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	<title>Morrow Project North</title>
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		<title>Morrow Project North</title>
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		<title>Protected: Project File: Ax Men</title>
		<link>http://mpnorth.wordpress.com/2010/07/30/project-file-ax-men/</link>
		<comments>http://mpnorth.wordpress.com/2010/07/30/project-file-ax-men/#comments</comments>
		<pubDate>Fri, 30 Jul 2010 22:28:56 +0000</pubDate>
		<dc:creator>Administrator</dc:creator>
				<category><![CDATA[Project Director]]></category>

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<br />Filed under: <a href='http://mpnorth.wordpress.com/category/morrow-project-north/project-director/'>Project Director</a>  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/mpnorth.wordpress.com/549/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/mpnorth.wordpress.com/549/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/mpnorth.wordpress.com/549/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/mpnorth.wordpress.com/549/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gofacebook/mpnorth.wordpress.com/549/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/mpnorth.wordpress.com/549/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gotwitter/mpnorth.wordpress.com/549/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/mpnorth.wordpress.com/549/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/mpnorth.wordpress.com/549/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/mpnorth.wordpress.com/549/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/mpnorth.wordpress.com/549/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/mpnorth.wordpress.com/549/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/mpnorth.wordpress.com/549/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/mpnorth.wordpress.com/549/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=mpnorth.wordpress.com&amp;blog=11419353&amp;post=549&amp;subd=mpnorth&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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			<media:title type="html">Project Director</media:title>
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		<title>Protected: The End&#8230;</title>
		<link>http://mpnorth.wordpress.com/2010/03/19/the-end/</link>
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		<pubDate>Fri, 19 Mar 2010 18:32:31 +0000</pubDate>
		<dc:creator>Administrator</dc:creator>
				<category><![CDATA[Project Director]]></category>

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<br />Filed under: <a href='http://mpnorth.wordpress.com/category/morrow-project-north/project-director/'>Project Director</a>  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/mpnorth.wordpress.com/542/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/mpnorth.wordpress.com/542/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/mpnorth.wordpress.com/542/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/mpnorth.wordpress.com/542/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gofacebook/mpnorth.wordpress.com/542/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/mpnorth.wordpress.com/542/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gotwitter/mpnorth.wordpress.com/542/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/mpnorth.wordpress.com/542/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/mpnorth.wordpress.com/542/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/mpnorth.wordpress.com/542/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/mpnorth.wordpress.com/542/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/mpnorth.wordpress.com/542/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/mpnorth.wordpress.com/542/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/mpnorth.wordpress.com/542/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=mpnorth.wordpress.com&amp;blog=11419353&amp;post=542&amp;subd=mpnorth&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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		<title>Protected: Vancouver Island Environment and Target Sites</title>
		<link>http://mpnorth.wordpress.com/2010/03/03/vancouver-island-environment-and-target-sites/</link>
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		<pubDate>Wed, 03 Mar 2010 19:31:15 +0000</pubDate>
		<dc:creator>Administrator</dc:creator>
				<category><![CDATA[Project Director]]></category>

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<br />Filed under: <a href='http://mpnorth.wordpress.com/category/morrow-project-north/project-director/'>Project Director</a>  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/mpnorth.wordpress.com/532/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/mpnorth.wordpress.com/532/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/mpnorth.wordpress.com/532/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/mpnorth.wordpress.com/532/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gofacebook/mpnorth.wordpress.com/532/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/mpnorth.wordpress.com/532/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gotwitter/mpnorth.wordpress.com/532/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/mpnorth.wordpress.com/532/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/mpnorth.wordpress.com/532/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/mpnorth.wordpress.com/532/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/mpnorth.wordpress.com/532/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/mpnorth.wordpress.com/532/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/mpnorth.wordpress.com/532/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/mpnorth.wordpress.com/532/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=mpnorth.wordpress.com&amp;blog=11419353&amp;post=532&amp;subd=mpnorth&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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		<title>Initial Skills &amp; Proficiencies</title>
		<link>http://mpnorth.wordpress.com/2010/02/26/initial-skills-proficiencies/</link>
		<comments>http://mpnorth.wordpress.com/2010/02/26/initial-skills-proficiencies/#comments</comments>
		<pubDate>Fri, 26 Feb 2010 17:42:59 +0000</pubDate>
		<dc:creator>Administrator</dc:creator>
				<category><![CDATA[Character Creation]]></category>
		<category><![CDATA[Morrow Project]]></category>
		<category><![CDATA[Morrow Project North]]></category>
		<category><![CDATA[Project Director]]></category>
		<category><![CDATA[Recon Team BC-R-01]]></category>

		<guid isPermaLink="false">http://mpnorth.wordpress.com/?p=504</guid>
		<description><![CDATA[Once the primary and secondary attributes have been assigned and some thought has been put into your character&#8217;s background and history you can then then move onto the basic skills for your character. Skill Point Cost: 01% to 50% costs 1 point per % skill point 51% to 75% costs 2 points per % skill [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=mpnorth.wordpress.com&amp;blog=11419353&amp;post=504&amp;subd=mpnorth&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Once the primary and secondary attributes have been assigned and some thought has been put into your character&#8217;s background and history you can then then move onto the basic skills for your character.</p>
<p><span style="text-decoration:underline;"><strong>Skill Point Cost</strong></span>:<br />
01% to 50% costs 1 point per % skill point<br />
51% to 75% costs 2 points per % skill point<br />
76% to 98% costs 3 points per % skill point</p>
<h2><span style="color:#ffffff;"><strong>Pre-Morrow Skills</strong></span></h2>
<p>Your character starts out with a base of skills that were acquired during their adolescent years, through college, the military or police if applicable and from any civilian jobs they had before getting their Morrow Project training.  Each character has a pool of 100(?) points to spend on these skills.  You may spend the points on any skills you think fit your characters background.</p>
<p><span style="text-decoration:underline;"><strong>List of skills:</strong></span></p>
<ul>
<li><a href="http://mpnorth.wordpress.com/2010/02/23/general-skills/">General Skills</a></li>
<li><a href="http://mpnorth.wordpress.com/2010/02/23/combat-skills/">Combat Skills</a></li>
</ul>
<h2><span style="color:#ffffff;"><strong>College Degrees</strong></span></h2>
<p>Every Morrow team member is required to have some type of college education before joining the Project and you have two options to figure out what degree your character has.  Either discuss with the PD your thoughts on what you would like or leave it to chance.  Below is a chart to determine the education level of your character.<br />
<span style="text-decoration:underline;"><strong>Education Level:</strong></span></p>
<ul>
<li>01% to 70% = Bachelors Degree</li>
<li>71% to 90% = Masters Degree (or two Bachelors)</li>
<li>91% to 00% = PhD (or a Masters and a Bachelors or three Bachelors)</li>
</ul>
<p>BS degree has a level of 40%<br />
MS degree has a level of 60%<br />
PhD degree has a level of 80%</p>
<p>You can choose which degree your character has from this list: <a href="http://mpnorth.wordpress.com/2010/02/25/college-degrees/">College Degrees</a></p>
<h2><span style="color:#ffffff;"><strong>Languages</strong></span></h2>
<ul>
<li>Everybody starts out with their primary language at 60%.</li>
<li>Everybody gets a second language at 10% to represent the extra language learned in High School*</li>
<li>For each Bachelors degree you get one language at 20% or add 20% to an existing language</li>
<li>For each Masters degree you get one language at 30% or add 30% to an existing language</li>
<li>For each PhD you get one language at 40% or add 40% to an existing language</li>
</ul>
<p>*If your primary language is not English then you must choose English as this language to represent taking the “ESL” course in High School. All others can choose from Spanish, French, or German.</p>
<h2><span style="color:#ffffff;"><strong>Military or Law Enforcement Veteran</strong></span></h2>
<p>There are two options for this, either discuss with the PD your thoughts on your characters military/law enforcement background or leave it to chance.  Below is a chart to determine wether your character has any military or law enforcement experience.<br />
<span style="text-decoration:underline;"><strong>Veteran Chart:</strong></span></p>
<ul>
<li>01% to 50% = Not a veteran</li>
<li>51% to 70% = Military Veteran</li>
<li>71% to 75% = Military Special Forces Veteran</li>
<li>76% to 85% = Law Enforcement/Intelligence Agency &#8211; Patrol Cop/Agent</li>
<li>86% to 95% = Law Enforcement/Intelligence Agency &#8211; Drug Prevention/Security Specialist</li>
<li>96% to 00% = Law Enforcement/Intelligence Agency &#8211; SWAT/Field Assignment</li>
</ul>
<p><span style="text-decoration:underline;"><strong>Enlisted or Officer:</strong></span></p>
<ul>
<li>01% to 75% = Enlisted</li>
<li>76% to 00% = Officer</li>
</ul>
<p><span style="text-decoration:underline;"><strong>Combat experience:</strong></span></p>
<ul>
<li>Any character with a Military, Law Enforcement or Intelligence Agency background has a 25% chance of being a combat veteran.</li>
</ul>
<p>If your character is a veteran or combat veteran of the Military or a veteran or combat veteran of a Law Enforcement or Intelligence Agency they will receive some skill modifiers as listed here: <a href="http://mpnorth.wordpress.com/2010/02/26/military-or-law-enforcement-veteran/">Military or Law Enforcement Veteran</a></p>
<h2><span style="color:#ffffff;"><strong>Morrow Project North Training</strong></span></h2>
<p>When initially enrolled in the Project, all personnel will undergo basic training. At this time, the following skills will be learned during Morrow Project basic training:</p>
<ul>
<li>+20% to Handgun</li>
<li>+20% to SMG</li>
<li>+20% to Rifle</li>
<li>+20% to Shotgun</li>
<li>+20% to Hand-to-hand Combat</li>
<li>+20% to Thrown Weapons</li>
<li>+20% to Drive MPV</li>
<li>+20% to First Aid</li>
<li>+20% to Survival</li>
<li>+20% to Instruction</li>
<li>+20% to GPK (General Project Knowledge)</li>
</ul>
<p><span style="text-decoration:underline;"><strong>Recovery Skills (pick any two)</strong></span></p>
<ul>
<li>+30% to Animal Husbandry, Blacksmithing, Carpentry, Farming, Masonry or Tailoring</li>
</ul>
<p>Following basic training all Morrow Project Team members undergo further training, it is during this time that they learn the skills that are required to function together as a Morrow Project Team.  By virtue of the broad spectrum of subjects taught to the Morrow Project personnel during Team training all members also receive a basic grounding in a few degree skills.<br />
<span style="text-decoration:underline;"><strong> </strong></span></p>
<p><span style="text-decoration:underline;"><strong>Team Training Package</strong></span></p>
<ul>
<li>+10% to Hand Gun</li>
<li>+10% to Rifle</li>
<li>+25% to Survival</li>
<li>+20% to First aid</li>
<li>+30% to Reconnaissance</li>
<li>+20% to Drive M.P.V.</li>
<li>+20% to Heavy Vehicle Operation</li>
<li>+20% to Repair Mechanical</li>
<li>+20% to Crew Served Weapons</li>
</ul>
<p><span style="text-decoration:underline;"><strong>Degree Skills</strong></span></p>
<ul>
<li>+10% to any 6 degree skills</li>
</ul>
<h2><span style="color:#ffffff;"><strong>Post basic and Team training</strong></span></h2>
<p>After Morrow Project basic and Team training your character receives an additional pool of 100(?) points to spend on skills that pertain to their specific Team job/position.</p>
<p><span style="color:#ff0000;"><strong>At this point your character should be nearly finished &#8211; all you may need to do is complete any fleshing out of their history or background and discuss with the PD any other information about your character that needs clarification or is of note.</strong></span></p>
<br />Filed under: <a href='http://mpnorth.wordpress.com/category/morrow-project-north/project-director/character-creation-project-director-morrow-project-north/'>Character Creation</a> Tagged: <a href='http://mpnorth.wordpress.com/tag/character-creation/'>Character Creation</a>, <a href='http://mpnorth.wordpress.com/tag/morrow-project/'>Morrow Project</a>, <a href='http://mpnorth.wordpress.com/tag/morrow-project-north/'>Morrow Project North</a>, <a href='http://mpnorth.wordpress.com/tag/project-director/'>Project Director</a>, <a href='http://mpnorth.wordpress.com/tag/recon-team-bc-r-01/'>Recon Team BC-R-01</a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/mpnorth.wordpress.com/504/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/mpnorth.wordpress.com/504/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/mpnorth.wordpress.com/504/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/mpnorth.wordpress.com/504/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gofacebook/mpnorth.wordpress.com/504/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/mpnorth.wordpress.com/504/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gotwitter/mpnorth.wordpress.com/504/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/mpnorth.wordpress.com/504/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/mpnorth.wordpress.com/504/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/mpnorth.wordpress.com/504/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/mpnorth.wordpress.com/504/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/mpnorth.wordpress.com/504/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/mpnorth.wordpress.com/504/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/mpnorth.wordpress.com/504/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=mpnorth.wordpress.com&amp;blog=11419353&amp;post=504&amp;subd=mpnorth&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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			<media:title type="html">Project Director</media:title>
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		<title>Military or Law Enforcement Veteran</title>
		<link>http://mpnorth.wordpress.com/2010/02/26/military-or-law-enforcement-veteran/</link>
		<comments>http://mpnorth.wordpress.com/2010/02/26/military-or-law-enforcement-veteran/#comments</comments>
		<pubDate>Fri, 26 Feb 2010 16:53:24 +0000</pubDate>
		<dc:creator>Administrator</dc:creator>
				<category><![CDATA[Character Creation]]></category>
		<category><![CDATA[Morrow Project]]></category>
		<category><![CDATA[Morrow Project North]]></category>
		<category><![CDATA[Project Director]]></category>
		<category><![CDATA[Recon Team BC-R-01]]></category>

		<guid isPermaLink="false">http://mpnorth.wordpress.com/?p=486</guid>
		<description><![CDATA[If your character is a veteran or combat veteran of the Military or a veteran or combat veteran of a Law Enforcement or Intelligence Agency they will receive some skill modifiers as listed below. All characters that have served in the military receive the following bonuses. Military &#8211; Regular Forces Basic Training: +5% in Rifle, [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=mpnorth.wordpress.com&amp;blog=11419353&amp;post=486&amp;subd=mpnorth&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>If your character is a veteran or combat veteran of the Military or a  veteran or combat veteran of a Law Enforcement or Intelligence Agency  they will receive some skill modifiers as listed below.</p>
<p>All characters that have served in the military receive the following  bonuses.</p>
<blockquote><p><strong>Military &#8211; Regular Forces Basic Training:</strong></p>
<ul>
<li>+5% in Rifle, Machine Guns, Mortars, Cannons, Reconnaissance,  Communications, Bayonet, First Aid, Hide, Climb, Jump, and Swim</li>
</ul>
</blockquote>
<p>If your character was in the Special Forces (<em>ie; Marine Force  Recon, Navy Seals, &#8220;Green Berets&#8221;, Joint Task Force 2, Canadian Special  Operations Regiment, etc&#8230;</em>) they receive these additional bonuses.</p>
<blockquote><p><strong>Military &#8211; Special Forces:</strong></p>
<ul>
<li>+20% to Handgun, Rifle, Heavy Weapons, Special Weapons</li>
<li>+15% to Armed Combat, Swim, Cartography, Communications, First Aid,  Survival, Interrogation, Demolitions, Reconnaissance, and Stealth</li>
</ul>
</blockquote>
<p>If your character was an Officer in any branch of the military they  receive these additional bonuses.</p>
<blockquote><p><strong>Military &#8211; Officer:</strong></p>
<ul>
<li>+5% in Oratory, Communications, Reconnaissance and Camouflage</li>
<li>+10% in Hand Gun, Missile Launchers, Grenade Launchers, Flame  Weapons, and Map Making/Reading</li>
</ul>
</blockquote>
<p>There are also bonuses for Combat Veterans.  These are acquired for  each &#8216;Tour of Duty&#8217; performed in a combat zone.</p>
<blockquote>
<ul>
<li>+5% in one of the following; Handgun, Shotgun, Submachine Gun, or  Rifle*</li>
<li>+5% in one of the following; Heavy Weapons, Communications or  Special Weapons*</li>
<li>+5% in one of the following; Knife or Bayonet*</li>
<li>+5% in one of the following; First Aid, Tracking, Camouflage, Hide,  Reconnaissance, Move Silently, or Listen*</li>
</ul>
<p>*Choose one of the skills listed from each of the four categories  listed and apply the modifier to that skill.</p></blockquote>
<p>Law Enforcement or Intelligence Agency modifiers</p>
<blockquote><p><strong>Patrol:</strong></p>
<ul>
<li>+10% to Handgun, Shotgun, Hand-to-Hand Combat, First Aid, Climb,  Drive Wheeled, Jump</li>
</ul>
</blockquote>
<blockquote><p><strong>Drug Prevention:</strong></p>
<ul>
<li>+10% to any three: Handgun, Shotgun, Armed Combat, Special Weapons,  or Hand-to-Hand Combat.</li>
<li>+10% to any Four: First Aid, Camouflage, Stealth, Cartography,  Reconnaissance, Interrogation, Oratory, Climb, Communications</li>
</ul>
</blockquote>
<blockquote><p><strong>SWAT or Field Assignment:</strong></p>
<ul>
<li>+20% to Handgun, Submachine Gun, Special Weapons</li>
<li>+15% to Armed Combat, Climb, Cartography, First Aid, Survival,  Interrogation, Demolitions, and Stealth</li>
</ul>
</blockquote>
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		<title>College Degrees</title>
		<link>http://mpnorth.wordpress.com/2010/02/25/college-degrees/</link>
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		<pubDate>Thu, 25 Feb 2010 18:11:38 +0000</pubDate>
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				<category><![CDATA[Character Creation]]></category>
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		<description><![CDATA[Below is a list of College Degrees and any relevant bonuses that apply if your character holds that degree.  This list is by no means conclusive.  The latest College Degrees chart is on the MP Character Sheet or if you don’t see the Degree you want for your character please let the PD know. Agriculture [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=mpnorth.wordpress.com&amp;blog=11419353&amp;post=474&amp;subd=mpnorth&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Below is a list of College Degrees and any relevant bonuses that apply if your character holds that degree.  This list is by no means conclusive.  The latest College Degrees chart is on the MP Character Sheet or if you don’t see the Degree you want for your character please let the PD know.</p>
<p><strong><span style="color:#ffffff;">Agriculture</span></strong><br />
Is composed of knowledge dealing with growing seasons, fertilizers, farm ecology, soil analysis, food plant pathology, etc.  Holding a degree in this field does not make the character a farmer, nor can the character necessarily farm.  The character does know more about the theory of farming than do most farmers.</p>
<p><span style="color:#ffffff;"><strong>Architecture</strong></span><br />
The knowledge of buildings, and styles. The ability to design and layout plans for buildings.<br />
Biology    Provides the character with knowledge of basic biology.  The character will also have a nodding acquaintance with aquatic biology, microbiology, and physiology.  The player character will be able to perform simple water, soil, and air analysis, identify artificial biological plagues, etc.</p>
<blockquote><p>+5% Treat Poison/Disease, +10% First Aid</p></blockquote>
<p><span style="color:#ffffff;"><strong>Botany</strong></span><br />
Identification/classification of plants and identification of genetic changes/mutation of plant life.  The emphasis lies upon identification and uses of edible and poisonous plants.</p>
<p><span style="color:#ffffff;"><strong>Chemistry</strong></span><br />
Basic familiarity with all large fields of chemistry.  Emphasis on practical combinations of substances to produce desired compounds.  Holders of this degree can be expected to know how to produce fertilizers, gun powder, and mild explosives, glass, etc.  But to produce anything the chemist must first have materials to work with.</p>
<p><span style="color:#ffffff;"><strong>Computer Science</strong></span><br />
Familiarity with hardware assembly, software design, and theory and operation of all major types of computers at the time of freezing.  Understands all major languages.  The holder of this degree can best be thought of as a top-flight operator, second-string programmer, and third-rate designer and builder.  Familiar with all MP computers.</p>
<blockquote><p>Special: At MS and PH.D. level, +10% Computer Repair and +20% MP Computer Repair.  These are additive to the basic electrical repair skill when dealing with sick computers.</p></blockquote>
<p><span style="color:#ffffff;"><strong>Dentistry (40%) &#8211; Assistant</strong></span><br />
BS level degree &#8211; Competent to assist a full dentist but not to be trusted with live human patients save in the most dire emergency. Dental skill must be “bought” with at least 40% to begin.  Only player characters who have “bought” into the dental degree field can ever progress beyond 40%.  Dental degree holders have very limited amounts of equipment;  only small field kits.</p>
<p><span style="color:#ffffff;"><strong>Dentistry (60%) &#8211; Intern</strong></span><br />
MS level degree &#8211; Almost a dentist but not quite there yet.  Can handle normal dentistry, with some luck.  Can make dentures. Dental skill must be “bought” with at least 40% to begin.  Only player characters who have “bought” into the dental degree field can ever progress beyond 40%.  Dental degree holders have very limited amounts of equipment;  only small field kits.</p>
<p><span style="color:#ffffff;"><strong>Dentistry (80%) &#8211; Dentist</strong></span><br />
PhD level degree &#8211; Can deal with all normal dental problems without resulting to a die roll. Dental skill must be “bought” with at least 40% to begin.  Only player characters who have “bought” into the dental degree field can ever progress beyond 40%.  Dental degree holders have very limited amounts of equipment;  only small field kits.</p>
<p><span style="color:#ffffff;"><strong>Ecology</strong></span><br />
Primarily resource evaluation and use.  Degree holders are competent to evaluate most natural, climatic, and human variables, and arrive at a reasonably accurate ecological statement.</p>
<p><span style="color:#ffffff;"><strong>Economics</strong></span><br />
&#8220;Emphasis on macro economics, capable of micro economics, flow analysis, an ecologist of economic conditions.  Not so much concerned with money as with flow of goods. Not a creator of systems, rather an analyst of existing systems.&#8221;</p>
<p><span style="color:#ffffff;"><strong>Engineering, Aeronautical</strong></span><br />
Familiar with design and application of all aspects of flight, from wings, to planes, to missiles.  Also familiar with the controls needed to allow the proper flight of each type, and aerodynamics.</p>
<p><span style="color:#ffffff;"><strong>Engineering, Chemical</strong></span><br />
Familiar with Chemical make ups of molecules.  Dabbles in the processes of developing new chemicals like synthetic oils.  Person holding this degree would be used to study chemical properties that may have changed due to nuclear irradiation or biological contamination.  He would also be the one to try to develop some kind of antidote to these biological hazards.</p>
<blockquote><p>+5% treat disease/poison</p></blockquote>
<p><span style="color:#ffffff;"><strong>Engineering, Electrical</strong></span><br />
Familiar with designing electrical circuits to perform specific functions.  Holder of this degree can design new circuits, reverse engineer old circuits and then figure out what its purpose was, and understand the theory involved in how these circuits work.</p>
<blockquote><p>+5% Repair Electrical, Computer Repair, and MP Computer Repair.</p></blockquote>
<p><span style="color:#ffffff;"><strong>Engineering, Mechanical</strong></span><br />
Familiar with the operation and design of mechanical components.  This includes how engines, windmills, water pumps, and any other similar devices work.  Holder of this degree will be able to design, and with the proper tools and materials, build these type of designs.  Can also take an existing design and see if there is ways to improve its output.</p>
<blockquote><p>+10% Repair Mechanical</p></blockquote>
<p><span style="color:#ffffff;"><strong>Engineering, Structural</strong></span><br />
Familiar with construction and destruction of structures.  Knows about design procedures and materials needed to build structures.  Knows what to look for for weak points in existing structures and the best way to bring the structure down with the use of strategically placed explosive charges.</p>
<blockquote><p>+10% in Demolition</p></blockquote>
<p><span style="color:#ffffff;"><strong>Forestry</strong></span><br />
Forest ecology, economics of logging operations, wood types and their uses, growing cycles, tree pathology, etc.</p>
<p><span style="color:#ffffff;"><strong>Geology</strong></span><br />
Emphasis on mineral survey;  determining what is in an area and the relative difficulty of extraction and refinement for use.  Capable of identifying mineral deposits and their purity and concentration (size of deposit).  An adequate mining engineer, but by no means an expert on mining operations.</p>
<p><span style="color:#ffffff;"><strong>History</strong></span><br />
Familiar with the history of human development, both in the U.S. and in the rest of the world.  The emphasis here is on the arts of civilization;  primitive methods of getting things done, both socially and technically.  The possessor of such a degree can be expected to be conversant with primitive law, government, weaving, smelting, candle making, blacksmithing, etc.</p>
<p><span style="color:#ffffff;"><strong>Linguistics</strong></span><br />
The theory of languages.  Analysis, roots, structure, etc. This is not a teaching/learning process.  The holder of this degree understands how languages work and is entitled to a die roll to learn any language each time he/she spends a week in constant contact with the language speakers.  Once the individuals level in the language is higher than their linguistics skill level (BS = 20%, MS = 30%, PH.D = 40%) then the roll for increase is based on how well he knows the language and not his linguistics skill. The linguist must live with the people whose language he is trying to learn. This means living in their community with or without other members of the project in residence.</p>
<p><span style="color:#ffffff;"><strong>Mathematics</strong></span><br />
Theoreticians of the first water.  Conversant with the higher forms of mathematics and their more exotic branches.</p>
<blockquote><p>Special:  Degree holders are able to deal with the mathematical computation portions of problems at a minimum of 40%.  PD may wish to add to this percentage based on the relative difficulty of a problem.</p></blockquote>
<p><span style="color:#ffffff;"><strong>Medicine (40%) &#8211; Medical Student</strong></span><br />
BS level degree &#8211; The skill holder has studied medicine. The character is capable of treating disease, surgery, dentistry etc. The skill holder must have the necessary instruments, drugs, etc to be truly effective. This skill grants a bonus to the following skills, these bonuses are not cumulative, you merely use the highest: Competent enough to assist a resident doctor but not to be trusted with live human patients save in the direst emergency.</p>
<blockquote><p>+20% First Aid, +10% Treat Poisons, +10% Treat Diseases</p></blockquote>
<p><span style="color:#ffffff;"><strong>Medicine (60%) &#8211; Medical Intern</strong></span><br />
MS level degree &#8211; The skill holder has studied medicine. The character is capable of treating disease, surgery, dentistry etc. The skill holder must have the necessary instruments, drugs, etc to be truly effective. This skill grants a bonus to the following skills, these bonuses are not cumulative, you merely use the highest: Almost a doctor but not quite there yet, can handle most things though only major surgery with some luck.</p>
<blockquote><p>+45% First Aid, +25% Treat Poisons, +25% Treat Diseases</p></blockquote>
<p><span style="color:#ffffff;"><strong>Medicine (80%) &#8211; Resident Doctor</strong></span><br />
PhD level degree &#8211; The skill holder has studied medicine. The character is capable of treating disease, surgery, dentistry etc. The skill holder must have the necessary instruments, drugs, etc to be truly effective. This skill grants a bonus to the following skills, these bonuses are not cumulative, you merely use the highest: Able to deal with all normal medical and surgical problems.</p>
<blockquote><p>+80% First Aid, +50% Treat Poisons, +50% Treat Diseases</p></blockquote>
<p><span style="color:#ffffff;"><strong>Nursing</strong></span><br />
Male or female, of the four year Registered Nurse (RN) Program.  This skill is at the 40% level, never more or less.  The degree can be expanded through experience rolls.  All of the skills usually associated with the discipline.</p>
<blockquote><p>+30% First Aid, +15% Treat Disease</p></blockquote>
<p><span style="color:#ffffff;"><strong>Pathology</strong></span><br />
This is the science of diseases, their nature, causes, progress and symptoms.  It is the ability to treat diseases respectively and to know of the classification, causation, organic changes, symptoms, and cure of diseases.</p>
<blockquote><p>A score of 40% or higher in this skill will give a bonus to the following: +20% Treat Disease</p></blockquote>
<p><span style="color:#ffffff;"><strong>Pharmacy</strong></span><br />
The production of pharmaceutical products.  Medicines and their properties, drugs and their effects.  Can make any medicine/drug existing at the time of freezing if given time, equipment, and materials.</p>
<blockquote><p>+5% Treat Poison/Disease</p></blockquote>
<p><span style="color:#ffffff;"><strong>Philosophy</strong></span><br />
A specialist in comparative social mores and ethics.  Degree holders are at their best in long term social analysis, sometimes as negotiators.</p>
<blockquote><p>+5% Oratory</p></blockquote>
<p><span style="color:#ffffff;"><strong>Physics</strong></span><br />
Those holding a degree in physics are assumed to have a working knowledge of all forms of the science, up to and including nuclear physics.  Indeed, most project physicists are concerned primarily with nuclear physics.  These are not bomb makers.  Rather, these specialists are concerned with the preservation of the pre-war nuclear power technology.</p>
<p><span style="color:#ffffff;"><strong>Political Science</strong></span><br />
Those whose studies have provided them with an understanding of various political systems and processes.  Not creators of such systems, but specialists in analyzing the mechanical processes of government systems.</p>
<blockquote><p>+5% Oratory</p></blockquote>
<p><span style="color:#ffffff;"><strong>Sociology</strong></span><br />
Specialists in identifying the ways in which people live together in a society.  Sometimes like narrow gauge political scientists;  but more concerned with the how than the why.  Analysts of social mores, expectations, ethnic influences, social history, etc.</p>
<p><span style="color:#ffffff;"><strong>Veterinary Medicine</strong></span><br />
Just what the degree traditionally implies, with an added emphasis on farm animals.  Treatment of disease, surgery, etc.  Minimum level for this degree is an MS.  Veterinary Medicine skill must be “bought” with at least 40% to begin.  Only player characters who have “bought” into the degree field can ever progress beyond 20%.</p>
<p><span style="color:#ffffff;"><strong>Zoology</strong></span><br />
The study of animal life in general.  Classification of animals, genetic properties, migratory habits, climatic and geographical ranges, breeding habits and seasons, etc.</p>
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		<title>Character Background, History &amp; Personal Data</title>
		<link>http://mpnorth.wordpress.com/2010/02/23/character-background-history-personal-data/</link>
		<comments>http://mpnorth.wordpress.com/2010/02/23/character-background-history-personal-data/#comments</comments>
		<pubDate>Tue, 23 Feb 2010 23:05:54 +0000</pubDate>
		<dc:creator>Administrator</dc:creator>
				<category><![CDATA[Character Creation]]></category>
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		<description><![CDATA[Character Background &#38; History: It is now when you will plan out and document your characters pre-war life which will include their education and all military and civilian employment.  Make sure that you describe any combat experience, special units, or civilian clubs or groups that they may have been assigned or attached to. Your character&#8217;s [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=mpnorth.wordpress.com&amp;blog=11419353&amp;post=465&amp;subd=mpnorth&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><span style="color:#ffffff;"><strong>Character Background &amp; History:</strong></span><br />
It is now when you will plan out and document your characters pre-war life which will include their education and all military and civilian employment.  Make sure that you describe any combat experience, special units, or civilian clubs or groups that they may have been assigned or attached to.</p>
<p>Your character&#8217;s background and history can be a reflection of your real life self or something totally fictional.  Before moving forward with your character please consult with your PD to discuss what direction you&#8217;d like to go with this.</p>
<p><span style="color:#ffffff;"><strong>Personal Data<br />
</strong></span></p>
<p>All other personal data like height, weight, handedness, hair and eye color is up to your own discretion.  The only contradiction to this is if you want your character to be ambidextrous.  If this is what you want then please let the PD know.</p>
<p style="text-align:center;"><span style="color:#ff0000;"><strong>Continue on to&#8230;   <a href="http://mpnorth.wordpress.com/2010/02/26/initial-skills-proficiencies/">Initial Skills &amp; Proficiencies</a></strong></span></p>
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		<title>General Skills</title>
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		<pubDate>Tue, 23 Feb 2010 19:07:41 +0000</pubDate>
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		<description><![CDATA[Below is a list of General Skills and their relevant ability.  This list is by no means conclusive.  The latest General Skills chart is on the MP Character Sheet or if you don’t see the skill you want please let the PD know. Acrobatics (Dex) Ability to perform acrobatic maneuvers. Boat handling (Int) The ability [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=mpnorth.wordpress.com&amp;blog=11419353&amp;post=459&amp;subd=mpnorth&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Below is a list of General Skills and their relevant ability.  This list is by no means conclusive.  The latest General Skills chart is on the MP Character Sheet or if you don’t see the skill you want please let the PD know.</p>
<p><strong><span style="color:#ffffff;">Acrobatics (Dex)</span></strong><br />
Ability to perform acrobatic maneuvers.</p>
<p><strong><span style="color:#ffffff;">Boat handling (Int)</span></strong><br />
The ability to operate boats of sizes from the smallest up to a 20’ Yacht without needing a roll except under harsh conditions.</p>
<p><strong><span style="color:#ffffff;">Booby-Traps (Int)</span></strong><br />
The ability to set and disarm booby traps.  This also gives you a +5% bonus to your Perception roll when searching for booby-traps.</p>
<p><strong><span style="color:#ffffff;">Camouflage (Int)</span></strong><br />
The ability to hide your person and equipment through the use of surrounding materials and face paint.  This roll will dictate how good of a job you did.  This will be a modifier against the enemies Perception roll when looking for the camouflaged item.</p>
<p><strong><span style="color:#ffffff;">Climb (Str)</span></strong><br />
Ability to pick out the proper route to climb sheer surfaces and to find handholds where none are apparent.</p>
<p><span style="color:#ffffff;"><strong>Communications (Int)</strong></span><br />
The ability to utilize radios to communicate with other individuals.  This skill allows you to gain the best transmitting range and receiver sensitivity from your radio.</p>
<p><span style="color:#ffffff;"><strong>Computer Programming (Int)</strong></span><br />
The ability to program computers in multiple languages.  This skill also gives the individual a chance to hack into a computer to search for information or to install viruses.</p>
<p><span style="color:#ffffff;"><strong>Cooking (Int)</strong></span><br />
The ability to take raw meat, vegetables, and other ingredients and prepare them for consumption.  The roll is only used when trying to cook something new and make it so it will not get others sick.</p>
<p><span style="color:#ffffff;"><strong>Cryptography (Int)</strong></span><br />
The ability to create and break cyphers used in encrypting messages.  This skill can also be used to devise cypher keys for the radios used by the teams.</p>
<p><span style="color:#ffffff;"><strong>Demolitions (Int)</strong></span><br />
The ability to set explosive charges to destroy structures or vehicles. Also the ability to place or locate, remove, and disarm mines.</p>
<p><span style="color:#ffffff;"><strong>Disguise (Cha)</strong></span><br />
Ability to mask ones one features to blend in with others and go unnoticed.</p>
<p><span style="color:#ffffff;"><strong>Drive MPV (Int)</strong></span><br />
The ability to understand, fully, the operational aspects of all Morrow Project Vehicles.  All MPV’s have the same basic operating principles and just vary slightly as to handling.</p>
<p><span style="color:#ffffff;"><strong>Drive, Tracked (Int)</strong></span><br />
The ability to drive vehicles that use an inter-linked track as their mode of propelling a vehicle.  This can include anything from a bulldozer to an M1 Tank.</p>
<p><span style="color:#ffffff;"><strong>Drive, Wheeled (Int)</strong></span><br />
The ability to drive wheeled vehicles of all types from a motorcycle up to the monster construction vehicles.</p>
<p><span style="color:#ffffff;"><strong>First Aid (Int)</strong></span><br />
The ability to render immediate medical assistance to an injured person.  This roll will determine whether the person was able to stop bleeding, splint a fracture, or just keep a person alive until more qualified medical personnel arrive.</p>
<p><span style="color:#ffffff;"><strong>Fishing (Int)</strong></span><br />
The knowledge of using a pole with thin line and hood attached, or a net to catch fish.  This includes the knowledge of what type of fish to find in certain areas, their normal hiding places, and what type of bait is best used to attract them.</p>
<p><span style="color:#ffffff;"><strong>Foraging (Per)</strong></span><br />
Ability to find known edible plants, vegetables, and animals.</p>
<p><span style="color:#ffffff;"><strong>Forgery (Int)</strong></span><br />
The ability to take an original document and create a duplicate that looks close enough to the original to be mistaken for it.  The better the individual rolls on this increases the difficulty for the person trying to see if it is a fake.</p>
<p><span style="color:#ffffff;"><strong>Forward Observer (Int)</strong></span><br />
The knowledge on how to direct incoming indirect fire.  This knowledge will be used to call in the grid coordinates of the intended target and any adjustments to the fire to cause the next rounds to land on target and stay on target.  Also includes the knowledge of what type round would do the most damage to the target.</p>
<p><span style="color:#ffffff;"><strong>General MP Knowledge (Int)</strong></span><br />
This skill represents how much knowledge the character knows about the Morrow Project.</p>
<p><span style="color:#ffffff;"><strong>Gunsmith (Int)</strong></span><br />
The ability to repair minor damage to damaged weapons as long as the parts and tools are available.  This skill also gives the individual the ability to try to manufacture some weapons given the materials and tools needed.</p>
<p><span style="color:#ffffff;"><strong>Hide (Int)</strong></span><br />
The ability to blend in with the surrounding terrain.  This is the ability to bend into the shadows or trees so that you will not be seen.  A successful camouflage roll, for the area you are in, will increase your chances by +5% of successfully hiding.</p>
<p><span style="color:#ffffff;"><strong>Hunting (Int)</strong></span><br />
The knowledge of animal habits, good spots for hunting blinds, and best time of the year to find animals.  Good for locating animal sign when used in conjunction with perception and tracking.</p>
<p><span style="color:#ffffff;"><strong>Instruction ((Int + Cha)/2)</strong></span><br />
Ability to teach others skills known by the individual.  This skill combined with another skill gives an individual a chance to train somebody on that second skill.  If the instruction roll is successful then the student increases in the skill as per an increase roll for a skill successfully used.</p>
<p><span style="color:#ffffff;"><strong>Interrogation (Int)</strong></span><br />
The ability to question personnel in such a way as to garner any knowledge that they may have that would be of use to you.</p>
<p><span style="color:#ffffff;"><strong>Jump (Str)</strong></span><br />
Ability to and land on target as long as it is within strength/2 in meters distance with a running start and strength/4 in meters from a standing jump.</p>
<p><span style="color:#ffffff;"><strong>Laboratory Techniques (Int)</strong></span><br />
The knowledge of how to use laboratory equipment and how to obtain information from laboratory experimentation.</p>
<p><span style="color:#ffffff;"><strong>Listen (Per)</strong></span><br />
Ability to hear low noises when concentrating to hear them.</p>
<p><span style="color:#ffffff;"><strong>Lock-Picking (Int)</strong></span><br />
The knowledge on how locks work and how to open them given the proper tools.</p>
<p><span style="color:#ffffff;"><strong>Map Making/Reading ((Int + Per)/2)</strong></span><br />
The knowledge on how to create topographical maps from observation and satellite images.  And also how to read them to assist in navigating from one point to another in a given area.</p>
<p><span style="color:#ffffff;"><strong>Metallurgy (Int)</strong></span><br />
The knowledge on all forms of metals and the processes needed to produce them.  Given the proper tools and materials the person with this skill could produce the desired metal stock.</p>
<p><span style="color:#ffffff;"><strong>Meteorology (Int)</strong></span><br />
The knowledge on interpreting data gained from weather instruments to be able to predict things such as the chance of precipitation, temperatures, humidity, etc.</p>
<p><span style="color:#ffffff;"><strong>Mountaineering (Int)</strong></span><br />
The knowledge on equipment required for extended travels in mountainous terrain and the ability to choose the best possible routes through the mountains.</p>
<p><span style="color:#ffffff;"><strong>Move silently (Dex)</strong></span><br />
Ability to move through terrain while causing the least amount of noise as possible.</p>
<p><span style="color:#ffffff;"><strong>Oratory ((Int _Cha)/2)</strong></span><br />
The ability to talk to people in a concise manner that is easily understood.  The ability to let ones position known without making it appear to be endangering to others.</p>
<p><span style="color:#ffffff;"><strong>Parachuting (Int)</strong></span><br />
The knowledge on the proper procedures for using a parachute as a means to egress from an aircraft.  This includes static line, and free fall, and also the use of standard chutes and the wing style.</p>
<p><span style="color:#ffffff;"><strong>Pilot, Jet ((Int + Dex)/2)</strong></span><br />
The ability to pilot jet aircraft.  No roll would be needed during normal flight but if any kind of maneuver were to be performed, such as taking off, landing, or combat maneuvers, a roll would be needed.</p>
<p><span style="color:#ffffff;"><strong>Pilot, Prop ((Int + Dex)/2)</strong></span><br />
The ability to pilot propeller driven aircraft.  As with Pilot Jet no roll would be needed unless some kind of maneuver were being performed.</p>
<p><span style="color:#ffffff;"><strong>Pilot, Rotary Wing ((Int + Dex)/2)</strong></span><br />
The ability to pilot helicopters.  This one is a little bit more difficult than piloting a jet.  Even what would seem to be normal maneuvers require a roll as to the intricacies of keeping a helicopter flying.</p>
<p><span style="color:#ffffff;"><strong>Pilot, VTOL ((Int + Dex)/2)</strong></span><br />
The ability to pilot Jet aircraft that have the ability to perform Vertical Take-Off and Landing, i.e. Harrier Jump Jet.  This one is like the piloting a jet except when it comes to landing using the VTOL capabilities where it becomes more difficult.  Inc</p>
<p><span style="color:#ffffff;"><strong>Reconnaissance (Int)</strong></span><br />
The reconnaissance skill consists of determining troop strength and location. The term troop strength applies to tanks, aircraft and other types of vehicles. A failed skill roll can result in an over or under estimation of troop strength and/or size.</p>
<p><span style="color:#ffffff;"><strong>Repair, Computers (Int)</strong></span><br />
The ability to diagnose computer problems and fix them given the materials needed.</p>
<p><span style="color:#ffffff;"><strong>Repair, Electrical (Int)</strong></span><br />
The ability to diagnose electrical problems and fix them given the materials needed.  This includes vehicular electrical wiring and electronics of any kind.</p>
<p><span style="color:#ffffff;"><strong>Repair, Mechanical (Int)</strong></span><br />
The ability to diagnose mechanical problems and fix them given the materials needed.  This mainly pertains to vehicular problems but can include anything of a mechanical nature.</p>
<p><span style="color:#ffffff;"><strong>Repair, MP Computers (Int)</strong></span><br />
The ability to diagnose problems within the Morrow Project computers and fix them given the materials needed.</p>
<p><span style="color:#ffffff;"><strong>Research Techniques (Int)</strong></span><br />
This is the skill of how to extract and correlate information from various sources, also the ability to document the evidence.</p>
<p><span style="color:#ffffff;"><strong>Ride Horse (Dex)</strong></span><br />
Ability to ride horses and control them to have them do what you want as long as it is within their realm of possibility.</p>
<p><span style="color:#ffffff;"><strong>Run ((Str + Con)/2)</strong></span><br />
Ability to run for long distances.  A successful roll will allow a person to extend his running to twice his endurance before having to stop due to exhaustion.  Can also Sprint for distances equal to 1½ times their run distance for a number of turns equal to their Constitution divided by three.</p>
<p><span style="color:#ffffff;"><strong>Scrounge (Cha)</strong></span><br />
The ability to find needed items in the least likely areas.</p>
<p><span style="color:#ffffff;"><strong>SCUBA &#8211; Basic Open Water (Int)</strong></span><br />
The knowledge of the use and care of Self Contained Under-Water Breathing Apparatus equipment.  It also is the knowledge of all the rules pertaining to underwater operations such as maximum time allowable under water, speed for ascending back to the surface, etc&#8230;</p>
<p><span style="color:#ffffff;"><strong>SCUBA &#8211; Advanced Diver (Int)</strong></span><br />
An Advanced Diver has the practical experience to safely explore underwater in varying conditions and environments. Includes night, deep, wreck, navigation and naturalist training and dives. A minimum of 50% in<br />
SCUBA &#8211; Basic Open Water is a prerequisite.</p>
<p><span style="color:#ffffff;"><strong>SCUBA &#8211; Master Diver (Int)</strong></span><br />
A Master Diver is a skilled rescue diver that has also acquired certification in computer diver, marine biology, fish-ID, and underwater photography on top of holding a track record of several open water dives in their logbook.  A minimum of 50% in SCUBA &#8211; Advanced Diver is a prerequisite.</p>
<p><span style="color:#ffffff;"><strong>Security Systems (Int)</strong></span><br />
The knowledge of how Security Systems work and how to bypass them if needed.</p>
<p><span style="color:#ffffff;"><strong>Skiing ((Str + Con)/2)</strong></span><br />
Ability to ski down average slopes with no roll needed.  When skiing down more advanced slopes then role for incidents.</p>
<p><span style="color:#ffffff;"><strong>Streetwise (Cha)</strong></span><br />
The ability to interact with the common person on the streets. Being able to feel out a crowd and gain knowledge without causing a scene or disturbance.</p>
<p><span style="color:#ffffff;"><strong>Swim ((Str + Con)/2)</strong></span><br />
Ability to swim normally with no roll needed.  When trying to swim extended distances roll to see when they tire.</p>
<p><span style="color:#ffffff;"><strong>Tactics (Int)</strong></span><br />
The knowledge on using terrain and assets to the best advantage to meet the present threat with the least amount of danger to your own forces.  This would include knowledge of good ambush locations, defensive layouts, etc.</p>
<p><span style="color:#ffffff;"><strong>Tannery (Int)</strong></span><br />
The knowledge on the proper procedure for curing animal hides to insure that they will be useful and not deteriorate after time. Also has a good knowledge on how to form the hides into useable clothing.</p>
<p><span style="color:#ffffff;"><strong>Tracking (Per)</strong></span><br />
Ability to notice and follow tracks and spore left behind by animals or humans.</p>
<blockquote><p><strong>Tracking Modifiers</strong></p>
<p><span style="text-decoration:underline;">Terrain Modifiers (use only one)</span></p>
<ul>
<li> Fresh snow (clearly outlined footprints) +30%</li>
<li> Soft or muddy ground, loose dirt floor (good impressions of prints, but not as defined as fresh snow) +20%</li>
<li> Thick brush, dense jungle (broken branches, crushed weeds) +15%</li>
<li> Forests, fields, dusty indoor area (occasional marks of passage) +10%</li>
<li> Normal ground, wood floor, plains with sparse vegetation (infrequent marks of passage) +/- 0%</li>
<li> Desert, dry sand -10%</li>
<li> Swamp (spongy surface but little mud for prints, much vegetation) -25%</li>
<li> Rocky terrain, solid ice, stone floors, shallow water (prohibits all but the most minute signs of passage) -50%</li>
</ul>
<p><span style="text-decoration:underline;">Illumination Modifiers (use only one)</span></p>
<ul>
<li> Good illumination, sunny day; continual light or equivalent indoors +/- 0%</li>
<li> Twilight, light fog, snow, torch or flashlight in dark interior of building -15%</li>
<li> Night with full moon, day with moderate fog -30%</li>
<li> Overcast night with no moon, dense fog, blizzard, blowing sand -50%</li>
</ul>
<p><span style="text-decoration:underline;">Special Modifiers (use all applicable)</span></p>
<ul>
<li> Every two creatures in group being tracked +5%</li>
<li> Each additional tracker assisting (use the score of the best tracker) +5%</li>
<li> Every 12 hours since trail was made -5%</li>
<li> Every hour of rain, snow, or sleet since trail was made -25%</li>
<li> Creature being tracked attempts to hide trail (covering footprints, detouring into stream, passing through secret door) -25%</li>
<li> Hurried pace &#8211; normal (tracker) -10%</li>
<li> Tracking pace &#8211; 3/4 normal (tracker) +/- 0%</li>
<li> Slower pace -  1/2 normal (tracker) +5%</li>
<li> Slower pace -  1/4 normal (tracker) +10%</li>
</ul>
</blockquote>
<p><span style="color:#ffffff;"><strong>Treat Disease (Int)</strong></span><br />
The knowledge on identifying known diseases, at the time of freezing, and the process, if any, for treating them.  Treating the disease is dependent on whether the drug is available or can be created.</p>
<p><span style="color:#ffffff;">Treat Poison (Int)</span><br />
The knowledge on identifying the symptoms caused by poisoning of all known poisons, at the time of freezing, and how to treat them.  This includes the knowledge on what antidote is needed and how to make the antidote.  This does not mean they can treat them unless they have the proper antidote available or the materials needed to make the antidote.</p>
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		<title>Combat Skills</title>
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		<pubDate>Tue, 23 Feb 2010 18:17:10 +0000</pubDate>
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		<description><![CDATA[Below is a list of Combat Skills and their relevant ability.  This list is by no means conclusive.  The latest Combat Skills chart is on the MP Character Sheet or if you don&#8217;t see the skill you want please let the PD know. Archery (Int) Knowledge on care and use of Bows. Thrown Weapons (Str) [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=mpnorth.wordpress.com&amp;blog=11419353&amp;post=446&amp;subd=mpnorth&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Below is a list of Combat Skills and their relevant ability.  This list is by no means conclusive.  The latest Combat Skills chart is on the MP Character Sheet or if you don&#8217;t see the skill you want please let the PD know.</p>
<p><strong><span style="color:#ffffff;">Archery (Int)</span></strong><br />
Knowledge on care and use of Bows.</p>
<p><span style="color:#ffffff;"><strong>Thrown Weapons (Str)</strong></span><br />
Knowledge on effectively throwing bladed weapons and Grenades and hitting the target.</p>
<p><strong><span style="color:#ffffff;">Bayonet (Str)</span></strong><br />
Knowledge on effectively using a Bayonet while attached to the end of a Rifle.</p>
<p><span style="color:#ffffff;"><strong>Cannons (Int)</strong></span><br />
Knowledge on care and use of all types of cannon style of guns to include anti-tank guns and field artillery type guns.</p>
<p><strong><span style="color:#ffffff;">Black Powder Weapons (Int)</span><br />
</strong>Knowledge on care and use of Black Powder weapons.</p>
<p><span style="color:#ffffff;"><strong>Dodge (Dex)</strong></span><br />
Knowledge on effectively dodging attacks from an opponent during unarmed combat.</p>
<p><span style="color:#ffffff;"><strong>Block (Dex)</strong></span><br />
Knowledge of effectively blocking an opponents attack during unarmed combat.</p>
<p><span style="color:#ffffff;"><strong>Grenade Launchers (Int)</strong></span><br />
Knowledge on care and use of all forms of grenade launchers from the personal issue to the vehicle mounted.</p>
<p><span style="color:#ffffff;"><strong>Flame Weapons (Int)</strong></span><br />
Knowledge on care and use of Flame thrower style of weapons.  This includes all weapons that shoot a jet of flammable liquid that is in turn ignited.</p>
<p><span style="color:#ffffff;"><strong>Knife (Dex)</strong></span><br />
Knowledge on effectively using a Knife in combat.  This includes using a Bayonet as a knife when it is not mounted on a Rifle.</p>
<p><span style="color:#ffffff;"><strong>Grab (Dex)</strong></span><br />
Knowledge on effectively grabbing an opponent during unarmed combat.</p>
<p><span style="color:#ffffff;"><strong>Hand Guns (Dex)</strong></span><br />
Knowledge on care and use of Pistols and Revolvers.</p>
<p><span style="color:#ffffff;"><strong>Roll (Dex)</strong></span><br />
Knowledge on effectively rolling when thrown by an opponent during unarmed combat.</p>
<p><span style="color:#ffffff;"><strong>Machine Guns (Int)</strong></span><br />
Knowledge on care and use of all forms of light through heavy machine guns.</p>
<p><span style="color:#ffffff;"><strong>Shotgun (Dex)</strong></span><br />
Knowledge on care and use of standard and automatic Shotguns.</p>
<p><span style="color:#ffffff;"><strong>Missile Launchers (Int)</strong></span><br />
Knowledge on care and use of all forms of missile launchers.</p>
<p><span style="color:#ffffff;"><strong>Mortars (Int)</strong></span><br />
Knowledge on care and use of indirect fire tube type weapons to include plotting target grids and ammo selection.</p>
<p><span style="color:#ffffff;"><strong>Rifle (Dex)</strong></span><br />
Knowledge on care and use of Rifles and Assault Rifles.</p>
<p><span style="color:#ffffff;"><strong>Special Weapons (Int)</strong></span><br />
Knowledge on care and use of many special purpose weapons.</p>
<p><span style="color:#ffffff;"><strong>Strike, Elbow (Dex)</strong></span><br />
Knowledge on effectively using the elbow as a weapon during unarmed combat.</p>
<p><span style="color:#ffffff;"><strong>Strike, Foot (Dex)</strong></span><br />
Knowledge on effectively using the foot as a weapon during unarmed combat.</p>
<p><span style="color:#ffffff;"><strong>Strike, Forearm (Dex)</strong></span><br />
Knowledge on effectively using the forearm as a weapon during unarmed combat.</p>
<p><span style="color:#ffffff;"><strong>Throw (Dex)</strong></span><br />
Knowledge on effectively throwing an opponent during unarmed combat.</p>
<p><span style="color:#ffffff;"><strong>Strike, Hand | Fist or Chop (Dex)</strong></span><br />
Knowledge on effectively using the hand as a weapon during unarmed combat.</p>
<p><span style="color:#ffffff;"><strong>Strike, Head (Dex)</strong></span><br />
Knowledge on effectively using the head as a weapon during unarmed combat.</p>
<p><span style="color:#ffffff;"><strong>Strike, Knee (Dex)</strong></span><br />
Knowledge on effectively using the knee as a weapon during unarmed combat.</p>
<p><strong><span style="color:#ffffff;">Strike, Shoulder (Dex)</span></strong><br />
Knowledge on effectively using the shoulder as a weapon during unarmed combat.</p>
<p><span style="color:#ffffff;"><strong>Submachine Guns (Dex)</strong></span><br />
Knowledge on care and use of Submachine Guns.</p>
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		<title>Psionics</title>
		<link>http://mpnorth.wordpress.com/2010/02/22/psionics/</link>
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		<pubDate>Tue, 23 Feb 2010 06:42:08 +0000</pubDate>
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				<category><![CDATA[Character Creation]]></category>
		<category><![CDATA[Morrow Project]]></category>
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		<category><![CDATA[Project Director]]></category>
		<category><![CDATA[Recon Team BC-R-01]]></category>

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		<description><![CDATA[Depending on the level of your Psionics attribute there is a possibility that your character will possess some form of ESP.  Consult with your PD to determine if your character does in fact have some ESP powers. Continue on to&#8230;   Character Background, History &#38; Personal Data Filed under: Character Creation Tagged: Character Creation, Morrow Project, [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=mpnorth.wordpress.com&amp;blog=11419353&amp;post=434&amp;subd=mpnorth&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Depending on the level of your Psionics attribute there is a possibility that your character will possess some form of ESP.  Consult with your PD to determine if your character does in fact have some ESP powers.</p>
<p style="text-align:center;"><span style="color:#ff0000;"><strong>Continue on to&#8230;   <a href="http://mpnorth.wordpress.com/2010/02/23/character-background-history-personal-data/">Character Background, History &amp; Personal Data</a></strong></span></p>
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