Palladium Unified Skill List

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Dark Lord
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Location: DIMENSION MASTER: PHASE WORLD

Palladium Unified Skill List

Post by Dark Lord »

Palladium Unified Skill List

This standardized list is a reference for characters on which skills are available. Skills from across a range of books are here in one convenient list.

Please note:
  • Skills do not stop advancing at 98%.
  • A skill roll of 97-00 is always a critical failure regardless of one's level of skill.
  • Skills at a level different than that of the character should have the level of the skill noted in parenthesis after the skill percentage.
SECONDARY SKILL SELECTION: Only those skills listed below and marked with an (s) are selectable as a secondary skill.

Key:
  • * These skills provide additional percentage bonuses or special skills. Full details can be found under the appropriate skill description.
  • + This skill has prerequisites. See skill description for full details.
  • (s) Indicates the skill can be taken as a secondary skill.
  • Skills in orange can be found in The Rifts Game Master Guide.
  • Skills in blue can be found in Robotech: The Shadow Chronicles.
  • Skills in green can be found in Robotech: The Macross Saga.
  • Skills in Red can be found in PFRPG.
  • Skills in pink can be found in After the Bomb (2001 version).
Communications
*Advanced Electronic Warfare 30% (+5%)
(s) *Barter 30% (+4%)
(s) + Creative Writing 25% (+5%)
+ Cryptography 25% (+5%)
(s) + Electronic Countermeasures 30% (+5%)
(s) Language: Native Tongue 88% (+1%)
(s) Language: Other 50% (+3%)
  • American (English)
  • Chinese
  • Demogogian (Gargoyles, Brodkil, Daemonix, Deevils, Demons, and other Supernatural Beings)
  • Dragonese/Elven
  • Euro
  • Faerie Speak
  • Gobbley
  • Japanese
  • Russian
  • Spanish
  • Various Racial Languages
+ Laser Communications 30% (+5%)
Linguistics 30% (+6%)
(s) Literacy: Native Language 40% (+5%)
(s) Literacy: Other 30% (+5%)
  • Techno-can 50% (+3%) [Not a spoken language]
  • Braille 50% (+3%) [Not a spoken language]
(s) * Optic Systems 30% (+5%)
(s) * Performance 30% (+5%)
(s) * Public Speaking 30% (+5%)
(s) Radio: Basic 45% (+5%)
(s) Sensory Equipment 30% (+5%)
(s) Sign Language 25% (+5%)
(s) Sing 35% (+5%)
+ Surveillance 30% (+5%)
T.V./Video 25% (+5%)

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Advanced Electronic Warfare 30% [size=85](+5%)[/size]
Barter 30% [size=85](+4%)[/size]
Creative Writing 25% [size=85](+5%)[/size]
Cryptography 25% [size=85](+5%)[/size]
Electronic Countermeasures 30% [size=85](+5%)[/size]
Language: Native Tongue 88% [size=85](+1%)[/size]
Language: Other 50% [size=85](+3%)[/size]
Laser Communications 30% [size=85](+5%)[/size]
Literacy: Native Language 40% [size=85](+5%)[/size]
Literacy: Other 30% [size=85](+5%)[/size]
Techno-can 50% [size=85](+3%)[/size]
Optic Systems 30% [size=85](+5%)[/size]
Performance 30% [size=85](+5%)[/size]
Public Speaking 30% [size=85](+5%)[/size]
Radio: Basic 45% [size=85](+5%)[/size]
Sensory Equipment 30% [size=85](+5%)[/size]
Sign Language 25% [size=85](+5%)[/size]
Sing 35% [size=85](+5%)[/size]
Surveillance 30% [size=85](+5%)[/size]
T.V./Video 25% [size=85](+5%)[/size]
Cowboy
Branding 50% (+5%)
Breaking/Taming Wild Horses 20% (+5%)
Herding Cattle 30% (+5%)
Horsemanship: Cowboy 66%/50% (+3%)
Horsemanship: Exotic Animals 30%/20% (+5%)
Lore: American Indians 25% (+5%)
Lore: Cattle & Animals 30% (+5%)
Roping 20% (+5%)
(s) Teamster/Wagoner 45% (+5%)
*Trick Riding (special)
*W.P. Rope

Code: Select all

Branding 50% [size=85](+5%)[/size]
Breaking/Taming Wild Horses 20% [size=85](+5%)[/size]
Herding Cattle 30% [size=85](+5%)[/size]
Horsemanship: Cowboy 66%/50% [size=85](+3%)[/size]
Horsemanship: Exotic Animals 30%/20% [size=85](+5%)[/size]
Lore: American Indians 25% [size=85](+5%)[/size]
Lore: Cattle & Animals 30% [size=85](+5%)[/size]
Roping 20% [size=85](+5%)[/size]
Teamster/Wagoner 45% [size=85](+5%)[/size]
Trick Riding (special; see RUE Page 306)
W.P. Rope - [size=85]+1 to strike at levels 1, 4, 8, 12, and 15. +1 to entangle, and +1 to disarm. Note: the Roping skill gives an additional bonus of +2 to strike and +2 to disarm when using against humanoid targets.[/size]
Domestic
(s) Bonsai 50% (+4%)
(s) * Brewing: Basic 25%/30% (+5%)
(s) Cook 35% (+5%)
(s) Corroboree 30% (+4%)
(s) Dance 30% (+5%)
(s) Fishing 40% (+5%)
(s) Floral Arrangement (Ikebana) 30% (+3%)
(s) Gardening 36% (+4%)
(s) Go 30% (+5%)
(s) Housekeeping 35% (+5%)
(s) Play Musical Instrument 35% (+5%)
(s) Poetry (Haiku) 35% (+5%)
(s) Recycle 30% (+5%)
(s) Rock Painting and Engraving 36% (+4%)
(s) Sewing 40% (+5%)
(s) Sing 35% (+5%)
(s) Wardrobe & Grooming 50% (+4%)

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Bonsai 50% [size=85](+4%)[/size]
Brewing: Basic 25%/30% [size=85](+5%)[/size]
Cook 35% [size=85](+5%)[/size]
Corroboree 30% [size=85](+4%)[/size]
Dance 30% [size=85](+5%)[/size]
Fishing 40% [size=85](+5%)[/size]
Floral Arrangement (Ikebana) 30% [size=85](+3%)[/size]
Gardening 36% [size=85](+4%)[/size]
Go 30% [size=85](+5%)[/size]
Housekeeping 35% [size=85](+5%)[/size]
Play Musical Instrument 35% [size=85](+5%)[/size]
Poetry (Haiku) 35% [size=85](+5%)[/size]
Recycle 30% [size=85](+5%)[/size]
Rock Painting and Engraving 36% [size=85](+4%)[/size]
Sewing 40% [size=85](+5%)[/size]
Sing 35% [size=85](+5%)[/size]
* Wardrobe & Grooming 50% [size=85](+4%)[/size]
Electrical
(s) Basic Electronics 30% (+5%)
(s) Computer Repair 30% (+5%)
+ Electrical Engineer 35% (+5%)
+ Electricity Generation 50% (+5%)
+ Robot Electronics 30% (+5%)

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Basic Electronics 30% [size=85](+5%)[/size]
Computer Repair 30% [size=85](+5%)[/size]
Electrical Engineer 35% [size=85](+5%)[/size]
Electricity Generation 50% [size=85](+5%)[/size]
Robot Electronics 30% [size=85](+5%)[/size]
Espionage
* + Computer Hacking 20% (+5%)
Detect Ambush 30% (+5%)
* Detect Concealment 25% (+5%)
* Disguise 25% (+5%)
* Escape Artist 30% (+5%)
* Forgery 20% (+5%)
* Impersonation 30%/16% (+4%)
Intelligence 32% (+4%)
Interrogation 30% (+5%)
Pick Locks 30% (+5%)
Pick Pockets 25% (+5%)
* Sniper
Surveillance 30% (+5%)
Tracking: People 25% (+5%)
Undercover Ops 30% (+5%)
Wilderness Survival 30% (+5%)

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Computer Hacking 20% [size=85](+5%)[/size]
Detect Ambush 30% [size=85](+5%)[/size]
Detect Concealment 25% [size=85](+5%)[/size]
Disguise 25% [size=85](+5%)[/size]
Escape Artist 30% [size=85](+5%)[/size]
Forgery 20% [size=85](+5%)[/size]
Impersonation 30%/16% [size=85](+4%)[/size]
Intelligence 32% [size=85](+4%)[/size]
Interrogation 30% [size=85](+5%)[/size]
Pick Locks 30% [size=85](+5%)[/size]
Pick Pockets 25% [size=85](+5%)[/size]
Sniper
Surveillance 30% [size=85](+5%)[/size]
Tracking: People 25% [size=85](+5%)[/size]
Undercover Ops 30% [size=85](+5%)[/size]
Wilderness Survival 30% [size=85](+5%)[/size]
Horsemanship
(s) * Horsemanship: General 40%/20% (+4%)
* Horsemanship: Cowboy 66%/50% (+3%)
* Horsemanship: Cossack 55%/45% (+5%)
* Horsemanship: Knight 40%/30% (+5%)
* Horsemanship: Cyberknight 70%/50% (+3%)
* Horsemanship: Equestrian 40%/30% (+5%)
(s) Horsemanship: Exotic Animals 30%/20% (+5%)

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Horsemanship: General 40%/20% [size=85](+4%)[/size]
Horsemanship: Cowboy 66%/50% [size=85](+3%)[/size]
Horsemanship: Cossack 55%/45% [size=85](+5%)[/size]
Horsemanship: Knight 40%/30% [size=85](+5%)[/size]
Horsemanship: Cyberknight 70%/50% [size=85](+3%)[/size]
Horsemanship: Equestrian 40%/30% [size=85](+5%)[/size]
Horsemanship: Exotic Animals 30%/20% [size=85](+5%)[/size]
Mechanical
Aircraft Mechanics 25% (+5%)
(s) Automotive Mechanics 25% (+5%)
(s) Basic Mechanics 30% (+5%)
+ Bioware Mechanics 30% (+5%)
* Field Armorer & Munitions Expert 40% (+5%)
+ Locksmith 25% (+5%)
+ Mechanical Engineer 25% (+5%)
+ Robot Mechanics 20% (+5%)
*Drive Repair 30% (+5%)
*Satellite Systems 30% (+5%)
* + Spaceship Mechanics 22% (+5%)
Submersible Vehicle Mechanics 25% (+5%)
* Vehicle Armorer 30% (+5%)
* + Weapons Engineer 25% (+5%)
* Weapon Systems 40% (+5%)

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Aircraft Mechanics 25% [size=85](+5%)[/size]
Automotive Mechanics 25% [size=85](+5%)[/size]
Basic Mechanics 30% [size=85](+5%)[/size]
Bioware Mechanics 30% [size=85](+5%)[/size]
Field Armorer & Munitions Expert 40% [size=85](+5%)[/size]
Locksmith 25% [size=85](+5%)[/size]
Mechanical Engineer 25% [size=85](+5%)[/size]
Robot Mechanics 20% [size=85](+5%)[/size]
Drive Repair 30% [size=85](+5%)[/size]
Satellite Systems 30% [size=85](+5%)[/size]
Spaceship Mechanics 22% [size=85](+5%)[/size]
Submersible Vehicle Mechanics 25% [size=85](+5%)[/size]
Vehicle Armorer 30% [size=85](+5%)[/size]
Weapons Engineer 25% [size=85](+5%)[/size]
Weapon Systems 40% [size=85](+5%)[/size]
Medical
(s) Animal Husbandry 35% (+5%)
* Brewing: Medicinal 25%/30% (+5%)
* + Crime Scene Investigation 35% (+5%)
Clinical Genetics 35% (+5%)
+ Cybernetic Medicine 40%/60% (+5%)
Dentistry 50% (+5%)
+ Entomological Medicine 40%/20% (+5%)
* Field Surgery 16% (+4%)
(s) First Aid 45% (+5%)
+ Forensics 35% (+5%)
* Holistic Medicine 30%/20% (+5%)
+ Juicer Technology 40% (+5%)
+ Medical Doctor 60%/50% (+5%)
* + Pathology 40% (+5%)
Paramedic 40% (+5%)
+ Psychology 35% (+5%)
+ Radiology 70% (+3%)
Sea Holistic Medicine 20% (+5%)
+ Veterinary Science 50% (+4%)

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Animal Husbandry 35% [size=85](+5%)[/size]
Brewing: Medicinal 25%/30% [size=85](+5%)[/size]
Clinical Genetics 35% [size=85](+5%)[/size]
Crime Scene Investigation 35% [size=85](+5%)[/size]
Cybernetic Medicine 40%/60% [size=85](+5%)[/size]
Dentistry 50% [size=85](+5%)[/size]
Entomological Medicine 40%/20% [size=85](+5%)[/size]
Field Surgery 16% [size=85](+4%)[/size]
First Aid 45% [size=85](+5%)[/size]
Forensics 35% [size=85](+5%)[/size]
Holistic Medicine 30%/20% [size=85](+5%)[/size]
Juicer Technology 40% [size=85](+5%)[/size]
Medical Doctor 60%/50% [size=85](+5%)[/size]
Pathology 40% [size=85](+5%)[/size]
Paramedic 40% [size=85](+5%)[/size]
Psychology 35% [size=85](+5%)[/size]
Radiology 70% [size=85](+3%)[/size]
Sea Holistic Medicine 20% [size=85](+5%)[/size]
Veterinary Science 50% [size=85](+4%)[/size]
Military
(s) Camouflage 20% (+5%)
Demolitions 60% (+3%)
Demolitions Disposal 60% (+3%)
Demolitions: Underwater 56% (+3%)
Falconry 30% (+5%)
* Field Armorer & Munitions Expert 40% (+5%)
Find Contraband 26% (+4%)
* Forced March
* Heraldry 15%/20% (+5%)
* Leadership
Military Etiquette 35% (+5%)
Military Fortifications 30% (+5%)
Military History 30% (+5%)
  • General
  • Pre-Rifts
  • By Specific Post-Rifts Nation
Military Sign Language 40% (+5%)
Military Tactics 35% (+5%)
Naval History (General) 30% (+5%)
Naval Tactics 25% (+5%)
NBC Warfare 35% (+5%)
Parachuting 40% (+5%)
(s) Recognize Weapon Quality 25% (+5%)
* Ship to Ship Combat 25% (+5%)
* Space Defense Systems 30% (+5%)
Trap Construction 20% (+4%)
Trap & Mine Detection 20% (+5%)

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Camouflage 20% [size=85](+5%)[/size]
Demolitions 60% [size=85](+3%)[/size]
Demolitions Disposal 60% [size=85](+3%)[/size]
Demolitions: Underwater 56% [size=85](+3%)[/size]
Falconry 30% [size=85](+5%)[/size]
Field Armorer & Munitions Expert 40% [size=85](+5%)[/size]
Find Contraband 26% [size=85](+4%)[/size]
Forced March
Heraldry 15%/20% [size=85](+5%)[/size]
Leadership
Military Etiquette 35% [size=85](+5%)[/size]
Military Fortifications 30% [size=85](+5%)[/size]
Military History: General 30% [size=85](+5%)[/size]
Military History: Pre-Rifts 30% [size=85](+5%)[/size]
Military History: By Specific Post-Rifts Nation 30% [size=85](+5%)[/size]
Military Sign Language 40% [size=85](+5%)[/size]
Military Tactics 35% [size=85](+5%)[/size]
Naval History (General) 30% [size=85](+5%)[/size]
Naval Tactics 25% [size=85](+5%)[/size]
NBC Warfare 35% [size=85](+5%)[/size]
Parachuting 40% [size=85](+5%)[/size]
Recognize Weapon Quality 25% [size=85](+5%)[/size]
Ship to Ship Combat 25% [size=85](+5%)[/size]
Space Defense Systems 30% [size=85](+5%)[/size]
Trap Construction 20% [size=85](+4%)[/size]
Trap & Mine Detection 20% [size=85](+5%)[/size]
Physical
No HTH Training
(s) HTH Basic
HTH Expert
HTH Martial Arts
HTH Commando
HTH Assassin
HTH Aikido
HTH Judo
HTH Jujitsu
HTH Karate
HTH Kendo
HTH Ninjitsu/Tai-Jutsu
HTH Teng Jutsu
HTH Zanji Shinjinken-Ryu
* Acrobatics
* (s) Aerobic Athletics
* (s) Athletics (General)
* (s) Body Building & Weight Lifting
* Boxing
(s) Climbing 40% (+5%)
  • Rappelling 30% (+5%)
* Deadball
* + Fencing
* Forced March
* Gymnastics
(s) Ice Skating 35% (+5%)
(s) Snow Skiing 40% (+5%)
* Juicer Football 32% (+4%)
* Juicer Murderthon
* Juggling 35% (+5%)
* Kick Boxing
* + Outdoorsmanship
* Physical Labor
Prowl 25% (+5%)
(s) * Running
* Zero Gravity Combat (Basic)
* Zero Gravity Combat (Advanced)
* Depressurization Training
Movement in Zero Gravity (P.P. multiplied by 5%) (+5%)
* Oxygen Conservation 30% (+5%)
(s) Swimming 50% (+5%)
+ S.C.U.B.A. 25% (+5%)
* Wrestling

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HTH Basic
HTH Expert
HTH Martial Arts
HTH Commando
HTH Assassin
HTH Aikido
HTH Judo
HTH Jujitsu
HTH Karate
HTH Kendo
HTH Ninjitsu/Tai-Jutsu
HTH Teng Jutsu
HTH Zanji Shinjinken-Ryu
Acrobatics
--Sense of Balance 50% [size=85](+3%)[/size]
--Walk Tightrope or High Wire 60% [size=85](+3%)[/size]
--Back Flip 60% [size=85](+2%)[/size]
--Basic Prowl Ability 30% [size=85](or adds +5% to Prowl skill)[/size]
--Basic Climb Ability 40% [size=85](or adds +15% to Climbing skill)[/size]
Aerobic Athletics
--Sense of Balance 30% [size=85](+5%)[/size]
Athletics (General)
Body Building & Weight Lifting
Boxing
Climbing/Rappelling 40/30% [size=85](+5%)[/size]
Deadball
Fencing
Forced March
Gymnastics
--Sense of Balance 50% [size=85](+3%)[/size]
--Work Parallel Bars & Rings 60% [size=85](+3%)[/size]
--Back Flip 70% [size=85](+2%)[/size]
--Basic Prowl Ability 30% [size=85](or adds +5% to Prowl skill)[/size]
--Basic Climb Ability 25% [size=85](or adds +5% to Climbing skill)[/size]
--Climb Rope/Rappel 60% [size=85](+2%)[/size]
Juicer Football 32% [size=85](+4%)[/size] 
Juicer Murderthon
Juggling 35% [size=85](+5%)[/size]
Kick Boxing
Outdoorsmanship
Physical Labor
Prowl 25% [size=85](+5%)[/size]
Running
Zero Gravity Combat (Basic)
Zero Gravity Combat (Advanced)
Depressurization Training
Movement in Zero Gravity (P.P. multiplied by 5%) [size=85](+5%)[/size]
Oxygen Conservation 30% [size=85](+5%)[/size]
Swimming 50% [size=85](+5%)[/size]
S.C.U.B.A. 25% [size=85](+5%)[/size] 
Wrestling
Pilot
Civilian
Advanced Deep Sea Diving 40% (+5%)
* Aerobatics
Pilot: Airplane 50% (+4%)
(s) Pilot: Automobile 60% (+2%)
(s) Bicycling 44% (+4%)
(s) Pilot: Boats: Motorboat, Race & Hydrofoil 55% (+5%)
(s) Pilot: Boats: Paddle/Canoe Types 50% (+5%)
(s) Pilot: Boats: Sail Types 60% (+5%)
+ Boats: Ships/Seamanship (Sailing ships 45% (+5%); Motor Driven Ships: 40% (+5%)
Pilot: Contragravity Pack 42% (+4%)
(s) Pilot: EVA 40% (+5%)

Pilot: Helicopter 35% (+5%)
(s) Horsemanship: General 40%/20% (+4%)
(s) Pilot: Hover Craft (Ground) 50% (+5%)
(s) Pilot: Hovercycles, Skycycles & Rocket Bikes 70% (+3%)
Pilot: Jet Aircraft 40% (+4%)
Pilot: Jet Packs 42% (+4%)
(s) Pilot: Motorcycles & Snowmobiles 60% (+4%)
Pilot: Road Train 40% (+4%)
Pilot: Robots and Power Armor 56% (+3%)
* Robot (and Power Armor) Combat: Basic
Pilot: Spacecraft: Small 60% (+3%)
Pilot: Spacecraft General 50% (+4%)
Pilot: Spacecraft Advanced 40% (+4%)
Pilot: Space: Yacht 44% (+4%)

(s) Teamster/Wagoner 45% (+5%)
Pilot: Tracked & Construction Vehicles 40% (+4%)
Pilot: Truck 40% (+4%)
(s) Pilot: Water Scooters 50% (+5%)
(s) Pilot: Water Skiing & Surfing 40% (+4%)
Pilot: Wingrider Flying Wing 15% (+5%)

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[u]Civilian[/u]
Advanced Deep Sea Diving 40% [size=85](+5%)[/size]
Aerobatics
Pilot: Airplane 50% [size=85](+4%)[/size]
Pilot: Automobile 60% [size=85](+2%)[/size]
Bicycling 44% [size=85](+4%)[/size]
Pilot: Boats: Motorboat, Race & Hydrofoil 55% [size=85](+5%)[/size]
Pilot: Boats: Paddle/Canoe Types 50% [size=85](+5%)[/size]
Pilot: Boats: Sail Types 60% [size=85](+5%)[/size]
Boats: Ships/Seamanship (Sailing ships 45% [size=85](+5%)[/size]; Motor Driven Ships: 40% [size=85](+5%)[/size]
Pilot: Contragravity Pack 42% [size=85](+4%)[/size]
(s) Pilot: EVA 40% [size=85](+5%)[/size]
Pilot: Helicopter 35% [size=85](+5%)[/size]
Horsemanship: General 40%/20% [size=85](+4%)[/size]
Pilot: Hover Craft (Ground) 50% [size=85](+5%)[/size]
Pilot: Hovercycles, Skycycles & Rocket Bikes 70% [size=85](+3%)[/size]
Pilot: Jet Aircraft 40% [size=85](+4%)[/size]
Pilot: Jet Packs 42% [size=85](+4%)[/size]
Pilot: Motorcycles & Snowmobiles 60% [size=85](+4%)[/size]
Pilot: Road Train 40% [size=85](+4%)[/size]
Pilot: Robots and Power Armor 56% [size=85](+3%)[/size]
Robot (and Power Armor) Combat: Basic
Pilot: Spacecraft: Small 60% [size=85](+3%)[/size]
Pilot: Spacecraft General 50% [size=85](+4%)[/size]
Pilot: Spacecraft Advanced 40% [size=85](+4%)[/size]
Pilot: Space: Yacht 44% [size=85](+4%)[/size]
Teamster/Wagoner 45% [size=85](+5%)[/size]
Pilot: Tracked & Construction Vehicles 40% [size=85](+4%)[/size]
Pilot: Truck 40% [size=85](+4%)[/size]
Pilot: Water Scooters 50% [size=85](+5%)[/size]
Pilot: Water Skiing & Surfing 40% [size=85](+4%)[/size]
Military:
* Combat Driving
* Combat Flying
* Pilot: Combat Flight System 40% (+5%)
Pilot: Combat Helicopters 52% (+3%)
* Pilot: Combat Jump Bike 45% (+5%)
* Pilot: Combat Pod (Naruni Vehicle) 40% (+4%)
Pilot: Jet Fighters 40% (+4%)
Pilot: Robots and Power Armor 56% (+3%)
* Robot (and Power Armor) Combat: Basic
* Robot (and Power Armor) Combat: Elite
Pilot: Space Fighter 50% (+3%)
Pilot: Starships 36% (+4%)

Pilot: Submersibles 40% (+4%)
Pilot: Tanks & APCs 36% (+4%)
Pilot: Warships & Patrol Boats 40% (+4%)

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Combat Driving
Combat Flying
Pilot: Combat Flight System 40% [size=85](+5%)[/size]
Pilot: Combat Helicopters 52% [size=85](+3%)[/size]
Pilot: Combat Jump Bike 45% [size=85](+5%)[/size]
Pilot: Combat Pod (Naruni Vehicle) 40% [size=85](+4%)[/size]
Pilot: Jet Fighters 40% [size=85](+4%)[/size]
Pilot: Robots and Power Armor 56% [size=85](+3%)[/size]
Robot (and Power Armor) Combat: Basic
Robot (and Power Armor) Combat: Elite
Pilot: Space Fighter 50% [size=85](+3%)[/size]
Pilot: Starships 36% [size=85](+4%)[/size]
Pilot: Submersibles 40% [size=85](+4%)[/size]
Pilot: Tanks & APCs 36% [size=85](+4%)[/size]
Pilot: Warships & Patrol Boats 40% [size=85](+4%)[/size]
Pilot Related
+ Navigation 40% (+5%)
+ Navigation: Orbital 50% (+5%)
+ Navigation: Space 40% (+5%)

Sensory Equipment 30% (+5%)
* Weapon Systems 40% (+5%)

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Navigation 40% [size=85](+5%)[/size]
Navigation: Orbital 50% [size=85](+5%)[/size]
Navigation: Space 40% [size=85](+5%)[/size]
Sensory Equipment 30% [size=85](+5%)[/size]
Weapon Systems 40% [size=85](+5%)[/size]
Rogue
* Cardsharp 24% (+4%)
* + Computer Hacking 20% (+5%)
Concealment 20% (+4%)
* Find Contraband, Weapons, & Cybernetics 26% (+4%)
(s) Gambling: Standard 30% (+5%)
+ Gambling: Dirty Tricks 20% (+4%)
I.D. Undercover Agent 30% (+4%)
* Imitate Voice & Sounds 42%/36% (+4%)
* Palming 20% (+5%)
Pick Locks 30% (+5%)
Pick Pockets 25% (+5%)
Prowl 25% (+5%)
Roadwise 26% (+4%)
* + Safe-Cracking 20% (+4%)
* Seduction 20% (+3% plus Attribute bonuses)
* Streetwise 20% (+4%)
Streetwise: Drugs 25% (+5%)
* Tailing 30% (+5%) (Note: also a part of the Surveillance skill)
* Use & Recognize Poison 24%/16% (+4%)
Ventriloquism 16% (+4%)

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Cardsharp 24% [size=85](+4%)[/size]
Computer Hacking 20% [size=85](+5%)[/size]
Concealment 20% [size=85](+4%)[/size]
Find Contraband, Weapons, & Cybernetics 26% [size=85](+4%)[/size]
Gambling: Standard 30% [size=85](+5%)[/size]
Gambling: Dirty Tricks 20% [size=85](+4%)[/size]
I.D. Undercover Agent 30% [size=85](+4%)[/size]
Imitate Voice & Sounds 42%/36% [size=85](+4%)[/size]
Palming 20% [size=85](+5%)[/size]
Pick Locks 30% [size=85](+5%)[/size]
Pick Pockets 25% [size=85](+5%)[/size]
Prowl 25% [size=85](+5%)[/size]
Roadwise 26% [size=85](+4%)[/size]
Safe-Cracking 20% [size=85](+4%)[/size]
Seduction 20% [size=85](+3% plus Attribute bonuses)[/size]
Streetwise 25% [size=85](+5%)[/size]
Streetwise: Drugs 25% [size=85](+5%)[/size]
Tailing 30% [size=85](+5%)[/size]
Use & Recognize Poison 24%/16% [size=85](+4%)[/size]
Ventriloquism 16% [size=85](+4%)[/size]
Science
* Anthropology 30% (+5%)
* Archaeology 30%/20% (+5%)
* + Artificial Intelligence 30% (+3%)
(s) * + Astronomy & Navigation 30% (+5%)
+ Astrophysics 30% (+5%)
Biology 30% (+5%)
Botany 25% (+5%)
Chemistry 30% (+5%)
+ Chemistry: Analytical 25% (+5%)
* Chemistry: Pharmaceutical 30% (+5%)
+ Genetics 30% (+3%)
(s) Mathematics: Basic 45% (+5%)
(s) * Mathematics: Advanced 45% (+5%)
Marine Biology 35/25% (+5%)
Ocean Geographic Surveying 15% (+5%; +15% to read maps)
Oxygen Systems 58% (+4%)
Undersea Farming 35% (+5%)
Xenology 30% (+5%)
* Zoology 30% (+5%)

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Anthropology 30% [size=85](+5%)[/size]
Archaeology 30%/20% [size=85](+5%)[/size]
Artificial Intelligence 30% [size=85](+3%)[/size]
Astronomy & Navigation 30% [size=85](+5%)[/size]
Astrophysics 30% [size=85](+5%)[/size]
Biology 30% [size=85](+5%)[/size]
Botany 25% [size=85](+5%)[/size]
Chemistry 30% [size=85](+5%)[/size]
Chemistry: Analytical 25% [size=85](+5%)[/size]
Chemistry: Pharmaceutical 30% [size=85](+5%)[/size]
Genetics 30% [size=85](+3%)[/size]
Mathematics: Basic 45% [size=85](+5%)[/size]
Mathematics: Advanced 45% [size=85](+5%)[/size]
Marine Biology 35/25% [size=85](+5%)[/size]
Ocean Geographic Surveying 15% [size=85](+5%; +15% to read maps)[/size]
Oxygen Systems 58% [size=85](+4%)[/size]
Undersea Farming 35% [size=85](+5%)[/size]
Xenology 30% [size=85](+5%)[/size]
Zoology 30% [size=85](+5%)[/size]
Technical
(s) Advanced Fishing 30% (+5%)
(s) Appraise Antiques 30% (+5%)
(s) * Appraise Goods 30% (+5%)
(s) Art 35% (+5%)
(s) Begging 30% (+3%)
(s) Breed Dogs 40%/20% (+5%)
(s) + Calligraphy 35% (+5%)
(s) + Computer Operation 40% (+5%)
(s) + Computer Programming 30% (+5%)
* + Cyberjacking 50% (+3%)
Cybernetics: Basic 25% (+5%)
(s) Damage Control and Disaster Response 35% (+5%)
(s) * Excavation 30% (+5%)[/color]
(s) Falconry 30% (+5%)
(s) Firefighting 30% (+5%)
(s) * Gemology 25% (+5%)
(s) General Repair & Maintenance 35% (+5%)
(s) History: Pre-Rifts 32%/24% (+4%)
(s) History: Post-Apocolypse 35/30% (+5%)
(s) + Jury-Rig 25% (+5%)
(s) Law: General 35% (+5%)
(s) Law: CS 35% (+5%)
Law: Space: CCW/Phase World 30% (+5%)
(s) Leather Working 40% (+5%)
(s) * Lore: Aborigines 25% (+5%)
(s) * Lore: American Indians 25% (+5%)
(s) Lore: Australian Cities 20% (+5%)
(s) Lore: D-Bee 25% (+5%)
(s) Lore: Cattle & Animals 30% (+5%)
(s) Lore: Demons & Monsters 30% (+5%)
Lore: Dimensions 15% (+5%)
The study of various dimensions. Those knowledgeable in this skill will have studied several different dimensions and will know such things as Hades is the home to demons and what demons live there, Wormwood is referred to as the Living Planet, and Phase World resides in the Three Galaxies where the Naruni and Splugorth are known to trade, among other odd tidbits as they relate to various dimensions. Extremely alien dimensions may impose anywhere from a -15% to -50% skill penalty, while places the character has personally visited on three or more occasion provide a +15% skill bonus.

(s) Lore: Dreamtime Culture 20% (+5%)
(s) Lore: Faeries & Creatures of Magic 25% (+5%)
Lore: Galactic Aliens 25% (+5%)
(s) Lore: Geomancy & Ley Lines 30% (+5%)
(s) Lore: Juicers 30% (+5%)
(s) * Lore: Magic
(s) Lore: Psychics & Psionics 25% (+5%)
(s) Lore: Religion 30% (+5%)
(s) Lore: Vampires 20% (+5%)
(s) Masonry 40% (+5%)
(s) Metalwork and Forge 30% (+3%) ((see here))
(s) Mining (also includes Prospecting) 35% (+5%)
(s) * Mythology 30% (+5%)
(s) Philosophy 30% (+5%)
(s) Photography 35% (+5%)
(s) Recycling 30% (+5%)
(s) * Research 40% (+5%)
(s) Rope Works 30% (+5%)
(s) Salvage 35% (+5%)
(s) Shape, Engrave, Etch & Emboss Metal 35% (+3%) ((see here))
Space Contacts 6% (+2%)
(s) Teamster/Wagoner 45% (+5%)
(s) Ventriloquism 16% (+4%)
(s) Whittling & Sculpture 30% (+5%)

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Advanced Fishing 30% [size=85](+5%)[/size]
Appraise Antiques 30% [size=85](+5%)[/size]
Appraise Goods 30% [size=85](+5%)[/size]
Art 35% [size=85](+5%)[/size]
Begging 30% [size=85](+3%)[/size]
Breed Dogs 40%/20% [size=85](+5%)[/size]
Calligraphy 35% [size=85](+5%)[/size]
Computer Operation 40% [size=85](+5%)[/size]
Computer Programming 30% [size=85](+5%)[/size]
Cyberjacking 50% [size=85](+3%)[/size]
Cybernetics: Basic 25% [size=85](+5%)[/size]
Damage Control and Disaster Response 35% [size=85](+5%)[/size]
Excavation & Rescue 30% [size=85](+5%)[/size]
Falconry 30% [size=85](+5%)[/size]
Firefighting 30% [size=85](+5%)[/size]
Gemology 25% [size=85](+5%)[/size]
General Repair & Maintenance 35% [size=85](+5%)[/size]
History: Pre-Rifts 32%/24% [size=85](+4%)[/size]
History: Post-Apocolypse 35/30% [size=85](+5%)[/size]
Jury-Rig 25% [size=85](+5%)[/size]
Law: General 35% [size=85](+5%)[/size]
Law: CS 35% [size=85](+5%)[/size]
Law: Space: CCW/Phase World 30% [size=85](+5%)[/size]
Leather Working 40% [size=85](+5%)[/size]
Lore: Aborigines 25% [size=85](+5%)[/size]
Lore: American Indians 25% [size=85](+5%)[/size]
Lore: Australian Cities 20% [size=85](+5%)[/size]
Lore: D-Bee 25% [size=85](+5%)[/size]
Lore: Cattle & Animals 30% [size=85](+5%)[/size]
Lore: Demons & Monsters 30% [size=85](+5%)[/size]
Lore: Dimensions 15% [size=85](+5%)[/size] [in=Skill Description]The study of various dimensions. Those knowledgeable in this skill will have studied several different dimensions and will know such things as Hades is the home to demons and what demons live there, Wormwood is referred to as the Living Planet, and Phase World resides in the Three Galaxies where the Naruni and Splugorth are known to trade, among other odd tidbits as they relate to various dimensions. Extremely alien dimensions may impose anywhere from a -15% to -50% skill penalty, while places the character has personally visited on three or more occasion provide a +15% skill bonus.[/in]
Lore: Dreamtime Culture 20% [size=85](+5%)[/size]
Lore: Faeries & Creatures of Magic 25% [size=85](+5%)[/size]
Lore: Galactic Aliens 25% [size=85](+5%)[/size]
Lore: Geomancy & Ley Lines 30% [size=85](+5%)[/size]
Lore: Juicers 30% [size=85](+5%)[/size]
Lore: Magic
[size=85]--General Knowledge: 25% (+5%)
--Recog. Magic Circles, Runes, etc: 15% (+5%)
--Recognize Enchantment 10% (+4%)[/size]
Lore: Psychics & Psionics 25% [size=85](+5%)[/size]
Lore: Religion 30% [size=85](+5%)[/size]
Lore: Vampires 20% [size=85](+5%)[/size]
Masonry 40% [size=85](+5%)[/size]
Metalwork and Forge 30% [size=85](+3%)[/size]
Mining (also includes Prospecting) 35% [size=85](+5%)[/size]
Mythology 30% [size=85](+5%)[/size]
Philosophy 30% [size=85](+5%)[/size]
Photography 35% [size=85](+5%)[/size]
Recycling 30% [size=85](+5%)[/size]
Research 40% [size=85](+5%)[/size]
Rope Works 30% [size=85](+5%)[/size]
Salvage 35% [size=85](+5%)[/size]
Shape, Engrave, Etch & Emboss Metal 35% [size=85](+3%)[/size]
Space Contacts 6% [size=85](+2%)[/size]
(s) Teamster/Wagoner 45% [size=85](+5%)[/size]
Ventriloquism 16% [size=85](+4%)[/size]
Whittling & Sculpture 30% [size=85](+5%)[/size]
Weapon Proficiency
Ancient Weapons
(s) W.P. Archery
(s) W.P. Axe
(s) W.P. Blunt
(s) W.P. Bola
(s) W.P. Boomerang
(s) W.P. Chain
W.P. Deadball
(s) W.P. Forked
(s) W.P. Grappling Hook
(s) W.P. Knife
W.P. Mouth Weapons
W.P. Paired Weapons (see RUE p. 327)
(s) W.P. Pole Arm
(s) W.P. Quick Draw
(s) W.P. Rope
(s) W.P. Shield
(s) W.P. Spear (rifle equipped with bayonet falls into this category, as do tridents)
(s) W.P. Staff
(s) W.P. Sword
(s) W.P. Targeting
(s) W.P. Whip

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W.P. Archery - [size=85]+1 to strike at levels 1, 2, 4, 6, 8, 10, 12,and 14. +1 to parry with the bow itself at level 1, and +1 to disarm at levels 2, 5, 10,and 15. 
[u]Rate of Fire:[/u] As per the character's hand-to-hand attacks per melee.
[u]Range[/u]: Range is listed on page 326 of RUE, but a trained archer can try a shot at 50% greater distance but does so without the benefit of any bonuses to strike or disarm.[/size]
W.P. Axe - [size=85]+1 to strike and parry at levels 2, 5, 8, 12, and 15. +1 to strike when thrown at levels 5, 8, and 12; not designed for throwing.[/size]
W.P. Blunt - [size=85]+1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels 5, 10, and 15; not designed for throwing.[/size]
W.P. Bola - [size=85]+1 to strike, disarm and entangle at levels 2, 5, 10 and 15.[/size]
W.P. Boomerang - [size=85]+1 to strike at levels 1, 3, 5, 7, 10 and 15. +1 to damage at levels 2, 5, 9, 11 and 15.[/size]
W.P. Chain - [size=85]+1 to strike at levels 1, 3, 7, 10, and 13. +1 to parry at levels 4, 8, and 12. Cannot be used to entangle, and cannot be thrown with any accuracy (-3 to strike when thrown). [/size]
W.P. Deadball - [size=85](See GMG p. 80)[/size]
W.P. Forked - [size=85]+1 to Strike or Entangle at levels 1, 3, 5, 8, 11, and 13. +1 to parry at levels, 1, 3, 6, 10, and 13. +1 to strike when thrown at levels 4, 10, and 15; not really designed for throwing. [/size]
W.P. Grappling Hook - [size=85]+1 to Strike or Entangle when thrown/swung at levels 3, 6, 9, and 12. Cannot be used to parry with. [/size]
W.P. Knife - [size=85]+1 to strike at levels 2, 4, 7, 10, and 13. +1 to parry at levels, 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 1, 3, 6, 8, 10 and 13. [/size]
W.P. Mouth Weapons - [size=85]+1 to strike at levels 1, 4, 8 and 12. An extra shot per melee round at levels 3, 7 and 11.[/size] 
W.P. Paired Weapons (see RUE p. 327)
W.P. Pole Arm - [size=85]+2 to damage at levels 2 and 8. +1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels 3, 8, and 12; not designed for throwing. [/size]
W.P. Quick Draw - [size=85]Bonuses depend on P.P. score; 17 or less: +1 to initiative; 18-23: +2 to initiative; 24-30: +3 to initiative; 31+: +4 to initiative[/size]
W.P. Rope - [size=85]+1 to strike at levels 1, 4, 8, 12, and 15. +1 to entangle, and +1 to disarm. Note: the Roping skill gives an additional bonus of +2 to strike and +2 to disarm when using against humanoid targets. [/size]
W.P. Shield - [size=85]+1 to Parry at levels 1, 3, 7, 10, and 13. +1 to strike with shield at levels 4, 8, and 12. Cannot be thrown.[/size]
W.P. Spear (rifle equipped with bayonet falls into this category, as do tridents) - [size=85]+1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 3, 6, 10, and 14. Maximum throwing range: 150 feet[/size]
W.P. Staff - [size=85]+1 to strike at levels 1, 3, 7, 10, and 13. +1 to parry at levels, 2, 5, 8, 11, and 14. +1 to strike when thrown at levels 5, 10, and 15; not designed for throwing. [/size]
W.P. Sword - [size=85]+1 to strike at levels 1, 3, 6, 9, 12, and 15. +1 to parry at levels 2, 4, 7, 10, and 13. +1 to strike when thrown at levels 4, 8, and 12; not designed for throwing. [/size]
W.P. Targeting - [size=85]+1 to strike at levels, 1, 3, 7, and 10. If you have W.P. Targeting AND another missile W.P. (but not weapons not designed for throwing), then you may combine the bonuses from both proficiencies.[/size] 
W.P. Whip - [size=85]+1 to strike, disarm, or entangle at levels 2, 4, 7, 10, and 13. +1 to damage at levels 2, 4, 8, and 12. Cannot be used to parry, nor can it be thrown.[/size]
Modern Weapons
(s) W.P. Handguns
(s) W.P. Rifles
(s) W.P. Shotgun
W.P. Sub-Machine Gun
W.P. Heavy Military Weapons - Includes grenade launchers, mortars, machine-guns, mini-guns, & S.D.C. and equivalent light M.D. weapon turrets.
W.P. Flame Throwers
W.P. Harpoon/Spear Gun
(s) W.P. Energy Pistol
(s) W.P. Energy Rifle
W.P. Heavy M.D. Weapons - Includes plasma ejectors, rail guns, rocket launchers, mini-missile launchers, & vehicular weapon turrets and cannons.
W.P. Sharpshooting

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[u]Modern Weapons[/u]
(s) W.P. Handguns
[list]+1 to strike at levels 2, 4, 6, 8, 10, 12, and 14. [/list]
(s) W.P. Rifles
[list]+1 to strike at levels 1, 3, 5, 7, 9, 11, and 13. [/list]
(s) W.P. Shotgun
[list]+1 to strike at levels 1, 3, 6, 10, and 14. [/list]
W.P. Sub-Machine Gun
[list]+1 to strike at levels 1, 3, 6, 9, 12, and 15. [/list]
W.P. Heavy Military Weapons
[list]+1 to strike at levels 1, 3, 6, 10, and 14. [/list]
W.P. Flame Throwers
[list]+1 to strike at levels, 2, 5, 10, and 15. [/list]
W.P. Harpoon/Spear Gun
[list]+1 to strike at levels 2, 4, 7, 10, and 15. [/list]
(s) W.P. Energy Pistol
[list]+1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15. [/list]
(s) W.P. Energy Rifle
[list]+1 to strike at levels 2, 4, 6, 8, 10, 12, and 14. [/list]
W.P. Heavy M.D. Weapons
[list]+1 to Strike at levels 2, 4, 7, 10, and 13. [/list]
W.P. Sharpshooting
[list][*]Available only to Man-at-Arms O.C.C.s
[*]Must be selected for each weapon type/category of weapon.
[*]Costs two O.C.C. Related skills during character generation. [color=#4000FF]If purchased via EP, this skill costs double.[/color]
[*]This skill is never available to robots, master psionics, practitioners of magic, dragons, demons or any creatures of magic or supernatural beings.
[*]Juicers, Crazies, and 'Borgs are limited to only one Sharpshooting skill.
[*]Characters cannot trade in Secondary Skills for the Sharpshooting skill during character generation.
[*]Can be combined with the W.P Archery & Targeting skill, but is applicable only to the sling, crossbow, and bow and arrow.
[*]See Page 80, New West Worldbook for further bonuses and details.[/list]
Wilderness
Blend 14% (+4%)
Boat Building 25% (+5%)
(s) * Carpentry 25% (+5%)
(s) Dowsing 20% (+5%)
(s) Fasting 40% (+3%)
(s) * Hunting
(s) Identify Plants & Fruit 25% (+5%)
(s) Land Navigation 36% (+4%)
(s) Outback Survival 58% (+2%)
(s) Preserve Foods 30% (+5%)
(s) Roadwise Australia 26% (+4%)
(s) * Skin & Prepare Animal Hides 30% (+5%)
* Spelunking 35% (+5%)
(s) Track & Trap Animals 20%/30% (+5%)
(s) Track and Hunt Sea Animals 35/25% (+5%)
(s) Undersea and Sea Survival 25% (+5%)
Underwater Navigation 30% (+4%)
Use Songlines 20% (+2%)

(s) Wilderness Survival 30% (+5%)

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Blend 14% [size=85](+4%)[/size]
Boat Building 25% [size=85](+5%)[/size]
Carpentry 25% [size=85](+5%)[/size]
Dowsing 20% [size=85](+5%)[/size]
Fasting 40% [size=85](+3%)[/size]
Hunting
Identify Plants & Fruit 25% [size=85](+5%)[/size]
Land Navigation 36% [size=85](+4%)[/size]
Outback Survival 58% [size=85](+2%)[/size]
Preserve Foods 30% [size=85](+5%)[/size]
Roadwise Australia 26% [size=85](+4%)[/size]
Skin & Prepare Animal Hides 30% [size=85](+5%)[/size]
Spelunking 35% [size=85](+5%)[/size]
Track & Trap Animals 20%/30% [size=85](+5%)[/size]
Track and Hunt Sea Animals 35/25% [size=85](+5%)[/size]
Undersea and Sea Survival 25% [size=85](+5%)[/size]
Underwater Navigation 30% [size=85](+4%)[/size]
Use Songlines 20% [size=85](+2%)[/size]
Wilderness Survival 30% [size=85](+5%)[/size]
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Dark Lord
Posts: 1935
Joined: Thu Feb 02, 2006 9:36 am
Location: DIMENSION MASTER: PHASE WORLD

Re: Unified Skill List for Palladium

Post by Dark Lord »

Communications

Linguistics
Linguistics is not a skill that gives the Player Character knowledge of a specific language. The Linguistics skill gives the Character knowledge on how language is formed and used in a cultural and biological context. Linguistics also allows the character to understand how nonverbal communications can work (body language, art, etc.), as well as the meaning behind communications, such as sarcasm, propaganda, etc. The linguist can also determine various "castes" or "classes" in speech, such as dialects, and differences in the speech of upper, middle, and lower class, and differences between prose, and poetry. The Linguist can also use this skill to understand or figure out basic meanings from languages with similar vocabularies (e.g. Spanish, Italian and French) or use correct forms of words if they
know a similar grammar structure (Russian, Latin, Greek). The linguist understands the various structures of languages, which gives a +5% to Cryptography if the code is language based.

Base Skill: 30% +6% per level of experience.
(From Rifter #51)


Languages/Literacy
Languages and literacies beyond those detailed above, such as ancient/dead languages or various species' native tongues, can be selected by the PC like normal if their GM approves. There should be some sort of narrative/background tie to this selection, and any player choosing this route does so with the full understanding that such languages are never (almost never, at GM discretion) spoken outside of the appropriate, very specific context. Thus, they run the risk of selecting a skill that is not useful.
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Dark Lord
Posts: 1935
Joined: Thu Feb 02, 2006 9:36 am
Location: DIMENSION MASTER: PHASE WORLD

Re: Unified Skill List for Palladium

Post by Dark Lord »

Pilot Combat Elite Skill Listing
NOTE: The player gets the bonus for Combat Elite for all model numbers listed under the category. EG: Pilot Elite Combat: Glitterboy (Ground) is one skill selection.

Glitterboy (Ground): See Ground-Based Power Armor for specific bonuses.
T-550, USA-G10, USA-G10A1, USA-G10A2, AA-GB7, QGB-100, QGB-100M, QGB-5-50, QGB-2-20, QGB-3-30, QGB-8-88, USA-G13 (Republican Model), USA-G100.

Glitterboy (Flying):
See Flying Power Armor for specific bonuses.
QPA-98, X-710 Hell Angel, USA-R107,

Glitterboy (Space):
See Flying Power Armor for specific bonuses.
USA-G13 (Cyberworks Model), USA-G14, USA-G15,

Glitterboy (Artillery): See Ground-Based Power Armor for specific bonuses.
QGB-7-70, X-700 Fatboy,

Light Power Armor (Ground):
See Ground-Based Power Armor for specific bonuses.
T-21, ATPA-85, H-Brand Ninjabot, NG-JK1A, NG-X44, NG-X32, NG-XP54, NG-X33, NG-MRU886, NG-X39, NG-MRU876, NG-UELX45, NG-GCCPA-03, NG-X67, NG-UELX42, NG-DX-001, NG-HX-02, NG-DB-003, CAI-50, CAS-30, CAI-100, PA-002G

Light Power Armor (Aquatic): See Ground-Based Power Armor for specific bonuses.
NG-X30, NG-NX12, NG-NX14

Light Power Armor (Flying):
See Flying Power Armor for specific bonuses.
FT-005, PA-101W, PA-102W, NG-11F, NG-UELX49, CAI-77 SPA

Light Power Armor (Space):
See Flying Power Armor for specific bonuses.
CAN-7V

Power Armor (Ground):
See Ground-Based Power Armor for specific bonuses.
NG-X9, K-Universal, K-Serpent, K-Manling, T-C20, T-31, PA-X-60, D-30, Kittani Raptor, IPA-40, IPA-45, AC-1, PA-10ML, NG-JK1B, BM-JAPEII, MM-61, QPA-201, QPA-101, APAA Rusty, APAB Bushbasher, NG-X114, NG-X11, NG-X44, NG-XF-103, NG-X112 Lynx, NG-X16, NG-X209, NG-X9 MK III, NG-X13, NG-X40, TPA-101, PA-E-1000, NE-SA40

Power Armor (Aquatic):
See Ground-Based Power Armor for specific bonuses.
M-1000, APA-15, LEA-50, Orca-50, IPA-70, PA-100, QPA-10, TC-A6

Power Armor (Flying): See Flying Power Armor for specific bonuses.
PA-06A, X-10A, PA-10A (Japanese SAMAS), IPA-60, IPA-62, SC-Mark III, PA-07A, PA-08A, PA-09-AVT, PA-09-AVT, PA-04A, WC-PA-02, FFPA Flying Fox, QPA-102, PRC-HY75, X-21, NG-XF17, X-10, G10-SX, NE-EA35, NE-X4-LH, NG-AX19

Power Armor (Space):
See Flying Power Armor for specific bonuses.
NE-AA30, NE-1A-TWPA

Heavy Power Armor (Ground): See Ground-Based Power Armor for specific bonuses.
K-Equestrian, X-1000, Kittani Firedrake, IPA-50, TPA-7, PA-200, PA-300, Ursa-HPA-09, PRC-STP100, X-80, X-1001, AM-II, NE-DXZ-07, NE-PA003, CAF-PA-10

Heavy Power Armor (Aquatic): See Ground-Based Power Armor for specific bonuses.
Orca-100, WFPA War Fish, TXD-100, PA-09A (Aquatic), CPA-1, TC-A12

Heavy Power Armor (Flying):
See Flying Power Armor for specific bonuses.
APA-100, X-11, MK-PA12, PA-09A (SAMAS)

Heavy Power Armor (Space):
See Flying Power Armor for specific bonuses.
MUTT, CX-11/93, SH-CCW100, IPA-WI-H, A-1

Psionic Power Armor: See Flying Power Armor for specific bonuses.
NF-V, NF-X

Light Robot (Ground): See Light Ground Robots for specific bonuses.
UAR-1, AX-44, NG-M56, EX-11, NG-SE48, NG-V10, NG-8000, X-500, X-535, G-9A, G-18B, QR-1, TR-002, TR-003, TR-004B, TC-R5, TRF-107

Light Robot (Aquatic):
See Light Ground Robots for specific bonuses.
PA-20B

Light Robot (Flying):
See Light Ground Robots for specific bonuses.
NG-M57-2N1, K-ATV Hover Jet, K-GTRV Land Skimmer, Phoenix Sand Skimmer, Phoenix Sand Cralwer, THAR-06

Light Robot (Space): See Light Ground Robots for specific bonuses.
*None at present

Robot (Ground): See Light Ground Robots for specific bonuses.
TR-001, NG-V32, NG-V61, NG-V7 (Block I, II and III), NG V58, NG-V39, IR-2020, IR-2040, IR-2070, IAR-5, WH-GAR-06, X-4600, R-050, MRR-01X, N-SR20, AM-XX

Robot (Aquatic):
See Light Ground Robots for specific bonuses.
X-6000, PA-10A (Naval SAMAS)

Robot (Flying): See Light Ground Robots for specific bonuses.
IR-2060

Robot (Space): See Light Ground Robots for specific bonuses.
MR-100, L-7, K-TRF-M,

Heavy Robot (Ground): See Heavy Ground Robots for specific bonuses.
NG-V19, NG-V34, NG-V7 (Block IV), NG-EXC-17, X-545, X-2000, Kittani Tyranosaurus, AT-1063, IR-2050, IAR-4, QR-3, X-4500, M-1600, DK-AR500, TR-004A

Heavy Robot (Aquatic):
See Heavy Ground Robots for specific bonuses.
NG-V36

Heavy Robot (Flying): See Light Ground Robots for specific bonuses.
X-2700, X-2750

Heavy Robot (Space): See Light Ground Robots for specific bonuses.
MR-200, CAF-AR-20, O-AR600, IAR-500

Light Walker/Vehicular Robot:
See Light Ground Robots for specific bonuses.
MMB-2, X-622, IR-2015, CR-004, CR-005, X-147, BAW-09

Walker/Vehicular Robot: See Heavy Vehicular Style Robots for specific bonuses.
CR-003, EX-5 EX-20, NE-EX-V50, X-821, ATV-RV War Crab, UWS-HAR-02

Heavy Walker/Vehicular Robot: See Heavy Vehicular Style Robots for specific bonuses.
EX-9, MMB-01, ATV-RV Insecton,

Flying Walker/Vehicular Robot:
See Light Ground Robots for specific bonuses.
ATV-RV Creax, X-2730

Aquatic Walker/Vehicular Robot: See Heavy Vehicular Style Robots for specific bonuses.
GATV-5, CSN-006

Assault Robot: See Heavy Ground Robots for specific bonuses.
NG-V67, NG-V41, X-2500, X-2525, NE-DXZ-09

Artillery Robot: See Heavy Ground Robots for specific bonuses.
NG-V50, NG-V47, AT-1053, IAR-2, QR-2, X-2010, X-2020, TC-R3

Siege Robot (Ground): See Heavy Ground Robots for specific bonuses.
X-5000, IR-4000, SHAB-III, IAR-3, GD-1000, X-5001, NE-R2000

Siege Walker/Vehicular Robot:
See Heavy Vehicular Style Robots for specific bonuses.
X-5050, MR-1000

Siege Robot (Flying): See Light Ground Robots for specific bonuses.
K-ATV Dragon Dreadnought

Siege Robot (Space): See Light Ground Robots for specific bonuses.
BR-CCW2000

Robotech MECT Skill Listing

RDF
MECT: RDF Destroids/Battloids
MECT: RDF Veritechs

Zentraedi
MECT: Zentraedi Battlepods/Fighterpods
MECT: Zentraedi Battloids/Power Armor

ASC
MECT: ASC Veritechs (Air)
MECT: ASC Veritechs (Ground)
MECT: ASC Battloids/Power Armor

Tirolian
MECT: Tirolian Battloids (aka Bioroids)/Power Armor

UEEF
MECT: UEEF Battloids
MECT: UEEF Veritechs (Air)
MECT: UEEF Veritechs (Ground)
MECT: UEEF Cyclones

Special Categories:

Techno-wizard Power Armor: (Use most applicable bonus chart)
M-100, TW-UPA War Urchin, TW-UPA Destroyer, NPA Mark 1, SOL-1, TWA1-1230, TWA-1240LW, TWA-1250RB, TWA-1260TB, TWA-1270GA, TW Mirage, Ironmage (AKA: TW GB-10), Rift Hawk, Atlas Enhanced Strength, Flying Dragon, W-1, W-F1

Bio-wizard Power Armor: (Use most applicable bonus chart)
Splugorth Bio-Power Armor, Avian, Barnacle, Chitin, Coral, Crustacean, Dolphin, Kelp, Leviathan, Shark, Wood, Wave Strider

Techno-wizard Robot: See Heavy Ground Robots for specific bonuses.
L-100

Combat Elite (Race):
G-10, G-11, DD-1000, TD-70, TDO-45, TO-40, TO-38, APAL-10, APTW-20, LE-457S, APA-III, APA-9, Prey-Stalker, IPA-WI-K, OPA-101, MERE,G-20, G-30, SH-7, DD-7, AB-17, G-40
(This is a special category and only applies to suits and robots of the player's race and not those of other races. Eg: Combat Elite (Molokoi). Those not of the specific race can still potentially learn to use the above models but must take them on an individual basis.)

Type I Robot Combat Vehicles:
This skill covers all RCVs regardless of type but only counts as Combat Basic. It also provides this bonus to RCVs that would not normally benefit from Combat Basic. This skill is a Heroes Unlimited Power Category Skill. As such it is not normally available to Rifts PCs.

Type III Exoskeletons:
This skill covers all power armor and exo-suits regardless of type but only counts as Combat Basic. It also provides this bonus to PA and exo-suits that would not normally benefit from Combat Basic. This skill is a Heroes Unlimited Power Category Skill. As such it is not normally available to Rifts PCs.

Special Notes:

Coalition O.C.C.s:
Some CS pilot O.C.C.s in the O.C.C. description list "SAMAS" as a Combat Elite skill (Eg: p.233 R:UE for CS SAMAS Pilot). This is counter to the rules for PA Combat Elite in both R:UE itself, and in the new House Rules. As such it is now to be considered an M.O.S. Skill Category specific to that (or other O.C.C.s) listing Combat Elite: SAMAS as part of the O.C.C. Those O.C.C.'s now get the following skills:

Combat Elite: Light Power Armor (Flying)
Combat Elite: Power Armor (Flying)
Combat Elite: Heavy Power Armor (Flying)
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Re: Unified Skill List for Palladium

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Robot (and Power Armor) Combat: Basic

Basic Combat Bonuses: Applies to all types of power armor and robot vehicles. See Elite for specific types.
  • +1 extra APM, plus those of the pilot.
  • +1 to strike in hand to hand combat.
  • +1 to parry in hand to hand combat.
  • +1 to dodge.
  • +1 to roll with impact.
  • Critical Strike is the same as the pilot's hand to hand skill.
  • Strike bonuses for built-in weapons are limited to bonuses the pilot may have from the skills Weapon Systems and/or W.P. Heavy Mega Damage Weapons (applies to rail guns and missile launchers. as well).
  • Damage: As per Robot P.S. Each power armor description will list the damage under the "Elite" hand to hand stat block. The basic skill,
    however, only lets the pilot do a restrained and full strength punch and an ordinary kick, no leap kick, stomp or special attacks.
  • Power Armor Body Block/Tackle/Ram: 1D4 M.D. plus a 01-50% chance of knocking an opponent down, causing him to lose initiative
    and one melee attack/action. Counts as two of the power armor's melee attacks.
  • Robot Body Block/Tackle/Ram: M.D. equal to Robot Punch M.D. plus a 0-60% chance of knocking down an opponent that is approximately the same size or larger. Increase the odds of knocking down an opponent that is half the size or smaller than the robot to 01-80%. The victim suffers M.D. and loses initiative and two melee attacks/actions. Counts as two of the robot's melee attacks.
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Re: Unified Skill List for Palladium

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Flying Power Armor

Types: Comparatively small power armor and other small, humanoid-shaped power armor that are under 12' tall and have flight capabilities.

Robot Combat Elite Bonuses:
  • +1 extra APM, plus those of the pilot. +1 additional APM at levels 3, 6, 9 and 12.
  • Critical Strike is the same as the pilot's.
  • +2 on initiative
  • +2 to strike with ranged weapons
  • +2 to strike in hand to hand combat
  • +3 to parry
  • +2 to dodge
  • +5 to dodge while flying or leaping
  • +2 to disarm
  • +3 to pull punch
  • +4 to roll with impact
  • Punch Damage: As per Robot (or Augmented) P.S.
  • Power Punch: Double damage, but counts as two melee attacks.
  • Tear or pry with hands: 1D4 M.D.
  • Kick Damage: As per Robot (or Augmented) P.S.
  • Body Block/Ram: As per Robot (or Augmented) P.S. punch damage.
  • Full Speed Running Ram: Double Robot (or Augmented) P.S. punch damage, plus 01-60% likelihood of knocking an opponent off his feet if the opponent is the same size or smaller (reduce by half if twice as big). Victim takes damage and is knocked off his feet, losing initiative and two melee attacks/actions.
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Re: Unified Skill List for Palladium

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Ground-Based Power Armor

Types: Comparatively small power armor, and other small, humanoid-shaped power armor that are under 14' tall and do not have flight capabilities.

Robot Combat Elite Bonuses:
  • +1 extra APM, plus those of the pilot at level one, +1 additional APM at levels 3, 5, 10 and 15.
  • Critical Strike is the same as the pilot's.
  • +1 on initiative
  • +2 to strike with energy and long-range weapons
  • +3 to strike in hand to hand combat
  • +2 to parry.
  • +2 to dodge
  • +3 to disarm.
  • +3 to pull punch
  • +2 to roll with impact
  • Punch Damage: As per Robot (or Augmented) P.S.
  • Power Punch: Double damage, but counts as two melee attacks.
  • Tear or pry with hands: 1D4 M.D.
  • Kick Damage: As per Robot (or Augmented) P.S.
  • Body Block/Ram: As per Robot (or Augmented) P.S. punch damage.
  • Full Speed Running Ram: Double Robot (or Augmented) P.S. punch damage, plus 01-50% likelihood of knocking an opponent off his feet if the opponent is the same size or smaller (reduce by half if twice as big). Victim takes damage and is knocked off his feet, losing initiative and two melee attacks/actions.
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Re: Unified Skill List for Palladium

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Heavy Vehicular Style Robots

Types: Large, heavy ground robots that either have multiple legs, nonhuman shape and/or vehicular appearance or locomotion, and other big or bulky robots that do not have a humanoid shape; most are large to huge, and don't have flight capabilities.

Robot Combat Elite Bonuses:
  • +1 extra APM, plus those of the pilot at level one, +1 additional APM at levels 4, 8, and 12.
  • Critical Strike is the same as the pilot's.
  • +1 on initiative
  • +3 to strike with energy weapons and long-range weapons
  • +1 to strike and parry in hand to hand combat
  • +1 to dodge standing stationary
  • +2 to dodge when already in motion
  • +1 to roll with impact
  • Punch Damage: As per Robot (or Augmented) P.S.
  • Power Punch: Double damage, but counts as two melee attacks.
  • Tear or pry with hands: 1D4 M.D.
  • Kick Damage: As per Robot (or Augmented) P.S.
  • Body Block/Ram: As per Robot (or Augmented) P.S. punch damage.
  • Full Speed Running Ram: Double Robot (or Augmented) P.S. punch damage, plus 01-80% likelihood of knocking an opponent off his feet if the opponent is the same size or smaller (reduce by half if twice as big). Victim takes damage and is knocked off his feet, losing initiative and two melee attacks/actions.
  • Stomp: 1D6 M.D. effective only against objects smaller than one third the robot's total height.
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Re: Unified Skill List for Palladium

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Heavy Ground Robots

Types: Large, heavy ground robots, and other big, humanoid-shaped robots that tower 20' or larger and don't have flight capabilities.

Robot Combat Elite Bonuses:
  • +1 extra APM, plus those of the pilot at level one, +1 additional APM at levels 3, 6, 10 and 15.
  • Critical Strike is the same as the pilot's.
  • +1 on initiative.
  • +1 to strike with ranged weapons
  • +2 to strike in hand to hand combat
  • +3 to parry
  • +1 to dodge standing stationary
  • +2 to dodge when already in motion, running or leaping
  • +1 to disarm a giant-sized opponent
  • +2 to pull punch
  • +3 to roll with impact
  • Punch Damage: As per Robot (or Augmented) P.S.
  • Power Punch: Double damage, but counts as two melee attacks.
  • Tear or pry with hands: 1D4 M.D.
  • Kick Damage: As per Robot (or Augmented) P.S.
  • Body Block/Ram: As per Robot (or Augmented) P.S. punch damage.
  • Full Speed Running Ram: Double Robot (or Augmented) P.S. punch damage, plus 01-80% likelihood of knocking an opponent off his feet if the opponent is the same size or smaller (reduce by half if twice as big). Victim takes damage and is knocked off his feet, losing initiative and two melee attacks/actions.
  • Stomp: 1D6 M.D. effective only against objects smaller than one third the robot's total height.
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Re: Unified Skill List for Palladium

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Light Ground Robots

Types: Comparatively small, light ground robots, and other small, humanoid shaped robots that are under 20' tall and don't have flight capabilities.

Robot Combat Elite Bonuses:
  • +1 extra APM, plus those of the pilot at level one, +1 additional APM at levels 3, 5, 8, 11, and 15.
  • Critical Strike is the same as the pilot's.
  • +2 on initiative
  • +1 to strike with ranged weapons
  • +3 to strike in hand to hand combat.
  • +3 to parry (if applicable)
  • +2 to dodge standing stationary
  • +3 to dodge when already in motion, running or leaping
  • +2 to disarm a giant-sized opponent
  • +4 to pull punch
  • +4 to roll with impact
  • Punch Damage: As per Robot (or Augmented) P.S.
  • Power Punch: Double damage, but counts as two melee attacks.
  • Tear or pry with hands: 1D4 M.D.
  • Kick Damage: As per Robot (or Augmented) P.S.
  • Body Block/Ram: As per Robot (or Augmented) P.S. punch damage.
  • Full Speed Running Ram: Double Robot (or Augmented) P.S. punch damage, plus 01-70% likelihood of knocking an opponent off his feet if the opponent is the same size or smaller (reduce by half if twice as big). Victim takes damage and is knocked off his feet, losing initiative and two melee attacks/actions.
  • Stomp: 1D6 M.D. effective only against objects smaller than one third the robot's total height.
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Re: Unified Skill List for Palladium

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Prerequisite Skill Editor's Clarification

If an O.C.C. or R.C.C. starts off with a skill that normally has a prerequisite skill(s), assume that the character has the pre-requisite skill as part of their training.

Be certain to include the required skill with a double-asterisk like so:

Computer Operation--55% (+5%)
**Literacy--(post skill here at same experience level as the parent skill)

Code: Select all

Computer Operation--55% (+5%)
[size=85]**Literacy--(post skill here at same experience level as the parent skill)[/size]
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Re: Unified Skill List for Palladium

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Tumbling
  • Characters that have the tumbling skill can add 4 feet plus 1 foot every other level to length and 5 feet and 1 foot to height per every three levels with a successful skill check and 1/2 that on a failed check. (40% +5% lvl)
  • Tumblers using a pole to vault as well can add 8 feet of height plus 2 feet per each level of skill with a successful skill check and 1/2 that on a failed check. (50% +5% lvl.)
  • Tumbling and pole vault may add together the results with other jump bonuses. A critical failure on either gives no bonuses and the GM must provide for interesting results.
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Re: Unified Skill List for Palladium

Post by Dark Lord »

Rifter 12

Rogue
Backstab
Blind Fighting 25% (+5%)
Fast Talking 20% (+4%)
Listening and Awareness 16% (+4%)
Security Systems 20% (+5%)

Weapon Proficiency & Medical
W.P. Vital Points (The benefits of this skill are only applicable in unarmored, S.D.C. melee combat when the target is a humanoid.)
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Metalworking Skills

Post by Dark Lord »

Adapted from Mystic Russia, P. 121. Note that both skills are limited to working with SDC materials- MDC weapons require higher-tech fabrication facilities covered by mechanical engineering. Forge times will follow the rules dictated in the metalworking skill on P. 169 of Northern Hinterlands.

Metalwork and Forge: An expertise in the ancient craft of forging, shaping and working metal to create all manner of metal items, from tools and utensils to weapons, armor, chain mail, silverware, etc. The percentile number indicates the quality of technique and appearance. At GM discretion, the degree of success reflects the extent to which a product is of superior quality. In the case of silverware and other items, it means beautiful craftsmanship that commands 50%-100% more money (5-10x more if exquisitely detailed). In the case of an ordinary S.D.C./H.P. weapon, it means the weapon has exceptional balance and a fine edge or other feature that makes the weapon +1 to strike, +1 to parry and +1D6 to damage. In the case of metal S.D.C. armor, the suit gets +1 to Armor Rating and has 40% more S.D.C. than is standard without additional weight. Base Skill: 30% +3% per level of experience.

Shape, Engrave, Etch & Emboss Metal: The skill of decorating, detailing and manipulating metal to create fancy designs, artwork, frills, etchings, engravings, embossing, colorful inlay of gold, silver, chrome, etc., insetting gems, adding fins, spikes or studs, high polish, and other artistic work done with metal — all metal, from iron and steel to silver and gold. The percentile number indicates the quality of technique and appearance. Base Skill: 35% +3% per level of experience.
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