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robotech:third_invid_war:new_skills

New Character Skills

The following is a list of new skills for the Palladium RPG system that are being introduces with TIW. All new skills listed below can be included under one of the older skill categories used in the Robotech and Sentinels role-playing games (as well as any other Palladium RPG). The skill category is listed in italics immediately after the skill name. No conversion of characters is necessary before they can learn any of the skills below; any character that can learn skills from the appropriate category can learn these new skills. Any O.C.C. bonuses applicable are also valid for these skills.

CONTENTS:

  • Basic Construction
  • Basic Drafting
  • Construction Demolitions
  • Construction Engineering
  • Design Engineering
  • Field Surgery
  • Operate Construction Equipment
  • Operate Heavy Power Tools
  • Plumbing
  • Surveying

BASIC CONSTRUCTION

(Technical) - The practiced skill of repairing structures (including bridges, houses, skyscrapers, the Statue of Liberty, etc.) or building them, under competent supervision (this would be the skill belonging to most of today's construction workers–non-college-trained, blue collar laborers). This includes the ability to read simple blueprints and the ability to operate simple construction equipment (such as small welders, solderers, power drills, etc.). People who have this proficiency understand how buildings are constructed. This can be useful in the case of rescuers trying to dig people out from under a collapsed building (i.e. figure out how to shift it so the whole thing won't collapse on the people). BASE SKILL: 50% + 5% per level of experience.

BASIC DRAFTING

(Technical) - Includes reading and drawing simple blueprints, as well as making fairly good-quality drawings (Basic Mathematics required). BASE SKILL: 50% + 5% per level.

CONSTRUCTION DEMOLITIONS

(Technical) - This is the same as the Technical Demolitions skill; however only civilian (construction) applications are taught. When working under military conditions, or with a military application of the skill, subtract 30%. NOTE: An exception to this is the Military Construction Engineer, who specializes in this kind of work. BASE SKILL: 60% + 5% per level of experience.

CONSTRUCTION ENGINEERING

(Mechanical) - The expert skill of repairing or building structures and/or supervising Basic Construction workers in building structures (also includes the ability to read complex blueprints and a working knowledge of Demolitions as pertains to construction; Basic and Advanced Mathematics required). BASE SKILL: 40% + 5% per level of experience.

DESIGN ENGINEERING

(Mechanical) - The expert skill of understanding blueprints and graphic design (also includes knowledge of how to use CAD (Computer-Aided Design) programs). The Design Engineer can create complex blueprints and designs, and also make professional-quality perspective drawings. In addition to designing structures, Design Engineers may also design weapons, vehicles, mecha, or other devices, depending on what their other specialties (other skills) are (Basic and Advanced Mathematics required). BASE SKILL: 40% + 5% per level of experience.

FIELD SURGERY

(Medical) (Original skill by Pat Nowak) - This skill reflects training in emergency life-saving surgical procedures that can be performed in the field to keep critically wounded patients alive. Given the proper tools, the surgeon character can perform amputations, suture torn arteries, check internal bleeding, cauterize wounds, give blood transfusions, etc. (The character can also try to improvise the supplies he/she needs, but in this case receives a -10% penalty to the skill roll.) Field expedient surgery is a dangerous proposition that too often results in the death of the patient. Because of the risk involved, field surgery is attempted only when it is the only chance the wounded person has for survival. If the operation is successful, the patient lives and can be evacuated to a base or hospital, but a failed roll results in the immediate death of the patient. BASE SKILL: 16% + 4% per level of experience.

Optional Guidelines for Fatal Injury Treatment: In the violent world of the Third Invid War, unarmored humans are at an extreme disadvantage. Once a person's mecha and body armor are destroyed, a single M.D. blast will usually obliterate him/her. These guidelines are provided to give characters a chance, however slight, to survive a blast that would normally evaporate the character. If the GM agrees, the character can survive a mega-damage intensity wound if a trained medic makes a successful field surgery skill roll.

Unless the attacker made a called shot or rolled an unmodified 19 or higher, the character has the chance to live. The basic idea is that the M.D. blast was partially absorbed by nearby cover or merely sheared off a limb (GMs, use your imagination). Within 1D4 melee rounds after the character's being hit, a medic character must attend to his/her injuries. If the medic makes a successful skill roll, the character is incapacitated but survives the attack, though just barely (reduce S.D.C. to zero and hit points are at 1D6 above zero). A failed roll means the injured character was beyond saving and dies an instant later.

Note that even if the surgery is successful and the victim survives, he/she is by no means out of danger. The person will be in shock, crippled, and will most likely require additional extensive surgery and a long recovery period before s/he is able to adventure again, both of which are nearly impossible to find in the post-holocaust world of TIW. Just keeping the character alive and transporting him/her to adequate medical help may be an entire adventure in itself. Even afterwards, the character may have lasting side-effects such as insanity or permanent physical crippling/disfigurement (GM's option).

(This skill originally appeared in Rifts World Book 11: Coalition War Campaign)

OPERATE CONSTRUCTION EQUIPMENT

(Pilot) - The ability to drive bulldozers, backhoes, forklifts, cranes, et cetera. Could be considered a Piloting skill. BASE SKILL: 60% + 5% per level of experience.

OPERATE HEAVY POWER TOOLS

(Technical) - Knowledge of exactly how to use heavy equipment such as jackhammers, riveters, welders, pneumatic drills, cutting torches, et cetera. May also be considered a “weapon proficiency,” as it gives a +3 to strike the target with these construction implements. BASE SKILL: 55% + 5% per level of experience.

PLUMBING

(Technical) - The practice of fixing leaky pipes or hydraulics. May be used to work on mecha hydraulic systems at -30%. BASE SKILL: 50% + 5% per level of experience.

SURVEYING

(Technical) - The ability to use surveying equipment to take accurate sightings and measurements of land, for use in architectural designs or mapmaking. Basic and Advanced Mathematics are prerequisites. Adds a +10% bonus to Navigation, and a +5% bonus to Optic Systems. BASE SKILL: 40% + 5% per level.

robotech/third_invid_war/new_skills.txt · Last modified: 2023/10/23 00:06 by punksmurph