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New Skills

You may notice throughout this Netbook mention of new skills, that's because there are...NEW SKILLS! Borrow from other Palladium RPGs, and some original ideas of my own. HERE GOES!

Communications

No New skills

Domestic

Play Musical Instrument: The individual has learned to play a particular musical instrument with a fair amount of skill. The sound is generally pleasent (except when a bad roll is made). Note that each specific instrument requires the selection of this skill. For exampe: a character who can play the guitar, violin, and harmomica must select the play musical instrument skill three different times. Base Skill: 35%+5% per level of experience. The characters play ability is nice, but not of professional quality, unless two skills are sepnt. Add 20% bonus if this is done. Hey Minmei needs a new band!

Spelunking: The art and practice of exploring caves. Unskilled characters wandering about in a large series of natural caverns have about the same chance of survival as unskilled climbers attempting to scale a major mountain without guidance. Base Skill: 55%+5% per level of experience.

Electrical

No new skills

Espionage

Hojo-Jutsu: This is the Art of Binding, Japanese style. Tying someone up with Hojo-Jutsu makes it far more difficult ot escape. (-15% to an opponents escape skill roll). Base Skill: 45%+5% per level of experience.

Mechanical

No new skills

Medical

Field Surgery: This skill reflects training in emergency life-saving surgical procedures that can be performed in the field to keep critically wounded patients alive. Given the proper tools, the surgeon character can perform amputations, suture torn arteries, check internal bleeding, cauterize wounds, give blood transfusions, etc. (The character can also try to improvise the supplies he/she needs, but in this case receives a -10% penalty to the skill roll.) Field expedient surgery is a dangerous proposition that too often results in the death of the patient. Because of the risk involved, field surgery is attempted only when it is the only chance the wounded person has for survival. If the operation is successful, the patient lives and can be evacuated to a base or hospital, but a failed roll results in the immediate death of the patient. Base Skill: 16%+4% per level of experience.
Optional Guidelines for Fatal Injury Treatment: In the violent world of the Invid Wars, unarmored humans are at an extreme disadvantage. Once a person's mecha and body armor are destroyed, a single M.D. blast will usually obliterate him/her. These guidelines are provided to give characters a chance, however slight, to survive a blast that would normally evaporate the character. If the GM agrees, the character can survive a mega-damage intensity wound if a trained medic makes a successful field surgery skill roll.
Unless the attacker made a called shot or rolled an unmodified 19 or higher, the character has the chance to live. The basic idea is that the M.D. blast was partially absorbed by nearby cover or merely sheared off a limb (GMs, use your imagination). Within 1D4 melee rounds after the character's being hit, a medic character must attend to his/her injuries. If the medic makes a successful skill roll, the character is incapacitated but survives the attack, though just barely (reduce S.D.C. to zero and hit points are at 1D6 above zero). A failed roll means the injured character was beyond saving and dies an instant later.
Note that even if the surgery is successful and the victim survives, he/she is by no means out of danger. The person will be in shock, crippled, and will most likely require additional extensive surgery and a long recovery period before s/he is able to adventure again. Just keeping the character alive and transporting him/her to adequate medical help may be an entire adventure in itself. Even afterwards, the character may have lasting side-effects such as insanity or pemanenet physical crippling/disfigurement (GM's option).

Physical

Athletics: Training in, and enjoyment of, vigorous exertion for competitive sports, exercises, and contests of strength, endurance, and agility. Provides the following bonuses:
+1 to parry & dodge
+1 to strike with a body block/tackle; does 1d4 damage
+1 to roll with punch, fall, or impact (explosion).
+1 to P.S.
+1d6 to Spd.
+1d8 to S.D.C.

Running: A routine of running and exercise to build up speed and endurance. Provides the following:

+1 to P.E.
4d4to Spd.
+1d6 to S.D.C.

Pilot Skills

Air-to-Air Combat: Practice and theory of aerial combat. The big advantage of this skill is that there is no limit on how high a character can advance. In every other skill there is a 98% maximum proficiency. With Air-to-Air Combat there is no limit and characters may have percentiles over 100%. Use for Aerial Combat rolls only. Can be used with one or more other Pilot skills. A bonus of 10%+2% per level is added to the regular pilot skill. (This skill can only be selected by REF & RDF Veritech Pilots at level 3 [i.e. on order to take this skill at level 3 the pilot must save one skill slot at level 1], ASC Civil Defense Flying Corp at level 4, and Zentraedi Officers with the ability to pilot the Fighter Pod; costs two skills).

Power Armours/Suits: This pilot is able to pilot mechanical exoskeletons. This skill is akin to Piloting a Cyclone, but piloting Cyclone is a dual skill of motorcycle and power armour. Those with this skill can pilot a Cyclone at -10%. Training focuses on piloting, not combat; thus mecha combat is a seperate and distinct skill. (see Mecha Combat skills). Base Skill: 55%+5% per level of experience

Mecha Combat Elite: Just a name change really, see Sentinels RPG pg. 41 'Mecha Combat'.

Pilot Tanks & APCs: Military vehicles often have unconventional controls and handle differently than conventional vehicles, especially the many ton, armored combat vehicles, such as tanks and armored personnel carriers (APC). Thus, special training is required to pilot them. Base Skill: 40%+5% per level of experience

Pilot Related Skills

Weapon Systems (Revised): This is a complete understanding of weapon units and system incorporated into vehicles and mecha. It includes machineguns, grenade launchers, cannons, and other heavy weapons systems. Special Bonus: Gains a strike bonus equal to the skill percentage divided by 20, rounded down. (i.e. a character with 45% in Weapon System would have +2 to strike, and a character with 60% would have +3 to strike, at 98% the bonus is +5). This does not include hand-held weapons, which require individual W.P. training. Note: Characters without weapon systems will be able to operate them only if skilled in piloting that vehicle, but has no bonus to strike and never has the initiative.

Rogue Skills

Computer Hacking: This is a computer skill similiar to computer programming; however the emphasis of this skill is breaking computer access codes to gain illegal access to other computer systems and steal or sabotage its data. The character is an expert in tracing computer data, bypassing defense systems, and breaking ("hacking") codes; add a one time bonus of +5% to cryptography, surveillance, and locksmith (electronic and computer controlled locks only) skills if the character is a hacker. Base Skill: 15%+5% per level of experience. Requires: The ability to read and write, computer operation, computer programming, and at least basic mathematics.

Science

Physics: Astrophysics, but no plain physics? Now that's just silly ;). Physics is the studies of the workings of life, looking at how things react on the atomic level, gravity, inertia, entropy, thermodynamics, and the like. Note: Basic and Advanced Mathematics are required before taking Physics, if Chemistry is taken, a one time bonus of +5% is added. Base Skill: 40%+5% per level of experience.

Genetics: I've never seen a skill for this anywhere in Palladium. Of course instead of simply making a skill for this, it would be better to explain what a person must know in order to have a good understanding of genetics. The person must have Biology, Analytical Chemistry, and Physics. However, unless the person is a Field Scientist, they still have no where near the skill to tinker with the building blocks of life. Field Scientists with the required skills all at level 4 proficiency, are actually able to clone Humans or Zentraedi, splice genes, or even build a human/Zentraedi from scratch! However they require proper facilities. Human cloning facilities are unheard of and considered objects of evil in the scientific community. The only KNOWN Zentraedi cloning facilities are on the SDF-3. Of course there are facilities believed to still exist on Tirol and Fantoma, and the many other mining/slave planets of the Robotech Masters crumbling empire. Now, for some information about Genetics & Cloning in the world of the First Invid War, and after.

  1. By the time of the First Invid War, the human genome has been mapped out and decoded. This leaves all sorts of possibilities for legal genetic tinkering (can we say GATTACA?).
  2. After the First Robotech War, many scientists felt that they should use Zentraedi Cloning technology in order to reconstruct the human population. However cloning in all it's forms was quickly outlawed. The mandatory punishment for being convicted of cloning is a 20 year prison sentance, aswell as revoking of all scientific diplomas. The person will also recieve a stoning from the scientific community, and lose any kind of presitige he once had.
  3. The foremost scientists on Genetics are Cabell and Exedore, being the most ancient keepers of the Robotech Masters knowledge. They rarely take pupils, to busy in other matters. However if the student is willing to commit time and effort to their fullest, they might be swayed.
  4. Invid Cloning procedures are beyond the comprehension of Human, Zentraedi, or Sentinel, and cannot be used to clone anything but Invid.

Technical

Art: The ability to draw or paint or sculpt or do craft-work. Base Skill 35%+5% per level of experience. The characters artistic skills are nice, but not of professional quality, unless two skills are spent. Add a +15% bonus if this is done.
Language: Characters with a language skill can understand and speak in language other than their own native tongue. Language is one of the few skills that can be selected repeadtly in order to select several different languages. Each selection gives the character knowledge of a different language and costs one skill selection each time. Base Skill: 50%+5% per level of experience.
Literacy: Like the language skill the literacy skill allows the character to read other languages aside from their own native tongue. Each selection gives the character knowledge of a different written languages and costs one skill selection each time. Base Skill: 50%+5% per level of experience.
Lore: Zentraedi: This is the study of Zentraedi people, history, customs, philosophy, habits, apperance, weaknesses, stengths, powers, and abilities. It also includes basic information about the Robotech Masters. Base Skill: 30%+5% per level of experience.
Lore: Invid: This is a study of the Invid race. A very rare skill, only REF Field Scientists can acquire it, and they either learn it from Cabel & Exedore (as much as they might know) or through their encounters with the Hive Menace. Cannot be selected until level 3. Base Skill: 15%+5% per level of experience.

Weapon Proficiencies

W.P. Blunt (Revised): Training with all types of blunt weapons, including maces, hammers, cludgels, pipes, staves, and clubs. Bonuses: +1 to strike & parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels 5, 10, and 15; not designed for throwing.
W.P. Chain (Revised): Training with all types of chain weapons, including ordinary lengths of chain, the flail, ball or mach & chain, nunchaku, and similiar weapons. Bonuses: +1 to strike at levels 1, 3, 7, 10, and 13. +1 to parry at levels 4, 8, and 12. This weapon cannot be used to entangle and cannot be thrown with any accuracy!
W.P. Knife (Revised): Training with all types of knives. Bonuses: +1 to strike at levels 2, 4, 7, 10, and 13. +1 to parry at levesl 1, 3, 6, 9, and 12. +1 to strike when thrown at levels 1, 3, 6, 8, 10, and 13.
W.P. Polearm: Training with all types of large, bladed spear-like waepons, including the glaive, saber halberd, runka, scythe and voulge, among others. Bonuses: +2 damage at levels two & eight! +1 to strike & parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levesl 3, 7, and 12; not designed for throwning.
W.P. Battle Axe: Training with all types of large axe weapons, including single blade and double bladed head axes & picks. Bonuses: +1d6 to damage at level two! +1 to strike at levels 1, 3, 5, 8, 12 and 15. +1 to strike when thrown at levels 2, 4, 8, and 12; not design for throwing.
W.P. Shield: Combat skills with large and small shields used primarily for parrying & self defense. Bonuses: +1 to parry at levels 1, 3, 6, 9, 12 and 15. A shield can be used in one hand and a weapon in the other.
Damage to shields (optional): Subtract 10% of the damage that would normally be inflicted by a weapon when blocked/parried by a shield. Well all S.D.C./M.D.C. is gone, the shield has to many holes, cracks, and weaknesses to offer protection. The next strike will punch right thrown or shatter it and hit the user at full force and full damage. W.P. Spear: Combat skill with large and small spear (the use of a rifle equipped with a bayonet also falls into this catagory). Bonuses: +1 to strike and parry at levels 1, 3, 5, 8, 11 and 13. +1 to strike when thrown at levels 3, 6, 10 and 14.
W.P. Staff: Combat skill with large and small staffs. Bonuses: +1 to stirke at levels 1, 3, 7, 10 and 13. +1 to parry at 2, 5, 8, 11 and 14. +1 to strike when thrown at levels 5, 10, and 15; not designed for throwing.
W.P. Heavy Energy: Includes all types of Mecha Gun-Pods, Particle Beam Rifles, Plasma Ejectors, and similiar high-tech mega-damage weapons.

MORE COMING SOON!

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