -- -- -- -- PROP-DRIVEN ++++++ -- -- -- -- -- HEAVY VEHICLE (40) -- -- (45) (40) JET -- -- -- -- -- REPAIR SKILLS: ELECTRICAL/BASIC 10 15 20 20 30 MECHANICAL/BASIC 10 15 20 20 30 ELCTRICAL/SPECIAL -- -- -- -- -- MECHANICAL/SPECIAL -- -- -- -- -- NUCLEAR -- -- -- -- -- FUSION -- -- -- -- -- SKILL DIFFENITONS: Combat skills are done slightly diferently now. First the sub class skills are broken down to represent differnt area's ie: Under Special weapons to fire a LAW rocket is completely differnt then firing a TOW missle or even a stinger or a Chaparral. Under Crew Served Weapons skills; it is the same also to fire a M60 is as differnet then firing a 20mm Turret on a V-150 or to an 81mm mortar. Hand To Hand : Is also based on the Character stats plus training. Primitive Weapons: Are based on characters background skills, prior to being frozen ie: a character took archer / bow as a hobby. Knowledge Skills: The changes there are the variety of areas of knowledge that was not included doing the printing of TM1-1 3rd edition. The following skills are-listed below. Recon: Recon is the ability to do the patrolling techniques, and procedures, ie..travelling overwatch, bounding overwatch Escape & Evasion: E&E is the ability to evade persuiters and to evade capture...works well with dogs in persuit of you, also. Scuba: "Special Containment Underwater Breathing Apperatus" it is the ability to wear scuba gear and the operations of diving while wearing such gear...and the movement of being under water. Your scuba skill can not be higher then your swimming skill. Land Navigation: Is the ability to travel by compass and the stars also to make a sun compass, This skills is to keep you from getting lost in the woods. Also you have the knowledge to lay an azimuth. Observation: the ability to observe one's surrounding area. If you are using a scope / Binoculars add 30% to your skill roll. {eg,. int16 + listen 16 = 32% + 30% = 62%} If using Radar "AN/PPS-05" add 50% instead, to your skill roll. Mountaineering: Is the ability to function in a nountainous terrain...rappelling does not fall under this skill for the simple fact that you can rappel and never climb a mountain before. Teams ie..Florida would not have mountain training since the highest elavation is only several hundred feet in central florida...because the land rise's gently as you go futher inland from the ocean. Survival: The ability to survive in a hostile environment. Teams that are placed in Florida will not have Arctic Training this was done for the simple fact to keep cost down....while teams in say West Virgina will have a combination of { woodland and arctic survival training } Teams in the Western deserts may have both { arctic and desert for the higher mountain regions in the area } Rappelling: The ability to use a rope in a mountain terrain, work rappeling gear ie..snap links carrabiner, harrness's, and other features....In this skill you learn the different rappelling techniques associated with rappelling. Also the tieing of knots. Ambush: The ability to lay and plan ambush sites / positions and formations. And also to detect Ambush's sites. Gunsmithing:The ability to Repair and modified a firearm. Also includes reloading practises; And the ability to clear a jammed / malfunction weapon. Small Boat Operation: The ability to handle row boats, rafts and small out-board vessels. **Note** The SK-5 does not follow under this skill. Communication: The ability to do a communication via radios. Also the use of proper radio proceedures, satellite link ups. Also The knowledge of the Phonetic and Numeric acronyms.. Interrogation: The ability to make someone talk "unwilling" If truth serium is being applied a Medical Doctor must be present or major side effects can accur. Parachute: The ability to jump from an aircraft ie.. a helicopter or a plane while using a parachute, also the knowledge on how to land properly....**Note** this skill does not include packing a Parachute that falls under the Riggers skill, which wasnt applied here unless the PD see's the importants of it. H.A.L.O.: "High alltitude low opening" HALO jumps are noramally higher than 10,000 feet; The ability to jump from an airplane at high alltitudes while wearing oxygen tanks. This skill can not be higher than the Parachute skill. Equistrian: The ability to ride horses ie.. if a Character had a farm when growing up learned to ride, or took horse, or even lessions to learn to ride a horse. Also this skills deals with the maintance of and the caring of a horse. **Note** medical care falls under the Veterinary skill. AGILITY SKILLS: Snow ski: The ability to use snow ski's. And the technqiues in there use. Dodge: The ability to dodge when someone throws something at you. ie..Dex x4.....Dex 15 = 60%. This skill is modified if you are wearing the heavy Alice Packs. **Note the PD must determine this - factor** Technical skills: No basic skill can be higher then a special skill. When the Character processes the Nuclear and Fusion skills they must have degree's in "Engineering, Mathematics, Computer Science's and Physics, at least 40% in each. Note on degree changes: Because of the extent of the training and the time characters are allowed to perform such training, the degree skills are not given unless the character has said such given skill. "meaning its mathematically impossiable to learn the 10% minimum bonus to each skill degree area. It would take years and years of schooling to learn such speciality fields; Because Morrow Project training last the most of 6 months from the time of joining to the time of placement in the cryogenics chambers. Basic Electrical: The ability to do simple wiring and read scamatics working with circuits and boards. Special Electrical: The more advance version of basic electrical. Computers and certain hardwares. Basic Mechanical: The ability to do simple mechanic's ie..PMCS "preventive maintance care and service" on a vehicle. Change fluids, change battery, change alternator etc... Special Mechanical: The more advance version of basic mechanical. You can strip the engine and put it back together without leaving any parts out. Nuclear: The ability to work on nuclear power items reactors etc. You must have Special Mechanical and Special Elctrical skills also the Nuclear skill can not be higher then special eletrical. while using this skill you must have the proper tools Fusion: The ability is the same as Nuclear. The character must process the Nuclear skill to have the fusion skill; along with the proper tools. Vehicle skills: Wheeled: The ability to drive and handle a wheeled vehicle. ie..Car, V-150, Commado Ranger Tracked: The ability to drive a tracked vehicle ie...A Tank, Bradley, M-113 **Note PD determines the skill level. Rotary Wing: The ability to fly a helicopter ie..Gyro, Huey **Note this skill must be higher than Prop-Driven** Prop-Driven: The ability to handle a prop- driven airplane **Note this skill can not be higher then Rotary Wing.** Jet: The ability to operate a jet aircraft **Note you must have prop and rotary wing skills to have jet. And they can not be higher then the jet skill.** Heavy Vehicle: The ability to handle large vehicles ie..semi's; also the MARS-1 and SCIENCE-1 fall under this skill. These two Classes are described under the Character / Project update profiles. Which will follow later. The S.S.D. " Special Service Division" is an Elite branch of the Project. They are structured like the Phoenix division. The R.A.T. "Recon Assualt Teams are they heavy Recon elements.