New Skills for Unified List?

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New Skills for Unified List?

Postby Tyrannosapiens Rex » Sat Nov 25, 2017 9:22 am

So I was digging for skills for low-tech crafting (specifically metals sciences and/or smithing skills- thus far Mining and Prospecting or Recycling is as close as I have found so far still) and construction (past Masonry and Carpentry- something like 'Civil Engineering' or 'Architecture').

So far I came up empty on what I'm looking for, but these two gems from Robotech: Macross stood out for mention. Both would be skills I would want for at least one of my PCs, and I can think of others who might want this sort of thing. The first would be only half applicable on Rifts Earth (the aeronautics half of Aerospace), but vitally applicable in Phase World and likely to make appearances for space characters if the Orbit setting ever reanimates and shambles around the site. The second one is essentially 'Professional Barter' and Kat needs this.

Aerospace Engineer: This engineer is a specialist in the science, design and construction of aircraft and spacecraft. This skill encompasses both aeronautical engineering, the study and design of atmospheric craft, and astronautical engineering, the study and design of spacecraft. Aerospace engineers are trained in aerodynamics, avionics, propulsion and materials science as it pertains to the construction of aircraft and spacecraft.
Base Skill: 25% +5% per level. Requires Mathematics: Advanced, literacy and Electrical Engineer. Note: Falls under the skill category of Mechanical.

Entrepreneurship: A measure of the character's mastery of business, finance and economics necessary to own and run a business. It involves managerial skills, problem solving, knowledge of investments and markets.
Base Skill: 40% +5% per level. Note: Falls under the Skill Category of Technical.
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Re: New Skills for Unified List?

Postby Augur » Sat Nov 25, 2017 9:55 am

IIRC, any technical skill can simply be taken twice to be at a professional level.
I could be wrong on this as it's coming from memory. But if correct, that solves the barter / entrepreneurship issue without adding another skill to the list.

Aerospace engineer...that's a bit trickier. Maybe if aircraft mechanics is purchased twice it can become that? I dunno. Why is aerospace even necessary when electrical engineer and mechanical engineer already cover the full gamut?
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Re: New Skills for Unified List?

Postby SNAFU » Sat Nov 25, 2017 10:15 am

Tyrannosapiens Rex wrote:So I was digging for skills for low-tech crafting (specifically metals sciences and/or smithing skills- thus far Mining and Prospecting or Recycling is as close as I have found so far still) and construction (past Masonry and Carpentry- something like 'Civil Engineering' or 'Architecture').



A lot of 'crafty' skills in the Scholar, Noble & Technical of the PFRPG Unified Skill List. A few in the military, medical, and nautical categories as well. Not technically adding skills ;)
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Re: New Skills for Unified List?

Postby Tyrannosapiens Rex » Sat Nov 25, 2017 10:38 am

Well, I think both deserve merit for inclusion. Please note, I do play skill monkeys pretty heavily, and may well be biased towards inclusion for that reason.

Entrepreneurship, or Business and Finance as it is called in Dead Reign (still digging for those smithing/metallurgy/architecture skills) seems to go beyond the scope of barter entirely. While Barter gets you a better deal on the spot, Entraprenuership would be knowing what kind of goods to take out for bartering, modified by regional knowledge. There is a lot of difference between someone who can get a good deal, and someone who can get a lot of acceptable deals. While there is overlap, there are also differences enough for both to be distinct and included in multiple games.

Aerospace Engineer is a case of specialized knowledge. It's also one of the few skills that specifically mention metallurgical knowledge in the entire Palladium skill source material, past Recycling and Mining & Prospecting. I argue for it's inclusion in the Unified Skill List as another skill to help with Tinkering- specifically with things that fly.

Also I believe professional quality is only available for Domestic skills.
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Of all the things encountered in the Megaverse, the most vile and evil are not the demons, or Alien Intelligences. No, even the Old Ones pale in vileness to the Human Tyrant King. For, only he treats his own kind, every day of his life, with the kind of careless attitude the Old Ones treated the so-called lesser races.
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Re: New Skills for Unified List?

Postby Dime Store Magic » Sat Nov 25, 2017 11:10 am

Augur wrote:Aerospace engineer...that's a bit trickier. Maybe if aircraft mechanics is purchased twice it can become that? I dunno. Why is aerospace even necessary when electrical engineer and mechanical engineer already cover the full gamut?


In RL, aerospace engineering deals with satellites and rockets. Aeronautical Engineerig deals with aircraft. Both are related to the design of things. Aircraft mechanics is the physical maintenance/repair/building of aircraft
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Re: New Skills for Unified List?

Postby Augur » Sat Nov 25, 2017 11:31 am

Entrepreneurship would be knowing what kind of goods to take out for bartering, modified by regional knowledge. There is a lot of difference between someone who can get a good deal, and someone who can get a lot of acceptable deals. While there is overlap, there are also differences enough for both to be distinct and included in multiple games.


True...but think about the actual utility of the skill. When are you going to roll for that? Under what circumstances?

Aerospace Engineer is a case of specialized knowledge. It's also one of the few skills that specifically mention metallurgical knowledge in the entire Palladium skill source material, past Recycling and Mining & Prospecting. I argue for it's inclusion in the Unified Skill List as another skill to help with Tinkering- specifically with things that fly.

This is why I loathe the Palladium approach to skills--it begs for infinite expansion via specialization instead of generalization.
Also I believe professional quality is only available for Domestic skills.

Sounds right. Maybe we can/should change that to forestall the problem cited above?
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Re: New Skills for Unified List?

Postby Dodskrigaren » Sat Nov 25, 2017 12:02 pm

Augur wrote:
Aerospace engineer...that's a bit trickier. Maybe if aircraft mechanics is purchased twice it can become that? I dunno. Why is aerospace even necessary when electrical engineer and mechanical engineer already cover the full gamut?


My best friend is an Electrical and Mechanical Engineer. Ask him to do design an aerospace craft (technically that is a transorbital vessel) or aircraft and he will look at you like you are crazy and tell you to find an Aerospace engineer. It is its own field for a reason. Would be like W.P. energy weapon instead of energy pistol, energy rifle, heavy energy weapons. At a certain point simplifying it starts to hurt.
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Re: New Skills for Unified List?

Postby Augur » Sun Nov 26, 2017 7:19 am

It's its own field for a reason.

Yes, and that reason is economic and intellectual specialization.

Principles of electrical theory aren't different in different disciplines. Principles of mechanics don't change. Principles of physics are universal.

See my above comment regarding the trend toward infinite specialization and what that entails regarding skills.
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Re: New Skills for Unified List?

Postby Tiree » Sun Nov 26, 2017 7:22 am

I have a friend who is an electrical engineer. She helps design rockets for NASA. It takes all types of knowledge. Not just one or two.

I do agree with Augur, generalizing is better (less expensive, and let's you do more). I would not allow aerospace engineering to Rifts earth. But make it available for dimensional beings coming to Rifts earth
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Re: New Skills for Unified List?

Postby Weiss » Sun Nov 26, 2017 7:51 am

Nightbane has a strategy/tactics skill for military skills section which I haven't seen in other games. Would it be sensible to add this?
viewtopic.php?f=86&t=16132

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Re: New Skills for Unified List?

Postby Augur » Sun Nov 26, 2017 8:23 am

Dunno, Weiss. Strategy and tactics are two different things, and that was kind of vague. Copy/paste the skill here and let's have a look.
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Re: New Skills for Unified List?

Postby Weiss » Sun Nov 26, 2017 9:04 am

Strategy/Tactics (NEW): This is part of the training given to
combat soldiers and officers, and includes a basic understanding
of the "military doctrine" of the army in question, including preferred
methods of fighting (on both a small scale engagement or
a full battle), "do's and don'ts," guerilla warfare, and other basic
military methods. A successful strategy/tactics roll will reveal
some hints as to the best way to approach a potential combat or
military situation, like recognizing potential attack/retreat areas,
getting good fields of fire, recognizing a good location for a
crossfire or booby trap, etc. Base Skill: 30% +5% per level of
experience.
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Re: New Skills for Unified List?

Postby Augur » Sun Nov 26, 2017 9:14 am

Bad writers don't do sufficient research. What's described is tactics, plain and simple. It's this not already represented in the current skills list via intelligence, detect ambush, and other skills?
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Re: New Skills for Unified List?

Postby Wi-Fi » Sun Nov 26, 2017 10:39 am

Augur wrote:Bad writers don't do sufficient research. What's described is tactics, plain and simple. It's this not already represented in the current skills list via intelligence, detect ambush, and other skills?



Does seem the case. Strat and Tactics would make a good HU skill program or M.o.S. though. with the skills you mentioned.
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Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 94/140
HP: 30 (34 with aura)
SDC: 47 (260)
Aura: 240/260 (Aura also gives superhuman strength)
Swarm status: 5 (all healthy)
Stubby/Rover/Sparky/Nameless #1/Nameless #2
SDC: 50/50/50/50/50
TRS-13
SDC: 50
AR: 6

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
[size=85]Features:
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment: Clip (Rocksalt)
• Attachment: Clip (Rocksalt)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Flash Pack
• Attachment: Flash Pack
• Attachment: Voice recorder Pack
• Attachment: Voice recorder Pack

Omega Field Kit
Collapsible fiberglass nightstick - 1D6 Damage
(2) Dosimeter clip badge
(20) Disposable gloves
(30) Evidence bags
First Aid Kit
Flashlight
Fold-able gas mask
Multitool
(5) Signal flares
(6) Zip ties

Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)[/size]
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Re: New Skills for Unified List?

Postby Augur » Sun Nov 26, 2017 11:32 am

"Seems" isn't helpful though.

A binary proposition requires a binary answer.
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Re: New Skills for Unified List?

Postby CS High Command » Sun Nov 26, 2017 4:20 pm

Strategy/Tactics is an amalgam skill for a game without active military.

Military Tactics, Intelligence, and Theatre Warfare (from Robotech 2nd Edition: Macross Era Sourcebook) cover that amalgam. It should be noted that having Theatre Warfare is the same as having a command rank in an army, so its not a common skill. That doesn't mean you couldn't have it, but you'd need to explain why your character has it, which will probably mean an older character 30s/40s for humans at least), and have been a part of a formal military (CS, NGR, New Navy, Republic of Japan Navy, etc)

    [Military] Theater Warfare: Surface, Submarine, Ground, or Aerospace: The Theater Warfare skill is taught at military academies and war colleges all over the world. It is an advanced version of the naval or military tactics skill that grants not only tactical knowledge but also the strategic knowledge to wage total war within the particular theater of specialty Characters pick one of the following theater specialties:
    Surface: Surface warfare covers the tactical and strategic use of naval power force projection. Surface Warfare specialists are usually commanders of Carrier Assault Groups or Fleet Command Admirals.
    Submarine: Submarine Warfare specialists are masters of the cat and mouse type of warfare that submarines excel at. Submarine Warfare specialists can be found aboard ships as part of a Carrier Assault Group command, or leading packs of silent and deadly submarines.
    Ground: Ground Warfare includes training in the use of conventional and unconventional warfare to achieve tactical and strategic goals. Ground Warfare specialists can be commanders of Marine Expeditionary Groups or Generals marshalling troops in the field.
    Aerospace: Aerospace Warfare specialists are trained in the use of air and spacecraft for aerospace superiority and force projection. They are usually CAGs on aircraft carriers and space carriers. [Unheard of on Rifts Earth]
    Base Skill: 35% +5% per level.

As for business, I'd use BTS's description. It is a Technical skill
    [Technical] Business and Finance. This skill represents a basic understanding of business, management, banking and the financial world. The character can set up a business, prepare mission statements, business proposals, and stockholder reports, manage and supervise others, handle all aspects of a small business, or get work as a stockbroker, analyst, or advisor. Requires: Literacy and Basic Mathematics. Base Skill: 35%+5% per level of experience.
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Re: New Skills for Unified List?

Postby Wi-Fi » Sun Nov 26, 2017 8:12 pm

Augur wrote:"Seems" isn't helpful though.

A binary proposition requires a binary answer.

Right. So I would make strat and tactic grat a bonus of some type or scrap the skill. Players can think strategy without it. Reading other strats by looking at deployment is skill..can that angle be put to numbers or rules of use? That is the question.

Edit:
Perhaps a successful check gives initiative or dodge bonuses under some situations?
Image
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 94/140
HP: 30 (34 with aura)
SDC: 47 (260)
Aura: 240/260 (Aura also gives superhuman strength)
Swarm status: 5 (all healthy)
Stubby/Rover/Sparky/Nameless #1/Nameless #2
SDC: 50/50/50/50/50
TRS-13
SDC: 50
AR: 6

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
[size=85]Features:
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment: Clip (Rocksalt)
• Attachment: Clip (Rocksalt)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Flash Pack
• Attachment: Flash Pack
• Attachment: Voice recorder Pack
• Attachment: Voice recorder Pack

Omega Field Kit
Collapsible fiberglass nightstick - 1D6 Damage
(2) Dosimeter clip badge
(20) Disposable gloves
(30) Evidence bags
First Aid Kit
Flashlight
Fold-able gas mask
Multitool
(5) Signal flares
(6) Zip ties

Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)[/size]
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Re: New Skills for Unified List?

Postby Lucid Dreams » Mon Nov 27, 2017 10:05 am

In regards to the original question... I whole-heartedly agree that these should be on the standard skill-list. Pulled from obscure spot in the "canon".

Architecture (WB: D-bees of NA. pg. 196)
Falls into the Technical category of skills. The skill needed to design and plan buildings from homes to skyscrapers. Includes the ability to draw and sculpt for model making, draw blueprints, and an in-depth knowledge of the proper materials to use in all manner of building applications. Base Skill: 30% +5% per level of experience. +10% to Art and Sculpting skills. Requires: Mathematics: Advanced and Literacy.

Civil Engineering (WB: D-bees of NA. pg. 196)
Falls into the Science category. This skill includes the theory and practice of civil engineering, including the design and construction of buildings, bridges, water/sewage networks, roads and railroads, landing strips, and similar infrastructure. Also includes surveying and the basic mapping/cartography required to establish a construction site. In addition, "major" civil engineering projects (such as large dams, large/long bridges, including suspension bridges, major highways, major airports, or skyscrapers) may be attempted at -20% of the character's skill level. Base Skill: 30% +5% per level of experience. Requires: Mathematics: Advanced and Literacy. Carpentry/Construction is extremely helpful, but not necessary.
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Re: New Skills for Unified List?

Postby Tyrannosapiens Rex » Mon Nov 27, 2017 10:44 am

i knew i saw that shit somewhere!

thanks. Those I'd like to have included in the Unified Skill List.

I'm okay with dropping areospace engineer from consideration. Business & Finance is essentially the same as Entraprenuership- and the skill pops up in bts, dead reign, and robotech. (i also believe the capitalist entraprenuer from mystic china had this skill too- seperated from my books today)
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Of all the things encountered in the Megaverse, the most vile and evil are not the demons, or Alien Intelligences. No, even the Old Ones pale in vileness to the Human Tyrant King. For, only he treats his own kind, every day of his life, with the kind of careless attitude the Old Ones treated the so-called lesser races.
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Re: New Skills for Unified List?

Postby Wi-Fi » Mon Nov 27, 2017 11:58 pm

Tyrannosapiens Rex wrote:i knew i saw that shit somewhere!

thanks. Those I'd like to have included in the Unified Skill List.

I'm okay with dropping areospace engineer from consideration. Business & Finance is essentially the same as Entraprenuership- and the skill pops up in bts, dead reign, and robotech. (i also believe the capitalist entraprenuer from mystic china had this skill too- seperated from my books today)


Ya it does. Under different names but all the same skill.
Image
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 94/140
HP: 30 (34 with aura)
SDC: 47 (260)
Aura: 240/260 (Aura also gives superhuman strength)
Swarm status: 5 (all healthy)
Stubby/Rover/Sparky/Nameless #1/Nameless #2
SDC: 50/50/50/50/50
TRS-13
SDC: 50
AR: 6

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
[size=85]Features:
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment: Clip (Rocksalt)
• Attachment: Clip (Rocksalt)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Flash Pack
• Attachment: Flash Pack
• Attachment: Voice recorder Pack
• Attachment: Voice recorder Pack

Omega Field Kit
Collapsible fiberglass nightstick - 1D6 Damage
(2) Dosimeter clip badge
(20) Disposable gloves
(30) Evidence bags
First Aid Kit
Flashlight
Fold-able gas mask
Multitool
(5) Signal flares
(6) Zip ties

Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)[/size]
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Re: New Skills for Unified List?

Postby Tyrannosapiens Rex » Tue Nov 28, 2017 12:12 am

As to when I would use Business & Finance, I have a few examples

-Investment with Insider Traders, which one PC has done in the past.
-Jenny's gemstone investment heading for South America.
-Every time Kat plays quartermaster.
-Running a Black Market business.

Let's not forget that the Rifts setting is centered on the mercenary business. As a business, I would think business management skills have to have applications.




As a final argument for Aerospace Engineering, any addition to the skill list that keeps people from choosing 17 physical skills and WPs for their character is a good thing.




Theatre Warfare might make a good contribution to the skills, for same just reason I just included for Aerospace Engineering.
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Of all the things encountered in the Megaverse, the most vile and evil are not the demons, or Alien Intelligences. No, even the Old Ones pale in vileness to the Human Tyrant King. For, only he treats his own kind, every day of his life, with the kind of careless attitude the Old Ones treated the so-called lesser races.
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Re: New Skills for Unified List?

Postby Tyrannosapiens Rex » Tue Nov 28, 2017 12:28 am

Skills from PFRPG we may want to include (all Technical as the closest conversion to Scholar, Noble and Technical)

Armor/Weapon Decoration
Fashion Tools
Pottery

All specifically to round out a skill list for Eco-Wizards and other low-tech crafters.

All were originally in Yin-Sloth and updated in Rifter 24.
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Of all the things encountered in the Megaverse, the most vile and evil are not the demons, or Alien Intelligences. No, even the Old Ones pale in vileness to the Human Tyrant King. For, only he treats his own kind, every day of his life, with the kind of careless attitude the Old Ones treated the so-called lesser races.
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Re: New Skills for Unified List?

Postby Weiss » Tue Nov 28, 2017 11:03 am

D-bees of NA also has a mortuary skill in there p160
viewtopic.php?f=86&t=16132

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Weiss
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Re: New Skills for Unified List?

Postby Wi-Fi » Mon Dec 11, 2017 6:04 pm

While were looking at the skill list If I recall Dancing is in domestic. Should it not be in Physical? Also can we not give it a real use by having it grant a dodge or parry bonus if you have boxing (from the reading body movement) or wrestling bonus if you have both dancing and wrestling? That always seemed to make sense to me. I recall a few shows where comments about trained boxers that were good at dancing. Several martial arts are danced based.
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Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 94/140
HP: 30 (34 with aura)
SDC: 47 (260)
Aura: 240/260 (Aura also gives superhuman strength)
Swarm status: 5 (all healthy)
Stubby/Rover/Sparky/Nameless #1/Nameless #2
SDC: 50/50/50/50/50
TRS-13
SDC: 50
AR: 6

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
[size=85]Features:
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment: Clip (Rocksalt)
• Attachment: Clip (Rocksalt)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Flash Pack
• Attachment: Flash Pack
• Attachment: Voice recorder Pack
• Attachment: Voice recorder Pack

Omega Field Kit
Collapsible fiberglass nightstick - 1D6 Damage
(2) Dosimeter clip badge
(20) Disposable gloves
(30) Evidence bags
First Aid Kit
Flashlight
Fold-able gas mask
Multitool
(5) Signal flares
(6) Zip ties

Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)[/size]
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Wi-Fi
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Re: New Skills for Unified List?

Postby Dhaltuun Onyxforge » Mon Feb 12, 2018 8:59 am

W.P. Handcuff (application of W.P. Handcuff allows the character to apply handcuffs to any opponent he has in a Wrist, Elbow or Finger Lock at the cost of only one attack; if he already has the handcuffs in his hand, then it costs no actions to snap the handcuffs onto the opponent after the Lock has succeeded).

i was thinking of this for use with the spell "force bonds". pg 120 BoM
Dhaltuun Onyxforge
http://www.explorersunlimited.com/eu/viewtopic.php?f=280&t=16028
OOC Comments
S.D.C.: 64/64
Hit Points: 49/49
P.P.E.: 115/115

Armor Worn: Mage armor
Weapon(s) Carried and Locations: WI-SR15 Sniper Rifle with Kisentite bayonet (slung over left shoulder), NEMA Automag (AMT) Pistol (on CAF Elite Corps Load-Bearing Chest Rig), Kisentite Cutlass with silvered basket (strapped to left hip in a scabbard), Nuhr Rune Grappling Hook & Line (Tied to right hip), BigBore "Buccaneer" Breech-Lock Pistol (L-R)/TW Firebolt Pistol (R-L)(on old style baldric)

Current Conditions:


Saving Throws, Bonuses, and other handy information
Coma/Death: +14%
Magic (varies): +4
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+): --
Psionic (15+): --
Possession: +2
Horror Factor: +11

Nightvision 300 feet
Sharp vision (doesn’t deteriorate with time)
Augmented P.S.
Superior endurance (fatigues at 1/4 normal rate)
Max. Encumbrance: 108 lbs
Max. Carrying Weight: 460 lbs
Max. Lifting Weight: 920 lbs
Max. Jumping Ability: Leap 5' long X 4' ft high
Swimming: can swim 69 yards/meters per round for 88 rounds

Special Abilities
Dimensional Rift Home
    Can always find his way home from another dimension.
    Can always dimensional teleport home at the cost of a paltry 75 P.P.E.
    Only applies to himself and his familiar as well as gear carried and not anybody else (a full rift or dimensional portal is necessary to take others with him).
    Uses 1 melee action
    Rifting on same world - 1/2 ppe of dimension rift home
    Limit - must have visited location before or use communication rift
    Will appear on nexus near desired location (or stone pyramid)
    Can even use on ley line to move along it or jump to a nearby ley line

Sense Rifts
    Range - within 90 miles +20 miles per level
    Will detect new rift if it opens along the line I am on, regardless of distance (will know where rift is as well as size)
    Can detect teleports and other dimension disturbances at 45 miles +10 miles per level
    He will also instantly know what general direction the rift is located and whether the rift is big or small.
    Note: This sensing ability specifically relates to dimensional portals/rifts and not ley nexuses and ley lines.

Dimension Sense - 49% (+5%)
    Concentrate for 1d6+2 mins to know: type of dimension, if it supports human life, its magic Level, how it was created, if it will close soon, its frequency of opening, any dimensional monsters nearby or in portal (-10% skill), plus unusual characteristics, just by reading portal or meditating after stepping thru
    See O.C.C. description for further details

Dimensional Travel
[/list]Cost: 125 P.P.E. for familiar and caster / +25 P.P.E. per person / remains open for 1 min
When targeting a random dimension - can open anywhere / drawn to locations rich in P.P.E.
When targeting home dimension - 100% random location appearance
When targeting dimensions visited - will appear in random, but hospitable location
Can use Re-Open Gateway or Dimensional portal at 1/2 P.P.E. in ritual / takes 1d6x10+15 min / open for 1 min per level (4th lvl = 4 mins), close it at will, manipulate size at will (max 10 ft tall x 10 ft wide per level)(4th Lvl = 40 ft tall x 40 ft wide)[/list]

Communication Rift
    P.P.E.: on or within 1/2 mile of nexus - 50 P.P.E. / on or within 1/2 mile of ley line - 100 P.P.E. / anywhere else away from ley line - 200 P.P.E.
    Duration: 1 min per level (4th = 4 mins)
    Success ratio 34% +5% if done as ritual gives +20% success
    Time to open: 1d4 rds / as ritual: takes 1d6x10+15 min
    If fail but within 20% will contact correct location but not necessarily the right target
    Send familiar - must return in time or trapped until a portal can be opened (x1 per 24 hrs)

Familiar Link
    Linked to – Marcella the Osprey (monsters and animals pg 158-159)
    Mentally and physically linked with familiar
    Familiar is linked to the shifter and obeys his every command, verbal and mental.
    If the familiar is killed, the shifter will permanently lose 10 hit points; see description for full consequences.

Summoning
    Battle of wills - roll above my MA +ME bonus; 3 out of 5x (if fail is subservient)
    If save - roll init....if I win close rift / if fail creature appears and might attack
    If beat creature - use pact
    If lose to creature - the shifter might be attacked or the being escapes
    Max # of Minions: 2 lesser (4 sub demons) - sub demons or imp-like minor being, poltergeists or haunting entity = 1 lesser/2 lesser beings = 1 greater
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Dhaltuun Onyxforge
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