Underclass, Underwater Operations, Vehicles: Space, Vehicles: Stunt Driving, Ventriloquism

Underclass
(Brad McMillan)
Prerequisites: N/A
Description: This skill gives a character some specialized knowledge of the criminal activities in a certain locale (city, country, planet, system, etc.). The more limited the scope of the knowledge, the more information the character will have, including criminal contacts. The wider the range of criminal activity (for example, the activities of the Malthar in the Dramune System), the less specific information the character will have.

Underwater Operations
(Troy Terrell/Albin Johnson)
Prerequisites: Swimming
Description: A character with this skill can opperate & maintain all forms of underwater equipment (excluding vehicles). This includes equipment for use at all depths, although some deep diving gear is complicated enough to call for a penalty to skill checks (referee’s discretion).

Vehicles: Space
(Tim Carrier)
Prerequisites: Vehicles: Machine, Machinery: Operate (for cargo arms)
Description: This skill enables a spacer to operate any space vessel support vehicle such as a launch, workpod, or a cargo bay loader arm. It also familiarizes spacers with such EVA equipment as the rocket stake, EVA stick, magnetic grapple, external repair bay, clamp-on airlock (all described in Traveller's AD 2300 equipment guide), laser power torch, and anchors. In addition, characters with this skill get a +10 modifier to all Reaction Speed checks described in KH page 29 when using a rocket pack and receive only half damage from colliding with objects.

Vehicles: Stunt Driving
(Brad McMillan)
Prerequisites: any Vehicle skill
Description: This skill allows an individual to add 5% per level to his reaction speed roll when performing unusual or tricky maneuvers with whatever vehicles he is skilled in. This skill must be purchased separately for each vehicle the character wishes to specialize in.

Ventriloquism
(Brad McMillan)
Prerequisites: N/A
Description: This skill allows a proficient character to throw her voice, making sounds appear to originate from someone or something as much as 5 meters away. A failed check means the ventriloquism attempt didn’t work— anybody listening knows where the sound came from. Even a successful ventriloquism attempt isn’t foolproof: Suspicious listeners get a ½ Log check to see if they detect the deceit.