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Sensibleshoes

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  1. I'm basically intending for people to use them on skills and a couple of ability bumps. There are lists of special abilities in each of the game lines like Scifi, Fantasy, and Adventure you could also use the cp for. The magic system is you have a spell and you roll a check against a difficulty number, it's very simple. You'll just have a list of spells you can cast.
  2. reserved Mormon Temples of the Covenant of the White Serpent and the Font of Wisdom Iberian Manticore standing at watch in the garden of an ancestral ecomienda villa.
  3. It looks pretty good. I'm not sure I was clear on this -- the 39d6 you get for your ability scores are separate from the build points -- you basically start with 3d6 on everything, then you can customize with build points. All you have to do is the skills and attributes part -- then just tell me what mutant animal species you want to be, your 'class concept' and what kinds of equipment you want, and I'll do the rest. The example monster I edited the skill list down to what a animal level intelligence creature might have. I'll try to do an NPC over the next few days to show what a stat block would look like. For the wound track, I'm still working out the 'standard' range of how many wounds different creatures should have in each part of this track -- it's part of figuring out the combat rules. There isn't really 1 combat system, there are a just a bunch of options your sort of pick and choose from. I'm not sure how many wounds you'll get at each level (bruised) yet, I may have to do a practice combat before I know for sure--the issue is that some of this system is 'make up your own rpg' kind of level of options. I'm sort of trying to combine the wound tracks from exalted with the one from this system to make it a little more complex. Basically, everything is going to be a d6 roll, but I'm trying to marry a lot of options and abilities with what is otherwise just 'roll a d6 pool against a target number' for absolutely everything. I also think I forgot to put this link: These are all the books for free. I'm mainly looking at the one with this cover: I'm going to set up a Discord as well so we can chat in real time if there are questions.
  4. Combat Rules: Continuous Combat Continuous combat uses intervals of one second, although one complete combat round consists of rive seconds. Like when running intiative rounds, all characters (player and gamemaster) make Reflexes rolls at the beginning of each round. This time, however, refer to the Continuous Combat Intiative Determination to determine on which second (out of the five-second round) each character takes their action. Now call out the first second of the round by saying "one." At this point every character may make one-firth of his movement (his total movement divided by five), and any characters who are allowde to make their action on the first second of the round may either do something or hold hteir actions until the next second. One all the characters whose Reflexes rolls were 26 or better perform their actions (i.e., those allowed ot take their actions in the first second of the round), call out the next second by saying "two." All character may move one-fifth of their movement again, and any characters who generated a Reflexes roll of 21-25 may take their actions (as well as any characters who rolled a 26 or better but held their action). Continue this sequence until you complete the firth second of the five-second round, and then start over. If more than one character takes an action at the same time (in the same combat second), treat the exchange like a simultaneous combat. Boht may take their actions regardless of whether one or the other is killed. A character who dies, hoever, may not take any actions after this second. 1. Roll Initiative: All gamemaster and player characters make a Reflexes roll (modified by contextual factors and weapon speed) 2. The gamemaster calls out the current second of the round (starting at one) 3. All characters may move one-fifth of their movement. 4. Characters who may take an action in this second do so now. Every character has 4 actions per round. Subtract 1D from every action pool for every additional action taken. Attacks Attack: Attack -- roll appropriate skill (weapon, etc.) against difficulty (base 10). Reaction: Defender can dodge, parry. Dodge is an opposed skill roll. Parry is an opposed skill roll. Failed dodges and parries potentially lower attack difficulty (result replaces existing attack difficulty). Damage: If hit, roll against against hit location to see area effected and result. Then roll damage against an opposed endurance check roll to see how many wounds are caused. 5. Add one to the current second and then go back to step 2 (after five seconds, the round ends) Hit Locations (Roll 1d46) Head Cranial Region (Upper Head) Facial Region (Lower Head) Frontal Region (Forehead) Orbital/Ocular Region (Eyes) Buccal Region (Cheeks) Auricle/Otic Region (Ears) Nasal Region (Nose) Oral Region (Mouth) Mental Region (Chin) Cervical Region (Neck) Trunk Thoracic Region (Chest) Mammary Region (Breasts) Sternal Region (Sternum) Abdominal Region (Stomach Area) Umbilical Region (Navel) Coxal Region (Hips) Pubic Region (Above Genitals) Pelvis and Legs Inguinal Region (Groin) Femoral Region (Thighs) Patellar Region (Knee Front) Crural Region (Lower Leg) Fibular Region (Outside Lower Leg) Tarsal Region (Ankle) Pedal Region (Foot) Digital/Phalangeal Region (Toes) Hallux (Great Toe) Upper Limbs Axillary Region (Armpit) Brachial Region (Upper Arm) Antecubital Region (Elbow Front) Antebrachial Region (Forearm) Carpal Region (Wrist) Palmar Region (Palm) Digital/Phalangeal Region (Fingers) Pollex (Thumb) Posterior View Scapular Region (Shoulder Blade Area) Dorsal Region (Upper Back) Lumbar Region (Lower Back) Sacral Region (Base of Spine) Acromial Region (Shoulder) Olecranal Region (Back of Elbow) Manual/Manus Region (Back of Hand) Posterior Regions of Legs Gluteal Region (Buttocks) Popliteal Region (Back of Knee) Sural Region (Calf) Calcaneal Region (Heel) Plantar Region (Sole of Foot) Head Cranial Region (Upper Head): -2D to Intellect and Knowledge checks; concussion checks for impacts. Facial Region (Lower Head): -1D to social skills; vision impairment checks for swelling/blood. Frontal Region (Forehead): Stamina checks to avoid stun; -1 to sight-based Perception checks. Orbital/Ocular Region (Eyes): Blindness checks for direct hits; -2D to sight-requiring actions. Buccal Region (Cheeks): -1D to Communication due to swelling/pain; infection risk checks. Auricle/Otic Region (Ears): Hearing checks for noises/punctures; -1D to balance skills. Nasal Region (Nose): Breathing checks for blockages; -1 to exertion actions due to airflow issues. Oral Region (Mouth): Eating/speaking difficulty checks; -1D to vocal skills. Mental Region (Chin): Jaw movement checks for fractures; -1D to Communication if impaired. Cervical Region (Neck): Breathing/blood flow checks for constrictions; critical damage can incapacitate. Trunk Thoracic Region (Chest): Stamina checks for lung function; -2D to physical actions for breathing issues/internal bleeding. Mammary Region (Breasts): Pain checks for impacts; social penalties for distress. Sternal Region (Sternum): Organ damage checks for heavy blows; -1D to upper body strength actions. Abdominal Region (Stomach Area): Internal bleeding/organ damage checks; -2D to physical actions. Umbilical Region (Navel): Infection checks for wounds; -1D to core movement Agility/Stamina. Coxal Region (Hips): Mobility/stance checks; -1D to stable/ agile movement actions. Pubic Region (Above Genitals): Pain checks for trauma; reproductive system assessments for significant damage. Pelvis and Legs Inguinal Region (Groin): Severe pain/incapacitation checks; -2D to leg movement actions. Femoral Region (Thighs): Blood loss checks for deep wounds; -1D to movement actions. Patellar Region (Knee Front): Function/stability checks; -2D to knee-flexing actions. Crural Region (Lower Leg): Walking/running checks for injuries; -1D to lower leg actions. Fibular Region (Outside Lower Leg): Lateral movement difficulty checks; -1 to balance actions. Tarsal Region (Ankle): Movement hindrance/swelling checks; -2D to foot flexibility actions. Pedal Region (Foot): Walking/balance/agility checks; -1D to stealth/movement actions. Digital/Phalangeal Region (Toes): Balance/walking pain checks; -1 to precise footwork actions. Hallux (Great Toe): Balance/gait checks; -1D to stable footing actions. Upper Limbs Axillary Region (Armpit): Movement checks for arm injuries; -1D to affected arm actions. Brachial Region (Upper Arm): Strength/movement checks; -2D to upper arm strength actions. Antecubital Region (Elbow Front): Stiffness/pain checks; -1D to elbow flexing actions. Antebrachial Region (Forearm): Grip/wrist movement checks; -1D to grip strength actions. Posterior View Scapular Region (Shoulder Blade Area): Movement checks for shoulder injuries; -1D to arm movement actions. Dorsal Region (Upper Back): Back pain/stiffness checks; -1D to torso movement actions. Lumbar Region (Lower Back): Chronic pain/mobility checks; paralysis risk for severe injuries. Sacral Region (Base of Spine): Lower body function checks; severe pain checks for trauma. Acromial Region (Shoulder): Lifting/carrying ability checks; -1D to arm lifting actions. Olecranal Region (Back of Elbow): Arm straightening restriction checks; -1D to straightening actions. Manual/Manus Region (Back of Hand): Hand function/pain checks; -1D to grip strength actions. Posterior Regions of Legs Gluteal Region (Buttocks): Sitting/lower body movement pain checks; -1D to sitting/movement actions. Popliteal Region (Back of Knee): Flexion/stability/mobility checks; -1D to knee flexing actions. Sural Region (Calf): Walking/running pain checks; -1D to calf-involved actions. Calcaneal Region (Heel): Walking pain checks; -1D to stance/walking actions. Plantar Region (Sole of Foot): Standing/walking/mobility checks; -1D to standing actions. Wound Levels Unharmed: -0. No penalties; the character is in optimal condition. Full mobility and access to all abilities and skills without restriction. Bruised: -1. Minor cosmetic damage only. Slight discomfort affecting performance, leading to a -1 penalty on all actions requiring fine motor skills or detailed precision. Scratched: -2. Noticeable discomfort; minor hindrance to actions. -1 to all concentration and precision-based tasks due to persistent pain, and a -2 penalty on all actions involving physical exertion. Hurt: -1D6. Variable penalty reflecting the unpredictable severity of injuries. -1D to all action dice pools. No movement penalties, but a -1D penalty on all skill checks involving physical strength. Battered: -1D6+1. -1D to all action dice pools. Minor discomfort causes -1 to all physical actions requiring strenuous effort, and characters must make a stamina check for actions that require sustained physical activity. Injured: -1D6+2. -1D to all actions requiring agility or quick movement due to slight impairment. Characters have a -1D penalty on defense rolls due to decreased mobility. Wounded: -2D6. Movement limited to walking and jogging. -2 to all actions requiring agility or quick movement, and characters suffer a -1 level on initiative rolls due to slower reaction times. Lacerated: -2D6+1. -2 to all actions due to frequent sharp pains that limit agility and reflexes. Characters must pass a concentration check to perform any action that requires focus or precision. Mauled: -2D6+2. Significant movement impairment, requiring a -2D to any action involving movement beyond a slow pace. Characters also have a -2D penalty on all survival checks due to decreased resilience. Broken: -3D6. Acute pain causes -3D to any actions if movement is attempted without support. Characters cannot use any abilities that require standing or significant physical movement without passing a difficult stamina check. Crippled: -3D6+1. Movement nearly impossible. -4D to any action involving physical movement, even with assistance. Characters also automatically fail any agility-based checks. Crushed: -3D6+2. Even with assistance, attempting any physical action incurs a -4D penalty due to intense pain. Characters are also at a -2D disadvantage on all willpower checks due to diminished morale. Severely Crippled: -4D6. Life-threatening injuries with a wide range of potential impacts. Characters suffer a -4D penalty on all action dice pools and must make a critical willpower check to perform any action. Near Death: -4D6+1. Injuries so severe that survival is in question. Characters can only make passive actions and require a successful critical care check for stabilization. Critical Condition: -4D6+2. Characters are on the brink of death, with all actions requiring assistance. Automatic failure on all physical actions and a critical care check required each round to remain conscious. Incapacitated: -5D6. Unable to perform any actions or move; characters are unconscious and cannot respond to external stimuli. Immediate medical intervention is required to prevent death. Comatose: -5D6+1. Beyond normal incapacitation; characters are unresponsive and require advanced medical intervention to sustain life. Survival depends on external care, and recovery is uncertain. Lifeless: -5D6+2. Characters are in a state suggesting imminent death. Only magical or advanced technological intervention can sustain life, with no guarantee of recovery. Expired: -6D6. The character has succumbed to their injuries. No standard actions or rolls are possible, and revival can only be achieved through extraordinary means.
  5. Monster Stat Block Template for the d6 RPG System Name: [Monster Name] Type: [Creature Type - e.g., Beast, Undead, Elemental] Environment: [Preferred Habitat or Origin] Description: [Brief physical and behavioral description] Attributes: Coordination: 3D Endurance: 5D+2 Reflexes: 2d+1 Strength: 6D+2 Intellect: 2D Knowledge: 1D+2 Magic: 4D Mechanical: 1D Perception: 3D+1 Confidence: 4D Psionic Power: 3D Technical: 1D Willpower: 4D+2 Skills: Communications Confidence Public Speaking: 2D+2 (For intimidation, commands, or animalistic "speech") Cowboy Coordination Breaking/Taming a Wild Horse: 3D (If the creature interacts with other animals in this way) Perception Herding Cattle: 3D+1 (For predatory or protective behaviors in a pack) Cultural/Domestic Perception Animal Husbandry: 3D+1 (Understanding dynamics within a group of animals) Farming: 2D+1 (For animals that might assist in farming tasks or have an understanding of crop cycles, like some birds) Fishing: 3D+1 (For aquatic or semi-aquatic animals) Espionage Perception Detect Ambush: 3D+1 (Natural instinct for detecting threats) Tracking: 3D+1 (For hunting or trailing) Physical Endurance Forced March: 5D+2 (Enduring long distances) Swimming - Basic: 5D+2 (For aquatic animals) Reflexes Climbing: 2D+1 (For arboreal animals) Prowl: 2D+1 (Stealth movements) Wilderness Perception Agriculture: 2D (Understanding of natural food sources) Hunting: 3D+1 (Tracking and capturing prey) Land Navigation: 3D+1 (Navigating territories or migration paths) Preserve Food: 2D+2 (Instinctual food storage behaviors) Sense of Direction: 3D+1 (Innate or learned navigation) Track Animals: 3D+1 (Tracking prey or members of the same species) Winter Survival: 3D+1 (Surviving in cold environments) Special Abilities: (Describe any unique abilities, magical powers, or special attacks) Mighty Roar: Unleashes a deafening roar that can stun enemies. Mechanic: Enemies within 30 meters must make a Willpower check of 20 or be stunned for 2 rounds. Saber Fangs: Utilizes its enormous tusks to deliver a devastating bite. Mechanic: Bite attack deals 6D+2 damage. Thick Fur: Provides natural armor against the elements and attacks. Mechanic: +2D to resist cold damage and +1D to resist physical damage. Thunderous Stomp: Causes the ground to tremble, potentially knocking foes off balance. Mechanic: Enemies within 15 meters must make a Strength check of 15 or be knocked prone. Tail Swipe: Can use its muscular tail to strike multiple enemies. Mechanic: Tail attack deals 5D damage in a 180-degree arc up to 5 meters away. Intimidating Presence: Instills fear in lesser creatures. Mechanic: Creatures with a lower Willpower automatically retreat unless they pass a Willpower check of 25. Charge: Can perform a powerful charge attack. Mechanic: When charging, it deals an additional 2D damage and can move up to 20 meters in a straight line towards a target. Primal Senses: Has heightened senses that detect movement and scent. Mechanic: +2D to Perception checks involving smell or detecting movement. Enduring Stamina: Can travel long distances without tiring. Mechanic: Can force march for an additional 10 hours beyond normal limits. Territorial Dominance: Can mark and defend its territory fiercely. Mechanic: Within its territory, gains +1D to all combat skill checks. Primal Healing: Recovers from wounds quickly due to its robust vitality. Mechanic: Heals 1D health points every two days naturally. Elemental Fury: Can call upon the forces of nature to attack its enemies. Mechanic: Once per day, can cast a spell-like ability that deals 4D elemental damage (fire, ice, wind, etc.) to all enemies within a 10-meter radius. Weaknesses: (List any vulnerabilities or weaknesses) Sensitivity to High Frequencies: The creature's acute hearing makes it especially sensitive to high-pitched sounds or sonic attacks. Mechanic: When exposed to high-frequency sounds or sonic abilities, the creature must make a Willpower check with a difficulty of 20. Failure results in disorientation and a -2D penalty to all actions for the next 2 rounds. Underbelly Vulnerability: The creature's underbelly is not as well-protected as the rest of its body, making it a prime target for attacks. Mechanic: Attacks specifically aimed at the underbelly that succeed on a called shot with a -1D penalty to the attacker's skill roll, bypass the creature's natural armor, dealing an additional +1D damage on a successful hit. Overheating: The dense muscle mass and heavy fur of the creature contribute to a vulnerability to overheating during extended exertion, especially in warmer climates or intense battles. Mechanic: After three consecutive rounds of strenuous activity (like combat or running), the creature must make an Endurance check against a difficulty of 15. Failure results in fatigue, imposing a -1D penalty to all physical actions until a full round of rest is taken. Combat Tactics: [Brief description of typical combat behaviors, strategies, and preferences] Loot: (Optional - Describe any typical items, materials, or valuables that can be obtained from the monster) [Item/Material]: [Description or Value] [Item/Material]: [Description or Value] (Add or remove items as necessary) Difficulty Level: [Suggested overall challenge rating or difficulty level for encounters] Wound Levels: -0 (x1)/-1 (x1)/-2 (x1)/-1d6(x1)/-1d6+1(x1)/-1d6+2(x1)/-2d6(x1)/-2d6+1(x1)/-2d6+2(x1)/3d6(x2)/-3d6+1(x2)/-3d6+2(x2)/-4d6(x3)/-4d6+1(x3)/-4d6+2(x3)/-5d6(x4)/-5d6+1(x4)/-5d6+2(x4)/-6d6(x5)
  6. Hey, if everyone who's intending to make a character could start a thread, as well as ask to 'join' the game in mythweavers, that'd be helpful for me to just figure out who's playing etc. I'm going to try to start putting up some sample npcs and monsters so you can see what the sheets will look like, as well as some more setting info.
  7. Okay -- I've worked on character creation some more and I'm ready for everyone to start -- your only task is to assign your 39d6 to attributes, then apply 474 build points. The vast majority of those will be spent purchasing additional pips for skills. Then, you'll tell me the 'race', 'class concept', and equipment ideas you want, and I'll send you abilities and equipment for this system -- if you want you can give me a palladium or pathfinder class etc. you have in mind and I'll come up with some kind of conversion for you.
  8. hi -- I'm still getting this together. I'm trying to sort of crush a lot of the Palladium TMNT crunchiness into a slightly simpler system and it's still taking a bit to figure out exactly how to do that. For the East, and this is still very provisional, that there's a region called 'Siam' which is similar to Sundaland -- Thailand/Cambodia, Laos, which is ruled by an elemental conclave, and area called 'Cathay' which is sort of Southern China and Vietnam, and is ruled by dragons, and 'Yamato', a peninsular version of Japan (it's connected to the mainland) as well as Korea. Yamato would have lots of stuff like Kitsune, red pandas, and similar mutant animals. I was imagining a situation similar to the Shogunate period in Japan where a military governor rules on behalf of the emperor, who is also the Shinto high priest.
  9. You can certainly add to stuff -- I have some very general ideas about a lot of areas, and the relationship of the setting to 'real' history is very loose. All that sounds pretty interesting -- I was also imagining something like Witchhunter: The Hidden World where there was some kind of surviving Aztec culture as well, and the Spanish were only successful in part of their conquest -- or they ended up having something more like an accomodation between the indigenous and conquistador regimes rather than one completely overwhelming the other.
  10. Hey -- I just got back on. I work in healthcare and I just got back from a 13.5 hr overnight shift, but I see there's some new interest, so I'll be working on finishing up the build rules and replying to stuff -- give me a little to get caught up.
  11. Basic Rules: Here's a good link in addition to the free book: Character creation is point based. It consists of assigning dice pools to a set of 13 attributes, assigning dice pools to skills associated with those attributes, and potentially picking flaws to get more build points, then adding in special powers that consist primarily of skill checks that 'set off' a specific mechanical effect. How this will work -- you will assign your attributes, flaws, and skill points. Then, you will tell me the race/mutant animal species, 'class' concept, and equipment you want, and I'll create some appropriate abilities and equipment in this system for you. All you have to do is assign your ability scores and skills, and take any flaws. Please don't just do silly things like max out all ability scores -- this isn't a very complex system, and I'm sure it's easy to 'game' if you put your mind to it. It's mostly going to be a support to a largely narrative experience. Attributes: You have 13 attributes: Coordination, Endurance, Reflexes, Strength, Intellect, Knowledge, Magic, Mechanical, Perception, Confidence, Psionic Power, Technical, and Willpower. You have 39d6 to assign among those attributes. 2d6 is a standard human. You can't go above 5d6+2. You can't go below 1d6 on anything except Magic and Psionic, which can both be D0. You don't roll these to make a stat number -- instead, the attribute is a pool of d6s you roll. I.e. -- if you have '2d6' for an attribute, then you roll 2d6 whenever you make a check with that attribute. These pools can also have the modifiers +1, and +2. 1d6 is equivalent to a +3 -- cf. this to how an 'advantage' roll in 5e is equivalent to about a +2 bonus. You can break up 1d6 into a +1 and +2. The dice progression is D0, +1, +2, 1d6, 1d6+1, 1d6+2, 2d6, 2d6+1, 2d6+2, 3d6, 3d6+1, 3d6+2, 4d6, 4d6+1, 4d6+2, 5d6, 5d6+1, 5d6+2. Extremely powerful npcs may have larger pools. In the Star Wars version of this system, Wookie's have 6d6 for Strength. You have 474 character points to further customize your character. One (1) attribute die equals four creation points. One (1) skill die equals one creation point. Three (3) skill specialization dice equal one creation point. Skills: There are a bunch of skills that 'sit' under each of these attributes -- cf. the way that skills are associated with a specific attribute in 5e and most other d20 fantasy games and GURPS. A base skill check is just a roll with the pool for the associated attribute. You can spend build points in character creation to add competence to a given skill -- i.e. add another 1d6 etc. to the pool you roll. Other: After you assign dice pools to your attributes and skills, you're done on your end -- just send me the species, the class concept, and the equipment you want. Note: The lists here may look long, but the majority of character creation is just assigning a D6 here and a D6 there -- there's very little to look up except for magic powers and equipment -- which I'm going to be helping you with. All of the skills under your attribute use the dice pool of that attribute as the basic roll pool. You buy additional dice for skills from character points. Skills: Communications Confidence: Clowning, Jesting, Mime, Performance, Public Speaking Perception: Cryptography, Electronic Counter-Measures (Jamming), Encryption, Flag Signaling, Laser, Microwave Communications, Optic Systems, Radar/Sonar Operation, Radio: Basic, Radio: Advanced, Radio: Expert, Radio: Deep Space, Radio: Scramblers: Basic, Radio: Scramblers: Advanced, Radio: Scramblers: Expert, Radio: Satellite Relay, Sign Language, Signal Codes, Surveillance Systems, Telephone Networks, T.V./Video: Basic, T.V./Video: Advanced, T.V./Video: Expert Computer Intellect: Artificial Intelligence, Computer Hacking, Computer Imaging, Computer Language, Computer Networks, Neural Interface & Networks, Supercomputers, VR/3D Systems Technical: Computer Engineer, Computer Keyboarding, Computer Operations, Computer Programming, Computer Repair, Cyberjacking Cowboy Coordination: Breaking/Taming a Wild Horse, Roping, Trick Riding Knowledge: Lore - Cattle/Animals, Lore - Indians Perception: Branding, Herding Cattle Reflexes: Horsemanship: Cowboy, Horsemanship: Exotic Cultural/Domestic Confidence: Acting, Advertising, Begging(T), Dance, Jesting, Juggling, Mime, Performance, Public Speaking Intellect: Accounting, Architectural: Design/Engineer, Art, Chess, Economics, Editor, Game, Gaming (strategy), Go, Meditation, Meteorology, Mountaineering, Music - Composition, Music - Play Musical Instrument, Music - Sing, Painting: Oil/acrylic/watercolor, Philosophies(T), Poetry(Haiku), Recording Engineer, Sculpture, Weaving Perception: Animal Husbandry, Bonsai, Breed Dogs, Business Management, Calligraphy, Calligraphic Forgery, Cook, Desert Survival, Drawing: Pencil/Ink/Chalk, Farming, Fishing, Flint Working, Floral Arrangement (Ikebana), Gardening, General Repair & Maintenance, Leatherworking, Lighting Technician, Live Engineer, Recycle, Sewing, Spelunking, Sports Technical: Barbering, Blacksmith, Fasting(T) Electrical Technical: Avionics, Basic Electronics, Advanced Electronics, Expert Electronics, Circuit Board Micro-Electronics, Glitter Boy Electronics, Mecha Electronics, Power Armor Electronics, Robot Electronics, Spacefold Electronics, Starship Electronics, Veritech Electronics Engineering Intellect: Chemical Engineer, Genetics Engineer Technical: Aeronautical & Aerospace Engineer, Civil Engineer, Industrial Engineer, Mechanical Engineer - Basic, Mechanical Engineer - Advanced, Mechanical Engineer - Expert, Mining Engineer, Nuclear Engineer, Power Armor Engineer, Robot Engineer, Safety Engineer, Sanitary Engineer, Spacefold Engineer: Basic, Spacefold Engineer: Advanced, Spacefold Engineer: Expert, Starship Engineer: Basic, Starship Engineer: Advanced, Starship Engineer: Expert, Weapons Engineer - Basic, Weapons Engineer - Advanced, Weapons Engineer - Expert Espionage Confidence: BS Smooth Talking, Command, Disguise, Imitate Voice, Impersonation, Intelligence, Interrogation, Interrogation Techniques, Marxism/Leninism-Maoism, Palming, Safe-Cracking, Sniper, Urban Warfare Perception: Binding, Concealment, Detect Ambush, Detect Concealment, Escape Artist, Fieldcraft, Forgery, Hojo-Jutsu, Jungle Survival, Land Navigation, Lip Reading, Microfilm/Microfiche/Microdot Technology, Perception, Pick Locks, Pick Pockets, Stalk/Capture, Tracking, Trap Construction, Trap/Mine Detection, Urban Survival, Wilderness Survival Industrial Technical: Armor & Weapon Decoration, Blacksmithing/Metalworking, Carpentry, Cobblery, Construction, Fashion Tools and Weapons, Glass blowing, Logging, Masonry, Mining, Pilot Construction Vehicles, Plumbing Mechanical Technical: Aerospace Engineering, Aircraft Armor and Weaponry, Aircraft Mechanics, Aircraft Mechanics: Basic, Aircraft Mechanics: Advanced, Aircraft Mechanics: Expert, Automotive Mechanics, Automotive Mechanics: Basic, Automotive Mechanics: Advanced, Automotive Mechanics: Expert, Basic Cybernetics, Basic Mechanics, Basic Mechanics (update), Advanced Mechanics, Expert Mechanics, Bioware Mechanics, Cross-Dimensional Trans-Location Device Mechanics, Cybernetic/Bionic Repair, Cyclone Repair, Design Engineering, Drive repair: chemical drive, Drive repair: fold drive, Drive repair: ion drive, Drive repair: plasma drive, Drive repair: traction drive, Drive repair: warp/gravity drive, Glitter Boy Mechanics, Hardsuit/Motoroid Mechanics, Helicopter Mechanics, Jet Aircraft Mechanics, Locksmith, Marine/Naval Engineer, Mecha Mechanics, Metallurgy, Mountain Bike Mechanics, Nuclear Engineer, Power Armor Mechanics, Radiation Technology - Industrial, Robot Mechanics, Satellite Systems, Ship Mechanics, Spaceship Mechanics, Starship Engineer, Submersible Vehicle Mechanics, Time Machine Mechanics, Veritech Mechanics, Weapons Engineer, Welding (Basic), Welding (Advanced), Welding (Expert) Medical Intellect: Bioengineering, Brewing, Criminal Sciences & Forensics, Dentist, Diagnostic, Doctor of Veterinary Medicine (DVM), Entomological Medicine, First Aid, Field Expedient Surgery, Field Surgery, General Practitioner, Holistic Medicine, Medical Doctor, M.D. in Cybernetics, Medical - Juicer Technology, Medical Instruction, Nurse, Paramedic, Parapsychology, Pathology, Plastic Surgery, Psychiatry, Psychobiology, Psychology, Psycho-Therapy, Sea Holistic Medicine, Specialist, Surgeon, Radiation Technology - Medical, Toxicology, Veterinarian Medieval Civilization Skills Knowledge: Courtly Etiquette, Falconry, Field Armorer, Heraldry Reflexes: Horsemanship, Horsemanship - General, Horsemanship - Knight, Horsemanship - Paladin Military Confidence: Assassination Techniques, BS Smooth Talking, Camouflage, Combat Sniper, Command, Demolitions: Creating, Find Contraband, Weapons & Cybernetics, Interrogation Techniques, Military Etiquette, Military Instruction, Naval History, Naval Tactics, Nuclear, Biological & Chemical Warfare (NBC), Paired Weapons, Parachuting, Recognize Weapon Quality, Ship-to-Ship Combat, Siege Engineer, Strategy/Tactics, Torturing Tactics, Underwater Demolitions, Underwater Demolitions: Basic, Underwater Demolitions: Advanced, Underwater Demolitions Disposal: Basic, Underwater Demolitions Disposal: Advanced, Weapons Specialist Technical: Armorer, Arsenal: Creating, Arsenal: Reloading, Defense Systems, Demolitions, Demolitions Disposal, Military Construction Engineer, Military Engineer, Naval/Marine Engineer, Radiation Technology - Military, Trap Construction Physical Endurance: Forced March, Marathon, Running, Skiing, Swimming - Basic, Swimming - Competitive, Swimming - Deep Sea, Swimming - S.C.U.B.A., Swimming - Snorkel, Track and Field Reflexes: Acrobatics, Aerobics, Arm Wrestling, Athletics, Battle Bike Combat, Basketball, Blind-Fighting, Body Building, Boxing, Climbing, Deadball, Fencing, Gymnastics, Hand to Hand Combat, Juggling, Juicer Football, Kickboxing, Meditation, Movement: Zero Gravity, Murderthon, Oxygen Conservation, Pressure Point Control Tactics, Prowl, Tumbling, Vacuum Survival, Wrestling, Swimming & Fatigue Note Strength: Hand to Hand Combat (including all subcategories like Aikido, Assassin, Basic, Commando, Expert, Judo, Jujitsu, Karate, Kendo, Magic, Martial Arts, Ninjutsu/Tai-Jutsu, Teng-jutsu, Wrestling, Zanji Shinjinken-Ryo, Zero Gravity Combat Advanced, Zero Gravity Combat Basic) Pilot Skills (Air, Ground, Mecha, Sea, Space) Coordination: Aircraft Mechanics, Aircraft Mechanics: Basic, Aircraft Mechanics: Advanced, Aircraft Mechanics: Expert, Automotive Mechanics, Automotive Mechanics: Basic, Automotive Mechanics: Advanced, Automotive Mechanics: Expert, Mecha Cyclone, Mecha Destroids, Mecha Veritech, Mecha Zentraedi Style Battle Pods, Pilot: Glitter Boy, Pilot Power Armor, Pilot Robots, Pilot: Underwater (Robots), Pilot: Underwater (Power Armor), Robots and Power Armor, Robot Combat Basic, Robot Combat Elite, Aerial Navigation, Instrument Rating, Radar/Sonar Operations, Read Sensory Equipment, Weapon Systems (Battloid), Weapon Systems (Battle Pod), Weapon Systems (Destroids), Weapons Systems (General), Weapon Systems (Glitter Boy), Weapon Systems (Power Armor), Weapon Systems (Robot), Weapon Systems (Veritech), Weapon System Reflexes: Air-to-Air Combat, Fighter Combat "Basic" Training, Fighter Combat "Elite" Training, Flight System Combat, Mecha Combat (Rifts), Mecha Combat (Robotech), Combat Engineer Vehicles (CEV), Combat Pod, Contragravity Pack, Cross-Dimensional Piloting and Navigation, Extra-Vehiclar Activity EVA, Hardsuit/Motoroid, Solar Sail, Space Shuttle, Spacecraft, Spacecraft: Advanced, Space Fighter, Starship, Missed Piloting Skill Roll, Mecha Ground, Evasive Action, Stunts Technical: Airplane, Helicopter, Helicopter (Military), Jet Aircraft, Jet Aircraft: Commercial (Large), Jet Fighters, Jet Packs, Jet Packs & Space Booster, Lighter-than-Air Vehicles, Small Jet, Small Single Engine Plane, Twin Engine, APC, Automobile, Bicycle, Commercial Vehicles, Construction Equipment, Construction Machinery, Dog Sled, Farm Equipment, Freight Hauler, Heavy Machinery, Hovercycle, HoverCraft (ground), Jump Bike Combat, Military Hover Vehicle, Motorcycle, Mountain Biking, Offensive Driving, Snowmobiles, Tank, Tanks and APCs, Time Machine, Titan Transport, Truck (Small), Truck (Large), Unicycle, Advanced Deep Sea Diving, Boat: Motor and Hydrofoils, Boat: Paddle Type, Boat: Sail Type, Boat: Ships, Boat: Warships/Patrol Boats, CVS & SLV, Freighter Ship, Hydrofoils, Sail Type, Sailing, Seamanship, Ships: Small, Ships: Small (Military), Ships: Large, Ships: Large (Military), Ships: Submersibles, Ships: Military Submersibles, Submarines, Underwater (Deep Sea), Underwater General, Underwater Robots & Power Armor, Water Scooters, Water Skiing & Surfing, Warship/Patrol Boats, Yacht, Astrogation (Navigation via Astronomy), Debris Ring Navigation, Interplanetary Navigation, Navigation, Navigation (Air), Navigation (Land), Navigation (Space), Navigation (Water), Navigation (Underwater), Starship Gunnery (Automated), Starship Gunnery (Manual), Orbital Navigation, Temporal Navigation/Time Detection Equipment Rogue Skills Confidence: Acting, Bargain/Bribe, BS Smooth Talking, Cardsharp, Con, False Divination, Gambling (Standard), Gambling (Dirty Tricks), Seduction, Shell Game, Streetwise, Streetwise - Con Games, Streetwise - Drugs, Streetwise - Gambling, Streetwise - Networks Perception: Appraisal, Concealment, Contortionist, Dice Rolling, Find Contraband, Weapons & Cybernetics, Hide/Sneak, Locate Secret Compartments, Palming, Pick Locks, Pick Pockets, Pool Shark, Prowl, Safecracking, Search, Sleight of Hand, Use & Recognize Poison, Ventriloquism Science Intellect: Anthropology, Archaeology, Aromatherpy, Astronomy, Astrophysics, Biochemistry, Biology, Biophysics, Biotechnology, Botany, Cartography, Chemistry, Chemistry - Alchemical, Chemistry - Analytical, Chemistry - Chinese Alchemical, Chemistry - Pharmaceutical, Cosmology, Cross-Dimensional Physics, Cryptozoology, Ecology, Electrochemistry, Entomology, Ethology, Ethnology, Geochemistry, Geology, Geophysics, Hydrology, Horticulture, Interdimensional Theory, Marine Biology, Mathematics - Basic, Mathematics - Advanced, Mathematics - Accounting, Mathematics - Statistics, Meteorology, Microbiology, Nanotechnology, Nanomanufacturing, Nanorobotics, Nuclear Physics, Ocean Geographic Surveying, Oxygen Systems, Paleontology (including Dating rocks, fossils & artifacts), Parapsychology, Petrology, Physical Chemistry, Physics, Psychological Warfare, Psychology, Psychotherapy, Temporal Physics, Theology/Philosophy, Trans-Dimensional Physics, Undersea Farming, Xenology, Zoology Spatial Perception: EVA, Jury-rig, Mining, Salvage Technical Technical: Advanced Fishing, Antiquarian, Art, Balloon Animal Making, Basic Construction, Basic Drafting, Bionics, Breed Dogs, Brewing, BS Writing, Bureaucracy, Candlemaking, Chinese Antiquarianism, Chinese Calligraphic Codes & Code Breaking, Chinese Classical Studies, Chinese Mythology - Buddhist, Chinese Mythology - Taoist, Cobbling, Construction Demolitions, Contacts, Deep Sea Fishing, Diplomacy, Entrepreneurship, Fashion Tools and Weapons, Gem Cutting, Gemology, General Repair/Maintenance, Glassworks. History, 20th Century, History, 19th Century, History, 18th Century, History, 16th & 17th Century, History, Renaissance, History, Medieval, History, Greco-Roman, History, Ancient Civilizations, History, Chinese, History, Middle-Eastern (Islamic), History, Oriental Cultures (general), History, Indian (Asia), History, West, History, Native American, History, Pre-Colonial Africa, History, Rifts Atlantean Era, History, Robotech or Macross Zentraedi, History, Palladium World. Historical Languages: Language-Classical Greek, Language-Latin, Language-Norman French, Language-Portuguese, Language-Colonial Spanish, Chinese Language & Literacy: Stage 1 - Thousand Character Literacy, Stage 2 - Chinese Literacy, Stage 3 - Advanced Chinese Literacy, Stage 4 - Classical Chinese Literacy. Invention, Investigative, Japanese Mythology, Journalism, Language, Language Dialects, Law, Law: CCW, Literacy, Lore - Alchemy, Lore - Alien, Lore - Animal, Lore - Astral, Lore - Cattle/Animals, Lore - Cetra, Lore - Chinese Mythology - Buddhist, Lore - Chinese Mythology - Taoist, Lore - Conspiracy, Lore - Cults and Sects, Lore - D-Bee, Lore - Dragon, Lore - Demons and Monsters, Lore - Dimensions, Lore - Dreamstream, Lore - Faerie, Lore - Farm, Lore - Folklore and Mythology, Lore - Galactic/Alien, Lore - Geomancy & Lines of Power, Lore - Ghosts, Lore - Indians, Lore - Japanese Mythology, Lore - Juicer, Lore - Magic, Lore - Megaverse, Lore - Nightbane, Lore - Nightlands, Lore - Omens and Superstition, Lore - Psychic, Lore - Read Aura, Lore - Religion, Lore - Science, Lore - Sea, Lore - Technology, Lore - Temporal, Lore - "Time of Man", Lore - UFOlogy, Lore - Undead, Lore - Vampires, Lore - Witches, Lore - Wormwood, Lore - Zentran & Meltran, Map Reading, Masonry, Milling, Mining, Operate Heavy Power Tools, Philosophy, Phonetics, Photography, Photography - Film, Photography - Video, Plumbing, Pottery, Prospecting, Pyrotechnics - Basic, Pyrotechnics - Advanced, Pyrotechnics - Expert, Regional Knowledge, Research, Right Brain Memory Techniques, Role-Playing Game Design, Rope Works, Sculpting & Whittling, Study, Surveying, Teaching, Undersea Salvage, Writing Weapon Proficiencies (Ancient and Modern) Reflexes: W.P. Archery and Targeting, W.P. Archery - Cross Bow, W.P. Archery - Long Bow, W.P. Archery - Short Bow, W.P. Barstool, W.P. Battle Axe, W.P. Blunt, W.P. Bola, W.P. Boomerang, W.P. Bow, W.P. Broken Bottle, W.P. Chain, W.P. Crossbow, W.P. Deadball, W.P. Forked, W.P. Grappling Hook, W.P. Improvisation, W.P. Knife, W.P. Mouth Weapons, W.P. Net, W.P. Paired Weapons, W.P. Polearm, W.P. Rune Weapon, W.P. Shield, W.P. Siege Weapons, W.P. Slingshot, W.P. Small Thrown Weapons, W.P. Spear, W.P. Staff, W.P. Sword, W.P. Trident, W.P. Whip, W.P. Artillery, W.P. Automatic Pistol, W.P. Automatic and Semi-automatic Rifles, W.P. Black Powder, W.P. Bolt Action Rifle, W.P. Cyclone Weapon Systems, W.P. Flame Thrower, W.P. Gallant H-90, W.P. Grenade, W.P. Grenade Launcher, W.P. Harpoon Gun, W.P. Heavy, W.P. Mortar, W.P. Revolver, W.P. Sub-Machinegun, W.P. Torpedo, W.P. Energy Pistol, W.P. Energy Rifle, W.P. Heavy Energy Weapons, W.P. Sharpshooter, W.P. Study, Weapon Mastery, Weapon Proficiencies bonuses Wilderness Perception: Agriculture, Archery, Boat Building, Carpentry, Construction (Wood), Dowsing, Fashion Tools and Weapons, Horsemanship, Hunting, Identify Plants & Fruits, Land Navigation, Oceanic Survival, Preserve Food, Rope Works, Sculpting & Whittling, Sense of Direction, Skin and Prepare Animal Hides, Tame Animals, Track Animals, Track & Hunt Sea Animals, Trap Construction, Trap/Mine Detection, Undersea & Sea Survival, Underwater Navigation, Winter Survival
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