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 Post subject: Re: We Gots The Skills
Unread postPosted: Fri Apr 18, 2014 1:14 pm
  

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Comment: "Your inferiority complex might be justified."
The Oh So Amazing Nate wrote:
Stone Gargoyle wrote:
The Oh So Amazing Nate wrote:
Not sure I follow what you said there SG. But no big. If it "made the cut" then I don't mind it being added to the wiki. Actually I'd feel kind of proud to have something I worked on archived on someone else's page. You are correct in that I don't write much. I don't feel it is appropriate (for me) to blow up the thread with things that aren't fully fleshed out or that have no use/merit.
Was the skill complete, or were there levels you had not finished? I would be glad to add it to the vault if it is a complete skill.


I'm pretty sure that Mephisto and I got it all fleshed out to Lvl 15. It was an "inconsequential" skill that was structured like a HTH form. Competitive Belching
Okay, it's been added to the vault. Was there anything else you have posted that might be posted to the vault as well?

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 Post subject: Re: We Gots The Skills
Unread postPosted: Fri Apr 18, 2014 7:09 pm
  

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Mmmm No sir I believe that is it.

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keir451 wrote:
Amazing Nate; Thanks for your support!

Razzinold wrote:
And the award for best witty retort to someone reporting a minor vehicular collision goes to:
The Oh So Amazing Nate!

Nate, you sir win the internet for today! You've definitely earned the "oh so amazing" part of your name today. :lol:


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 Post subject: Re: We Gots The Skills
Unread postPosted: Sat Apr 19, 2014 11:27 am
  

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Yep...having seen the finished product of Competitive Belching, I can say also that it cures me of any desire to do 'Projectile Vomiting: Olympic-level'.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: We Gots The Skills
Unread postPosted: Sat Apr 19, 2014 12:48 pm
  

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taalismn wrote:
Yep...having seen the finished product of Competitive Belching, I can say also that it cures me of any desire to do 'Projectile Vomiting: Olympic-level'.


Oh har dee har har. I'm proud of my skill and appreciate the help that was given to get it completed.

_________________
Look upon me and tremble ye masses. For I am The Necroposter!
keir451 wrote:
Amazing Nate; Thanks for your support!

Razzinold wrote:
And the award for best witty retort to someone reporting a minor vehicular collision goes to:
The Oh So Amazing Nate!

Nate, you sir win the internet for today! You've definitely earned the "oh so amazing" part of your name today. :lol:


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 Post subject: Re: We Gots The Skills
Unread postPosted: Sat Apr 19, 2014 1:39 pm
  

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The Oh So Amazing Nate wrote:
taalismn wrote:
Yep...having seen the finished product of Competitive Belching, I can say also that it cures me of any desire to do 'Projectile Vomiting: Olympic-level'.


Oh har dee har har. I'm proud of my skill and appreciate the help that was given to get it completed.


And a worthy addition to the annals of human achievement, high culture, and anti-entropic struggle it is. :clown:

But my reference was not a derogatory comment on the skill, but a reference to a line from the movie Arthur 2:
Hobson(John Gielgud) : "If projectile vomiting ever becomes an Olympic event, you would do your country proud."

Moving along to the next challenge...

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: We Gots The Skills
Unread postPosted: Sat Apr 19, 2014 3:52 pm
  

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DA#$% You internets and your inability to convey tone!! Sounded like a bash on my end. No worries though. Arthur 2.. I was always more a fan of Arthur 1. I honestly have no idea why (as a small child) I liked that movie so much.

_________________
Look upon me and tremble ye masses. For I am The Necroposter!
keir451 wrote:
Amazing Nate; Thanks for your support!

Razzinold wrote:
And the award for best witty retort to someone reporting a minor vehicular collision goes to:
The Oh So Amazing Nate!

Nate, you sir win the internet for today! You've definitely earned the "oh so amazing" part of your name today. :lol:


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 Post subject: Re: We Gots The Skills
Unread postPosted: Thu May 01, 2014 3:40 pm
  

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Semaphore & Flag Codes(Communications)
This is the ability to recognize and read semaphore/flag communications systems(that rely on the position of positionable armatures and/or flags) to visually transmit information line of sight, and which were prevalent before the advent of telegraphs and radio(and are still used where those aren't available/working, as in at sea). The character can read internationally recognized/standardized codes(such as nautical flag codes) and knows the proper protocols for recording the positions in unknown code systems(determining patterns and cracking them for meaning will require the Encryption/Cryptography skill).
Base Skill: 60% + 5% per level of experience.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


Last edited by taalismn on Fri May 02, 2014 11:04 am, edited 1 time in total.

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 Post subject: Re: We Gots The Skills
Unread postPosted: Thu May 01, 2014 11:21 pm
  

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I think this may already exist as a skill in Adventure on the High Seas for PF. If I'm wrong, good job and lets see more pirate/nautical themed skills.

_________________
Look upon me and tremble ye masses. For I am The Necroposter!
keir451 wrote:
Amazing Nate; Thanks for your support!

Razzinold wrote:
And the award for best witty retort to someone reporting a minor vehicular collision goes to:
The Oh So Amazing Nate!

Nate, you sir win the internet for today! You've definitely earned the "oh so amazing" part of your name today. :lol:


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 Post subject: Re: We Gots The Skills
Unread postPosted: Thu May 01, 2014 11:35 pm
  

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taalismn wrote:
Semaphore & Flag Codes(Communications)
This is the ability to recognize and read semaphore/flag communications systems(that rely on the position of positionable armatures and/or flags) to visually transmit information line of sight, and which were prevalent before the advent of telegraphs and radio(and are still used where those aren't available/working, as in at sea). The character can read internationally recognized/standardized codes(such as nautical flag codes) and knows the proper protocols for recording the positions in unknown code systems(determining patterns and cracking them for meaning will require the Encryption skill).
Base Skill: 60% + 5% per level of experience.

this MIGHT also add a bonus to any cryptoanylisis rolls, I'm just not sure that's all.

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 Post subject: Re: We Gots The Skills
Unread postPosted: Fri May 02, 2014 11:03 am
  

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No, it wouldn't. Cryptography relies heavily on spotting patterns and repetitions in streams of data, regardless of whether that data stream is images or radio signals. That would be like saying that one should get a bonus for breaking a cipher by taking Radio: Basic, Laser, or Optical. The MEDIA may change, the basic premise of encryption doesn't.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: We Gots The Skills
Unread postPosted: Fri May 02, 2014 11:04 am
  

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The Oh So Amazing Nate wrote:
I think this may already exist as a skill in Adventure on the High Seas for PF. If I'm wrong, good job and lets see more pirate/nautical themed skills.



ARRRRRRRR!!!!!

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: We Gots The Skills
Unread postPosted: Fri May 02, 2014 2:37 pm
  

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Joined: Tue Jan 30, 2007 2:18 pm
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Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
The Oh So Amazing Nate wrote:
I think this may already exist as a skill in Adventure on the High Seas for PF. If I'm wrong, good job and lets see more pirate/nautical themed skills.
I think you may be right, though I don't have that book handy at the moment. But even if there is, there may be room for both if this skill is different enough from the other.

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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 Post subject: Re: We Gots The Skills
Unread postPosted: Fri May 02, 2014 7:48 pm
  

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Stone Gargoyle wrote:
The Oh So Amazing Nate wrote:
I think this may already exist as a skill in Adventure on the High Seas for PF. If I'm wrong, good job and lets see more pirate/nautical themed skills.
I think you may be right, though I don't have that book handy at the moment. But even if there is, there may be room for both if this skill is different enough from the other.


Checked Rifter #0 'Megaverse of Skills'...There is indeed a Flag Signaling skill(base 18%+6% per level of experience) in Palladium Fantasy Book 3: High Seas.
Mea Culpa. :o

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: We Gots The Skills
Unread postPosted: Wed May 07, 2014 7:08 pm
  

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Adventurer

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Location: "France...We come from France."
Comment: "Incredible Cosmic Power! ...teeny tiny living space."
I have not been on much in the past few months, so I want to thank everyone who has contributed to keep this thread going.

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 Post subject: Re: We Gots The Skills
Unread postPosted: Thu May 22, 2014 5:46 pm
  

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Location: Somewhere between Heaven, Hell, and New England
Architecture: Zero Gravity(Mechanical)
Expertise in designing the general configuration of structures meant for zero gravity/microgravity, as in orbital or freefloating deep space structures, such as space habitats, powersats, and industrial platforms. Covers general configurations for rotating gravity-generating structures, inflatables, tether structures, modular pods and more advanced designs using artificially(non-centrifugal)-generated gravity. A successful roll means a well-designed, functional, well-balanced and serviceable configuration, while failed rolls entail vulnerable structural hazards such as poor station-keeping, weak airtight seals, stress fractures, poor thermal/radiation shielding and insulation, inaccessible systems and pressure blowouts.
Appropriate skills such as Electrical Engineering, Power Generation, Weapons Tecnnician or propulsion repair skills will still be needed for outfitting specific systems aboard the structures.
Requirements: Computer Operation, Mathematics: Advanced, Art:(Drawing) or Blueprinting.
Base Skill: 45%+5% per level of experience.
Modifiers: +5% if the Movement: Zero Gravity or EVA skills are also possessed.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


Last edited by taalismn on Fri May 23, 2014 7:46 pm, edited 1 time in total.

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 Post subject: Re: We Gots The Skills
Unread postPosted: Thu May 22, 2014 7:31 pm
  

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Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
taalismn wrote:
Architecture: Zero Gravity(Mechanical)
Expertise in designing the general configuration of structures meant for zero gravity/microgravity, as in orbital or freefloating deep space structures, such as space habitats, powersats, and industrial platforms. Covers general configurations for rotating gravity-generating structures, inflatables, tether structures, modular pods and more advanced designs using artificially(non-centrifugal)-generated gravity. A successful roll means a well-designed, functional, well-balanced and serviceable configuration, while failed rolls entail vulnerable structural hazards such as poor station-keeping, weak airtight seals, stress fractures, poor thermal/radiation shielding and insulation, inaccessible systems and pressure blowouts.
Appropriate skills such as Electrical Engineering, Power Generation, Weapons Tecnnician or propulsion repair skills will still be needed for outfitting specific systems aboard the structures.
Requirements: Computer Operation, Mathematics: Advanced
Base Skill: 45%+5% per level of experience.
Modifiers: +5% if the Movement: Zero Gravity or EVA skills are also possessed.
I should think a drawing skill would also be required for an architecture skill. Nice work, though.

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
http://wiki.thedeificnmi.com/index.php?title=Main_Page


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 Post subject: Re: We Gots The Skills
Unread postPosted: Thu May 22, 2014 7:34 pm
  

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Location: Ontario, Canada
Stone Gargoyle wrote:
taalismn wrote:
Architecture: Zero Gravity(Mechanical)
Expertise in designing the general configuration of structures meant for zero gravity/microgravity, as in orbital or freefloating deep space structures, such as space habitats, powersats, and industrial platforms. Covers general configurations for rotating gravity-generating structures, inflatables, tether structures, modular pods and more advanced designs using artificially(non-centrifugal)-generated gravity. A successful roll means a well-designed, functional, well-balanced and serviceable configuration, while failed rolls entail vulnerable structural hazards such as poor station-keeping, weak airtight seals, stress fractures, poor thermal/radiation shielding and insulation, inaccessible systems and pressure blowouts.
Appropriate skills such as Electrical Engineering, Power Generation, Weapons Tecnnician or propulsion repair skills will still be needed for outfitting specific systems aboard the structures.
Requirements: Computer Operation, Mathematics: Advanced
Base Skill: 45%+5% per level of experience.
Modifiers: +5% if the Movement: Zero Gravity or EVA skills are also possessed.
I should think a drawing skill would also be required for an architecture skill. Nice work, though.


Isnt there a "Technical Drawing" skill somewhere that would go well with this?

EDIT: There is a Technical Writing skill in BTS2

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 Post subject: Re: We Gots The Skills
Unread postPosted: Thu May 22, 2014 7:42 pm
  

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Stone Gargoyle wrote:
taalismn wrote:
Architecture: Zero Gravity(Mechanical)
Expertise in designing the general configuration of structures meant for zero gravity/microgravity, as in orbital or freefloating deep space structures, such as space habitats, powersats, and industrial platforms. Covers general configurations for rotating gravity-generating structures, inflatables, tether structures, modular pods and more advanced designs using artificially(non-centrifugal)-generated gravity. A successful roll means a well-designed, functional, well-balanced and serviceable configuration, while failed rolls entail vulnerable structural hazards such as poor station-keeping, weak airtight seals, stress fractures, poor thermal/radiation shielding and insulation, inaccessible systems and pressure blowouts.
Appropriate skills such as Electrical Engineering, Power Generation, Weapons Tecnnician or propulsion repair skills will still be needed for outfitting specific systems aboard the structures.
Requirements: Computer Operation, Mathematics: Advanced
Base Skill: 45%+5% per level of experience.
Modifiers: +5% if the Movement: Zero Gravity or EVA skills are also possessed.
I should think a drawing skill would also be required for an architecture skill. Nice work, though.


Perhaps re-title it "Design Construction: Zero Gravity"?

Drawing/Drafting might be more useful for the more 'artistic' space designs, such as orbital hotels/habitats, whereas more utilitarian modular 'stack-a-pod' designs would be more mathematics and computer sim plug-and-calculate.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: We Gots The Skills
Unread postPosted: Fri May 23, 2014 12:30 pm
  

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Joined: Tue Jan 30, 2007 2:18 pm
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Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
taalismn wrote:
Stone Gargoyle wrote:
taalismn wrote:
Architecture: Zero Gravity(Mechanical)
I should think a drawing skill would also be required for an architecture skill. Nice work, though.


Perhaps re-title it "Design Construction: Zero Gravity"?

Drawing/Drafting might be more useful for the more 'artistic' space designs, such as orbital hotels/habitats, whereas more utilitarian modular 'stack-a-pod' designs would be more mathematics and computer sim plug-and-calculate.
You would still need to diagram it for the workers who actually build the thing to read, and that would include drawing it out on vellum to make blueprints.

_________________
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http://wiki.thedeificnmi.com/index.php?title=Main_Page


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 Post subject: Re: We Gots The Skills
Unread postPosted: Fri May 23, 2014 7:47 pm
  

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Added a Drawing or Blueprinting(does that Technical Writing skill cover schematics?) To The Architecture: Zero-Gravity description.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: We Gots The Skills
Unread postPosted: Wed Jun 04, 2014 8:19 pm
  

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Rumor-Mongering(Communications/Rogue)
Gossiping and starting rumors sounds easy, right? Maybe tattling the odd bit of gossip or starting the odd short-lived rumor is easy, but to plant long-lived rumors with staying power in society takes SKILL. The experienced rumor-mongerer knows who to target to get things rolling, how to pitch the story to get inception, and how to keep a rumor going. Telling the right shaded truth to the right receptive audience is key to getting a rumor spread through social networks. A high MA is also important, in order to establish the credibility of the ‘source’ of the rumor. A successful rumor-mongering roll means that the rumor has been planted and is rolling along(Optional: average lifespan of a rumor can be generalized as the success roll divided by 10 for the number of days the rumor is considered credible and ‘the buzz’---so a success roll of 75% will result in a rumor with a week-long lifespan before it becomes ‘yesterday’s news’). An UNsucessful roll means the rumor fizzles almost as soon as it is told, the teller is met with skepticism, and the rumor is quickly shot down. This skill can also be used to COUNTER rumors, by identifying the most likely audience, and starting a counter-rumor or information campaign akin to starting a backfire to stop a brushfire.
Note: It IS possible for this skill to go beyond the Palladium standard of 98%. These represent rumors with SERIOUS staying power, told by an adept rumor-mongerer or character assassin. The worst sorts of rumors take on lives of their own, and may even graduate to becoming memes.
Base Skill: 25 % + 5% per level of experience +M.A. rating, +5% if the Streetwise skill is also taken, another +5% if the Contacts skill is also possessed.
Modifiers: If countering a rumor, add +5% if Public Speaking is also taken.
Some occupational Character Classes are better predisposed towards the successful inception of rumors than others:
Rifts Black Market Information Brokers get a +10% to this skill.
Rifts Black Market Expediters, Con Men, Newscasters, and PFRPG Bards get a +5% to this skill.
GMs may want to impose a penalty of -5% to -15% for particularly implausible or ludicrous rumors. A rumor that “the Coalition States are going to cut electrical power to the ‘Burbs” sounds perfectly reasonable, but something like “Kevin Siembieda is really Bigfoot and is going to make a run for President of the United States in a special off-year runoff election” beggars belief.

Internet Modifier: Rumor-Mongering can also be applied to internet communications with a Computer Operation skill. There are no modifiers to the skill, as, despite the fact that the rumor-mongerer is able to reach a larger and broader spectrum of possible rumor-spreaders, the rumor is also liable to come under greater scrutiny from critics and cynics inclined to disprove it. Rumor-Mongering does NOT apply to the creation of viral videos.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: We Gots The Skills
Unread postPosted: Tue Jun 10, 2014 7:26 pm
  

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a dance specialization-tap!
in addition to the standard bonuses for specialization you gain a stomp attack good for 1d2 sdc/mdc depending on striangth!

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 Post subject: Re: We Gots The Skills
Unread postPosted: Tue Jun 10, 2014 8:38 pm
  

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Tap dancing is really ideally performed with relatively small motions, not hauling up and down stomps. The skill is to be able to minutely and rapidly move your feet up and down without inadvertently grounding yourself in a shuffle or stumbling over your own shoes. It's more about control(agility), not power(strength). P.P., not P.S.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: We Gots The Skills
Unread postPosted: Mon Jul 28, 2014 11:52 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43004
Location: Somewhere between Heaven, Hell, and New England
Pilot: Unicycle(Piloting)
The skill of balancing on, and pedaling at speed, unicycles. This skill is arguably as much a physical workout as any Physical skill, requiring, and building, a superior sense of balance, good lower body and leg strength, the ability to stop on a dime, and backpedal/reverse course almost instantaneously. A favorite skill among clowns, acrobats, and Crazies. Typically a unicycle can be peddled at HALF the speed of a regular bicycle, due to its lack of gearing.
Bonuses: +1 to P.P.,+1 P.S., +10% to Sense of Balance, +1 dodge on a backpedal.
Base Skill: 30 % + 5% per level of experience

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: We Gots The Skills
Unread postPosted: Tue Jul 29, 2014 2:23 pm
  

User avatar
Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6647
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
taalismn wrote:
Pilot: Unicycle(Piloting)
The skill of balancing on, and pedaling at speed, unicycles. This skill is arguably as much a physical workout as any Physical skill, requiring, and building, a superior sense of balance, good lower body and leg strength, the ability to stop on a dime, and backpedal/reverse course almost instantaneously. A favorite skill among clowns, acrobats, and Crazies. Typically a unicycle can be peddled at HALF the speed of a regular bicycle, due to its lack of gearing.
Bonuses: +1 to P.P.,+1 P.S., +10% to Sense of Balance, +1 dodge on a backpedal.
Base Skill: 30 % + 5% per level of experience
Nice one, T.

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 Post subject: Re: We Gots The Skills
Unread postPosted: Tue Jul 29, 2014 6:01 pm
  

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Stone Gargoyle wrote:
[Nice one, T.



Thanks. I'm rather surprised that there isn't an Advanced Bicycling skill that adds PE and PS for marathon-range work-outs and competitive biking, but I supposed if you were building a Tour-de-France professional, it would be a package deal of Pilot: Bicycle, Athletics, Running, and other physique-builders(or go Juicer).

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: We Gots The Skills
Unread postPosted: Tue Jul 29, 2014 6:07 pm
  

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taalismn wrote:
Stone Gargoyle wrote:
[Nice one, T.



Thanks. I'm rather surprised that there isn't an Advanced Bicycling skill that adds PE and PS for marathon-range work-outs and competitive biking, but I supposed if you were building a Tour-de-France professional, it would be a package deal of Pilot: Bicycle, Athletics, Running, and other physique-builders(or go Juicer).


I think a major limiter on Bicycling skills is a lack of rules for multi-speed bikes, or really any rules. The ones that are there are not uniform.

I would like to see bike skills similar to the Skiing and Ice Skating skills from Rifts Canada (I would probably write up the skills if those with more experience with bicycling could come up with some expanded mechanics).

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 Post subject: Re: We Gots The Skills
Unread postPosted: Wed Jul 30, 2014 7:41 pm
  

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And for the record, I'd consider Pogo-Sticks to be a Physical skill, not a Piloting skill.
Why?
Because I consider a piloting skill to be the operation of a device that allows you to move faster than you would normally . A pogo stick really doesn't give you the ability to move faster or leap (much) higher unless you've got a really tricked-out model. but it definitely takes some skill to stay on, practice to move around on one, and if you did it regularly, could probably add some muscle and increased sense of balance.
(wanders off to check what the record for pogo-stick jumping is).

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: We Gots The Skills
Unread postPosted: Tue Aug 12, 2014 11:51 am
  

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*Indoctrination(Espionage)---A specialization of Interrogation, Indoctrination is the art of brainwashing the old-fashioned way, without magic or psionics(though those simply make it easier). Via the use of techniques such as sensory deprivation, rote repetition, positive and negative reinforcement, and parlor hypnosis, a skilled indoctrinator (or team of them) can mold and manipulate the behavior of a subject, sometimes radically. While torture and intimidation can induce reaction out of fear, and instill trauma and insanity, an indoctrinator seeks more subtle effects, such as a change in behavior, attitude, and loyalties.
Indoctrination is essentially a battle of wills between the indoctrinator and the subject. While it is unlikely to be effective against PCs(who probably saw The Manchurian Candidate), this skill can conceivably used against NPCs with more effectiveness(and GM judgment).
Prerequisites: Interrogation, Psychology
Base Skill: 25% + 5% per level of experience + any bonuses from the indoctrinator’s MA or PB. A successful Interrogation or Psychology roll against the subject being indoctrinated adds a +5% to the chance of success of subsequent brainwashing attempts.
(Optional) If they're aware of an indoctrination attempt being made on them, the NPC being indoctrinated can attempt to fight an Indoctrination roll by rolling under their ME stat on a D20. If successful. their ME stat is SUBTRACTED from the indoctrinator's skill roll.
Modifiers:
*Minor Changes---Minor changes, such as physical posture or a minor behavior such tapping a pen or holding a particular pose, can be easily induced(a classic example is of the psychology class that ‘trained’ their instructor to favor one side of the lectern by having all the class members visibly pay more attention whenever the instructor walked over to that side of the classroom). No penalties.
*Modest Changes----This can include changes in lifestyle, such as giving up(or taking up) smoking, preferences for certain things, and a more open or closed mind on certain topics. -5%
*Substantial Changes---This may include hesitation to use a weapon, an abreaction to certain things(like seeing spiders, bald men, or particular people), or obsessive behavior(food-hoarding, always leaving lights on, etc.). -10%
*Radical Changes----These involve major changes in a person’s psyche, such as alignment shifts and changes in loyalties. -20%
Note that various other factors can modify the chances of success; sleep deprivation, certain drugs, Horror Factor, psionic or magic persuasion used in conjunction, and other things can be used(GM’s discretion) to break a person’s resistance and leave them more susceptible to indoctrination.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: We Gots The Skills
Unread postPosted: Thu Sep 04, 2014 10:45 pm
  

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A ludicrous skill to kill some brain cells...

Disrobe(Rogue)
“It’s like picking somebody’s pockets, only I take their entire pants.”
The art of getting somebody else’s clothes off them in as fast and efficient a manner as possible. The practitioner of this skill knows their way around clasps, zippers, closures, seams, and buttons, and can quickly get a dress or body armor off somebody else without damaging the garments in question, and in half the time it would take somebody else to do it. The practitioner can also quickly figure out how a garment is intended to be donned, and can find their way around clothing in the dark. Besides fun to practice in the bedroom, this skill is useful for valets and maids attending to their employers, acquiring disguises(see the trope ‘Mugged for Disguise’), muggings, and disarming opponents(especially if their weaponry is in their clothing) in situations where simply ripping or cutting clothing off a person isn’t possible or desired.
This skill can also be used on oneself to reflect rapid removal of clothing without damaging the garments. This aspect of the skill is particularly useful for actors, fashion models, and spies in quick-changes of wardrobe.
Note that this skill is less effective(and may be wholly INeffective) against power armors, mystic clothing, and certain superbeing garments, which may incorporate electronically keyed closure seams, magic clasps, or unstable molecules.
Bonuses: +5% to Pick Pockets, +5% to Detect Concealment(usable only on a person’s garments), +1 to disarm.
Base Skill: 40 % + 5% per level of experience, +15% if used on oneself. A single layer of clothing can be shucked in under 15 seconds using this skill; more complex garments(like armor and EVA suits) may take slightly longer. A failed roll means the disrober has hung up on a part of the garment(zipper stuck, can’t maneuver the person’s arm out of a sleeve, etc.) potentially giving the disrobee a chance to recover, strike back, or make a sarcastic remark about the practitioner’s inability to outwit velcro.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: We Gots The Skills
Unread postPosted: Fri Sep 05, 2014 12:03 pm
  

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taalismn wrote:
A ludicrous skill to kill some brain cells...

Disrobe(Rogue)
“It’s like picking somebody’s pockets, only I take their entire pants.”
The art of getting somebody else’s clothes off them in as fast and efficient a manner as possible. The practitioner of this skill knows their way around clasps, zippers, closures, seams, and buttons, and can quickly get a dress or body armor off somebody else without damaging the garments in question, and in half the time it would take somebody else to do it. The practitioner can also quickly figure out how a garment is intended to be donned, and can find their way around clothing in the dark. Besides fun to practice in the bedroom, this skill is useful for valets and maids attending to their employers, acquiring disguises(see the trope ‘Mugged for Disguise’), muggings, and disarming opponents(especially if their weaponry is in their clothing) in situations where simply ripping or cutting clothing off a person isn’t possible or desired.
This skill can also be used on oneself to reflect rapid removal of clothing without damaging the garments. This aspect of the skill is particularly useful for actors, fashion models, and spies in quick-changes of wardrobe.
Note that this skill is less effective(and may be wholly INeffective) against power armors, mystic clothing, and certain superbeing garments, which may incorporate electronically keyed closure seams, magic clasps, or unstable molecules.
Bonuses: +5% to Pick Pockets, +5% to Detect Concealment(usable only on a person’s garments), +1 to disarm.
Base Skill: 40 % + 5% per level of experience, +15% if used on oneself. A single layer of clothing can be shucked in under 15 seconds using this skill; more complex garments(like armor and EVA suits) may take slightly longer. A failed roll means the disrober has hung up on a part of the garment(zipper stuck, can’t maneuver the person’s arm out of a sleeve, etc.) potentially giving the disrobee a chance to recover, strike back, or make a sarcastic remark about the practitioner’s inability to outwit velcro.

Not that ludicrous. Well done.

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 Post subject: Re: We Gots The Skills
Unread postPosted: Wed Sep 17, 2014 7:37 pm
  

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*Pogo-Sticking(Physical)
This is the ability to remain balanced on, and bouncing with, a pogo-stick in motion. Simply staying upright on a stationary pogo-stick is an act of balance; getting it to lurch and bounce where you want it takes some skill. Though generally regarded as not the fastest way to travel (the record for distance is 42.195 kms in 16.24 hours, speed record is 100 m in 42 seconds) or the best way to leap(the records for vertical and horizontal jumping are 9.75 ft and 8.2 ft respectively), pogo-sticking is still an exotic and fun way to exercise, building sense of balance, stamina, and lower leg strength.
Base Skill: 25 % + 5% per level of experience, plus any bonuses from exceptional P.P..
Bonuses: +5% to sense of balance, +1 to Speed, +1 P.E.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: We Gots The Skills
Unread postPosted: Mon Sep 22, 2014 2:56 pm
  

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W.P. Rackets
A refinement of the W.P. Blunt skill, the W.P. Racket skill teaches the use of primarily sports-based instruments such as tennis rackets, baseball and cricket bats, lacross and hockey sticks, golf clubs, and polo mallets. The emphasis is less on using the racket as a direct striking weapon and more on using it to parry/deflect and accurately hit small objects(tennis ball, baseball, rock, badmitten birdy, grenade, etc.) where the practitioner wants them. An expert of W.P. Rackets can even hit a thrown weapon such as a club or a grenade back at the thrower.
+1 to strike/strike with a struck object at levels 2, 4, 6, 8, 10, 12, and 14.
A failure roll of 1-2 means the skill-user has missed the intended projectile altogether, while 3-5 means they have managed to hit the object, but it has gone spinning off in a random direction.
+1 to parry w/ racket at levels 1, 2, 4, 6, 8, 10, 12, and 14.
No bonus for throwing the racket
Bladed and pointed weapons can only be parried, and not deflected back at their source)

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: We Gots The Skills
Unread postPosted: Mon Sep 29, 2014 4:59 pm
  

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burping the alphabet(silly I know but it's here for completeness)
you basically can burp the alphabet!
skill base is 56 + 7% per level
again I know it's a silly skill & probably no real use for it but it's here for completeness sake alone. :clown:

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 Post subject: Re: We Gots The Skills
Unread postPosted: Mon Sep 29, 2014 7:05 pm
  

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Massage(Medical)
The practice of manipulating and palpitating muscles to relax muscle tension, increase circulation, and relieve pain. This skill represents a professional degree of dedication to studying muscle interactions and proper technique. Training in Massage also covers the basics of anatomy, chiropractic practice, the Eastern principles of acupuncture and accupressure, and heat therapy(with regards to the application of heat, such as hot rocks).
A successful Massage roll can have the following effects:
*Accelerate healing rates from muscle injuries by 20%
* Restores 1d4 PE points after heavy exertion, or accelerates recovery from heavy exertion by 20%
*+1 to save versus stress-induced insanity
*Relieve chronic pain from muscular maladies for 4d6 hours
Base Skill: 30 % + 5% per level of experience, +5% if an Atemi power(see Ninjas and Superspies for Atemi techniques) is also possessed. Plus use any P.P. bonus 'to strike' as an extra percentile bonus, for those 'magic fingers'.
Other Bonuses: +5% to Advanced Sexual Techniques and Seduction

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


Last edited by taalismn on Tue Sep 30, 2014 5:13 pm, edited 1 time in total.

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 Post subject: Re: We Gots The Skills
Unread postPosted: Mon Sep 29, 2014 7:39 pm
  

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abe wrote:
burping the alphabet(silly I know but it's here for completeness)
you basically can burp the alphabet!
skill base is 56 + 7% per level
again I know it's a silly skill & probably no real use for it but it's here for completeness sake alone. :clown:


I'd consider Nate's Competitive Belching skill to already cover that quite comprehensively as it allows the practitioner to 'talk and belch at the same time'.
http://wiki.thedeificnmi.com/index.php?title=Competitive_Belching

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: We Gots The Skills
Unread postPosted: Tue Sep 30, 2014 2:21 pm
  

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taalismn wrote:
Massage(Medical)
The practice of manipulating and palpitating muscles to relax muscle tension, increase circulation, and relieve pain. This skill represents a professional degree of dedication to studying muscle interactions and proper technique. Training in Massage also covers the basics of anatomy, chiropractic practice, the Eastern principles of acupuncture and accupressure, and heat therapy(with regards to the application of heat, such as hot rocks).
A successful Massage roll can have the following effects:
*Accelerate healing rates from muscle injuries by 20%
* Restores 1d4 PE points after heavy exertion, or accelerates recovery from heavy exertion by 20%
*+1 to save versus stress-induced insanity
*Relieve chronic pain from muscular maladies for 4d6 hours
Base Skill: 30 % + 5% per level of experience, +5% if an Atemi power is also possessed. Plus use any P.P. bonus 'to strike' as an extra percentile bonus, for those 'magic fingers'.
Other Bonuses: +5% to Advanced Sexual Techniques and Seduction
What is an Atemi power? Did you mean Anatomy?

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 Post subject: Re: We Gots The Skills
Unread postPosted: Tue Sep 30, 2014 5:11 pm
  

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Stone Gargoyle wrote:
taalismn wrote:
Massage(Medical)
The practice of manipulating and palpitating muscles to relax muscle tension, increase circulation, and relieve pain. This skill represents a professional degree of dedication to studying muscle interactions and proper technique. Training in Massage also covers the basics of anatomy, chiropractic practice, the Eastern principles of acupuncture and accupressure, and heat therapy(with regards to the application of heat, such as hot rocks).
A successful Massage roll can have the following effects:
*Accelerate healing rates from muscle injuries by 20%
* Restores 1d4 PE points after heavy exertion, or accelerates recovery from heavy exertion by 20%
*+1 to save versus stress-induced insanity
*Relieve chronic pain from muscular maladies for 4d6 hours
Base Skill: 30 % + 5% per level of experience, +5% if an Atemi power is also possessed. Plus use any P.P. bonus 'to strike' as an extra percentile bonus, for those 'magic fingers'.
Other Bonuses: +5% to Advanced Sexual Techniques and Seduction
What is an Atemi power? Did you mean Anatomy?



It's a category of martial arts techniques/powers from Ninjas and Superspies, that covers things like pressure point attacks(I'll insert the reference to N&SS into the text), up to nastiness like the Dim Mak 'slow death' attack. They're related to chi abilities.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: We Gots The Skills
Unread postPosted: Wed Oct 01, 2014 5:37 pm
  

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Comment: "Your inferiority complex might be justified."
taalismn wrote:
Stone Gargoyle wrote:
taalismn wrote:
Massage(Medical)
The practice of manipulating and palpitating muscles to relax muscle tension, increase circulation, and relieve pain. This skill represents a professional degree of dedication to studying muscle interactions and proper technique. Training in Massage also covers the basics of anatomy, chiropractic practice, the Eastern principles of acupuncture and accupressure, and heat therapy(with regards to the application of heat, such as hot rocks).
A successful Massage roll can have the following effects:
*Accelerate healing rates from muscle injuries by 20%
* Restores 1d4 PE points after heavy exertion, or accelerates recovery from heavy exertion by 20%
*+1 to save versus stress-induced insanity
*Relieve chronic pain from muscular maladies for 4d6 hours
Base Skill: 30 % + 5% per level of experience, +5% if an Atemi power is also possessed. Plus use any P.P. bonus 'to strike' as an extra percentile bonus, for those 'magic fingers'.
Other Bonuses: +5% to Advanced Sexual Techniques and Seduction
What is an Atemi power? Did you mean Anatomy?



It's a category of martial arts techniques/powers from Ninjas and Superspies, that covers things like pressure point attacks(I'll insert the reference to N&SS into the text), up to nastiness like the Dim Mak 'slow death' attack. They're related to chi abilities.
Okay, thanks for clarifying that for me.

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 Post subject: Re: We Gots The Skills
Unread postPosted: Wed Oct 01, 2014 6:29 pm
  

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You're welcome. All part of my job description. :D

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: We Gots The Skills
Unread postPosted: Sun Oct 19, 2014 5:53 pm
  

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I don't remember if this has been done already, dentestry
the medical version is the proper care & mantence of OTHER peoples teeth, the cosmetic version is just tooth shaping
base chance of success is (medical)32 +3% per level (cosmetic)45+2% per level.
if this has been done before please let me know if this version is better or worse that what's written.

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 Post subject: Re: We Gots The Skills
Unread postPosted: Sun Oct 19, 2014 8:39 pm
  

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Dentistry appears in both After the Bomb and Splicers.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: We Gots The Skills
Unread postPosted: Sun Oct 19, 2014 8:51 pm
  

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taalismn wrote:
Dentistry appears in both After the Bomb and Splicers.

cosmetic of medical?
and again I wasn't sure if it had been done before anyway.

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 Post subject: Re: We Gots The Skills
Unread postPosted: Sun Oct 19, 2014 9:18 pm
  

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abe wrote:
taalismn wrote:
Dentistry appears in both After the Bomb and Splicers.

cosmetic of medical?
and again I wasn't sure if it had been done before anyway.


Medical. Dentistry is considered Medical, and even doing cosmetic work, you want a trained medical professional who knows enough not to damage the tooth's functionality(and as a consequence, the patient's health).
Anything else is dangerous hackwork, and you're putting your health at risk.

Rifter #0, which is still available from this Palladium site as a PDF, has an excellent listing of skills that have appeared in Palladium canon products as of May 2008. It's a good investment.
For anything else recognized here, there's SG's Black Vault.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: We Gots The Skills
Unread postPosted: Mon Oct 20, 2014 1:00 am
  

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The Aztec people had cometic dentistry & they didn't have knowledge of dental anatomy.

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 Post subject: Re: We Gots The Skills
Unread postPosted: Mon Oct 20, 2014 7:44 pm
  

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abe wrote:
The Aztec people had cometic dentistry & they didn't have knowledge of dental anatomy.


Dentistry AS WE KNOW IT(in our modern age). In order to sculpt living teeth, and not destroy the person's mouth, you have to have SOME knowledge of how teeth are constructed(even if you're wholly in the dark about blood cells and blood vessels). I'd consider it a primitive form of dentistry(with an appropriate reduction in proficiency for primitive circumstances, tools, and technology), rather than spin it off as a separate cosmetic speciality. The reasons we don't see it applied to larger swathes of the population? Same reason we don't see prosthetic hips in third world populations----restricted access of care. The wealthier folks get access to the medical professionals.


Now, admittedly you can do tattooing, without a knowledge of dermatology, but doubtless there was some trial and error in that 'this doesn't go well in living skin', but sculpting teeth takes a lot more skill and knowledge. Coming from an extended family with several dental hygienists and dentists, I can attest to that.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: We Gots The Skills
Unread postPosted: Mon Oct 20, 2014 9:43 pm
  

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Location: Somewhere between Heaven, Hell, and New England
Tattooing(Domestic)
Skill in impregnating living skin with ink to produce skin art. Tattooing has been around for a long time(the famous ‘Ice Man’ sported simple tattoos). The practitioner learns basic composition, proper selection of tools and inks, and procedure in preparing the skin and doing the tattoo. Also includes skill in slightly scarring the skin for aesthetic effect. A failed roll means the ink has blurred and bled, the tattoo quickly fades/is absorbed, or the skin has become infected and inflamed(25% chance on a failed roll).
Prerequisite: Art(Drawing)
Base Skill: 35% + 5% per level of experience. Taking this skill twice reflects a professional level of skill with the ability to draw in multi-layered compositions.
Note: A species-specific First Aid skill proficiency may also be required if tattooing non-humans/non-mammals to avoid possible allergic reactions from poor selection of tattooing inks.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


Last edited by taalismn on Tue Oct 21, 2014 6:18 pm, edited 1 time in total.

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 Post subject: Re: We Gots The Skills
Unread postPosted: Tue Oct 21, 2014 2:22 pm
  

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Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
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taalismn wrote:
Tattooing(Domestic)
Skill in impregnating living skin with ink to produce skin art. Tattooing has been around for a long time(the famous ‘Ice Man’ sported simple tattoos). The practitioner learns basic composition, proper selection of tools and inks, and procedure in preparing the skin and doing the tattoo. Also includes skill in slightly scarring the skin for aesthetic effect. A failed roll means the ink has blurred and bled, the tattoo quickly fades/is absorbed, or the skin has become infected and inflamed(25% chance on a failed roll).
Base Skill: 35% + 5% per level of experience. Taking this skill twice reflects a professional level of skill with the ability to draw in multi-layered compositions..
Bonuses: +5% if the Art(Drawing) skill is also taken. A species-specific First Aid skill proficiency may also be required if tattooing non-humans/non-mammals to avoid possible allergic reactions from poor selection of tattooing inks.
Art: Drawing should be a prerequisite, I would think.

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 Post subject: Re: We Gots The Skills
Unread postPosted: Tue Oct 21, 2014 5:37 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
Stone Gargoyle wrote:
[Art: Drawing should be a prerequisite, I would think.



Even if you were doing simple symbols like patterns of stripes or dots? (I'm thinking again of the Ice Man's tats, that weren't terribly sophisticated, yet probably carried considerable meaning).

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: We Gots The Skills
Unread postPosted: Tue Oct 21, 2014 6:00 pm
  

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Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6647
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
taalismn wrote:
Stone Gargoyle wrote:
[Art: Drawing should be a prerequisite, I would think.



Even if you were doing simple symbols like patterns of stripes or dots? (I'm thinking again of the Ice Man's tats, that weren't terribly sophisticated, yet probably carried considerable meaning).
You would need a certain amount of control to be able to do the patterns to keep your hand from shaking, which I would attribute to at least some artistic talent. You would at least need the ability to draw a straight line.

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
http://wiki.thedeificnmi.com/index.php?title=Main_Page


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