               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.
