SKILLS
This section contains a list of all the
skills used in Rifts and their details. There are three categories of
skills: O.C.C. skills, Other skills, and Secondary skills.
O.C.C. SKILLS
These skills are training and expertise necessary to perform the
occupation selected for the character. All characters who select that
same occupational character class receive the exact same O.C.C. skills
and bonuses
The bonuses are the percentile numbers in parenthesis. The bonus is
added to the base skill, indicating the superior level of expertise.
For example: Computer Operation (+10%) means the character is more
knowledgeable in computers than the average hobbyist, so their
skill proficiency is higher. Add the +10% to the base skill of 40% for a
total of 50%. At second level experience another 5% is added making the
skill 55%. At third level another 5% is added and so on.
Note: Most O.C.C. skills enjoy a substantial bonus; however, there are rare cases where there is no O.C.C. bonus.
Also, no skill can have a rating above 98%, regardless of how the
character advances or what modifiers they may enjoy. There is always a
margin for error.
O.C.C. RELATED SKILLS
Related skills are additional scholastic skills, meaning skills
learned through formal training, schooling, or apprenticeship. Many of
these 'other' skills will relate directly to the O.C.C., while others
are simply additional areas of knowledge.
Each skill category is listed with the applicable bonus in parenthesis.
Note that some skill areas will not be available to certain O.C.C.s,
while other categories may be limited to particular skills or exclude
certain skills. Similarly, while a character may be able to select from
a particular skill area, they may not get any bonuses; start at the
base skill level.
SECONDARY SKILLS
Lastly, the character gets a certain number of secondary skills.
Secondary skills are additional areas of knowledge that the character
has learned through experience. They may be related to the person's
occupation, but usually relate to other interests, hobbies, and
entertainment. For example: in real life you may have an interest in
computers and computer programming. In your spare time you read books
and experiment with your computer. Before long, you can operate and
understand computers better than ever and can even do some programming.
You might even be good at it, but you are not at the same level as a
top professional in the field (O.C.C.). This is a secondary skill. An
area of knowledge, usually self taught, but not at the same level as an
expert trained in the subject.
Secondary skills are selected from the same list of skill categories as
O.C.C. Related skills. The same restrictions apply, which means some
skill areas may not be available. Other restrictions are that none of
the skill bonuses apply to secondary skills. Nor are major areas of
intense study available for selection. All secondary skills start at
the base skill level of proficiency (no bonuses).
Skills not available as secondary skills include:-
SKILL PENALTIES
The DM may impose a reasonable penalty to situations where the
character faces an unusually difficult task. A reasonable penalty will
range between -10% to -30%.
As a rule of thumb, there is usually a skill penalty of -30% or -40%
when trying to figure out, operate, repair, or use alien mechanisms and
technologies. The technology may be so different that the character
will be unable to use the simplest of devices. The DM should use their
discretion when dealing with alien sciences. Likewise, techno-wizardry
defies conventional science and technology, which means that a mechanic
or electrician may be able to ascertain what a device is supposed to
do, but will not be able operate, repair, modify, or
duplicate it.In fact, they are likely to have no idea of how or why the
device works at all. The special skills of techno-wizardry and magic
are located in the magic or appropriate O.C.C. and R.C.C. sections.
SKILL LIST
COMMUNICATIONS
COWBOY
DOMESTIC
Characters can attain professional quality in Domestic skills by
selecting the same skill twice. Call the improved skill 'Superior' and
add a one-time bonus of +10% and note any end results are superior.
ELECTRICAL
ESPIONAGE
HORSEMANSHIP
In the devastated and mutated land of Rifts Earth, the horse has
become a popular means of transportation and beast of burden. For
adventurers, a horse may also be a friend and companion.
Each of the six different horsemanship skills indicates a certain
degree of training and expertise in riding and handling horses. Unless
stated otherwise, a character can only select Horsemanship: General
and/or Horsemanship: Exotic Animals. The higher the skill percentage
number the better the skill and ability.
Generally the first percentile number is knowledge or ability
concerning horses and their care, nature, biology, and such, as well as
ability with working teams or wagons. The second percentile is usually
utilised for actions concerning horses and animals, such as in combat, remaining in the saddle, manoeuvres or tricks.
MECHANICAL
A character with any mechanical skill can try and make field
repairs within the capabilities of their skills (unjam a weapon, change
a tire, fix an engine, etc.) provided they have the necessary time,
materials, and tools. Extensive repairs need a machine shop/garage,
heavy equipment, spare parts, and a full crew of workers to accomplish.
Characters who fail a skill roll can not make the repair, no matter how
simple it may be (they're having a bad day, not performing well under
pressure, etc.). They may try again.
Skill Penalties for Field Repairs:-
- Simple: -5%
- Moderate: -10% to-15%
- Difficult/Serious: -20% to -40%
- Extensive: Not possible (take back to base camp garage).
MEDICAL
MILITARY
PHYSICAL
One of the unique aspects of Palladium's RPG's is that the player
can build and increase their character's physical attributes (P.E.,
P.P., P.S., Spd, and S.D.C.) by selecting Physical Skills that build
and develop muscles and endurance. All attribute and skill bonuses are
accumulative, but a specific Physical Skill may only be chosen once,
including Hand to Hand Combat skills. There are five choices for Hand
to Hand Combat skills available to the character (pick one). There are
three additional fighting techniques which can be selected to improve
one's range of fighting ability: Boxing, Kick Boxing, and Wrestling
(can pick any or all). On rare occasions, some special O.C.C.s and
R.C.C.s may get their own, unique and exclusive type of Hand to Hand
combat skill.
PILOT
The Piloting skills rolls are made when driving a vehicle under
adverse conditions (rain, fog, ice, etc.) and when performing stunts,
tricks, jumps, evasive action, under attack, dodging, shooting a weapon
while driving, high-speed chases, sideswipe attack, etc.
A failed roll means the 'stunt' manoeuvre failed/missed, or that the
pilot has lost control of the vehicle. If control is lost, the pilot
must roll two successful piloting rolls (with penalties) out of three
to regain control. Failure to do so means the vehicle crashes. DM use
discretion and logic, but here are some penalty guidelines:-
- Adverse weather or road conditions: Poor = -10%.
- Adverse weather or road conditions: Bad = -15% to -20%.
- Adverse weather or road conditions: Terrible = -30%.
- Under pressure situation: -10% to -30%.
- Pilot distracted: -10%.
- Pilot wounded or dazed: -10% to -40%.
- Shooting and driving: -20%.
- Ram/Sideswipe attack: -20%.
Characters may select most piloting skills as an O.C.C. Related Skill
or Secondary Skill (Military (any), exclusive O.C.C. piloting skills,
Combat Driving, and Robot Combat (any) skills are not available as
Secondary Skills). Each piloting skill counts as one skill selection.
PILOT RELATED
ROGUE
SCIENCE
TECHNICAL
WEAPON PROFICIENCIES
There are two categories of weapon proficiencies (W.P.): Ancient and Modern.
Ancient Weapon Proficiencies
Each ancient W.P. provides
combat training with a particular type of
weapon. The result is hand to hand combat bonuses to strike and parry
when ver that particular weapon is used. All bonuses are accumulative.
Each W.P. counts as one skill. Characters without a W.P. can use any
weapon, but without benefit of the W.P. bonuses.
Modern Weapon Proficiencies
Each W.P. counts as one skill selection. These are areas of training and practiced skill with a particular
type of modern weapon, such as revolver or sub-machine gun. This skill
provides special bonuses to strike when using that weapon. Do not add
this strike bonus to your character's hand-to-hand or combat skill
bonuses to strike.
Anybody who does not have a W.P. in a particular weapon can pick up a
gun and use it, but does so without benefit of any bonuses. The Bonuses
for any W.P. do not apply to the unskilled character, but a weapon can
still be deadly in their hands. P.P. attribute bonuses and Hand to Hand
Combat Bonuses do not apply to modern weapons. Further more, the
untrained
shooter does not know how to reload or clean the weapon or anything
about
ammunition, the gun's kick, how to use a gunsight to aim accurately, or
anything about guns or gun safety. All they can do is pick it up, aim
as best they can and pull the trigger. Note: A character with
no gun proficiency rolls to strike with no bonuses, can not make a
called shot or an aimed shot, and suffers a penalty of -3 to strike
with burst attacks,-5 to strike when shooting a machinegun, rail-gun,
mortar, missile launcher, or other heavy weapon, and -6 when shooting
wild/spray.
Modern Weapon Proficiencies provide the following bonuses:-
- Training: Enables the character to easily reload, dissasemble, unjam, clean, or otherwise maintain the weapon.
- Recognise Weapon Quality: -30% at level 1, +6% per level of experience.
- +1 to Strike: for every 3 levels of experience beyond level 1.
- Aimed: +3 to strike, +4 to strike with revolver. This means the person takes the time
to carefully aim and squeeze off one, well placed shot. Each individual
shot takes one full attack. Thus, if a character has four attacks per
melee they can shoot FOUR aimed shots. This applies to all weapons.
Roll to strike for each strike.
- Short Burst:
+1 to strike. A burst is the shooting of several rounds, immediately
one after another. Aim is more hasty and the recoil moves the weapon
with each shot, reducing the accuracy. Semiautomatic/automatic weapons,
machineguns, and sub-machineguns, are designed for burst firing. The
concept if that, while accuracy is reduced, the odds of hitting one's
target with multiple rounds is increased because more shots are fired.
Roll to strike once to see if the entire burst hits. Do not roll for
individual bullets. If the burst misses its target, then all rounds in
the burst miss. Short bursts fire 20% of the entire magazine (i.e. 30
round magazine uses 6 rounds in a short burst). Roll normal damage for
one round, then double. Uses one attack/action. Can be fired at one
target only.
- Long Burst: +1 to strike. This burst fires 50% of the entire magazine (i.e. 30 round
magazine uses 15 rounds in a long burst). Roll normal damage for one
round then multiply by 3. Uses one attack/action. Can be fired at one
target only.
- Entire Magazine Burst: Shooting off the entire magazine/clip within a melee round is possible.
100% of the rounds are fired. Roll normal damage for one round then
multiply by 7. Uses up two attacks/actions that melee. Can be fired at
only one target; machineguns (W.P. Heavy) are the only exception to this.
- Wild/Spray:
No bonus or penalty. Shooting a spray at several targets at once is
possible, but is the same as shooting wild. You must fire a long burst
or an entire magazine burst in order to spray. Shooting wild occurs
when a trained character shoots without taking time to aim. This
usuaully applies when the person is blinded, angry, running, rolling,
leaping, shooting from a moving vehicle, etc. With the correct W.P.this
mode of fire gains no bonus or penalty. Without the correct W.P. this
mode of firing strikes at -6 penalty. Counts as two attacks/actions.
Can be fired at one target or as a spray:-
- One Target: roll normal damage for one round then double
it. When using this mode of fire there is a 20% chance that an innocent
bystander is possibly hit. Damage is for one round only (a wild shot).
- Spray (to hit several targets simultaneously):
roll once to determine if the target area is hit: 1D20; 5 or higher
strikes as usual. Roll 1D4 to determine number of individual targets
struck within that target area. However, each target
gets a dodge to avoid getting shot. Damage is normal damage from one
round. when using this mode of fire there is a 50% chance of hitting
innocent bystanders doing one round damage (a wild shot).
WILDERNESS