Sketchley's Statistics MRG - play stats here ABOUT LINKS logo_macross30th (4K) MAIN INDEX
LOCATIONS TRANSLATIONS FAQ & RULES UPDATES
By AARON SKETCHLEY (aaronsketch@HOTdelete_thisMAIL.com) Ver 3.1 2022.02.13
Character Generation: Skills


Task Difficulty

Attributes and Skills
Outstanding Success and Catastrophic Failure

Different Skill, Same Task

Skill Programs

Improving Skills
Not The Right Skill & Learning New Skills
Master List of Skills
Skill %, New Skills and Changes to existing Skills

Hand to Hand Combat

Mecha Combat Bonuses

Secondary Skills

Task Difficulty
Divide tasks into three basic categories: Easy, Average, and Difficult. Any easy action with a skill over 50% pretty much automatically succeeds—which is the point: when you get good at something, doing the little things is just second nature.
  • Easy: skill x 2
  • Average: skill (unchanged)
  • Difficult: skill ÷ 2
E.g.: if my character has Auto Mechanic 60%, he'd do an oil change at 120% (an easy task), an alignment at 60% (an average task), and an engine rebuild at 30% (a difficult task).

There are also a lot of things that can turn a perfectly simple, easy roll, into one of epic proportions:

  • complications: trying to fix a car with no real tools (a difficult Mechanic roll); tracking across hard, dry ground (a difficult Tracking task).
  • environmental and other complications: doing paramedic work in the pouring rain in the middle of a battle (a difficult Paramedic roll).
  • some tasks are simply impossible: trying to build a new engine out of orange peels and love won't work, no matter how skilled your character is (impossible)!

über-simple Rules:

Target number vs. 1D20 + ([attribute + skill] ÷ 20)1
    Target Number:
  • Easy: 5
  • Average: 12
  • Difficult: 20
E.g.: if my character is IQ 10 and has Auto Mechanic 60%, his skill checks are 1D20 + 3. The oil change is vs. 5 (easy), the alignment vs. 12 (average), and the engine rebuild vs. 20 (difficult).
  • Catastrophic failure: rolling a Nat. 1, should only apply to difficult tasks, and some average tasks—depending on the circumstances. Never to easy tasks.
  • Combat rolls: the target number is the opponent's roll result.
  • Valkyrie (mecha) combat: use the G-Factor Rules (same as Combat Rolls, but includes the Vehicle's Maneuverability2 in the bonus).

1 round down. E.g., the example character is +3 ([{10 + 60} ÷ 20] = 3.5).
2 unless otherwise indicated, use the vehicle's G Limit.


▲ Top ▶ Character Creation Index

Attributes and Skills

IQ Bonus to Skills:

The bonus should only be applied to mental skills, not physical skills, simply because physical skills are a function of different attributes (ME for the mental aspects) rather than raw processing power (IQ).

Optional Rules

Stat bonus/penalty = (STAT - 10) ÷ 2, rounded down.
  • IQ: add to skill checks.
  • ME: add to mind saves.
  • MA: add to social skills.
  • Bonus x 10% = chance to Trust/Intimidate/Leadership1 (cumulative with PB's skill bonuses).
  • PS: add to damage in unarmed and melee combat (also applies to thrown weapons and bows).
  • PP: add to combat rolls other then initiative, saving throws, and damage.
  • PE: add to body saves.
  • PB: add to social skills.
  • Bonus x10% = chance to Charm/Impress/Seduction1 (cumulative with MA's skill bonuses).
  • Spd: add to initiative
  • Spd x 5 = max metres run per melee. Spd x 1.2 = approx kmph.
1 When invoking Trust/Intimidate/Leadership OR Charm/Impress/Seduction: success means a temporary 25% reduction to all of the subject's abilities (when in the invoker's favor) for one scene, 15 minutes, or 1 round of combat.

über-simple Rules:

Stat bonus/penalty = (STAT - 10) ÷ 2, rounded down.
  • IQ: N/A1
  • ME: add to mind saves.
  • MA: add to Trust/Intimidate/Leadership2 (cumulative with PB's skill bonuses).
  • PS: add to damage in unarmed and melee combat (also applies to thrown weapons and bows).
  • PP: N/A1
  • PE: add to body saves.
  • PB: add to Charm/Impress/Seduction2 (cumulative with MA's skill bonuses).
  • Spd: N/A1

Initiative bonus: = (Perception + PP + Spd) ÷ 30, rounded down.

1 refer to skill checks and combat rolls (in the Task Difficulty above) or initiative bonus for use.
2 When invoking Trust/Intimidate/Leadership OR Charm/Impress/Seduction: success means a temporary 25% reduction to all of the subject's abilities (when in the invoker's favor) for one scene, 15 minutes, or 1 round of combat.


▲ Top ▶ Character Creation Index

Outstanding Success and Catastrophic Failure
If the task roll succeeds by less than 10% of the target number (natural 20 in über-simple)—E.g., a 6 or less for an average task roll for Mechanic 60%—then an outstanding success has occurred. Generally some sort of unintended beneficial effect occurs (GM's discretion).

E.g., a mechanic character not only repairs the engine, but it gets better mileage now.

If the character fails the task by a roll of 90% or higher (natural 1 in über-simple), a second task roll is made. If the second roll also fails (a regular fail), a catastrophic failure has occurred.

E.g., the mechanic character not only doesn't fix the damaged engine, but the head is now cracked, and it won't run ever again.

Note: catastrophic failures shouldn't be used every single time, only in dramatic situations. Its real purpose is to dissuade players from trying tasks far above their character's skill level.


▲ Top ▶ Character Creation Index

Different Skill, Same Task
Different skills at different difficulty levels can be used to solve the same basic task—at the GM's discretion.

E.g., if I had to tune up an engine, it would be an easy Automotive Mechanics skill roll. The same task would be an average Basic Mechanics skill roll, or a difficult General Repair/Maintenance roll.

Sometimes, you will find a task that is equally suited to two different skills—players can use whichever skill they like. In many cases, the players can pick the character in their group who has the highest ability in the skill needed to perform the action.


▲ Top ▶ Character Creation Index

Skill Programs
Skill Programs are considered to be work experience and school, university, and technical college courses. Available skill programs:

▲ Top ▶ Character Creation Index

Improving Skills

Earning Experience

Instead of leveling up—improving all skills and abilities at the same time—skill improvement and experience points are handled in the following way:
  • the GM hands out Skill Experience Points (SEP). Each time a skill is used, the player gains SEP in that skill:
    • 1 point if a skill is used successfully.
    • 2 points if it was an outstanding success.
    • 0 points if the skill roll fails (regular or catastrophic).
    • 1 point may be earned by a character who tries a difficult task, and just barely fails.
    • 0 points for using a skill level over 50% for an easy task, outstanding success or not.
  • character's can gain 1 point by observing someone performing a skill, if the person performing the skill is taking the time to explain what is going on, and generally extends the normal length of time the task takes by anywhere from 50% to 100% longer. This cannot be done if under some sort of time pressure, or if the character performing the task refuses to explain it.
  • generally, only 1 point can be gained per encounter or day.

Applying Experience

At some point, the GM decides it is time to reconcile the skill experience. This is done by subtracting the skill level from 100, and then dividing it by 100. The result is the experience multiplier, which is then used to multiply the Skill Experience Points, resulting in the final gain. Refer to the Skill Experience Multiplier Chart to avoid the evil math.

E.g., if the character accumulated 6 SEP in Auto Mechanics, and have Auto Mechanics 43%, then:

  • 100 - 43% = 57. 57÷100 = 0.57. 0.57 is my skill multiplier.
  • 0.57 x 6 = 3% (rounded).
  • 43% + 3 = 46%. The Auto Mechanic skill is now at 46%.
Skills, when they are low, will tend to raise quickly. However, a little past the midpoint, the SEP needed to raise the skill start to increase (representing the fact that the character already knows a lot). As professionals (60%+), characters will then have more realistic chances of failure or success. Adding task difficulties and linking skills to attributes makes it very clear to the player how hard or easy something is for their character to do. This also allows skills to rise above the 98% limit in canon Palladium, because difficult tasks with heavy situational modifiers can be better attempted by characters with 100%+ in their skills. Getting any skill to 100%, much less beyond, is quite a task, but it's quite possible. Superior NPCs can certainly already be there with some skills. While it seems like it would be slow, the GM can easily control the rate of growth by how many SEP are given out. You could theoretically pace a character at the standard skill improvement rate, if you gave out enough. Also, you can alter the rate the points are given in different ways—if you want characters to initially skill up quicker, give out more points to start with, and then give less as they pass 60%. The pacing is entirely up to the GM.


Ammendment 1 (PBP RPGing):

  • maximum skill level is 196% (giving a difficult task a 98% chance of success).
In Play-by-post (PBP) RPGing, until the character reaches 100%, the SEP will be applied as is. After a skill has passed 100%, the calculation will be applied to the skill after it's subtracted from 100.

E.g.: Auto Mechanics 143% becomes 143 - 100 = 43. The 43 is used for determing the % improvement.
Thus, with the 6 SEP accumulated in Auto Mechanics, the Auto Mechanic skill would become 146%.


▲ Top ▶ Character Creation Index

Not The Right Skill & Learning New Skills

Not The Right Skill?

It's impossible for someone to start with training in all skills. Therefore, if a player doesn't have the applicable skill—or doesn't have a similar skill that can produce a similar result (refer to Different Skill, Same Task above)—an attribute can be used in place of the skill, if reasonable.

E.g., if a character has IQ 17 and PS 18, they would be able to do Basic Math, Radio Basic, and Computer Operation at 17%, and Swimming, Climbing, and Prowl at 18% (not including any situational modifiers).

More complex skills fall to random luck: a half attribute value could be used.

E.g., the character can attempt complex skills like Advanced Math, Radio Scramblers, and Computer Hacking at 9% (if they know what a radio or computer is, and not including any situational modifiers).

Learning New Skills

New skills are learnt starting from the same percentage (%) value as indicated in Not The Right Skill? and Different Skill, Same Task above—whichever is higher—as per the normal skill improvement rules.

E.g., if the character went to school for 10 days to learn Radio Scramblers (a complex skill starting at 9%—half the attribute value), the skill would be at 19% at the end of the schooling (having earned 1 SEP each day for 10 days).


▲ Top ▶ Character Creation Index

Master List of Skills
The following is a list of the available skills. Skills have been deliberately left vague, and are intended to be less specific and more generic in application.
  • sub-skills that are incorporated into the main skill are in brackets ().
  • skills needed to take the skill are indicated with Requires: [needed skill].
  • languages: the language skill incorporates the 4 skills of reading, writing, listening and speaking the language.
  • I've learned 3 languages in addition to my native one. In all cases, I learned to read and write at the same time as I learned how to listen and speak them. For me, learning a language without learning how to read and write it is a completely foreign concept.
  • any skill percent bonuses are applied as-is, and not subject to the experience multiplier calculation in Improving Skills above.
  • use Lore: [area of knowledge] if you cannot find a skill that generically matches what you want.

Communications Skills

  • Cryptography (Scramblers, ECM and ECCM)
  • Radio (Basic, Laser, Construction, Satellite, Microwave, Fold Communication & more)
  • Cultural/Domestic Skills

    Note: Characters can attain professional quality by selecting the same domestic skill twice.
  • Art - choose type: Acting, Calligraphy, Dance, Drawing, painting, Photography, Sculpting, etc.
  • Cook - choose specialty area: Chinese, English, French, Indian, Italian, Japanese, Korean, Turkish, etc.
  • General Repair/Maintenance
  • Play Music Instrument - choose instrument
  • Sewing
  • Sing
  • Electrical Skills

  • Basic Electronics (Computer Repair)
  • Electrical Engineer Requires: Math
  • OverTechnology (mecha) Electronics Requires: Electrical Engineer

  • Espionage & Rogue Skills

  • Escape Artist (Binding)
  • Gambling (Cardsharp)
  • Impersonation (Disguise, Forgery, Imitate Voice)
  • Intelligence (Interrogation)
  • Palming (Concealment, Pick Pockets)
  • Pick Locks (Safecracking)
  • Streetwise
  • Mechanical Skills

  • Aircraft Mechanics
  • Automotive Mechanics
  • Basic Mechanics
  • Boat Mechanics
  • Mechanical Engineer (Armorer, Locksmith) Requires: Basic Electronics, Math
  • OverTechnology (mecha) Mechanics (Spaceship Mechanics) Requires: Electrical Engineering, Mechanical Engineering
  • Medical Skills

  • Criminal Sciences & Forensics Requires: Biology, Chemistry, Math
  • First Aid
  • Medical Doctor (Field Surgery) Requires: Biology, Paramedic, Pathology, Chemistry, Math
  • Paramedic (Holistic Medicine) Requires: First Aid
  • Pathology Requires: Biology, Chemistry
  • Psychiatry (Psychological Warfare)

  • Military Skills

  • Camouflage (Detect Ambush, Detect Concealment)
  • Demolitions (Explosive Ordnance Disposal)
  • Sniper
  • Physical Skills

  • Acrobatics
  • Aerobics
  • Athletics (Sports, Surfing, Water Skiing)
  • Body Building and Weight Lifting
  • Climbing & Rappelling (Mountaineering, Spelunking)
  • Contortionist
  • Gymnastics
  • Meditation
  • Prowl
  • Running (Marathon)
  • Skiing
  • Swimming
  • Scuba Diving Requires: Swimming
  • Tai Chi
  • Track and Field
  • Yoga
  • Zero Gravity Movement (EVA)
  • Hand to Hand Combat Skills

    Note: refer to Hand to Hand Combat for rules on acquiring these skills.

  • Basic
  • Boxing Requires: Hand to Hand Expert
  • Expert Requires: Hand to Hand Basic
  • Martial Arts - choose type: Aikido, Commando, Karate, or Kendo. Requires: Hand to Hand Expert
  • Wrestling (Judo) Requires: Hand to Hand Expert

  • Piloting Skills

  • Aircraft (Airplane, Jet Aircraft, Jet Fighter, Lighter-than-Air Vehicles)
  • Boat (Hydrofoil, Motor, Sail, Ship)
  • Helicopter
  • Horsemanship
  • Mecha - choose one: Destroid, Power Armour - Micron & EX-Gear, Power Armour - Zentrādi, Variable Vehicle, Zentrādi Pod, Other
  • Mecha Combat - choose type E.g., VF-25, Cheyenne II, Nūjaderu-Gā, etc.
  • Motorcycle (Hover Craft)
  • Parachuting (Jet Packs)
  • Spacecraft (Shuttle, Space Fighter, Spaceship)
  • Submarines
  • Tracked Vehicles (APC, Construction Equipment, Tanks)
  • Wheeled Vehicles (APC, Automobile, Truck)
  • Pilot Related Skills

  • Land Navigation
  • Navigation (Navigation Space) Requires: Math
  • Read Sensory Equipment (Optic Systems, Surveillance Systems, Surveying, TV/Video)
  • Weapon Systems
  • Science Skills

  • Astronomy
  • Biology (Marine Biology)
  • Botany
  • Chemistry Requires: Math
  • Geology Requires: Math
  • Math (Basic & Advanced)
  • Physics Requires: Math

  • Technical Skills

  • Computer Engineer Requires: Computer Operation, Computer Programming
  • Computer Operation
  • Computer Programming (Artificial Intelligence, Avionics Repair, Computer Hacking) Requires: Computer Operation, Math
  • Construction (Carpentry, Fortification) - choose specialty area: Buildings or Vehicles
  • Language - choose language: Chinese, English, French, Indian, Italian, Japanese, Korean, Turkish, etc.
  • Lip Reading (Sign Language)
  • Lore - choose area of knowledge
  • Research
  • Teaching
  • Tracking (animal & people)
  • Trap/Mine Construction & Detection
  • Wilderness Survival (Fishing, Identify Plants and Animals, Hunting)
  • Ancient Weapon Proficiencies

    Note: GM approval is needed to select skills other than Blunt, and Knife.

  • WP Blunt (Chain, Lasso)
  • WP Bow
  • WP Knife (Juggling, Small Thrown Objects/Weapons)
  • WP Staff (Spear)
  • WP Sword
  • Modern Weapon Proficiencies

  • WP Pistol (Automatic Pistol, Energy Pistol, Revolver, Sub-Machinegun)
  • WP Rifle (Bolt Action, Energy Rifle, Semi/Fully automatic Rifles)
  • WP Heavy (Heavy Energy Weapons)


  • ▲ Top ▶ Character Creation Index

    Skill Percents, New Skills and Changes to Existing Skills
    Communications Skills
    use IQ

    Cryptography
    Radio

    Cultural/Domestic Skills
    use IQ

    Art
    Cook
    General Repair/Maintenance
    Play Music Instrument
    Sewing
    Sing

    Electrical Skills
    use IQ

    Basic Electronics
    Electrical Engineer
    OverTechnology (mecha) Electronics


    Espionage & Rogue Skills
    use PP

    Escape Artist
    Palming
    Pick Locks

    use MA

    Impersonation

    use IQ

    Gambling
    Intelligence
    Streetwise


    Mechanical Skills
    use IQ

    Aircraft Mechanics
    Automotive Mechanics
    Basic Mechanics
    Boat Mechanics
    Mechanical Engineer
    OverTechnology (mecha) Mechanics

    Medical Skills
    use IQ

    Criminal Sciences & Forensics
    First Aid
    Medical Doctor
    Paramedic
    Pathology
    Psychiatry

    Military Skills
    use IQ

    Camouflage
    Demolitions

    use PP

    Sniper

  • 20% +1 aimed
  • 50% +1 aimed and burst
  • 80% +1 aimed
  • 115% +1 aimed and burst
  • 150% +1 aimed
  • 185% +1 aimed and burst
  • 194% +1 aimed

  • Physical Skills
    use PE

    Climbing & Rappelling
    Scuba Diving

    use PP

    Contortionist
    Prowl
    Skiing

    use PE

    Swimming

    Penalties for those without the skill when in water:
  • all combat/skills are 1/2.

  • special:
    PP x 5%

    Zero Gravity Movement

    Penalties for those without the skill when in zero gravity:
  • -15% to all skills
  • -1 action
  • -2 initiative
  • Spd bonuses are half
  • combat bonuses are half
  • use PP

    Acrobatics

    0% +10% to Climbing, +5% to Prowl
    20% +1 roll with punch/fall
    40% +1 PP
    60% +1 PE
    80% +1 PS
    100% +1D4 SDC
    120% +1 roll w/ punch/fall
    140% +1 PP
    160% 1 PE
    180% +1 PS
    194% +1D4 SDC
    use PE

    Aerobics

    20% +1 roll with punch/fall
    40% +1 PB
    60% +1 PE
    80% +1 Spd
    100% +1 roll with punch/fall
    120% +1 PB
    140% +1 PE
    180% +1 Spd
    194% +1 PB

    use PE

    Athletics

    20% +1 roll w/ punch/fall
    40% +1D4 Spd
    60% +1 PS
    80% +1D8 SDC
    100% +1 parry/dodge
    120% +1 initiative
    140% +1 action
    160% 1D4 Spd
    180% +1D8 SDC
    194% +1 roll w/ punch/fall
    use PS

    Body Building and Weight Lifting

    20% +1D2 PS
    40% +1D6 SDC
    60% +1D2 PS
    80% +1D6 SDC
    100% +1 PS
    120% +1D6 SDC
    140% +1 PS
    160% 1D6 SDC
    180% +1 PS
    194% 1D6 SDC
    use PP

    Gymnastics

    0% +5% to Climbing, +10% to Prowl.
    20% +2 roll with punch/fall
    40% +1 PP
    60% +1 PS
    80% +1 PE
    100% +1D6 SDC
    120% +1 roll w/ punch/fall
    140% +1 PP
    160% 1 PS
    180% +1 PE
    194% +1 roll w/ punch/fall

    use ME

    Meditation

    Special: check vs. ME. Success means either:
  • Full restorative effects for the time indicated (player may retry once every hour with failed rolls up to the maximum indicated time).
  • Temporary +1D_%* to the skill being used immediately after meditation (character must meditate for 1 melee. Player may retry once every melee with failed rolls).
  • * refer to Meditation (con't) for which dice (use only highest attained—not cumulative).

    Meditation (con't)

    0% 1 hour
    29% +1D2%
    43% +1 ME
    56% +1 hour
    69% +1D4%
    82% +1 ME
    95% +1 hour
    120% +1D6%
    132% +1 ME
    144% +1 hour
    155% +1D8%
    166% +1 ME
    176% +1 hour
    186% +1D10%
    196% +1 ME
    use PE

    Running

    15% +1 PE
    30% +1D4 Spd
    45% +1D6 SDC
    60% +1D4 Spd
    75% +1 PE
    90% +1D4 Spd
    105% +1D6 SDC
    120% +1D4 Spd
    135% +1 PE
    150% +1D4 Spd
    165% +1D6 SDC
    180% +1D4 Spd
    195% +1 PE

    use ME

    Tai Chi

    15% +1 maintain balance
    30% +1 grabbing/throw techniques
    45% +1 roll with punch/fall or impact
    60% +1 ME
    75% +1 maintain balance
    90% +1 grabbing/throw techniques
    105% +1 roll w/ punch/fall or impact
    120% +1 ME
    135% +1 maintain balance
    150% +1 grabbing/throw techniques
    165% +1 roll w/ punch/fall or impact
    180% +1 ME
    195% +1 ME
    use PE

    Track and Field

    15% +1 throw
    30% +1 PS
    45% +1 PE
    60% +1D4 Spd
    75% +1 PP
    90% +1 throw
    105% +1 PS
    120% +1 PE
    135% +1D4 Spd
    150% +1 PP
    165% +1 throw, +1 PS
    180% +1 PE, +1D4 Spd
    195% +1 PP
    use PP

    Yoga

    0% +10% Meditation
    20% +1 maintain balance
    40% +1 MA
    60% +1 PP
    80% +1 ME
    100% +1 maintain balance
    120% +1 MA
    140% +1 PP
    160% +1 ME
    180% +1 MA
    195% +1 ME

    Piloting Skills
    use ME

    Aircraft
    Boat
    Helicopter
    Motorcycle
    Parachuting
    Spacecraft
    Submarines
    Tracked Vehicles
    Wheeled Vehicles

    use PE

    Horsemanship

    Bonuses for those with the skill when on horseback:
  • +1 parry/dodge
  • +4 damage (aimed shots are difficult)
  • Penalties for those without the skill when on horseback:
  • -4 parry/dodge
  • +1 damage (aimed shots are impossible)
  • use PP

    Mecha
    Mecha Combat

    Refer to Mecha Combat Bonuses below for skill details.

    Pilot Related Skills
    use IQ

    Land Navigation
    Navigation
    Read Sensory Equipment
    Weapon Systems

    Science Skills
    use IQ

    Astronomy
    Biology
    Botany
    Chemistry
    Geology
    Math
    Physics

    Technical Skills
    use IQ

    Computer Engineer
    Computer Operation
    Computer Programming:
    +5% all other computer skill
    Construction
    Language
    Lip Reading
    Lore
    Research
    Teaching
    Tracking
    Trap/Mine Construction & Detection
    Wilderness Survival:
    +5% tracking, +5% cook (the catch)


    Ancient & Modern Weapon Proficiencies
    use PP

    WP Blunt

    20% +1 strike
    40% +1 parry
    60% +1 strike
    80% +1 parry
    100% +1 strike
    120% +1 parry
    140% +1 parry
    160% +1 strike
    180% +1 parry
    194% +1 strike
    use PP

    WP Bow

    Note: • ROF (Rate of Fire):
    0% = +1 ROF (ROF = 1)
    15% +1 parry, +6 m range
    29% +2 ROF, +6 m
    43% +1 strike, +6 m
    56% +1 ROF, +6 me
    69% +1 strike, +6 m
    82% +1 ROF, +6 m
    95% +1 strike, +6 m
    108% +1 ROF, +6 m
    120% +1 strike, +6 m
    132% +1 ROF, +6 m
    144% +1 strike, +6 m
    155% +1 ROF, +6 m
    166% +1 strike, +6 m
    176% +1 ROF, +6 m
    186% +1 ROF, +6 m
    194% +1 ROF, +6 m
    use PP

    WP Knife

    Note: • the ROF (Rate of Fire) is for the total number of objects juggled and able to be thrown in a melee round.
    0% = ROF 1
    15% +1 ROF
    29% +1 throw, +1 ROF
    43% +1 ROF
    50% +1 strike, +1 parry
    56% +1 ROF
    69% +1 throw
    82% +1 ROF
    90% +1 strike, parry
    95% +1 ROF
    108% +1 throw
    120% +1 ROF
    132% +1 ROF, +1 strike, +1 parry
    144% +1 throw
    155% +1 ROF
    166% +1 ROF, +1 strike, +1 parry
    176% +1 throw
    186% +1 ROF, +1 strike, +1 parry
    195% +1 throw.

    use PP

    WP Staff

    15% +1 strike
    29% +1 throw
    43% +1 parry
    56% +1 throw
    69% +1 parry
    82% +1 strike
    95% +1 throw
    108% +1 parry
    120% +1 strike
    132% +1 throw
    144% +1 parry
    155% +1 strike
    166% +1 throw
    176% +1 parry
    186% +1 strike
    194% +1 parry
    use PP

    WP Sword

    30% +1 strike
    60% +1 parry
    85% +1 strike
    110% +1 parry
    130% +1 strike
    155% +1 parry
    165% +1 strike
    175% +1 parry
    182% +1 strike
    190 +1 parry
    use PP

    WP Pistol
    WP Rifle
    WP Heavy

    Notes:
  • compile each modern WP separately.
  • the bonus to strike is applied to both Aimed and Burst attacks. E.g., WP Pistol 25% is +2 aimed, +1 burst

  • 15% +1 aimed
    25% +1 aimed
    40% +1 strike
    65% +1 strike
    75% +1 strike
    90% +1 strike
    105% +1 strike
    120% +1 strike
    135% +1 strike
    150% +1 strike
    165% +1 strike
    180% +1 strike
    195% +1 strike


    ▲ Top ▶ Character Creation Index

    Hand to Hand Combat
    Your character can have only one type of hand to hand combat at a time. Only Hand to Hand: Basic can be self-taught, the others can only be learnt from a teacher. If your character learns a new type...
    • the skill % starts at the beginning.
    • any combat bonuses acrued in the original Hand to Hand Combat skill remain until an equal level is attained in the new Hand to Hand Combat skill. The new combat bonuses replace the original combat bonuses (that's erase the old, add the new).
    • HP and SDC improvements are also frozen until the new Hand to Hand Combat skill achieves a level higher than that of the original Hand to Hand Combat skill.
    Hand to Hand - None:
    Special skill ONLY for games that use Skill Experience Points (SEP):
    • Characters automatically have this skill if they don't have any other Hand to Hand Combat skill.
    • in SEP games, the Hand to Hand Combat skill is used to determine HP and SDC. This skill solely replaces that leveling up mechanic. Your character does not know how to fight if they have this skill (no combat bonuses).
    • this skill cannot be used in combat rolls.

    use PP

    Hand to Hand - None

    0% 2 actions
    15% +1D6 to HP and SDC.
    29% +1D6 to HP and SDC.
    43% +1D6 to HP and SDC.
    56% +1D6 to HP and SDC, +1 action.
    69% +1D6 to HP and SDC.
    82% +1D6 to HP and SDC.
    95% +1D6 to HP and SDC.
    108% +1D6 to HP and SDC, +1 action.
    120% +1D6 to HP and SDC.
    132% +1D6 to HP and SDC.
    144% +1D6 to HP and SDC.
    155% +1D6 to HP and SDC, +1 action.
    166% +1D6 to HP and SDC.
    176% +1D6 to HP and SDC.
    186% +1D6 to HP and SDC.
    use PP

    Hand to Hand - Basic

    0% 2 actions
    15% +1D6 to HP and SDC, +1 to pull/roll.
    29% +1D6 to HP and SDC, +2 to parry and dodge.
    43% +1D6 to HP and SDC, Kick attack 1D6.
    56% +1D6 to HP and SDC, +1 action.
    69% +1D6 to HP and SDC, +1 to strike.
    82% +1D6 to HP and SDC, Critical strike on unmodified 19 or 20.
    95% +1D6 to HP and SDC, +2 to damage.
    108% +1D6 to HP and SDC, Judo-style body throw/flip 1D6, and victim loses initiative and 1 action.
    120% +1D6 to HP and SDC, +1 action.
    132% +1D6 to HP and SDC, +1 to pull/roll.
    144% +1D6 to HP and SDC, +1 to parry and dodge.
    155% +1D6 to HP and SDC, +1 to strike.
    166% +1D6 to HP and SDC, Critical strike or knockout from behind.
    176% +1D6 to HP and SDC, +2 to damage.
    186% +1D6 to HP and SDC, +1 action.
    use PP

    Hand to Hand - Expert

    0% 2 actions
    15% +1D6 to HP and SDC, +2 to pull/roll.
    29% +1D6 to HP and SDC, +3 to parry and dodge.
    43% +1D6 to HP and SDC, +2 to strike.
    56% +1D6 to HP and SDC, +1 action.
    69% +1D6 to HP and SDC, Kick attack 1D6 damage.
    82% +1D6 to HP and SDC, Critical strike on unmodified 18, 19 or 20.
    95% +1D6 to HP and SDC, Paired weapons.
    108% +1D6 to HP and SDC, Judo-style body throw/flip 1D6, and victim loses initiative and 1 action.
    120% +1D6 to HP and SDC, +1 action, +1 to pull/roll.
    132% +1D6 to HP and SDC, +3 to damage.
    144% +1D6 to HP and SDC, Knockout / stun on unmodified 18, 19 or 20.
    155% +1D6 to HP and SDC, +1 to parry and dodge.
    166% +1D6 to HP and SDC, Critical strike or knockout from behind (triple damage).
    176% +1D6 to HP and SDC, +1 action.
    186% +1D6 to HP and SDC, Death blow on a natural 20.

    use PP

    Hand to Hand - Martial Arts

    0% 2 actions
    15% +1D6 to HP and SDC, +3 to pull/roll.
    29% +1D6 to HP and SDC, +3 to parry and dodge; +2 to strike.
    43% +1D6 to HP and SDC, Karate-style kick 1D8.
    56% +1D6 to HP and SDC, +1 action.
    69% +1D6 to HP and SDC, Jump kick (critical strike).
    82% +1D6 to HP and SDC, Critical strike on unmodified 18, 19 or 20.
    95% +1D6 to HP and SDC, Paired weapons.
    108% +1D6 to HP and SDC, Leap attack (critical strike).
    120% +1D6 to HP and SDC, +1 action, +2 to pull/roll.
    132% +1D6 to HP and SDC, Judo-style body throw/flip 1D6, victim loses initiative and 1 action.
    144% +1D6 to HP and SDC, +4 damage.
    155% +1D6 to HP and SDC, +2 to parry and dodge.
    166% +1D6 to HP and SDC, Knock-out/stun on unmodified 18, 19 or 20.
    176% +1D6 to HP and SDC, +1 action.
    186% +1D6 to HP and SDC, Death blow on a natural 20.
    use PP

    Hand to Hand - Boxing:

    0% 2 actions
    15% +1D6 to HP and SDC, +2 to pull/roll.
    20% +1D2 PS
    29% +1D6 to HP and SDC, +3 to parry and dodge.
    40% +1D6 SDC, +1 to pull/roll
    43% +1D6 to HP and SDC, +2 to strike.
    56% +1D6 to HP and SDC, +1 action.
    60% +1 parry and dodge
    69% +1D6 to HP and SDC, Kick attack 1D6 damage.
    80% +1 action
    82% +1D6 to HP and SDC, Critical strike on unmodified 18, 19 or 20.
    95% +1D6 to HP and SDC, Paired weapons.
    100% +1 initiative, +1 to pull/roll.
    108% +1D6 to HP and SDC, Judo-style body throw/flip 1D6, and victim loses initiative and 1 action.
    120% +1D6 to HP and SDC, +1D2 PS, +1 action.
    132% +1D6 to HP and SDC, +3 to damage.
    140% +1D6 SDC, +1 to pull/roll
    144% +1D6 to HP and SDC, Knockout / stun on unmodified 18, 19 or 20.
    155% +1D6 to HP and SDC, +1 to parry and dodge.
    160% +1 action, 1 parry and dodge
    166% +1D6 to HP and SDC, Critical strike or knockout from behind (triple damage).
    176% +1D6 to HP and SDC, +1 action.
    180% +1 initiative, +1 to pull/roll
    186% +1D6 to HP and SDC, Death blow on a natural 20.
    194% +1D2 PS
    use PP

    Hand to Hand - Wrestling:

    0% 2 actions
    15% +1D6 to HP and SDC, +2 to pull/roll, Pin/incapacitate 20.
    29% +1D6 to HP and SDC, +3 to parry and dodge.
    34% +1D6 SDC, Crush/Squeeze 1D4.
    43% +1D6 to HP and SDC, +2 to strike.
    45% +1 PE, Body Block/Tackle 1D4 and opponent must dodge or parry to avoid being knocked down.
    56% +1D6 to HP and SDC, +1 action.
    61% +1 roll w/ punch/fall, Pin/Incapacitate 19-20.
    69% +1D6 to HP and SDC, Kick attack 1D6 damage.
    75% +1 PS, +1D6 SDC, Pin/Incapacitate 18-20
    82% +1D6 to HP and SDC, Critical strike on unmodified 18, 19 or 20.
    90% +1 to pull/roll.
    95% +1D6 to HP and SDC, Paired weapons.
    105% +1 PS.
    108% +1D6 to HP and SDC, Judo-style body throw/flip 1D6, and victim loses initiative and 1 action.
    120% +1D6 to HP and SDC, +1 action.
    132% +1D6 to HP and SDC, +3 to damage.
    140% +1D6 SDC.
    144% +1D6 to HP and SDC, Knockout / stun on unmodified 18, 19 or 20.
    155% +1 PE, +1D6 to HP and SDC, +1 to parry and dodge.
    166% +1D6 to HP and SDC, Critical strike or knockout from behind (triple damage).
    170% +1 to pull/roll.
    176% +1D6 to HP and SDC, +1 action.
    183% +1 PS, +1D6 SDC
    186% +1D6 to HP and SDC, Death blow on a natural 20.
    194% +1 PE


    ▲ Top ▶ Character Creation Index

    Mecha Combat Bonuses

    Pilot Mecha:

    Choose 1 mecha type: Destroid, Power Armour - Micron & EX-Gear, Power Armour - Zentrādi, Variable Vehicle, Zentrādi Pod, Other
    • the skill can be taken multiple times—take for each mecha type that you want your character to have training in.
    • this skill represents the basic piloting of the mecha (use only for non-combat skill checks).
    • experience increases are only in each specific mecha type.
    • E.g., the character gets 1 SEP for piloting a VF-1. That only applies to Pilot Mecha Variable Vehicle only, not Pilot Mecha Destroid.
    • experience increases are applied equally (a 1:1 ratio) with the specific Mecha Combat that the experience was acquired with.
    • E.g., the character gets 1 SEP appied to Pilot Mecha Variable Vehicle, AND Mecha Combat VF-1.

    Mecha Combat:

    Choose 1 specific type: E.g., VF-25, Cheyenne II, Nūjaderu-Gā, etc.
    • The skill can be taken multiple times. Take for each specific mecha you want to have training in.
    • E.g.: Mecha Combat VF-1 allows for combat in the VE-1, VT-1C, VF-1X+, and so on. However, the VF-11 (and its derivatives) would require the separate Mecha Combat VF-11 skill.
    • this skill represents the advanced piloting and armaments of the mecha (use only for combat skill checks). Combat bonuses are detailed below.
    • experience increases are only in each specific mecha type.
    • E.g., the character gets 1 SEP for combat in a VF-1. That only applies to Mecha Combat VF-1 only, not Mecha Combat VF-11.
    • experience increases are applied equally (a 1:1 ratio) with the specific Pilot Mecha that the experience was acquired with.
    • E.g., the character gets 1 SEP appied to Mecha Combat VF-1, AND Pilot Mecha Variable Vehicle.

    Combat Bonuses:

    Combat Bonus Skill Percent:

  • is the average of the Pilot Mecha and Mecha Combat skills.
  • the chart on the right superseeds all of the combat training bonuses in the mecha stats.
  • missile combat bonuses and any bonuses acquired from Super Parts (FAST packs, etc.) are unaffected and still apply.
  • Optional: depending on the specification of the Variable Vehicle, there may be additional bonuses or penalties.

    • VF: +1 strike air targets, -1 strike ground targets from the air.
    • VA: -1 strike air targets, +1 strike ground targets from the air.
    • VB: -1 strike air targets, +2 strike ground targets from the air or ground, and are -1 to dodge (VB-6 is -2)
    • VT: no bonuses or penalties.
    • VE: no bonuses or penalties.
    0% +2 actions.
    15% +1 action, +3 to pull/roll.
    29% +2 to strike, +3 to parry, +2 to dodge.
    43% Booster punch costs 1 action.
    56% +1 action.
    69% Spinning leap kick (automatic critical hit).
    82% transform or leap up, turn around and shoot at incoming missiles, transform back or land, and resume original heading—costs 1 action.
    95% +1 strike, parry and dodge.
    108% +1 action.
    120% Booster punch costs 1 action (automatic critical hit)
    132% +1 initiative.
    144% +1 strike, parry and dodge.
    155% +1 action.
    166% +1 initiative.
    176% +1 strike, parry and dodge.
    186% +1 action.
    194% +1 action, +1 initiative, +1 strike, parry and dodge.


    ▲ Top ▶ Character Creation Index

    Secondary Skills
    Secondary Skills are skills learnt and developed on one's own through observation, practise and self education. Secondary Skills may be limited to the following list (ask your GM). If limited to the following list, skills that are not in the list may be selected, with GM approval, and possibly a negative modifier or high cost (E.g. costs 2 skills or more). Non-humanized Zentrādi characters can choose any Secondary Skill that is reasonable for a non-humanized Zentrādi, as per the rules outlined above. There are some Secondary Skills (E.g.: domestic) which are not possible, given their (lack of) culture.

    Secondary Skill List

  • Communications
  • Radio
  • Domestic
  • Art
    Cook
    General Repair/Maintenance
    Play Musical Instrument
    Sew
    Sing
  • Electrical
  • Basic Electronics
  • Espionage & Rogue
    Escape Artist
    Gambling
    Impersonation
    Palming
    Pick Locks
    Streetwise
  • Mechanical
  • Basic Mechanics
    Automotive Mechanics
  • Medical
  • First Aid
    Paramedic
  • Military
  • None (any if in the military)
  • Physical
  • Athletics
    Body Building and Weight Lifting
    Climbing & Rappelling
    Meditation
    Prowl
    Running
    Skiing
    Swimming
    Tai Chi
    Track And Field
    Yoga
    Zero Gravity Movement
  • Hand to Hand Combat
  • Hand to Hand: Basic
    Hand to Hand: Martial Arts (costs 4 skills)
  • Pilot
  • Airplane
    Helicopter (costs 2 skills)
    Parachuting
    Automobile
    Horsemanship
    Motorcycle
    Tracked Vehicles
    Wheeled Vehicles
    Boat
    Mecha - choose one: Destroid, Power Armour, Variable Fighter (costs 2 skills)
  • Pilot Related
  • Land Navigation
    Navigation
    Read Sensory Instruments
  • Science
  • Astronomy
    Biology
    Botany
    Chemistry
    Geology
    Math
    Physics
  • Technical
  • Computer Operation
    Computer Programming
    Construction
    Language
    Lip Reading
    Lore
    Research
    Teaching
    Wilderness Survival
  • WP
  • WP Blunt
    WP Knife
    WP Pistol
    WP Rifle

    ▲ Top ▶ Character Creation Index

    REFERENCES
  • Based on the Palladium Books Game Engine
  • The numerous players of the MRG and MRC over the years who have play-tested these rules.
  • Sections condensed from "Rifts Attributes: A Closer Look" (http://spleen.mearcair.net/rifts/attributes.htm) and "House Rules for Rifts" (http://spleen.mearcair.net/rifts/houserules.htm).

  • © Aaron Sketchley
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