New and Revised Skills

Note: Unless otherwise stated, all skills are scholastic skills only.




     Hotwiring: This skill specifically deals with a person being able to turn on a vehicle or other electrical device through means of its wiring/ignition.  However, it mainly covers vehicles (although card keys are also included).  This skill is basically the same as the Electrical Geniuses skill, but the time required to do each one is doubled—same penalties apply though.  With the following exceptions: the only things the character can’t perform are cracking security and alarm systems and repair or construct devices.  Note that characters with this skill do not even have the slightest clue on how to pick a lock, unless they also have that skill.  As an electrical skill, it is not available as a secondary skill.  Special Bonuses: Basic Electronics adds +5% percent to the base skill and Electrical Engineer adds +10% percent to the base skill.  Base Skill is 40%+5% per level.




     Tactics: This is the part of training given to combat soldiers/officers and includes a basic understanding of the military doctrine of the armed forces in question. Which includes preferred methods of fighting (on both a small-scale engagement and/or a full battle scale), do’s and don’ts of war, guerilla warfare and other basic war methods.

   A successful tactics roll will reveal some hints as to the best way to approach a potential combat situation, like recognizing and responding to the enemy’s positions and formations, what moves they might take next, etc.  Base Skill: 30%+5% per level of experience.

     Toxicology: This is a specialty in medicine that deals with poisons, venom, and toxins, there manufacture composition, and antidotes. This skill is useful for healers and assassins. A successful skill roll will help determine if poisons/toxins have been used on somebody and even the general type used (a definite answer may require the forensics skill), or will allow the character to create the desired mixture.  Base Skill is 35%+5% per level of experience.  Available as a secondary skill.  Requirements: Chemistry, Biology and Literacy (this applies to both categories).




     Toxicology: Same as the Espionage skill, not available as a secondary skill.  Base Skill: 40%+5% per level of experience.




     Tactics: Same as the Espionage Skill.




     Maintaining Physical Skill Bonuses: Most players don’t realize that with the gain in physical skill a character must find the time to maintain each physical skill, this can be estimated by the GM as to what types of things the character does in any one game session that helps the character maintain their physical skills.  Basically, for each Physical skill the character has they must reach a point of exertion two times a week to maintain the bonuses.  Missing one week equates into losing the bonuses gained from that one physical skill.

   For example, say a character has Boxing, Gymnastics and Running.  That character will have to find the time to exert her /himself in each skill two times a week.  The GM can make things a bit easier by declaring that things that the character is doing or does in any one game session equates to this exertion and to what skill that exertion covered.  Like if this example character, for some reason, had to run for his/her life within a single game session, then the GM could count that as exertion for the Running skill (it would only count as one exertion for the week, however).  Special Note: For those characters that select a single physical skill more than once have extra to do.  Multiple skill selections count as separate skills per selection.  For example, if a character selects Body Building twice, then effectively they must maintain two Body Building skills.

     Body Building (Revised): Since this has no real function as far as skill percentages, it does have its use.  As long as the character continues to lift, they can keep getting stronger and if they continue that will mean more to P.S.  Characters get a one time bonus of:

  +1 M.E.

  +1 M.A.-

  +2 P.S.

  +1 P.B.

  +10 S.D.C.

   However, if they continue weight training (the equivalent of selecting this skill again), they will get a bonus.  +2 P.S. every time this skill is selected after the first time and they can only select this skill a maximum of 5 times (allowing +10 P.S.)

     Boxing (Revised): Having this skill means, the character has tried his hand(s) at amateur boxing.  They don’t have a pro status, but are skilled with fighting, fist to fist.  They will get the following:

  +1 P.S.

  +2 P.E.

  +3 to pull punch

  +1 attack per melee

  +2 parry, dodge and roll

  +3D6 S.D.C.

  Can K-O on a natural 20 (doesn’t need to be called)

  Gains: Punch, Hook, Underpunch and Uppercut

     Climbing (Revised): The percentage and function is the same as the old skill, just add the following bonuses:

  +1 P.S.

  +1D4 S.D.C.

     Physical Labor: Not all strength exercises come from recreational and training; some comes from old-fashioned hard work.  This skill represents the strength and endurance gained from hard physical labor either due to a physical occupation (construction, warehouse, shipping/moving co., etc.) or chores in the home that are physically demanding (chopping wood, most farm work, major house repairs, etc.).  This skill is ideal for characters from such backgrounds as vagabond, peasants, farmers or other such “blue collar” occupations.  This skill may be taken multiple times to represent multiple jobs/chores that the character engages in daily.  Subject to GM approval.

  +1 to P.S.

  +1 to P.E.

  +2D4 S.D.C.

     Running (Revised): The skill running in palladium books is very general and it leaves a vague picture of what real types of running training there are.  The following are varying types of running that should be incorporated to maximize characters ability in anyone one specific type of running.  To make things simple, the GM should assign what running skill is gained if an O.C.C. starts with it or can chose it.

     Exercise Running: This is a basic skill that characters will get when selecting running one time.  Other running skills can be gained after this one has been selected.  It represents those who run/jog primarily for cardiovascular and health purposes.

  +2 to P.E.

  +1D4 to Speed

  +1D4 S.D.C.

     Marathon Running: A great skill for any character that has to be able to push themselves “the extra mile”, literally.  Those that get this skill get a unique ability.  Most marathon runners are required to run 26+ miles.  So, as a result, in game terms, the character with this running skill can run a mile pre point of P.E. before beginning to feel the effects of fatigue!  After the maximum however, fatigue will kick in, but at a very slow and fortunate pace.  After the maximum amount of running fatigue will kick in at a rate of P.E.x5 minutes will concur a set of exertion penalties.

  +3 P.E.

  +1D4 to Speed

     Sprinting: This skill represents training to increase the take off ability and the ability to maintain maximum speed over a short distance.

  +3D4+4 to Speed

  +2 to damage with leg attacks

     Track & Hurdle Running: Characters with this skill train for the “-athlon” races and/or the hurdle events.

  +2 to P.E.

  +1D6 to Speed

  +2 feet to leap distance (up and across)

     Swimming (Revised): Basically the same as the real swim skill only with the following bonus:

  +1 P.E.

     Wrestling (Revised): This is the equivalent of high school or college “roman” type wrestling.  The character isn’t a pro, but is skilled.  The will get the following bonuses and abilities:

  +1 P.S.

  +1 P.P.

  +3D6 S.D.C.

  Gains: All Holds and Tackle or Flip/Throw or Slam

  Can Pin a person on a natural 18-20, increase to 17-20 on level 5, 16-20 at level 10 and 15-20 at level 15.




     Hotwiring: See Electrical skill category. This skill can be a secondary.  Base Skill: 25%+5% per level of experience.

     Tailing: This is the separation from the Surveillance skill, it will allow the same skill in performing tailing only it is just a separate skill now.  This skill includes following others with-out there knowledge (either on foot or with any piloting skill) and stakeout procedures.  A failed roll will mean the character has been spotted and the subject is aware that they are being followed/watched.  Base Skill: 40%+5% per level.

   Note: Obviously this presents a problem as far as skills that can be selected and skills that are given.  So here is the skinny for all the technical junkies out there.

   Journalist Program: “Photography or Surveillance” is now “Photography or Tailing”.

   Police/Law Enforcement Program: Same as Journalist, just replace Surveillance with Tailing.

   Super Sleuth: Add Tailing to the Detective Program (+30%).




     Genetic Manipulation: This is the skill to alter the genetic structures of organisms and to mutate organisms to achieve a desired result. With this skill, a scientist could attempt to eliminate genetic disorders or cause mutations, which might instill supernatural powers or even create a virus.  These techniques also include gene-splicing were DNA determining certain traits is spliced into another organism, to give that organism the traits offered by that DNA. A failed roll at Genetic Manipulation will mean that the genetic changes did not work, roll on the following table:


01-20% The subject suffers a lethal reaction and dies.

21-45% The DNA sequence altered doesn’t take, the subject remains unchanged and healthy.

46-50% The subject undergoes an unexpected mutation, instilling abilities totally unexpected by the creator (becomes a mutant of some sort).

51-70% The subject suffers serious side effects, but the desired altered genetic structure still remains.  Roll 1D4+4 times on any type of experiment side-effects table.

71-80% The desired manipulation seems to have taken hold, but 3D6 weeks later the subject suffers a lethal reaction and dies.

81-90% An unexpected mutation occurs; the subject remains healthy, but physically changed forever. May include skin color changes, unsightly growths, extra limbs, etc.

91-00% An unexpected mutation occurs; the subjects anatomy is drastically altered to the point that it can no longer function in its natural environment. The body may require a different environment (atmosphere, temperature, etc.) or may be able to be kept alive via life support machines; otherwise the subject will die within 1D6x10 minutes.


Base Skill: 15%+3% per level of experience.  Requires: Biology, Chemistry and Pathology. And only those with education level of Doctorate/PhD (or at least two medical programs).

     Mathematics, Advanced: Same as the skill normally is; only the character receives a bonus from increased logic and problem solving.  The character gains:

  +1 to I.Q.




     Lore: Cults & Religions: An in-depth study of the world’s religions and cults—past and present, their beliefs rituals, holy places, pantheons of deities, stories of creation, legends and myths, supernatural and paranormal creatures (demons, spirits, angels, etc.).  A successful roll helps the character recognize a specific ritual, its purpose, the deity(s), icons and similar info.  Base Skill: 35%+5% per level of experience.  Special Note: Mystic Study characters automatically have this skill at 98%.

     Lore: Demons & Deevils: A study of demons and deevils throughout the ages and around the world.  It includes beliefs, legends of ancient and mythical cultures, possession, reputed places of habitation, habits, strengths, weaknesses and similar data.  This includes the following: Demons of Hades, Deevils of Dyval, Vampires (basics), Dar ’ota, Dybbuk, Gargoyles and Gurgoyles, Goqua, Ashmedai, Nightlords and Night Princes (although these seem to be pure myth), The Jinn, Red Flame Demons and Witches.  A successful roll will help the character recognize what may be a particular type of demon or deevil by a description, photo, footprints, legends, or in action.  Base Skill: 30%+5% per level of experience.  Special Note: Mystic Study characters automatically get this skill at 80% as a base.

     Lore: Entities & Undead “Necro-Lore”: The study of ghosts, spirits, entities, and the undead.  Characters will have studied legends, habits, strengths, weaknesses and behavior of entities and the undead.  This skill includes: Banshee, Entities, Deevil Wraiths, Vampires (basics), Grave Ghouls, Skinners, Abberations, Blighters, Blood Wraiths, Bone Fiend, Evisceral, Festulent, Gravedigger, Harbinger, Jaliquette, Mortoii, Sladka, Rawhead, Revenant, Sleepwalker, Voodoo Xombie, Witches, Incantation Zombies and Necromancers.  On a successful roll characters will recognize a specific entity or undead by habit, activity, description, photo or other similar info.  Base Skill: 40%+5% per level or experience.  Special Note: Mystic Study characters automatically have this skill with a base of 90%.

     Lore: Geomancy & Lines of Power: The study of Ley Line and Ley Line Nexus Points, reputed places of power and megaliths—past and present, around the world.  These locales are reputed to heal, cause paranormal phenomena, attract the supernatural and open dimensional gateways.  The character is very familiar with places like Stonehenge, Devils Gate and the Bermuda Triangle, as well as with its applications, myths and legends, mysteries, dangers and disappearances.  A successful roll will provide the character with insight about the area and enable him/her to recognize specific, known places of power, as well as recognize unknown megalithic markers and mystic symbols and signs used to mark such revered or feared places.  Base Skill: 25%+5% per level of experience.  Special Note: Mystic Study characters automatically have this skill at a base of 90%.

     Lore: Magic: This area of study does not give characters any magic powers or the ability to read magic symbols.  What it provides is general information about magic, the myths and facts about magic and creatures of magic.  Characters with this skill know the general powers and abilities of such creatures as dragons, sphinx, unicorns, etc.  Characters also know about the different kinds of spell casters (Mages, Warlocks, Mystics, Witches, Necromancers, etc.) and are likely to know legends about powerful magic items, places, curses and notorious spell casters.  Although the character cannot read runes or mystical symbols, they will be able to recognize whether the symbol is a real magic ward, rune or circle.  Base Percentages: General Knowledge; 25%+5% per level or experience. Recognize Real Runes, Wards, Circles: 15%+5% per level of experience.  And finally Recognize Enchantment: i.e. magic items, people under the influence of magic effects, possession, curses, those under mind control, etc. at 10% +5% per level of experience.

     Lore: Monsters & Creatures: The study of monsters and creatures, throughout the ages and around the world.  Details of their habits, habitats, strengths, weaknesses, myths, legends, culture and similar is known.  This skill covers: Aquatics, The Thin Ones, Lasae, Magots, Winter Storm Ice Demons, Spider Demons, Garkain, Boschala, Gremlins, Malignous, Mindolar, Flesh Lampreys, Gauntsteeds, Giant Scorpions, Hounds and Hunters, Namtar, Slitherers, Trappers, Waste Coyote, Lizard Kings and WereBeasts (basics).  A successful roll will help the character recognize what may be a particular type of monster or creature by description, photo, footprints, legends and/or activity.  Base Skill: 30%+5% per level of experience. Special Note: Mystic Study characters automatically have this skill at a base of 80%.

     Lore: Vampires: An in-depth and comprehensive study of Vampires.  Characters will know the various powers, strengths and weaknesses, abilities, legends, culture, clans, behavior and the different variations of Vampire (including the Wampyr—which they will know little about).  A successful roll will help the character to recognize what clan a vampire is from, which powers they have and if they are master, secondary or wild, all by hearing a description, looking at photos or by observing (in person or on video) activity.  Base Skill: 40%+5% per level of experience.  Special Note: The Mystic Study character will automatically start with this skill at a base of 80%.  Further Note: This skill, combined with Lore: WereBeasts gives the character clear insight about the secret war between Vampires and WereBeasts and its history.  However, If only one skill is selected, then the character only has a vague idea that the two have a rivalry.

     Lore: WereBeasts: An in-depth study of WereBeasts.  The character will know all the different type of WereBeasts there are, the different clans and their culture, mating habits, general behavior, motivations, powers and weaknesses according to a specific species and similar info.  A successful roll will help a character to recognize what kind of WereBeast and from what clan by description, photos, legends or by activity.  Base Skill: 40%+5% per level of experience.  Special Note: Mystic Study characters automatically start with this skill at a base of 80%.  Further Note: This skill, combined with Lore: Vampires will give the character clear insight about the secret war between WereBeasts and Vampires and its history.  If only one skill is selected, then the character only has a vague idea that the two have a rivalry.

     Memorization/Study Skills: Represents techniques in how a character studies and memorizes information in an effort to help maximize the character’s learning potential.  In addition to the listed bonus, the character learns how to effectively research and manage his/her time by 25% (this includes spell memorization time and the research time necessary to learn new magic spells!).  Note: Literacy is extremely helpful, but not required for this skill.  This skill is automatic to the Mystic Studies character and the Super Sleuth character.  It’s included in the Computer Program, Medical Investigation Program, the Journalist/Investigation Program and the Science Program.

  +1 to I.Q.

     Reading/Literary Studies: Often described as doing “push ups for the mind,” reading is one of the oldest and most widely accepted forms of increasing one’s intelligence.  This skill will represent a large amount of time devoted to reading, both for studies and personal enjoyment.  It also represents the ability to understand and decipher what the author’s “meaning” or “purpose” was in any written work, fiction or nonfiction, prose or poetry.  Requires: Literacy.  Note: This skill is automatic to the Super Sleuth character and is included the Journalist/ Investigation Program.

  +2 to I.Q.


Weapon Proficiencies


     Ranged Combats: See description under Ranged Combat section.  However, Ranged Combat: Rogue counts as one skill and can be a secondary skill.  Ranged Combat: Infantry counts as two skills and can be a secondary.  Ranged Combat: Sniper or Special Forces both count as 3 selections.

     A Note About W.P.’s: It’s entirely possible that characters can be just proficient with only certain model types with a type of weapon.  In fact, with some fighting arts it is the only way.  So here are the rules and bonuses for selecting certain W.P.’s and the modification of it all.

   Model Type:  This is when the character learns to only use a certain model of weapons under a certain W.P.  Such as W.P. Katana.  There may be different types of katana and those with this W.P. can use them all.  Choosing W.P.’s like this will still count as one selection.  However, the advantage is that those who pick W.P.’s like this will start with a bonus of +1 to any applicable bonuses under the W.P. and a bonus of +1 on initiative when using those weapons.  +1 to the bonuses and on initiative at levels 5, 10 and 15.

   Model Type (Advanced): Same as Model Type, but they get a bonus of +2 to start with any applicable bonuses and +2 initiative.  +1 to the bonuses and on initiative at levels 4, 7, 10 and 13.  Each one of these W.P.’s count as 2 selections.

   Model Type (Mastered): This applies when a character has mastered a certain model type of an ancient weapon.  The bonus is double the usual bonuses as character progresses in levels and they start with an additional +2 to any applicable bonuses.  In addition, they receive a bonus of +2 on initiative to start and +1 more every level.  Each one of these W.P.’s counts as 4 selections.

   Advanced Weapon: Treat these like a normal W.P., but they get a bonus of +2 to start with any applicable bonuses and +2 initiative.  +1 to both the bonuses and on initiative at levels 4, 7, 10 and 13.  Each one of these W.P.’s count as 3 selections.

   Mastered Weapon: This is when a character has mastered an ancient weapon.  Characters get double the usual bonuses as they progresses in levels and start with an additional +2 to any applicable bonuses.  And receive an additional bonus of +2 on initiative to start with and +1 more every level.  Each one of these W.P.’s counts as 6 selections.

   Specific Weapon: This is when a character only learns to use a certain specific weapon.  Not just a model type, this is when they only know how to use one specific weapon.  Such as ‘that survival knife my daddy gave me’.  They will get the same bonuses as listed under Mastered Weapon, only this counts as one single selection.  The only draw back is that the character will not know how to use any other weapons of that sort.  And if the weapon they have the W.P. for is lost or destroyed, well they just wasted one skill!

   Paired Modern Weapons: A character can opt to learn how to use paired modern weapons.  However, this will only apply to weapons that are made as one handed weapons.  Like the normal Paired Weapons skill, the two that are paired must be selected individually.  Like Paired SMG/Auto Pistol or Paired Auto Pistols or Paired SMG, etc.  In combat, the character will need to roll a strike roll for each and a damage roll for each and if shooting two different targets, they will only get half the total bonuses to strike, each roll.  Each count as 2 selections.