Dezolis wrote:Since I don't own any Palladium books besides the Palladium Fantasy and N&S/MC books, I couldn't say if these skills were ever featured in another book. So here's my ideas, and you guys can let me know if I'm a wacko or a genius. Or somewhere in between.
Leatherworking
Technical, Military (25% +5% per level)
This skill encompasses a knowledge of leatherworked goods, and the processes of creation. A person with this skill knows how to make all manner of leather items including bags, leather clothing and cloaks, and leather armor of all types (soft, hard, cuir-boulli, studded, etc). The skill Skin & Prepare Animal Hides is still necessary in order to acquire good leather (or the character could purchase it from someone else). Knowledge of the skill Sewing grants the character a 5% bonus to Leatherworking.
that's actually not covered yet to my knowlage, good idea
Metalworking
Technical, Military (25% +5% per level)
This skill encompasses a knowledge of metalworked goods and their processes of creation. A person with this skill knows how to make all general types of metal goods, including pots, tools, nails, arrowheads, arms & armor, door frames, and so forth, and can also identify grades and qualities of metal. Created items are of common quality and design (although an NPC Dwarf or Kobold can create superior items, the creation process would take too much time for a PC to be able to do it while maintaining an adventuring career). This skill differs from the skill Field Armorer in that this skill is centered around the use of actual smithing facilities, while the Field Armorer skill is a more "on the fly" skill useful when travelling. Knowledge of the Metalworking skill grants the character a 5% bonus to the Field Armorer skill. Knowledge of the Recognize Weapon Quality skill grants a 5% bonus to the Metalworking skill for the purposes of creating weapons. A person with the Pick Locks skill can also use this skill to create locks.
also not covered, good
Humanoid Anatomy
Science, Medical (20% +5% per level)
This skill encompasses a relatively detailed understanding of the workings of the humanoid body, including the locations of specific organs and bone structures as well as nervous and circulatory systems. A typical medieval individual did not know much about the inner workings of the body - but a person with this skill has studied it. This skill provides a 5% bonus to the skills First Aid, Surgeon/Medical Doctor, and Biology, for the purposes of dealing with humanoids only. In addition, a person with this knowledge who studies an opponent for a full minute may get a critical hit on their next attack against that opponent, provided the attack hits, and their Humanoid Anatomy skill check is successful. If either roll fails, the minute of study is wasted. Only one target may be the focus of this study at a time, and no significant action aside from studying the target may be done at the same time (except for perhaps casual actions, such as light conversation, idle body movements or slow pacing, and so forth).
that's covered by Pathology. also, knowing it does NOT help you get a critical strike. belive me on that one.
Chemistry
Science (20% +5% per level)
This skill encompasses a knowledge of basic chemistry that might be understood in a medieval world. While the character is unlikely to know anything about molecules, valence shells, and other modern chemistry facts, he may still know that certain substances cause a particular effect when mixed together in a specific way. With even basic Chemistry such as this, one could make explosives (but perhaps not gunpowder), chemical poisons, acids and bases, and toxic gases. This skill also includes a basic identification of substances and what they might do, from a medieval perspective (for example, magnesium might be referred to as "firestone" because of the bright light and heat that it makes when ignited). A failure in this skill generally means the components did not react at all...perhaps the chemist was mistaken about what they were. If the die roll comes up under 10, the mixture has reacted in an unexpected way, and probably with unpleasant results. While a somewhat dangerous skill, Chemistry could have it's uses. A person must first have knowledge of Math: Advanced before being capable of learning Chemistry.
Can anyone think of any more skills that could add to the game? While maintaining a medieval theme, of course.
that would be the standard "chestry" skill found in Rifts.
there is also chemistry: analytical that covers atoms and the like
they could only get the basic.
and basic math is all that's required. come on now, you don't need it to know trigonometry or calculs to mix things togeather, and that's all advanced math is in the game