Master Skill List

This is a list of skills compiled from various games produced by Palladium Books®, including Rifts®, Phase World(TM), Palladium Fantasy RPG(TM), Robotech(TM), Heroes Unlimited(TM), and Rifts® Manhunter. This is by far not a complete listing, but it should cover most skills encountered that aren't exclusive to one setting. These skill listings are standardized from the Rifts: Ultimate Edition, and should work with all other Palladium Games. In a case where a previous game's list conflicted with the RUE, I went with the RUE listing.  Note: All domestic skills and certain technical skills can be taken twice for professional quality and a +10% bonus.

COMMUNICATIONS
Skill Rating Requirements Notes
Barter 30+4 Adventurer OCC +2% each with Math or Literacy
Creative Writing 25+5 Literacy Can take twice for Professional Quality (+10%)
Cryptography 25+5 Literacy  
Electronic Counter-Measures 30+5 Radio: Basic  
Language: Native 88+1    
Language: Other 50+3    
Laser Communications 30+5   Req: Radio Basic, Elect. Engineer, Computer Ops
Literacy: Native 40+5    
Literacy: Other 30+5    
Optic Systems 30+5   +5% TV/Video
Performance 30+5   +5% Undercover Ops and Impersonation
Public Speaking 30+5   +5% Performance
Radio: Basic 45+5    
Radio: Deep Space 45+5    
Radio: Scramblers     Replaced by Electronic Countermeasures
Radio: Satellite 25+5    
Sensory Equipment 30+5    
Sign Language 25+5    
Sing 35+5    
Surveillance Systems 30+5   Req: Electronics Basic or Engineer, Literacy, Computer Ops.
Telephone Network 30+5   Fiber optics, digital switches, routing, etc. +5% to Computer Hacking
TV/Video 25+5   Can be selected twice for professional quality & +10% bonus

COWBOY
Skill Rating Requirements Notes
Branding 50+5    
Breaking/Taming Horses 20+5   -10% for exotic\alien animals. -15% steer wrestling, wild bulls, wild broncos.
Herding Cattle 30+5    
Roping 20+5   +1 strike\entangle per 20 pts.
Trick Riding   Horsemanship  
WP: Rope      

DOMESTIC
Skill Rating Requirements Notes
Begging 30+2    
Brewing: Basic 25/30+5   First % is success, second % is quality.+5% Holistic Medicine
Bonsai 50+4    
Corroboree 30+4   Australian Aboriginal Dance
Cook 35+5    
Dance 30+5    
Fish 40+5    
Floral Arrangement 30+3    
Gaming (Strategy) 30+5   Professional level is for one game. Go or Chess.
Gardening 36+4    
Housekeeping 35+5    
Zen Gardening 34+4    
Play Aboriginal Instrument 25+5    
Play Instrument 35+5    
Poetry 35+5   Must specify type. Made professional with Writing, Only.
Recycle 30+5   Breakdown of components to basic elements.
Rock Painting & Engraving 36+4    
Sewing 40+5   Select twice for tailoring.
Sing 35+5    
Wardrobe & Grooming 50+4    
Whittling & Sculpture 30+5    

ELECTRICAL/COMPUTER
Skill Rating Requirements Notes
Artificial Intelligence 30+5 Comp. Program & Repair, Electrical Engineer Understands how AI systems work, think and understand the world, to communicate with them, how to reprogram them, how to build and program them. +5 all computer skills
Basic Electronics 30+5    
Computer Repair 30+5    
Electrical Engineer 30+5 Adv. Math, Literacy Gets Basic Electronics. -30% alien or Techno-Wizard devices.
Electricity Generation 50+5 Basic Math, Basic Electronics/Mechanic -40% alien or Techno-Wizard devices.
Mecha/Robot Electronics 30+5 Electrical Engineer, Computer Program  Knowledge of electrical systems on mecha, robots, power armors. Alien (-40%), obsolete/more advanced (-15%)

ESPIONAGE
Skill Rating Requirements Notes
Detect Ambush 30+5    
Detect Concealment 25+5    
Disguise 25+5    
Escape Artist 30+5    
Forgery 20+5   Recognize other counterfeits (-10%), +5% w\Art, +2% w\Literacy.
Hojo-Jutsu 30+5   Art of Binding, more difficult to escape (-15% escape attempts).
Impersonation Varies   Imitate voice, accent, expression of region: 36%+4, a specific occupation: 28%+4, or a specific person: 16%+4.
Intelligence 32+4    
Interrogation 30+5    
Pick Locks 30+5   It takes 1D6 rounds.
Pick Pockets 25+5    
Sniper N/a   +2 on aimed shots with an appropriate weapon
Tracking (people) 25+5   Use skill explanation under Surveillance Systems, includes counter-tracking.
Undercover Ops 30+5    
Wilderness Survival 30+5    

HORSEMANSHIP
Skill Rating Requirements Notes
General 40/20+4   +1 parry/dodge; +1D4 SDC on Horseback. Charge Attack: 2 attacks, +1D6 damage
Cowboy 66/50+3   +1 Initiative at 2, 5, 10, 15. +1 Roll (on fall from horses). +2 Parry/Dodge. +1D4 SDC/MD; +2D6 Charge
Cossack 55/45+5    
Cyber-Knight 70/50+3   +1 Initiative at 1, 5, 9, & 14. +2 Roll/Parry/Dodge. +6 SDC/MD on horse. Charge: 2 attacks, +3D6 damage
Equestrian 40/30+5    
Exotic Animals 30/20+5    
Horsemanship: Teamster/Wagoner 50+5   Hitching and driving teams of horses. Includes care and feeding of horses and mules.

MECHANICAL
Skill Rating Requirements Notes
Aircraft Mechanics 25+5    
Automotive Mechanics 25+5   -20% for hoverjets, -40% for reactor engines.
Basic Mechanics 30+5    
Bioware Mechanics 30+5 Mech. Engineer, Basic Math Identify, service, repair cybernetic\bionic systems. Assist in install, but no surgery or building.
Locksmith 25+5 *** Req Bas. Electronics (-5) or Electrical Engineer (+5) in modern and sci-fi sources
Mechanical Engineer 25+5 Adv. Or Bas. Math & Electronics, Literacy +5% to locksmith, surveillance systems, Undersea Salvage
Mecha/Robot Mechanics 20+5 Mech. Engineer, Basic Electronics Knowledge of mechanical systems on mecha, robots, power armors. Alien (-30%), obsolete/more advanced (-15%)
Oxygen Systems 58+4   Knowledge of ways to obtain and recycle oxygen, build and repair necessary equipment. Necessary for spacecraft and underwater craft engineers.
Space: Drive Repair 30+5   Ability to repair one of 4 types of drive systems: chemical, ion, plasma, traction. -40% for other type repair.
Space: Satellite Systems 30+5 Mech. and Elect. Engineer. Identify, strip, repair space satellites.
Spacecraft Mechanics 22+5 Mech. Engineer, Basic Electronics -30% alien systems.
Submersible Mechanics 25+5   Repair and diagnosis of submersible vehicles. Skills used instead: Mech. Engineer (-15%), Aircraft Mechanics (-40%)
Veritech Mechanics 30+5 Mecha Mechanics Knowledge of systems on transformable vehicles. Alien (-20%), obsolete/more advanced (-5%)
Vehicle Armorer 35+5   Can maintain, fix, modify, mount, and figure out most military weapons. Repair and reload all weapons, minor armor damage (20 MD). Make basic metal items. Gets Basic Mechanics +20%. +10% to Automotive.
Weapons Engineer 25+5 Mech. Eng., Basic Electronics Identical to Armorer, but extends to mecha, robots, power armor, and spacecraft, and recharging energy clips.

MEDICAL
Skill Rating Requirements Notes
Animal Husbandry 35+5    
Brewing: Medicinal 25/30+5   Making brews for medicinal purposes. +5% Holistic Medicine
Crime Scene Investigations 35+5 Biology, All Chemistry, Math, Literacy Basic law, fingerprinting, ballistics, general investigation.
Cybernetic Medicine 40/60+5    
Entomological Medicine 40/20+5 Basic Math, Chemistry 1st: knowledge and understanding of insects and insect-life creatures. 2nd: treat insectoids and make anti-venoms.
Field Surgery 16+4   +14% if M.D.
First Aid 45+5    
Forensics 35+5 Biology, All Chemistry, Math, Literacy Basic law, fingerprinting, ballistics, general investigation.
Holistic Medicine 30/20+5   Gets Identify Plants at 20% or +10% bonus
Juicer Technology 40+5    
Medical Doctor 60/50+5 Biology, Pathology, Math, Chemistry, Literacy 1st is diagnosis, 2nd is treatment
Pathology 40+5    
Paramedic 40+5    
Psychology 35+5   Study of human mind and behavior.
Psychotherapy 40/30+5  Psychology In-depth knowledge of human behavior, including analysis, understanding and treatment of emotional, motivational, and perceptual disorders, interaction of emotional, nervous system, sensory-motor mechanisms, personality assessment, drug dependence, and treatment. 1st number is to recognize and treat psychological abnormality. 2nd number is to assess characteristics, disposition, and alignments. Must spend ½ hour of conversation for each assessment.
Veterinary Science 50+4   -1/2 % treat wild animals.
Sea Holistic Medicine 20+5   As Holistic Medicine except for Seas.

MILITARY
Skill Rating Requirements Notes
Air-to-Air Combat 10+2   Reduce all air combat/stunt manuever penalties by 1/2.
Camouflage 20+5    
Demolitions 60+3   Gets Underwater Demolitions –10%
Demolitions Disposal 60+3    
Demolitions, Underwater 56+4    
Field Armorer & Munitions Expert 40+5   Gets Basic Mechanics 30+5%
Find Contraband 26+4    
Forced March     +2 PE, +1D4 Speed, +2D6 SDC
Military Fortification 30+5    
Military Etiquette 35+5   Soldiers get a flat 30% for free
Naval History 30+5    
Naval Tactics 25+5    
NBC Warfare 35+5    
Parachuting 40+5    
Recognize Weapon Quality 25+5   -1/2 % if not handled.
Space Tactics 25+5   Spacecraft combat manuevers. +5% to combat moves, +1 strike and dodge.
Trap/Mine Detection 20+5   +50% mines\explosives w\detection equipment; +10% w\detection gear; trained sniffer dogs/dogboys (Bloodhound/Alsatian) 35%+5%

PHYSICAL
Skill Rating Requirements Notes
H2H: None     1 attack at levels 1, 3, and 9. +1 Dodge
H2H: Basic     Costs 1 skill, unless noted otherwise.
H2H: Expert     Costs 2 skills, unless noted otherwise.
H2H: Martial Arts     Costs 3 skills, unless noted otherwise.
H2H: Assasin     Costs 3 skills, unless noted otherwise.
H2H: Commando     Costs 4 skills, unless noted otherwise. Restricted.
H2H: Exclusive     Costs 4 skills, unless noted otherwise. Restricted.
Acrobatics Varies    
Aerobic Athletics N/a    
Athletics (General) N/a    
Body Building N/a    
Boxing N/a   +1 attack/Roll, +2 parry/dodge/Pull Punch/PS, +3d6 SDC, Knockout 1d6 melees on 20.
Climbing 40/30+5   Climbing/Rappelling
Deadball N/a Juicer +1 initiative, dodge, roll, +1D6 Spd, +2D4 SDC, WP Deadball
Fencing N/a WP Sword +1 Strike and Parry w\sword or dagger. +1D6 Damage with any sword.
Forced March     +2 PE, +1D4 Speed, +2D6 SDC
Gymnastics Varies   Balance 50+5, Rings/Bars 60+3, Rope Climb 70+2, Flip 70+5, Climb 25% or +7%, Prowl 30% or +5%, +2 Roll/PS/PE, +1 PP, +2d6 SDC, Auto-kick 2D4.
Juicer Football 32+4 Juicer Body Block/Tackle 90% if target smaller, 60% same weight, 50% if target 50% larger, 20% if up to 100% larger: 1D4 SDC, lose initiative and 1 attack; +1 Roll/PS/PE, +1D4 Spd, +3D6 SDC
Juggling 35+5   +1 initiative
Juicer Murderthon N/a Juicer +1 strike/dodge/roll, +2D6 Spd, +2D4 SDC
Kick Boxing     +1 PE, PS. +1D10 SDC
Outdoorsmanship   Wilderness Survival +1 PE, +2D6 SDC, +5% Dowsing, Fasting, ID Plants and Fruit, and Wilderness Survival
Physical Labor     +2 PS, +1 PE, +2D8 SDC
Prowl 25+5    
Running N/a   +1 PE, +4d4 Spd, +1d6 SDC
Swimming 50+5    3x PS in yards per melee for PE in minutes.
SCUBA 50+5  Swimming  2x PS in yards per melee for PE in minutes.
Wrestling N/a   +1 roll, +2 PS, +1 PE, +4d6 SDC, Crush/Body Block 1D4 SDC, Pin 18-20.
Zero-Gravity Movement PPx5+4   No penalty except -20% spd. Without it, -15% skills, -1/2 speed, actions, and combat bonuses

PILOT
Skill Rating Requirements Notes
Advanced Deep Sea Diving 40+5   Diving suits, diving pods, light to medium underwater power armor, no combat training.
Airplane 50+4   Any plane, single or twin prop, but no combat training
Airplane, Jet 40+4   Civilian Jets, large jets included only if OCC or MOS skill, not combat training
Automobile 60+2   Pickup trucks, vans, etc, at speeds under 125 mph, but no combat training
Bicycling 44+4   Max speed for PEx5 minutes
Boat: Motor, Race, & Hydrofoil 55+5    
Boat: Paddle Canoe/Kayak 50+5    
Boat: Ships 45/40+5 Sewing, Rope Works 1st for small sailing vessels, 2nd large ships on open seas.
Boat: Sail type 60+5 Sewing, Rope Works Small and medium sailing vessels.
Combat Driving N/a   Skill Penalties are 1/2; +2 Dodge\Survive Crash, fall, impact; -2 Strike and Aimed Shot from moving vehicle.
Extra-Vehicular Activity 40+4 Zero Gravity Movement  
Fighter Combat (Basic, Elite) N/a   Similar to Robot Combat skills.
Flight Combat System (Juicer) 40+5   +1 Attack @ Levels 1, 3, 5, 8, 11; +2 Dodge in Flight, Auto-dodge if applicable.
Hovercraft (ground) 50+5   No combat training.
Hovercycles, Skycycles & Rocket Bikes 70+3    
Jet Pack 42+4   Includes basic combat training
Jump Bike Combat (Juicer) 45+5   +1 Attack, +1 Auto-Dodge
Military: Combat Helicopter 52+4   Includes typical weapon systems of this type vehicle.
Military: Jet Fighter 40+4   Includes typical weapon systems of this type vehicle.
Military: Submersibles 40+4   Includes typical weapon systems of this type vehicle.
Military: Tanks & APCs 36+4   Includes typical weapon systems of this type vehicle.
Military: Warships & Patrol Boats 40+4   Includes typical weapon systems of this type vehicle.
Motorcycles & Snowmobiles 60+4   At speeds under 125 mph, and no combat training
Robots & Power Armor 56+3   Piloting and basic operations. No combat training.
Robot Combat: Basic     Basic combat training in most robots and power armor.
Robot Combat: Elite     Advanced combat training in a specific type of robot. INCLUDES Robot Combat: Basic
Spacecraft, Starship 36+4   BIG intergalactic vessels.
Spacecraft, Small 60+3   Any small spacecraft, including shuttles and scouts
Space Fighter 50+3 Pilot Jet  Includes typical weapon systems of this type vehicle. Can fly any small spacecraft
Tracked & Contruction Vehicles 40+4   Can pilot tanks and APCs at -15% and -1 attack.
Trucks, Large 40+4   No combat training
Water Skiing & Surfing 40+4    
Water Scooters 50+5   Includes water sleds and jet skis
Wingrider Flying Wing 15+5    

PILOT RELATED
Skill Rating Requirements Notes
Navigation 40+5 Basic Math, SE, Literacy Navigation by map reading, star charts, landmarks, and navigational equipment. Includes air, sea, and land.
Navigation: Space 40+5 All Math, Computer Ops Includes inter-stellar and in-system. +5% Interplanetary Navigation in same system.
Navigation: Undersea 30+4    
Sensory Equipment 30+5 Literacy Operate all conventional, military, scientific sensors. -15% Passive sonar/radar
Weapon Systems 40+5   Complete understanding of weapons and systems in vehicles that use indirect controls. +2 to strike. For computer-targeted weapons, it gives +1 to strike at levels 1, 3, 6, 10 and 15.

ROGUE
Skill Rating Requirements Notes
Cardsharp 24+4   +6% for gambling, +4% if have/to Palming
Computer Hacking 20+5 Computer Program. & Ops, Literacy, Math +10% if using a dataplug, gives +5% to cryptography, surveillance, and locksmith.
Concealment 20+4    
Find Contraband 26+4   +10% to ID Undercover Agents
False Divination 24+3   Fraudulent form of fortune telling or divination, where the con artist is fixing the results. On rolls of 01 or 00, a false divination may come true.
Gambling 30+5 Basic Math Helps win by strategy, can also be used to cheat or spot a cheater; knows 1D4 games +1 per 2 IQ. +5% to Basic Math.
Gambling (Dirty Tricks) 20+4 Basic Math  
ID Undercover Agents 30+4    
Imitate Voices & Sounds 42/36+4   Imitate specifc voice and sounds/imitate general sound. +5% to Impersonation.
Palming 20+5   +5% pick pockets, cardsharp
Pick Locks 30+5   1D6 melees to pick lock
Pick Pockets 25+5   If fail 67% alerting victim
Prowl 25+5    
Roadwise 26+4   Identify roads by name, pinpoint location and map routes, predict people and usage. City Dwellers and Men-at-Arms OCCs -14%
Safecracking 20+4   +5% pick locks, lock smith, demolitions
Seduction 20+3   +1% / M.A over 20 and +2 / PB over 17. +1 person/3 levels
Streetwise 20+4    
Tailing 30+5   Use skill explanation under Surveillance Systems, includes counter-tailing
Ventriloquism 16+4   10ft range

SCIENCE
Skill Rating Requirements Notes
Anthropology 30+5    
Aquaculture 35+5   Knowledge of growing crops, lobster farms, oyster beds, and fish hatcheries.
Astrophysics 30+5 Basic & Adv. Math Knowledge and relation of stellar astronomy.
Archaeology 30/20+5   Inc. a base of 20% or gives +5% to anthropology
Artificial Intelligence 30+3 Computer Ops +5% to all computer skills
Astrology (8+ME)+3    
Astronomy 30+5 Basic Math Knowledge of constellations, planetary movements, etc.
Astrophysics 30+5 All Math +5% Astronomy and Navigation
Biology 30+5 Basic Math  
Botany 25+5 Basic Math Gets a base of 20% or +5% to Identify Plants and Fruits
Chemistry 30+5 Basic Math  
Chemistry, Analytical 25+5 Adv. Math, Chemistry, literacy  
Chemistry, Pharmaceutical 40+5 Analytical Chemistry Study of medical drugs, drug interactions, dosages, usage, effects, and applications.
Geology 30+5 Basic Math  
Marine Biology 35/25+5 Biology, All Math, Chemistry 1st number is general knowledge, 2nd number is specific applications: making antidotes, capturing without killing, surgery on sea animals.+10 Hunt.
Mathematics, Basic 45+5    
Mathematics, Advanced 45+5 Basic Math  
Oceanographic Surveying 15+5   +15% Read Maps
Physics 30+5 Advanced Math  
Use & Recognize Poisons 24/16 +4   1st is to use, 2nd is to recognize, add +4% to both if you have Holistic Medicine
Xenology 30+5   General knowledge of alien species.
Zoology 30+5   +5% to Herding and Track Animals. +10% to Veterinary Science.

TECHNICAL
Skill Rating Requirements Notes
Advanced Fishing 30+5   Commercial fishing techniques.
Appraise Goods 40+5   Knowledge of historical and ancient artifacts, including ability to appraise valuables. Includes basic understanding of precious stones and metals.
Art 35+5    
Blacksmith 40+4 PS 10  
Breed Dogs 40/20+5   1st: Raising, breeding, taming dogs. 2nd: tame wild dogs, teach tricks, train for task.
Business and Finance 35+5 Basic Math  
Calligraphy 35+5    
Computer Operation 40+5 Literacy +25% if using a neural interface
Computer Networks 55+5 Computer Operation Access info from a network to track names, addresses, phone numbers, license plates, etc.
Computer Programming 30+5 Computer Operation +10% if using a neural interface
Cyberjacking 50+3 Computer Ops, Dataplug socket Direct link into computer systems. +2 Strike any weapon directly linked into.
Excavation 40+5    
Falconry 30+5    
Firefighting 30+5    
Gemology 25+5   Used for both precious metals and gems
General Repair 35+5    ½ skill on complex/alien items.
History 30+5    
Jury-Rig 25+5 Basic Mechanics & Electronics +10% if have Electrical\Mechanical Engineer
Law (general) 35+5 Literacy +10% if a concentration is taken, but –5% for all other areas; Select a region: Russia, New West, Australia, Japan, etc.
Leatherworking 40+5    
Lore: Cattle and Animals 30+5    
Lore: D-Bees 25+5    
Lore: Demons & Monsters 25+5    
Lore: Faeries & Creatures of Magic 25+5    
Lore: Galactic/Alien 25+5    
Lore: Ley-lines/ Geomancy 25+5    
Lore: Indian 25+5    
Lore: Juicer 30+5    
Lore: Magic 25/15+5   1st is layman's Principles of Magic, 2nd is layman's Recognize Enchantment, Wards, Runes, Circles.
Lore: Psionics 25+5    
Lore: Religion 30+5   Select one Religion per skill.
Masonry 40+5   +5% to Locate Secret Compartments
Mining 35+5   Includes Demolitions at Mining skill rating.
Mythology 30+5   +5% Lore: Magic, Demons & Monsters
Philosophy 30+5    
Photography 35+5   +5% to Video
Recycling 30+5    
Research 40+5 Literacy +5% to Law, Impersonation, and History.
Rope Works 30+5    
Salvage 35+5   Ability to recognize, retrieve, evaluate, clean/restore, and sell salvageable artifacts, equipment, parts, and scrap metal. With Mechanical Engineer can make repairs on slightly damaged items
Undersea Salvage 30+5   As Salvage, but with Mechanical Engineer (+5%) can raise/restore small ships.
Whittling & Sculpting 30+5 Literacy  

WEAPON PROFICIENCIES
Skill Rating Requirements Notes
Archery N/a   Strike +1 at levels 1,2,4,6,8,10,12,14. +1 Parry. Rate of Fire 2 @ 1, +1 attacks @ 2,4,5,8,10,12,14. +1 Disarm @ 2,5,10,15
Axe N/a   Strike +1 at 2,5,8,12,15. +1 Parry/Throw at 5,8,12.
Blunt N/a   Strike and Parry +1 @ 1,3,6,9,12. +1 Thrown @ 5,10,15
Bola N/a   +1 Strike, Disarm, and Entangle at 2, 5, 10, 15
Chain N/a   Strike +1 @ 1,3,7,10,13. Parry +1 at 4,8,12. -3 Thrown.
Deadball N/a   -1 for every ricochet to hit. Victim -2 Dodge -1 for every ricochet.
Forked N/a   Strike/Entangle +1 @ 1,3,5,8,11,13. Parry +1 at 1,3,6,10,13. Thrown +1 @ 4,10,15
Grappling Hook N/a   Strike\Entangle +1 @ 3,6,9,12. +5% Climbing
Knife N/a   Strike +1 at 2, 4, 7, 10, 13. Parry +1 at 1, 3, 6, 9, 12. Throw +1 at 1, 3, 6, 8, 10, 13.
Mouth Weapon N/a   Strike +1 at levels 1, 4, 8, 12. +1 Attack 3, 7, 11.
Net N/a   Strike\entangle +1 at levels 2, 5, 8, 11, 15. Parry +1 at 2, 4, 6, 9, 12. Snare weapon on N:18-20
Paired Weapons N/a   Learn to use two specific weapons at the same time
Polearm N/a   +1 Strike/Parry at levels 1,3,6,9,12. +1 Throw @ 3,8,12.
Quickdraw N/a   +1 Initiative @ PP 17. +2 @ PP 18-23, +3 @ PP 24-30, +4 @ PP 31+.
Siege Weapons N/a   +1 Strike at levels 2, 5, 9, 12
Shield N/a   Strike +1 @ 4, 8, 12. Parry +1 @ 1,3,7,10,13. Parry Energy Blasts –8 (Straight Roll).
Spear N/a   Strike/Parry +1 at 1,3,6,9,12. Thrown +1 @ 3,6,10,14. Includes Rifle with Bayonet.
Staff N/a   Strike +1 @ 1, 3, 7, 10, 13. Parry +1 at 2, 5, 8, 11, 14. Throw +1 at levels 5,10,15.
Sword N/a   +1 Strike @ 1,3,6,9,12,15. + Parry @ 2,4,7,10,13. +1 Thrown @ 4,8,12.
Targeting N/a Thrown Weapon WP Strike +1 @ 1, 3, 7, 10.
Whip N/a   +1 Strike/Disarm/Entangle @ 2,4,7,10,13. Damage +1 at 2, 4, 8, 12.
Handgun N/a   Strike +1 at levels 2,4,6,8,10,12,14.
Rifles N/a   Strike +1 @ 1,3,5,7,9,11,13. Includes semi-auto, bolt action, automatic, and assault rifles.
Shotgun N/a   Strike +1 @ 1,3,6,10,14.
Submachine Guns N/a   Strike +1 @ 1,3,6,9,12,15.
Military Flamethrowers N/a   Strike +1 at levels 2, 5, 10, 15.
Military Heavy Weapons N/a   Strike +1 at levels 1,3,6,10,14.
Harpoon & Spear Gun N/a   +1 Strike at levels 2, 4, 7, 10, and 15.
Energy Pistol N/a   Strike +1 at levels 1,3,5,7,9,11,13,15.
Energy Rifle N/a   Strike +1 at levels 2,4,6,8,10,12,14.
Heavy Mega-Damage Weapons N/a   Strike +1 @ 2, 4, 7, 10, 13.
SharpShooting Specialty N/a 2 OCC Skills Aimed Shot PP 20 = +1, +1 every 5 PP above 20. Called Shot PP 18 = +1, +1 every 3 PP above 18

WILDERNESS
Skill Rating Requirements Notes
Blend 14+4   Ability to fade into underbrush and remain unseen. +4% w\Prowl, +4% at night. Aboriginals & Native Americans +10%.
Boat Building 25+5    
Carpentry 25+5   +10% boat building, +5% Trap Construction.
Desert Survival 50+5   Ability to find water in desert, survive exposure, path finding
Dowsing 20+5   Find water with divining rod or other means. Roll once to detect, two consecutive successful rolls to locate.
Fasting 40+3    
Herding Cattle 30+5    
Hunting N/a   +2% prowl, +5% Tracking and Skin Animals, +10% Cook game, +4% Imitate Voices.
Identify Plants & Fruits 25+5    
Land Navigation 36+4 $nbsp; Ability to stay on course by observing landmarks, distances, movements, and sounds.
Preserve Food 30+5    
Skin & Prepare Hides 30+5   +5% sewing and Leatherworking
Spelunking 35+5   Art and practice of exploring caves. Professional rating (taken twice) needed to SCUBA in caves. +5% if has Climbing.
Track & Trap Animals 20/30+5   -1/2 to track humanoids
Track Sea Animals 35/25+5   1st number is general knowledge, 2nd number is locate and capture.
Undersea & Sea Survival 25+5    
Wilderness Survival 30+5    

Skill Notes

For several skills listed here there is quite a bit of overlap in what they do. I will attempt to differentiate between them here.
  • Air-to-Air Combat: This is essentially "Top Gun" advanced air combat training. Available exclusively to military pilots.
  • Airplane, Jet: This is the civilian ability to fly jets, including commercial airliners. Includes no combat training or weapons system usage. Can be combined with Weapons Systems for rudimentary Fighter Jet combat skills.
  • Boats (Motor, Ship, Sail): These are the civilian skills in sailing a boat. No combat or Weapons Systems training is included.
  • Fighter Combat (Basic): This is the basic ability to fly aircraft in combat, including spacefighters if that skill is taken. This is the skill taken by civilian characters wishing to learn to fly combat aircraft. Includes basic dogfighting skills.
  • Fighter Combat (Elite): This is the basic ability to fly jet aircraft in combat, including spacefighters if that skill is taken. This skill is exclusive to military pilots, and is restricted to them.
  • Military (all): These skills are exclusive to military characters. Besides the piloting ability, they also include a rudimentary Weapons System skill usable for that type of vehicles, only.
  • Robot Combat Basic: This is the basic ability to control robots in combat. For Military or Men-At-Arms OCCs, this ability can be used with any robot or power armor, and is learned automatically if the character has Robot Combat Elite. For many non-Military/Men-At-Arms OCCs this skill can only be used for each individual *Type* of Robot vehicle.
  • Spacecraft, Small: This is the generic ability to fly small spacecraft, including shuttles and some large space fighters. Does not include any weapons or combat training.
  • Space Fighter: This is the ability to fly space fighters and small spacecraft, including shuttles. Includes a rudimentary Weapons System skill usable for this type of vehicle only. Generally taught to Military or Men-at-Arms OCCs.

    Additional Skills

    Fighter Combat “Basic” Training:
    One extra attack at level one.
    +2 to Strike (cumulative)
    +3 to Dodge attacks while flying.
    +1 to Dog-fighting rolls.
    Critical strike chance as pilot’s HtoH.
    One additional attack at levels six and eleven.
     
    Fighter Combat “Elite” Training:
    Two extra attacks at level one.
    +2 to Strike (cumulative)
    +5 to Dodge attacks while flying.
    +3 to Dog-fighting rolls.
    Critical strike chance as pilot’s HtoH.
    One additional attack at levels five and ten.

    Magical Skills

    In general, all practitioners of magic who develop their powers through study and knowledge will have the following skills. Mystics and other classes who gain their magic through meditation, insight or natural ability do not gain these skills, though they can learn a layman's equivalent by taking Lore: Magic (see above).

    Principles of Magic

    Mages know and understand the main principles of magic, including rituals, symbols, incantations and paraphernalia. This allows them to distinguish between fake "occult" materials and the real thing, as well as to determine the general purpose of specific items and even which supernatural forces or mystic traditions are involved. A failed roll indicates that the mage does not realize or misunderstands the significance of the evidence. Base Skill: 70% + 2% per level.

    Recognize Enchantments

    The mage can recognize the influence of magic that charms, hypnotizes or otherwise causes mind control (including trances, domination, compulsion, quest, etc). This ability also includes identifying magic sickness, curses, the effects of faerie food, and supernatural or magic possession. Base Skill: 35% + 5% per level.

    Recognize Magic

    The mage may recognize that an area is under an enchantment or that an object is magic due partially to intuition and a "feel" for the aura of magic, but also due to inscriptions, magic symbols and general design. The character may believe that something has mystic properties but he does not know what powers it has or how to use it. Base Skill: 20% + 5% per level.
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