We Gots The Skills

If Super Heroes/Heroines & Super Villains are your game, discuss them here.

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taalismn
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Re: We Gots The Skills

Unread post by taalismn »

(Medical)
*Anesthesiology--Specialization in the administration of drugs to reduce pain and induce states of near- or total-unconsciousness, typically as part of surgical or invasive medical procecedures. Training covers general (whole body)and local(location-specific) anesthesia, and both gaseous and liquid agents, as delivered by inhalation, injection, ingestion, or intervenous drip. Close attention is paid to side effects, interactions with other drugs/chemicals, and patient-specific phsyiological concerns. Requires Chemistry: Pharmaceutical. Having the Toxicology skill adds a +10% to this skill. Base Skill: 45%+5% per level of experience. A failed roll by 19 or less means that the patient(s) wake up in half the time expected, while a failure of 20 or more points means that more serious problems may be indicated, such as respiratory distress, allergic reaction , organ failure, or other mishap(GM's choice)---or the patient may not fall asleep/go numb at all...
Last edited by taalismn on Thu Sep 17, 2009 8:27 pm, edited 1 time in total.
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Re: We Gots The Skills

Unread post by taalismn »

Stone Gargoyle wrote:Nice one, Taalismn.


Thanks..I just never recall seeing such a skill listed anywhere...Though AtB: Mutants Down Under MIGHT or SHOULD have had such a skill...
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"Trouble rather the Tiger in his Lair,
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Re: We Gots The Skills

Unread post by Gryphon Chick »

Filibuster: The character is a practiced lecturer and can prattle on for extended lengths to wear down opponents in a debate or political vote to get them to concede. A successful roll means the character can talk for his ME attribute number in hours, and he must make a save vs. exhaustion (14 or better, PE bonus applies) each hour after that to continue if all opponents are not worn down. A failed roll would require him to save each hour he is speaking. Opponents save each hour against exhaustion also, so it is a matter of him outlasting them. Base Skill: 30%, plus 5% per level.
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Re: We Gots The Skills

Unread post by EricvonEric »

Stone Gargoyle wrote:Certain skills will be limited by education level, so none of the law skills, political science, stock market, marketing or bookkeeping would be able to be taken as secondaries. The advanced weightlifting would not be available as a secondary, either. I can see Cross-Dressing, Aerobics, Surfing, Pole Dancing and Breakdancing all available as secondaries.


I could see courtroom ettiquette being available as a secondary skill.
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Re: We Gots The Skills

Unread post by Stone Gargoyle »

Winged Flight Skills
Moving at high speeds, diving, or flying stunts that are out of the ordinary, are considered stunts and place penalties on the flyer. Most stunts are done with a -15% penalty, and poor visibility will also place a -15% penalty, as well as force the flyer to move at half speed.

Diving: This skill pertains to power dives and the ability to pull out before collision at high speed. When diving, a flyer with this skill can move at 10% beyond their normal flying speed without penalty, though pushing beyond that imposes a control penalty equal to the percentage of speed increase over that (so diving at a speed of 15% beyond normal flight speed while in a dive will impose a -5% penalty). Base Skill: 40%, plus 5% per additional level.

Winged Flying: A routine and exercise to build flight speed and endurance. This is all about grueling, grinding, long-distance flying, in the worse conditions imaginable. Since emergency messages and small packages (such as urgently needed medicine) is fastest carried by flying, this is truly a valuable skill.
Characters without Winged Flying can fly at maximum speed for one minute for each point of P.E.
Long-Distance Flying: Characters trained in flying can fly at their maximum speed for longer than those untrained. They just "pay" for their long-distance pain. Here's how it works. Once the character has exceeded their normal limit (P.E. number in minutes), they lose or "pay" 1d4 S.D.C. for every additional fifteen minutes of flying at top speed (additional S.D.C. from Natural Armor or powers can NOT be used). Even when S.D.C. is exhausted, the character can press on, spending one Hit Point for every additional minute of top-speed flying. Lost S.D.C. and Hit Points must be regained in the normal (slow) healing way. And yes, a flyer may collapse from exhaustion or even fall into a coma and die if he pushes himself too far (down to zero Hit Points).
+1 PE
+4d4 to flight speed
+1d6 S.D.C.
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Re: We Gots The Skills

Unread post by Stone Gargoyle »

This skill is based on a subject brought up in the New Powers thread.

Gryphon Chick wrote:The thing is that MI and SA would only really apply to certain people.
MI would be good for strictly bonuses to perception, but IQ kind of already covers that.
I really like the idea of SA, because then you could add bonuses to ISP and PPE based on it. I don't think it would add spells or psionics.
Perception and Spiritual Awareness could also be written up as skills to do the same thing.


Mental Intuition: The character gains +1 to perception at first level, and then another +1 to perception at levels 4, 8 and 12. The character gains +1 to initiative at levels 3, 7, 11, and 15. This also adds +5% to all Divination skills.

Spiritual Attunement: The character has trained in becoming more aware of the unseen. This adds one foot per level to Presence Sense, Sense Evil, Sense Magic, See Aura, and See the invisible (whether psionic or spell). The character with this will also gain +1 ISP for every 2 MA points over 15 and +1 ISP point per level in addition to those already gained by being psychic or powers. This also adds +5% to all Divination skills.
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Re: We Gots The Skills

Unread post by Stone Gargoyle »

gmapprentice wrote:would that last power apply in Heroes Unlimited?


This are the skills to effectively use winged flight powers and abilities, they do not grant the power if you do not already have it. Just like a long-distance runner is trained to run with more endurance, the same thing applies to flight.
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Re: We Gots The Skills

Unread post by Stone Gargoyle »

gmapprentice wrote:i KNEW it didn't give the power of flight. I was asking if winged heroes could aquire the skill in Heroes Unlimited. I meant to say skill, not power. That was my mistake. Sorry, SG.


No problem.
Yes, the skills can be used anywhere there are winged characters to improve their flying, which includes Heroes Unlimited.

For more regarding Winged Flight, see also my Winged Flight Options thread:
viewtopic.php?f=7&t=71015
Last edited by Stone Gargoyle on Sun Sep 20, 2009 3:52 pm, edited 1 time in total.
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Re: We Gots The Skills

Unread post by Stone Gargoyle »

gmapprentice wrote:thank you. And speaking of powers, even though i never meant to type that, i am currently working on one called Disintegration Field. has that been done?


No, I don't think so, mainly since the damage would be too high even for a major. Iczer may have done something similar. But that is a topic for New Powers, not here. Please, if you wish to discuss it further, post the question there.
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Re: We Gots The Skills

Unread post by Stone Gargoyle »

Skills related to powers is not a new concept. Baron Von Clogg originally wrote this in the Super Abilities vs HTH Attacks thread, back in December of 2007:

The Baron vonClogg wrote:I think that the most logical solution is to introduce some new skills that account for training with your powers. For most characters, this would be the equivalent of a Secondary Skill (going out in your backyard and knocking down cans with your EE:Fire). Characters with a background of some special training, like a Mutant Academy or special mentor, might get the option of a Primary Skill or even full Skill Program with more flexibility.

Dan's Ruling: Characters with absolutely no training or practice with their powers get 2 "power actions" per melee, plus an additional action at 2nd, 5th, and 10th level. When combining power and other actions, use whichever number of actions per melee is lowest. This is intended for powers that aren't primarily enhancing hand-to-hand combat skill (which are otherwise covered by the standard combat rules).

Secondary Skill: Power Control
Practicing on one's own, or with minimal guidance, can mean more comfort using powers in combat. The character gains an additional power action per melee (for a total of 3) at first level, plus another at 4th, 8th, and 12th. +1 to strike with any ranged powers or +1 to initiative while using powers at 2nd, 5th, 9th, and 13th.
Selecting this skill twice means that the character spends extra time in practice, and gains an additional power action per melee. A third selection of this skill grants +1 to strike and +1 initiative at 3rd, 7th, and 11th levels.

Primary Skill: Power Instruction
Directed training by an instructor provides more focus, and access to different bonuses. Trained characters gain insight into the way their powers function, and experience using them in combat. This allows characters to combine any single-action power usage into hand-to-hand combat, or combine single-action hand-to-hand action in powered combat (as long as this doesn't result in more attacks of one type than is typically possible). Characters can combine one action per melee at first level, and an additional action at 3rd, 6th, 9th, and 12th levels.
This training provides one additional power action, but does not offer more as the character progresses in level. It does, however, allow the character to apply a +1 bonus to any one combat stat already enhanced by their powers at 2nd, 5th, 8th, and 11th levels.

Scholastic Skill Program: Power Training
Power Instruction
Power Control
Any two appropriate skill selections, depending on the souce of the training, including additional selections of Power Control
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Stone Gargoyle
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Re: We Gots The Skills

Unread post by Stone Gargoyle »

This was posted by Roscoe Del'Tane back in 2007:
viewtopic.php?f=7&t=74157
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Re: We Gots The Skills

Unread post by Stone Gargoyle »

Drewkitty~..~ posted these Hockey skills originally in a New Skill thread:

drewkitty ~..~ wrote:Hockey: 35/45+5/L
This skill is the knowledge of the rules of the game (1st %), and the physical skill to play the game (2nd % used in game play). Even those without this skill can play but do so with a -30 when playing against those with this skill
WP Hokey Stick (blunt): +2 Strike the puck, +1 strike another player, +3 Parry(another players stick)
+2 Parry/Block puck, +2d6 SDC, +1d6 HP, +15% skating
Prerequiste: Ice Skating
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Re: We Gots The Skills

Unread post by Stone Gargoyle »

Jaegermeister posted this to another thread way back in 2004:

Jaegermeister wrote:Taunt (Rogue skill)
Characters use Taunts to insult and upset their opponents. They can annoy their opponents and make them so angry that they are less effective in combat - temporarily. Taunts should be roleplayed and they should make a certain amount of sense. Calling a large man "tiny" isn't much of a taunt unless there is some secondary meaning or background note, that would make it appropriate.

Attitude is also a key. A player who is able to adopt a snide, sarcastic, and/or insulting tone when roleplaying a taunt might receive bonuses for appropriate taunts, while an uncreative player should receive a negative.
Penalties: -3 to initiative and to strike, lose 1 attack per melee and are -10% to any skill or ability rolls.

Base Skill: 20% +3% per additional level of experience. Skill Bonuses: +1% for every one M.A. attribute point above 20. A Stage Magician character is truly a master of verbose witticism and King of the Cutdown. The class gets it as a class ability, a +10% bonus AND can take an advanced course as a secondary skill for double the penalties inflicted!

Taunt Modifiers
Condition to Attack Modifier
Taunt is especially appropriate +5%
Taunt involves more than an element of truth +5%
Taunt has been tried before -10%
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Re: We Gots The Skills

Unread post by Gryphon Chick »

Domestic Skills

Clothing and Fashion: This is the skill of knowing exactly what purse to wear with those shoes, or what is fashionable. Includes a basic understanding of esthetics and matching personal coloration to clothes to know if you are a Winter or an Autumn. If a successful skill roll is made in selecting clothing to wear, this will add a temporary +5% to Charm/Impress and Trust/Intimidate rolls. Base Skill: 30%, plus 5% per level. Adds +2% to Disguise and Crossdressing skills.

Cosmetic Application: This is a skill taught to women early in life, and some men, to create a more pleasing appearance. A successful roll made while applying makeup will improve PB by 1d4 points. Base Skill: 40%, plus 5% per level, with a bonus of +5% if Chemistry is also known. Adds +10% to Disguise and Crossdressing skills.

Cutting Hair and Styling: This is the skill of properly trimming and grooming human hair (animals are done at a penalty of -10%), and knowing trends in hair styles. Base Skill: 30%, plus 5% per additional level. Adds +5% to Disguise and Crossdressing skills.

Manicuring: Primarily learned by women, this is the art of keeping clean and trimmed fingernails, as well as applying color. Base Skill: 25%, plus 4% per additional level. Adds +5% to the Cosmetic Application skill.
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Re: We Gots The Skills

Unread post by Gryphon Chick »

Thanks for retrieving a lot of these skills from older threads, Stoney G. I was starting to think this thread was dying; but if we can keep it going, hopefully more people will post.
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Re: We Gots The Skills

Unread post by Stone Gargoyle »

gmapprentice wrote:good job to both you you!


Thanks!
This link is to a thread by Northern Ranger which appeared in Palladium Fantasy Forum. It explains his version of the Free Running skill.
viewtopic.php?f=5&t=81873&hilit=+free+running
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Re: We Gots The Skills

Unread post by Stone Gargoyle »

gmapprentice wrote:thanks. I really need to work on thinking of new skills...


We can always use more. :D
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Re: We Gots The Skills

Unread post by Stone Gargoyle »

Super Power Control Skills

These skills can be used by characters with powers related to energy expulsion.

Detect Powers: This allows a character without the ability to scan for superpowers to sense for power signatures like his own. He can scan for powers even when they are not in use, but the exact nature will not be known. Base Skill: 20%, +4% per each additional level.

Energy Attack Precision: This skill represents special training in the use of an energy expulsion power. Gives a +2 to an aimed shot at level one, and an additional +1 at levels 3, 6, 9, 12 and 15. The skill requires the character to be immobile.

Energy Sniping: This allows the character to increase the range of his energy expulsion an additional +10% per melee round, with a maximum of twice the stated range of the power. The skill must be used while the character is immobile.

Soaking: The superbeing can cause his energy powers to soak up the first 20 points of damage from an energy attack. This is useful for characters with no immunity or resistance to energy attacks. A failed roll means the character takes normal damage. Base Skill: 20%, plus 4% per each additional level.
Last edited by Stone Gargoyle on Tue Sep 22, 2009 9:12 pm, edited 1 time in total.
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Re: We Gots The Skills

Unread post by Stone Gargoyle »

gmapprentice wrote:Nice ones, but i think the skill percentage for Soaking is a bit high.


Shrugs...Whatever...Edited.
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Re: We Gots The Skills

Unread post by Steeler49er »

Stone Gargoyle wrote:This skill is based on a subject brought up in the New Powers thread.

Gryphon Chick wrote:The thing is that MI and SA would only really apply to certain people.
MI would be good for strictly bonuses to perception, but IQ kind of already covers that.
I really like the idea of SA, because then you could add bonuses to ISP and PPE based on it. I don't think it would add spells or psionics.
Perception and Spiritual Awareness could also be written up as skills to do the same thing.


Mental Intuition: The character gains +1 to perception at first level, and then another +1 to perception at levels 4, 8 and 12. The character gains +1 to initiative at levels 3, 7, 11, and 15. This also adds +5% to all Divination skills.

Spiritual Attunement: The character has trained in becoming more aware of the unseen. This adds one foot per level to Presence Sense, Sense Evil, Sense Magic, See Aura, and See the invisible (whether psionic or spell). The character with this will also gain +1 ISP for every 2 MA points over 15 and +1 ISP point per level in addition to those already gained by being psychic or powers. This also adds +5% to all Divination skills.

Hey, you really did make em a skill... I was impressed that you could do that :eek:
I couldn't figure out how you'd pull it off but, you did and did so nicely :ok:


On another note, I still notice that ME is getting used allot more than MA fer everything.... Even stuff you'da thought MA would work great with. I'da thought that a Skill like GC's Filibuster would like to use it...
This is just me thinking outloud.
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Re: We Gots The Skills

Unread post by Stone Gargoyle »

gmapprentice wrote:that looks better.

sorry for saying it seems a bit high, it's just you're basically giving a ton of people the ability to get another, free, superpower. from my perspective.


Except that some would argue Energy Expulsion characters should be able to do that anyways.
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Re: We Gots The Skills

Unread post by Steeler49er »

Posted by Stone Gargoyle
Spoiler:
Stone Gargoyle wrote:Super Power Control Skills

These skills can be used by characters with powers related to energy expulsion.

Detect Powers: This allows a character without the ability to scan for superpowers to sense for power signatures like his own. He can scan for powers even when they are not in use, but the exact nature will not be known. Base Skill: 20%, +4% per each additional level.

Energy Attack Precision: This skill represents special training in the use of an energy expulsion power. Gives a +2 to an aimed shot at level one, and an additional +1 at levels 3, 6, 9, 12 and 15. The skill requires the character to be immobile.

Energy Sniping: This allows the character to increase the range of his energy expulsion an additional +10% per melee round, with a maximum of twice the stated range of the power. The skill must be used while the character is immobile.

Soaking: The superbeing can cause his energy powers to soak up the first 20 points of damage from an energy attack. This is useful for characters with no immunity or resistance to energy attacks. A failed roll means the character takes normal damage. Base Skill: 20%, plus 4% per each additional level.
I really liked these skills you've posted as well but, I myself was wondering if Soak should have some kinda mention as to what classes of power are and are not applicable to use this.
And secondly, would you 'consider' (only consider... Im not trying to sound disliking of what you wrote I'm really not, it's great the way it is) dropping the 20 point absorbtion to something smaller but something that also Grows with you per level?

The reason I ask is cuz once you take a skill in PB you can't take it again when next you've got a skill slot as per the rules against doubling up on skill. I like that flexability (and NOT fer power gaming, just fer the fact that it's there if you want it and PB doesn't want it) so if you did this you at least see some growth over time... Even if it was just a little...


Again, not trying tobe a pushy guy and I Do like the ability/skill... I what I wrote is Real something you can ignore... Please do not take my comment as being in disagreement with what you wrote, as I'm not, it's really really is just a question only I had and nothing important.
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Re: We Gots The Skills

Unread post by Stone Gargoyle »

Steeler49er wrote:
I really liked these skills you've posted as well but, I myself was wondering if Soak should have some kinda mention as to what classes of power are and are not applicable to use this.


It is intended for energy powers primarily, to allow the character to absorb other energy expulsion attacks.

And secondly, would you 'consider' (only consider... Im not trying to sound disliking of what you wrote I'm really not, it's great the way it is) dropping the 20 point absorbtion to something smaller but something that also Grows with you per level?


It could be reduced to 5 points and grow by that amount per level.

The reason I ask is cuz once you take a skill in PB you can't take it again when next you've got a skill slot as per the rules against doubling up on skill. I like that flexability (and NOT fer power gaming, just fer the fact that it's there if you want it and PB doesn't want it) so if you did this you at least see some growth over time... Even if it was just a little...


Yeah, I get it. I was just basing it off Resistance powerswhich typically use 20 points.

Again, not trying tobe a pushy guy and I Do like the ability/skill... I what I wrote is Real something you can ignore... Please do not take my comment as being in disagreement with what you wrote, as I'm not, it's really really is just a question only I had and nothing important.


I did not take it that way.

So, if I rework it, it can read as follows:

Soaking: The superbeing can cause his energy expulsion powers to soak up the first 5 points of similar energy damage at level one, plus 5 points per level, from an energy expulsion attack. This is useful for characters with no immunity or resistance to energy expulsion attacks. The type of energy must be the same or similar to the characters own (so no light expulsion characters can absorb darkness attacks or cold, but could absorb fire, electricity,or lasers). A failed roll means the character takes normal damage from the attack. Base Skill: 20%, plus 4% per each additional level.
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Re: We Gots The Skills

Unread post by Gryphon Chick »

I must say that I prefer the revised version of Soaking. Nice work, boys.
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Re: We Gots The Skills

Unread post by Steeler49er »

Stone Gargoyle wrote:
Steeler49er wrote:
Again, not trying tobe a pushy guy and I Do like the ability/skill... I what I wrote is Real something you can ignore... Please do not take my comment as being in disagreement with what you wrote, as I'm not, it's really really is just a question only I had and nothing important.


I did not take it that way.

So, if I rework it, it can read as follows:

Soaking: The superbeing can cause his energy expulsion powers to soak up the first 5 points of similar energy damage at level one, plus 5 points per level, from an energy expulsion attack. This is useful for characters with no immunity or resistance to energy expulsion attacks. The type of energy must be the same or similar to the characters own (so no light expulsion characters can absorb darkness attacks or cold, but could absorb fire, electricity,or lasers). A failed roll means the character takes normal damage from the attack. Base Skill: 20%, plus 4% per each additional level.

:eek: Gosh dang you're fast at responding...
Thank you fer not getting mad at me :-) , I just didn't wanna come off as a critiquer' (Or however one spells that)... I save that stuff fer movies and comic books... Not fer friends.

This is a nice skill and thank you fer answereing the other question as well, but one last thing, could one combine this with Matter Expulsion powers as well???
Actually don't answere that, it's most likely and therefor overly redundant thing of me to ask...
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Re: We Gots The Skills

Unread post by Stone Gargoyle »

Steeler49er wrote:one last thing, could one combine this with Matter Expulsion powers as well???
Actually don't answere that, it's most likely and therefor overly redundant thing of me to ask...


It really isn't designed to do that. These were specifically designed for ENERGY expulsion.
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Re: We Gots The Skills

Unread post by Stone Gargoyle »

gmapprentice wrote:Save-Breaker (Superpower Skill)

A superbeing with a power that requires a saving throw can take this skill to increase the number needed to save against it by one point. Cannot be taken as a secondary skill.

That sound alright?


No, you want to decrease the number since you have to roll over it to save.
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Re: We Gots The Skills

Unread post by Stone Gargoyle »

gmapprentice wrote:i was trying to say it makes it harder for others to save against it... did i not write it properly?


No, I just read it wrong. I thought it allowed them to get better saving throws.

Saving Throw: The character gets better at protecting against attacks, and so gets an additional +1 to saving throws at levels 1, 5, 9 and 13.
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Re: We Gots The Skills

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Comprehension: The character can negate penalties to another skill roll by rolling a comprehension roll. A successful roll will reduce the penalty to a skill roll by 10%. Base Skill: 45%, plus 5% per level of experience.
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Re: We Gots The Skills

Unread post by Stone Gargoyle »

gmapprentice wrote:i like the skill... seems like we need it by now. my only question is, what skill category would comprehension be in?

We can probably just toss it in Technical.
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Re: We Gots The Skills

Unread post by Stone Gargoyle »

gmapprentice wrote:it seems like a lot of skills just get tossed in technical. oh well.

That is because they are heavily book related.

Book Learning: This skill reflects an interest in books and study. Adds +5% to all Technical, Science and Medical skills.
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Re: We Gots The Skills

Unread post by Gryphon Chick »

Stone Gargoyle wrote:
gmapprentice wrote:it seems like a lot of skills just get tossed in technical. oh well.

That is because they are heavily book related.

Book Learning: This skill reflects an interest in books and study. Adds +5% to all Technical, Science and Medical skills.


I like these. I might have to work up a library studies skill program.
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Re: We Gots The Skills

Unread post by Stone Gargoyle »

I had programs to write up as well. Hopefully I will get some up soon. :)
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Re: We Gots The Skills

Unread post by Stone Gargoyle »

This magic skills thread started up in the Guild of Magic & Psionics:
viewtopic.php?f=39&t=108164
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Re: We Gots The Skills

Unread post by NMI »

Stone Gargoyle wrote:This magic skills thread started up in the Guild of Magic & Psionics:
http://forums.palladium-megaverse.com/v ... 9&t=108164

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Re: We Gots The Skills

Unread post by Stone Gargoyle »

Macksting swote this for N&SS:

Mantisking wrote:W.P. Claw: This skill includes weapons such as the Japanese Nekode, the Indian Bagh Nakh, and the claws used by the martial artists of the Fu Chiao Pai style. Bonuses: Start with +1 to Parry and Entangle at level one. +1 to Strike at levels 4, 7, 10, and 13. +1 to Parry at levels 2, 6, 8, 11, and 14. +1 to Entangle at levels 3, 7, 10, 12, and 15.
Last edited by Stone Gargoyle on Mon Dec 14, 2009 12:35 pm, edited 1 time in total.
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Re: We Gots The Skills

Unread post by Stone Gargoyle »

I will be adding some of these I have permission to into the Black Vault wiki.
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Re: We Gots The Skills

Unread post by Stone Gargoyle »

One of these days I will have to get the skill programs I had planned together.
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Re: We Gots The Skills

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*Surveying/Map Making(Technical)---This is the art of making the maps and charts that everybody else uses. Practitioners become familiar with surveying techniques, calculating distances, and the instruments of surveying(transects, theodolites, rangefinders, compasses, etc.) The skill percentage is in both producing accurate readings of positioning and in producing accurate and readable maps.
The general skill is in land surveying, but specialization can be taken in oceanic survey and aerial navigation map/chart-making.
Prerequisites: Math Basic and Navigation(area of specialization)
Skill Percentage: 35%+5% per level of experience, +5% if they have Read Sensory Instruments, +5% if an art/drafting/technical drawing skill is taken.
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Re: We Gots The Skills

Unread post by Stone Gargoyle »

WP Stein: The character can attack with a drinking stein as a blunt attack or splash contents into the eyes of an attacker. Bonuses to strike and parry of +1 at levels 1, 4, 8 and 13, bonuses to splash as called strike +1 at levels 3, 6, 9 and 14.

Dragonriding: This includes all winged mounts and includes the basic principles of riding, the care and feeding of the animal, recognizing breed and quality, and diving, charging and jumps. The percentile is used for special maneuvers, and when determining breed and quality. 30%, plus 4% per level. Adds +30% to horsemanship.
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Re: We Gots The Skills

Unread post by Stone Gargoyle »

Bump.

No interest in this thread lately.
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Re: We Gots The Skills

Unread post by Gryphon Chick »

ZEN posted these to an older thread:

ZEN wrote:I think some fine control skills would be good additions...

Partial Transformation
For all powers that alter the character's physical structure, this skill allows characters to transform single limbs or other portions of the body.

Morphic Form Mastery
Allows characters who can transform into fluid, plastic or gaseous states to have a finer control over the cohesion, movement and extensibility of the body while transformed.

Fine Control Energy Expulsion
The character has put long hours of practice into limited and maintained emission of generated energy, with a greater degree of fine control. This would allow a character with the power to create and release blasts of fire to form and maintain a blowtorch effect released from one finger (useful for welding and cutting).

Dimensional Control Mastery
Characters able to teleport, distort space, create dimensional rooms, etc. The skill concentrates on extending the range, speed or duration of the power, and increases the accuracy of targeted effects (or navigational rolls).

Matter Creation Mastery
Increases the skill and capacity of the matter creation power, allowing the character to create greater weights of matter, and to create it in artistic or more usefull ways, such as creating sculptured rock in a short amount of time, shaped to look like a specific individual.

Mind over Body
The character has practiced many hours at pushing the maximum limits of the super power, gradually seeing gains in the range and force of the power's effects, though not the powers duration or fine control. (this skill would apply to only one power at a time, but could be selected for multiple powers)


The entire thread can be found here:

viewtopic.php?f=7&t=23002
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Re: We Gots The Skills

Unread post by Stone Gargoyle »

Gryphon Chick wrote:ZEN posted these to an older thread:

ZEN wrote:I think some fine control skills would be good additions...

Partial Transformation
For all powers that alter the character's physical structure, this skill allows characters to transform single limbs or other portions of the body.

Morphic Form Mastery
Allows characters who can transform into fluid, plastic or gaseous states to have a finer control over the cohesion, movement and extensibility of the body while transformed.

Fine Control Energy Expulsion
The character has put long hours of practice into limited and maintained emission of generated energy, with a greater degree of fine control. This would allow a character with the power to create and release blasts of fire to form and maintain a blowtorch effect released from one finger (useful for welding and cutting).

Dimensional Control Mastery
Characters able to teleport, distort space, create dimensional rooms, etc. The skill concentrates on extending the range, speed or duration of the power, and increases the accuracy of targeted effects (or navigational rolls).

Matter Creation Mastery
Increases the skill and capacity of the matter creation power, allowing the character to create greater weights of matter, and to create it in artistic or more usefull ways, such as creating sculptured rock in a short amount of time, shaped to look like a specific individual.

Mind over Body
The character has practiced many hours at pushing the maximum limits of the super power, gradually seeing gains in the range and force of the power's effects, though not the powers duration or fine control. (this skill would apply to only one power at a time, but could be selected for multiple powers)


The entire thread can be found here:

viewtopic.php?f=7&t=23002

Some of those seem better as power modifiers and not skills per say. Good find, though. :mrgreen:
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Re: We Gots The Skills

Unread post by The Oh So Amazing Nate »

Stone Gargoyle wrote:
gmapprentice wrote:it seems like a lot of skills just get tossed in technical. oh well.

That is because they are heavily book related.

Book Learning: This skill reflects an interest in books and study. Adds +5% to all Technical, Science and Medical skills.



This is great for Lolz! A mountain man character immediately popped into mind with the skills of Play instrument: Banjo/Mandolin/Dobro/Jug Sing: Bluegrass and HTH: Butt Whuppin'

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Re: We Gots The Skills

Unread post by Stone Gargoyle »

The Oh So Amazing Nate wrote:
Stone Gargoyle wrote:
gmapprentice wrote:it seems like a lot of skills just get tossed in technical. oh well.

That is because they are heavily book related.

Book Learning: This skill reflects an interest in books and study. Adds +5% to all Technical, Science and Medical skills.



This is great for Lolz! A mountain man character immediately popped into mind with the skills of Play instrument: Banjo/Mandolin/Dobro/Jug Sing: Bluegrass and HTH: Butt Whuppin'

No disrespect intended

:lol: None taken.
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Re: We Gots The Skills

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Glassworking(Technical)---The art of working glass, for both industrial and artistic purposes. Trainees of this science learn the fundamentals of glass; the chemistry, different types, and production methods of. Basics of glass-blowing, shaping, and manufacture are also taught. Low-level practitioners can produce basic glass vessels and simple artifacts, while more advanced glassworkers can hand-make high-quality goods and even laboratory-quality glass instruments. In the world of Rifts, glassworking is a highly valued skill outside the industrialized cities, as glassworkers can produce products of great utility and beauty, from drinking vessels and widow panes, to medical pipettes and lightbulbs.
Base Skill: 60 % + 3% per level of experience for basic creation; -20% in the creation of precise(laboratory-quality) or exotic forms.

Lense Making(Technical)----The art of shaping and polishing glass for the manipulation/amplification/focusing of light. Covers lens-grinding, polishing, and mounting for such items as telescopes, reading glasses, magnifying glasses, and microscopes.
Base Skill: 50 % + 3% per level of experience; +5% if Glassworking is also taken. +2% to Communications: Optics if attempting repairs on optical systems.

Sexual Techniques-Advanced(Domestic/Rogue)----This is the study and practice of the arts of sexual pleasure. Practitioners of thiis skill will have extensive knowledge of errogenous zones, sensual massage, aromatherapy, and methods of arousal . More to the point, this skill trains a CONSCIOUS awareness of the process. Successful use of this skill on a person adds a +1d6 to M.A. when dealing with that person again. This skill may be taken multiple times for each humanoid species(so a knowledge of how to turn on a Wulfen accounts as one skill selection, while Vanguard Brawler sex techniques counts as another).
Base Skill: 20% + 2% per level of experience. Adds a +5% to Seduction skill
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Re: We Gots The Skills

Unread post by Stone Gargoyle »

taalismn wrote:Glassworking(Technical)---The art of working glass, for both industrial and artistic purposes. Trainees of this science learn the fundamentals of glass; the chemistry, different types, and production methods of. Basics of glass-blowing, shaping, and manufacture are also taught. Low-level practitioners can produce basic glass vessels and simple artifacts, while more advanced glassworkers can hand-make high-quality goods and even laboratory-quality glass instruments. In the world of Rifts, glassworking is a highly valued skill outside the industrialized cities, as glassworkers can produce products of great utility and beauty, from drinking vessels and widow panes, to medical pipettes and lightbulbs.
Base Skill: 60 % + 3% per level of experience for basic creation; -20% in the creation of precise(laboratory-quality) or exotic forms.

Lense Making(Technical)----The art of shaping and polishing glass for the manipulation/amplification/focusing of light. Covers lens-grinding, polishing, and mounting for such items as telescopes, reading glasses, magnifying glasses, and microscopes.
Base Skill: 50 % + 3% per level of experience; +5% if Glassworking is also taken. +2% to Communications: Optics if attempting repairs on optical systems.

Sexual Techniques-Advanced(Domestic/Rogue)----This is the study and practice of the arts of sexual pleasure. Practitioners of thiis skill will have extensive knowledge of errogenous zones, sensual massage, aromatherapy, and methods of arousal . More to the point, this skill trains a CONSCIOUS awareness of the process. Successful use of this skill on a person adds a +1d6 to M.A. when dealing with that person again. This skill may be taken multiple times for each humanoid species(so a knowledge of how to turn on a Wulfen accounts as one skill selection, while Vanguard Brawler sex techniques counts as another).
Base Skill: 20% + 2% per level of experience. Adds a +5% to Seduction skill

Nice ones!
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Re: We Gots The Skills

Unread post by taalismn »

Thanks..... :-D
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And the Turning of a Page"

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Re: We Gots The Skills

Unread post by Stone Gargoyle »

I'd like to find a skiing skill but don't know enough about skiing to write it myself. Anyone want to try it?
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Re: We Gots The Skills

Unread post by NMI »

Stone Gargoyle wrote:I'd like to find a skiing skill but don't know enough about skiing to write it myself. Anyone want to try it?

There isn't a skiing skill in Rifts: Canada??
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