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 Post subject: Re: We Gots The Skills
Unread postPosted: Tue Mar 13, 2018 9:05 pm
  

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taalismn wrote:
And on the heels of Bloviate:

BS Recognition(Communications)
The ability to detect BS in speech and manner. This skill teaches the ability to quickly parse through stilted verbage and phraseology to diiscern true meanings, or the lack of substance. Pattern recognition in the ideas and themes of speech, as well as body language, is sharpened. Some practitioners of this skill develop low levels of cynicism and sarcastic manner when dealing with large amounts of BS(especially at political rallies). Also helps in resisting snowjobs, advertising, telemarketing, scams, kiss-ups, and bloviation sessions.
Modifiers: +15% if the Common Sense skill is also possessed
Bonuses:+1 to IQ. +10% to resisting Seduction attempts.+1 Save Vs Telemarketers at every level of experience.
Base Skill: 25%+5% per level of experience.
Note: The ability to detect science- or technical-based BS is covered by possessing knowledge of the fields being promoted/exploited by the BS


Please tell me that there is a Common Sense skill somewhere!

_________________
Look upon me and tremble ye masses. For I am The Necroposter!
keir451 wrote:
Amazing Nate; Thanks for your support!

Razzinold wrote:
And the award for best witty retort to someone reporting a minor vehicular collision goes to:
The Oh So Amazing Nate!

Nate, you sir win the internet for today! You've definitely earned the "oh so amazing" part of your name today. :lol:


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 Post subject: Re: We Gots The Skills
Unread postPosted: Tue Mar 13, 2018 9:06 pm
  

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taalismn wrote:
And on the heels of Bloviate:

BS Recognition(Communications)
The ability to detect BS in speech and manner. This skill teaches the ability to quickly parse through stilted verbage and phraseology to diiscern true meanings, or the lack of substance. Pattern recognition in the ideas and themes of speech, as well as body language, is sharpened. Some practitioners of this skill develop low levels of cynicism and sarcastic manner when dealing with large amounts of BS(especially at political rallies). Also helps in resisting snowjobs, advertising, telemarketing, scams, kiss-ups, and bloviation sessions.
Modifiers: +15% if the Common Sense skill is also possessed
Bonuses:+1 to IQ. +10% to resisting Seduction attempts.+1 Save Vs Telemarketers at every level of experience.
Base Skill: 25%+5% per level of experience.
Note: The ability to detect science- or technical-based BS is covered by possessing knowledge of the fields being promoted/exploited by the BS


I was gonna write one about mud-slinging but then I remember Rifter 28 already did that.

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 Post subject: Re: We Gots The Skills
Unread postPosted: Tue Mar 13, 2018 10:00 pm
  

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The Oh So Amazing Nate wrote:
[

Please tell me that there is a Common Sense skill somewhere!


Yes, yes, there is.

But here it is reposted, so you don't have to go out searching for it:

Common Sense(Technical)
Normally an inherent talent in people, though in some individuals and societies this has degraded so much as to require actual training in it to acquire it. Common Sense is the skill and knowledge to discern blatant boneheadedness, bad behavior, Darwinian counter-productive decisions, and self-preservation contradicting actions in others and avoid doing them oneself. Things like sticking live firecrackers in one’s mouth, driving while texting, lighting a hibachi in the middle of your deep-ply carpet, dialing ‘9-1-1’ for pizza delivery, or consistantly failing to punctuate sentences. Failing a Common Sense roll doesn’t necessarily automatically earn you a Darwin Award, but it may adversely affect others’ impressions of you, leading to a reputation for being simple-minded, possessed of poor judgment skills, or voted ‘least likely to be held up as a positive role model by your former school system’.
Common Sense carries with it the burden of being able to judge others; making one’s own Common Sense roll on an action, and then seeing another person badly botch theirs may require a subsequent roll under M.E. to avoid dumbstruck shock and Facepalming.
Base Skill: 50 % + 5% per level of experience

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: We Gots The Skills
Unread postPosted: Wed Mar 14, 2018 9:23 pm
  

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These last 4 skills (I'm counting common sense) have made my day. Thank you.

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Look upon me and tremble ye masses. For I am The Necroposter!
keir451 wrote:
Amazing Nate; Thanks for your support!

Razzinold wrote:
And the award for best witty retort to someone reporting a minor vehicular collision goes to:
The Oh So Amazing Nate!

Nate, you sir win the internet for today! You've definitely earned the "oh so amazing" part of your name today. :lol:


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 Post subject: Re: We Gots The Skills
Unread postPosted: Wed Mar 14, 2018 9:55 pm
  

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Now just imagine the sort of game where a GM would actually ALLOW those skills to be taken....and USED.

Or maybe pity the GM.

"Let's see, the last ten NPCs who approached us all tried to sell us a line of patter to go do something insanely stupid and dangerous, but between the three f us we saw right through the BS and saw it for what it was...an attempt to lure us into great danger for little reward. Obviously, the GM is itching to try out the new world book with ourselves as the guinea pigs for the new monsters."
"I didn't know you had genre-savvy."
"I do. Right here at the bottom of my character sheet."
"QUIT METAGAMING ME!!!!!"
"Made your roll for savvy too."
"Nah, that was my psychology roll. If I'd made my genre roll, the GM would be obliged to let me look at his game plan notes."

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: We Gots The Skills
Unread postPosted: Thu Mar 15, 2018 5:58 pm
  

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13eowulf wrote:
Over-analyze Minutiae
This skill helps one select a single small part of an overall concept or idea, often an insignificant or irrelevant portion, and inflate its perceived significant through long winded and sometimes spread out lectures, rants, essays, or debates, with others who either also posses this skill, or are desperately trying to get the conversation back on point. The thoroughness, lengths, and depths one can go when focusing so narrowly to the exclusion of all other ideas knows almost no bounds. Requires the literacy skill to be applied to text or the written word. Add +6% to this skill if the Research skill is known by the character, and another +6% if the Creative Writing skill is also known by the character.
Base skill: 35%/25% +4% per level of experience. The first number is for identifying a sufficiently small enough portion of a given information or data set to exploit in this manner, the second is for one's ability to actually exploit this identified minutiae.
What skill category does this fall into, technical?

_________________
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 Post subject: Re: We Gots The Skills
Unread postPosted: Thu Mar 15, 2018 6:21 pm
  

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Stone Gargoyle wrote:
13eowulf wrote:
Over-analyze Minutiae
This skill helps one select a single small part of an overall concept or idea, often an insignificant or irrelevant portion, and inflate its perceived significant through long winded and sometimes spread out lectures, rants, essays, or debates, with others who either also posses this skill, or are desperately trying to get the conversation back on point. The thoroughness, lengths, and depths one can go when focusing so narrowly to the exclusion of all other ideas knows almost no bounds. Requires the literacy skill to be applied to text or the written word. Add +6% to this skill if the Research skill is known by the character, and another +6% if the Creative Writing skill is also known by the character.
Base skill: 35%/25% +4% per level of experience. The first number is for identifying a sufficiently small enough portion of a given information or data set to exploit in this manner, the second is for one's ability to actually exploit this identified minutiae.
What skill category does this fall into, technical?

I would say it should be put into both Communications and Technical categories.

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 Post subject: Re: We Gots The Skills
Unread postPosted: Thu Mar 15, 2018 8:40 pm
  

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taalismn wrote:
Now just imagine the sort of game where a GM would actually ALLOW those skills to be taken....and USED.

Or maybe pity the GM.

"Let's see, the last ten NPCs who approached us all tried to sell us a line of patter to go do something insanely stupid and dangerous, but between the three f us we saw right through the BS and saw it for what it was...an attempt to lure us into great danger for little reward. Obviously, the GM is itching to try out the new world book with ourselves as the guinea pigs for the new monsters."
"I didn't know you had genre-savvy."
"I do. Right here at the bottom of my character sheet."
"QUIT METAGAMING ME!!!!!"
"Made your roll for savvy too."
"Nah, that was my psychology roll. If I'd made my genre roll, the GM would be obliged to let me look at his game plan notes."



When the players break the 4th wall lol!

_________________
Look upon me and tremble ye masses. For I am The Necroposter!
keir451 wrote:
Amazing Nate; Thanks for your support!

Razzinold wrote:
And the award for best witty retort to someone reporting a minor vehicular collision goes to:
The Oh So Amazing Nate!

Nate, you sir win the internet for today! You've definitely earned the "oh so amazing" part of your name today. :lol:


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 Post subject: Re: We Gots The Skills
Unread postPosted: Thu Mar 15, 2018 8:59 pm
  

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The Oh So Amazing Nate wrote:
[q


When the players break the 4th wall lol!


When the GM's cool hits it like a bug against a windshield.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: We Gots The Skills
Unread postPosted: Wed Mar 21, 2018 1:21 pm
  

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Trolling(Communcations)
The practiced skill of driving other people to the edge of aggravated frustration through deliberate action, usually through seemingly casual innuendo, apparently unthinking acts of intellectual malfeasance, and the intentional use of habits known to be berserk buttons for people. The skill version of the superpower Annoyance Factor, Trolling is a -deliberate- practice in techniques meant to agitate. Such actions include(but not limited to): always interrupting a conversation to answer one’s cellphone, use of verbal tics like ‘You know-’, blatant constant mis-punctuation; or refusol t spellCheck(note, however, that some people do any or all of the above, and then some, -unconsciously-, and so cannot be said to be overtly Trolling).
A successful troll roll means that the troll has either brilliantly zingered the intended target, or blown their cool. Successful trolling has the target writhing in frustration, wanting either an escape or an excuse to challenge and hopefully get rid of the troller, but unable to do so.
A failed roll means that; 01-75% the Trolling attempt has fallen flat and the intended targets have taken no notice of it, 76-95%, the troll has succeeded in turning general sentiment against themselves and look either like a total idiot or a bully, or 96-00% the Troll attempt has overstepped the line of good taste and the target and bystanders now have perfect justification to take action, such as banning the troll from a web forum, having a restraining order issued, having them arrested, or physically defenestrated(forget the challenge to a duel).
Base Skill: 25 % + 5% per level of experience. +5% from both Public Speaking and Performance.+7% from Over-Analyze Minutiae(for those troll efforts posing as in-depth and at-length critical analysis)

Acoustics(Communications/Science)
The study of the behavior of sound. Covers infrasound, ultrasound, echo effects, and speed and range of sound under different conditions.
Acoustics gives a +10% to the operation and interpretation of sound-based sensor systems such as sonar, and a +10% to designing and engineering sound-associated equipment, including sonar systems, synthesizers, ultrasound gear, stereo systems, and architecture meant to amplify sound(such as concert halls) or dampen it(anechoic chambers).
Base Skill: 35 % + 5% per level of experience.

Crystallography(Science)
The study of atoms in the formation and properties of (non-mystic) crystalline structures. Researchers become familiar with the laboratory means to analyze crystal structure, especially x-ray or neutron beam diffraction. Those with this skill can better predict the properties of various crystals and can better design(with advanced technology) artificial crystals, such as those used in some forms of microcircuitry.
Prerequisites: Chemistry, Chemistry: Analytical
Bonuses: +10% to Gemology for purposes of identifying counterfeit gemstones. +5% to Microcircuitry and Chemistry: Analytical.
Base Skill: 30%+5% per level of experience.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


Last edited by taalismn on Wed Mar 21, 2018 10:09 pm, edited 1 time in total.

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 Post subject: Re: We Gots The Skills
Unread postPosted: Wed Mar 21, 2018 3:09 pm
  

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taalismn wrote:
Trolling(Communcations)
The practiced skill of driving other people to the edge of aggravated frustration through deliberate action, usually through seemingly casual innuendo, apparently unthinking acts of intellectual malfeasance, and the intentional use of habits known to be berserk buttons for people. The skill version of the superpower Annoyance Factor, Trolling is a -deliberate- practice in techniques meant to agitate. Such actions include(but not limited to): always interrupting a conversation to answer one’s cellphone, use of verbal tics like ‘You know-’, blatant constant mis-punctuation; or refusol t spellCheck(note, however, that some people do any or all of the above, and then some, -unconsciously-, and so cannot be said to be overtly Trolling).
A successful troll roll means that the troll has either brilliantly zingered the intended target, or blown their cool. Successful trolling has the target writhing in frustration, wanting either an escape or an excuse to challenge and hopefully get rid of the troller, but unable to do so.
A failed roll means that; 01-75% the Trolling attempt has fallen flat and the intended targets have taken no notice of it, 76-95%, the troll has succeeded in turning general sentiment against themselves and look either like a total idiot or a bully, or 96-00% the Troll attempt has overstepped the line of good taste and the target and bystanders now have perfect justification to take action, such as banning the troll from a web forum, having a restraining order issued, having them arrested, or physically defenestrated(forget the challenge to a duel).
Base Skill: 25 % + 5% per level of experience. +5% from both Public Speaking and Performance.


A skill in Trolling? Oh Mylanta, Christmas has come early this year!

taalismn wrote:
Acoustics(Communications/Science)
The study of the behavior of sound. Covers infrasound, ultrasound, echo effects, and speed and range of sound under different conditions.
Acoustics gives a +10% to the operation and interpretation of sound-based sensor systems such as sonar, and a +10% to designing and engineering sound-associated equipment, including sonar systems, synthesizers, ultrasound gear, stereo systems, and architecture meant to amplify sound(such as concert halls) or dampen it(anechoic chambers).
Base Skill: 35 % + 5% per level of experience.


I'm sure this could have all kinds of useful and fun applications. The one that springs to mind is somehow using it to silence/mute a Mage and prevent them from doing the vocal component of their spells. I can't figure out how they would do this, but it sounds like a neat idea.

taalismn wrote:
Crystallography(Science)
The study of atoms in the formation and properties of (non-mystic) crystalline structures. Researchers become familiar with the laboratory means to analyze crystal structure, especially x-ray or neutron beam diffraction. Those with this skill can better predict the properties of various crystals and can better design(with advanced technology) artificial crystals, such as those used in some forms of microcircuitry.
Prerequisites: Chemistry, Chemistry: Analytical
Bonuses: +10% to Gemology for purposes of identifying counterfeit gemstones. +5% to Microcircuitry and Chemistry: Analytical.
Base Skill: 30%+5% per level of experience.


Did anyone else immediately have Breaking Bad references pop up in their head when reading this?

_________________
Look upon me and tremble ye masses. For I am The Necroposter!
keir451 wrote:
Amazing Nate; Thanks for your support!

Razzinold wrote:
And the award for best witty retort to someone reporting a minor vehicular collision goes to:
The Oh So Amazing Nate!

Nate, you sir win the internet for today! You've definitely earned the "oh so amazing" part of your name today. :lol:


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 Post subject: Re: We Gots The Skills
Unread postPosted: Wed Mar 21, 2018 9:06 pm
  

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The Oh So Amazing Nate wrote:
[

I'm sure this could have all kinds of useful and fun applications. The one that springs to mind is somehow using it to silence/mute a Mage and prevent them from doing the vocal component of their spells. I can't figure out how they would do this, but it sounds like a neat idea.?


Jail-room cell with a white noise generator that effectively silences speech?

And I wonder if I should have given a bonus to Trolling if Over-Analyze Minutiae is also taken? :P

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: We Gots The Skills
Unread postPosted: Wed Mar 21, 2018 9:24 pm
  

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taalismn wrote:
The Oh So Amazing Nate wrote:
[

I'm sure this could have all kinds of useful and fun applications. The one that springs to mind is somehow using it to silence/mute a Mage and prevent them from doing the vocal component of their spells. I can't figure out how they would do this, but it sounds like a neat idea.?


Jail-room cell with a white noise generator that effectively silences speech?

And I wonder if I should have given a bonus to Trolling if Over-Analyze Minutiae is also taken? :P


Yes, yes you should. But it has to be +3% or +7%, really anything BUT +5%

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 Post subject: Re: We Gots The Skills
Unread postPosted: Wed Mar 21, 2018 10:12 pm
  

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13eowulf wrote:
[

Yes, yes you should. But it has to be +3% or +7%, really anything BUT +5%


Done and added. So if you're deliberately using acute scrutiny and overweening attention to detail to drag out a troll-stroll on somebody, having some experience in detail BB-stacking helps.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: We Gots The Skills
Unread postPosted: Thu Mar 22, 2018 11:51 am
  

Adventurer

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Posts: 499
Location: Garden of Dreams
Comment: I don't know what i'm doing, that's for realities GM to figure out
taalismn wrote:
Trolling(Communcations)

Acoustics(Communications/Science)

Crystallography(Science)


I have characters i'd take acoustics and crystallography on, especially for science or cause I have a sonic power. As for trolling...I think I have the subconscious version of this skill.

cool!


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 Post subject: Re: We Gots The Skills
Unread postPosted: Thu Mar 22, 2018 12:21 pm
  

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Nightmartree wrote:
[

I have characters i'd take acoustics and crystallography on, especially for science or cause I have a sonic power. As for trolling...I think I have the subconscious version of this skill.

cool!


Fear the UNconsciously natural trolls....Because you can't find a true excuse to render them ACTUALLY unconscious.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: We Gots The Skills
Unread postPosted: Mon Mar 26, 2018 11:17 pm
  

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Forestry(Wilderness)
The practice of conscientious forest and woodland management. Aspects of forestry include identifying various forest types, niche environs, assessment of forest health, and evaluating risk factors in the environment. Practical applications of the skill include sustainable harvesting of forests, maintenance of game parks and wildlife conservation areas, replanting efforts, and managing forest fires(knowing how and when to set controlled burns for instance).
Requirements: Identify Plants and Fruits
Bonuses: +5% to Firefighting(specifically forest fires) and Landscaping.
Base Skill: 30%+5% per level of experience. +5% if Botany is also taken.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: We Gots The Skills
Unread postPosted: Sat Jun 09, 2018 2:54 pm
  

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Location: Rifts Denmark
Didnt the 'BS detector' skill show up in the new rifts sovietski book? I think its a class skill. 'Used to being fed propaganda so developed a sense of when they're being sold a loaf' or something to that effect. Healthy sense of paranoia skill...


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 Post subject: Re: We Gots The Skills
Unread postPosted: Sat Jun 09, 2018 4:21 pm
  

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Vincent Takeda wrote:
Didnt the 'BS detector' skill show up in the new rifts sovietski book? I think its a class skill. 'Used to being fed propaganda so developed a sense of when they're being sold a loaf' or something to that effect. Healthy sense of paranoia skill...
I don't know, don't have that book.

_________________
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 Post subject: Re: We Gots The Skills
Unread postPosted: Tue Jun 12, 2018 5:05 pm
  

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Vincent Takeda wrote:
Didnt the 'BS detector' skill show up in the new rifts sovietski book? I think its a class skill. 'Used to being fed propaganda so developed a sense of when they're being sold a loaf' or something to that effect. Healthy sense of paranoia skill...



"The Computer is Your Friend. The Computer has Only Your Best Interests to Compute. Friend Computer Says Destroy Yourself." :P

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: We Gots The Skills
Unread postPosted: Sat Aug 18, 2018 10:52 am
  

D-Bee

Joined: Thu Aug 16, 2018 11:47 pm
Posts: 1
There are a lot of cool skill ideas in this topic. But I would argue that the Palladium system has too many skills, not too few. I mean, some of these get so far down in the weeds that surprised there isn't a "Tie Left Shoe" and "Tie Right Shoe" skill.

So my friends and I houseruled a new skill system. It significantly cuts down on character creation time. The link is below for anyone who wants to use it.

https://www.dropbox.com/s/vwh7aq3qvzriqj1/New%20Palladium%20Skills%20System.docx?dl=0

Enjoy!


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 Post subject: Re: We Gots The Skills
Unread postPosted: Sun Aug 19, 2018 7:13 pm
  

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Badseed007 wrote:
I mean, some of these get so far down in the weeds that surprised there isn't a "Tie Left Shoe" and "Tie Right Shoe" skill.


Dont be absurd! You dont need two skills for that, you only need one Tie Shoe skill with modifies based on the dominant side. Observe:


Tie Shoes
Most sentients who have feet, and footwear in their culture, learn how to tie shoes at a young age, and it is second nature to them, mechanically speaking never needing a skill roll (though that does not always prevent failure, particularly when inebriated). However that does not mean that there is not a time when this skill may be needed. Sometimes a sentient from a culture without footwear becomes trapped in an area that does, or more so, requires footwear. Sometimes the mind of a being without feet may get transferred into a body that does, and needs footwear. Or sometimes something terrible happens, and one loses a hand, or an arm, and has to re-learn how to tie their shoes in a completely different manner. This skill is here to represent that. Base Skill: 25% +5% per level of experience. There is a +15% to tie the shoe of one’s dominant side (Right, or Left), or a +10% bonus to both sides if ambidextrous. If a character also possesses the Wardrobe and Grooming skill then add a +5% bonus to this skill. Penalties: A lost, disabled, or temporarily missing hand or arm, inflicts a -20% penalty to this skill, unless this skill is taken again to represent retraining in how to tie one’s shoes in a manner accounting for the missing limb (those born with only one limb do not receive this penalty, but become unable to tie their shoes if they lose the other limb).

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 Post subject: Re: We Gots The Skills
Unread postPosted: Sun Aug 19, 2018 8:48 pm
  

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13eowulf wrote:
Badseed007 wrote:
I mean, some of these get so far down in the weeds that surprised there isn't a "Tie Left Shoe" and "Tie Right Shoe" skill.


Dont be absurd! You dont need two skills for that, you only need one Tie Shoe skill with modifies based on the dominant side. Observe:


Tie Shoes
Most sentients who have feet, and footwear in their culture, learn how to tie shoes at a young age, and it is second nature to them, mechanically speaking never needing a skill roll (though that does not always prevent failure, particularly when inebriated). However that does not mean that there is not a time when this skill may be needed. Sometimes a sentient from a culture without footwear becomes trapped in an area that does, or more so, requires footwear. Sometimes the mind of a being without feet may get transferred into a body that does, and needs footwear. Or sometimes something terrible happens, and one loses a hand, or an arm, and has to re-learn how to tie their shoes in a completely different manner. This skill is here to represent that. Base Skill: 25% +5% per level of experience. There is a +15% to tie the shoe of one’s dominant side (Right, or Left), or a +10% bonus to both sides if ambidextrous. If a character also possesses the Wardrobe and Grooming skill then add a +5% bonus to this skill. Penalties: A lost, disabled, or temporarily missing hand or arm, inflicts a -20% penalty to this skill, unless this skill is taken again to represent retraining in how to tie one’s shoes in a manner accounting for the missing limb (those born with only one limb do not receive this penalty, but become unable to tie their shoes if they lose the other limb).


"For want of a nail, the shoe was lost, for want of a shoe, the horse was lost-"
Good response to the challenge. :ok:
Have a weaponized kitten.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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 Post subject: Re: We Gots The Skills
Unread postPosted: Mon Aug 20, 2018 3:32 pm
  

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13eowulf wrote:
Badseed007 wrote:
I mean, some of these get so far down in the weeds that surprised there isn't a "Tie Left Shoe" and "Tie Right Shoe" skill.


Dont be absurd! You dont need two skills for that, you only need one Tie Shoe skill with modifies based on the dominant side. Observe:


Tie Shoes
Most sentients who have feet, and footwear in their culture, learn how to tie shoes at a young age, and it is second nature to them, mechanically speaking never needing a skill roll (though that does not always prevent failure, particularly when inebriated). However that does not mean that there is not a time when this skill may be needed. Sometimes a sentient from a culture without footwear becomes trapped in an area that does, or more so, requires footwear. Sometimes the mind of a being without feet may get transferred into a body that does, and needs footwear. Or sometimes something terrible happens, and one loses a hand, or an arm, and has to re-learn how to tie their shoes in a completely different manner. This skill is here to represent that. Base Skill: 25% +5% per level of experience. There is a +15% to tie the shoe of one’s dominant side (Right, or Left), or a +10% bonus to both sides if ambidextrous. If a character also possesses the Wardrobe and Grooming skill then add a +5% bonus to this skill. Penalties: A lost, disabled, or temporarily missing hand or arm, inflicts a -20% penalty to this skill, unless this skill is taken again to represent retraining in how to tie one’s shoes in a manner accounting for the missing limb (those born with only one limb do not receive this penalty, but become unable to tie their shoes if they lose the other limb).
What skill category does this fall into? Domestic?

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 Post subject: Re: We Gots The Skills
Unread postPosted: Mon Aug 20, 2018 3:50 pm
  

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Stone Gargoyle wrote:
13eowulf wrote:
Badseed007 wrote:
I mean, some of these get so far down in the weeds that surprised there isn't a "Tie Left Shoe" and "Tie Right Shoe" skill.


Dont be absurd! You dont need two skills for that, you only need one Tie Shoe skill with modifies based on the dominant side. Observe:


Tie Shoes
Most sentients who have feet, and footwear in their culture, learn how to tie shoes at a young age, and it is second nature to them, mechanically speaking never needing a skill roll (though that does not always prevent failure, particularly when inebriated). However that does not mean that there is not a time when this skill may be needed. Sometimes a sentient from a culture without footwear becomes trapped in an area that does, or more so, requires footwear. Sometimes the mind of a being without feet may get transferred into a body that does, and needs footwear. Or sometimes something terrible happens, and one loses a hand, or an arm, and has to re-learn how to tie their shoes in a completely different manner. This skill is here to represent that. Base Skill: 25% +5% per level of experience. There is a +15% to tie the shoe of one’s dominant side (Right, or Left), or a +10% bonus to both sides if ambidextrous. If a character also possesses the Wardrobe and Grooming skill then add a +5% bonus to this skill. Penalties: A lost, disabled, or temporarily missing hand or arm, inflicts a -20% penalty to this skill, unless this skill is taken again to represent retraining in how to tie one’s shoes in a manner accounting for the missing limb (those born with only one limb do not receive this penalty, but become unable to tie their shoes if they lose the other limb).
What skill category does this fall into? Domestic?

I would put it in domestic yes.

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 Post subject: Re: We Gots The Skills
Unread postPosted: Mon Aug 20, 2018 9:08 pm
  

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And/Or Technical....plus maybe roll with bonuses against being mentally thrown by velcro laces.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: We Gots The Skills
Unread postPosted: Mon Aug 20, 2018 9:16 pm
  

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taalismn wrote:
And/Or Technical....plus maybe roll with bonuses against being mentally thrown by velcro laces.

I considered also calling it a Cultural skill, in a more megaversal sense.

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 Post subject: Re: We Gots The Skills
Unread postPosted: Mon Aug 20, 2018 10:23 pm
  

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13eowulf wrote:
taalismn wrote:
And/Or Technical....plus maybe roll with bonuses against being mentally thrown by velcro laces.

I considered also calling it a Cultural skill, in a more megaversal sense.


Given that extensions of Shoelace Tying might include Sandal Lacing, Legging Wrapping, and Foot Winding? Yes.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: We Gots The Skills
Unread postPosted: Mon Aug 20, 2018 10:23 pm
  

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taalismn wrote:
Now just imagine the sort of game where a GM would actually ALLOW those skills to be taken....and USED.

Or maybe pity the GM.

"Let's see, the last ten NPCs who approached us all tried to sell us a line of patter to go do something insanely stupid and dangerous, but between the three f us we saw right through the BS and saw it for what it was...an attempt to lure us into great danger for little reward. Obviously, the GM is itching to try out the new world book with ourselves as the guinea pigs for the new monsters."
"I didn't know you had genre-savvy."
"I do. Right here at the bottom of my character sheet."
"QUIT METAGAMING ME!!!!!"
"Made your roll for savvy too."
"Nah, that was my psychology roll. If I'd made my genre roll, the GM would be obliged to let me look at his game plan notes."

Sounds like someone has read Order of the Stick a lot.
The whole "internal metagaming" thing after all is totally OOTS

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 Post subject: Re: We Gots The Skills
Unread postPosted: Mon Aug 20, 2018 11:03 pm
  

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Badseed007 wrote:
There are a lot of cool skill ideas in this topic. But I would argue that the Palladium system has too many skills, not too few. I mean, some of these get so far down in the weeds that surprised there isn't a "Tie Left Shoe" and "Tie Right Shoe" skill.

So my friends and I houseruled a new skill system. It significantly cuts down on character creation time. The link is below for anyone who wants to use it.


What we're doing here is sort of subverted Chindogu---the Japanese art of creating things that initially LOOK useful, but, upon second glance, are revealed to be useLESS.

Here, it almost seems as if we try coming up with what are to most role-players, useless skills, but which contain some crumb or bonus of actual utility. :D

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: We Gots The Skills
Unread postPosted: Mon Aug 20, 2018 11:58 pm
  

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taalismn wrote:
13eowulf wrote:
taalismn wrote:
And/Or Technical....plus maybe roll with bonuses against being mentally thrown by velcro laces.

I considered also calling it a Cultural skill, in a more megaversal sense.


Given that extensions of Shoelace Tying might include Sandal Lacing, Legging Wrapping, and Foot Winding? Yes.

I would say it includes all such related of the above, and is merely named as-is due to colloquial usage of the phrase to refer to the fastening/securing of the popular footwear of the day or age.
It could conceivably be required for footwear of bygone or future era that vastly differ from those of a given character's "today".
For example, I double most millennials would be able to properly don the footwear popular in say 80 BC without training or a struggle of trial and error.

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 Post subject: Re: We Gots The Skills
Unread postPosted: Tue Aug 21, 2018 2:27 pm
  

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13eowulf wrote:
[It could conceivably be required for footwear of bygone or future era that vastly differ from those of a given character's "today"..



"Remember what I told you; when you feel the power laces powering up, take a deep breath and let it out slowly, so as to counteract the sudden pressure-rush of blood from your lower extremities. This is important, because otherwise you might pass out putting on your boots. "

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: We Gots The Skills
Unread postPosted: Tue Aug 21, 2018 8:05 pm
  

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taalismn wrote:
Badseed007 wrote:
There are a lot of cool skill ideas in this topic. But I would argue that the Palladium system has too many skills, not too few. I mean, some of these get so far down in the weeds that surprised there isn't a "Tie Left Shoe" and "Tie Right Shoe" skill.

So my friends and I houseruled a new skill system. It significantly cuts down on character creation time. The link is below for anyone who wants to use it.


What we're doing here is sort of subverted Chindogu---the Japanese art of creating things that initially LOOK useful, but, upon second glance, are revealed to be useLESS.

Here, it almost seems as if we try coming up with what are to most role-players, useless skills, but which contain some crumb or bonus of actual utility. :D


I've got a mighty need to play a pc (in a group of pc's no less) who's skill tree is 98-99% useless skills. Maybe 1 practical skill to keep them from a horrible sudden death. First aid, hth basic..something like that. Everything else... complete chindogu!

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 Post subject: Re: We Gots The Skills
Unread postPosted: Tue Aug 21, 2018 9:38 pm
  

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The Oh So Amazing Nate wrote:
[
I've got a mighty need to play a pc (in a group of pc's no less) who's skill tree is 98-99% useless skills. Maybe 1 practical skill to keep them from a horrible sudden death. First aid, hth basic..something like that. Everything else... complete chindogu!



Sounds like the Mystery Men....But if your sole useful skill is Spoonfighting, use it!

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: We Gots The Skills
Unread postPosted: Fri Sep 07, 2018 7:34 pm
  

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A new skill, at random, just because.

Reverse Roll (Dice) – A Cultural, Domestic, and Technical skill
“With this ancient technique, invented by me, I can roll a 20 with this d20 99% of the time!” – A Player
This skill is a practiced technique of gripping then rolling a singular die, and having the practiced result come up. When this skill is selected a specific type of dice and face layout must be selected (Author’s Note: not all dice of the same type have the same layout, I am personally at the moment of this writing looking at two D6s, the top side is a 6, the front-facing side is a 5, the left side on the first is a 4, and the other is a 3), as well as choose a specific singular result, and a specific arm and hand to roll with (known as the character’s “Rolling Hand”. Injury to the rolling hand of any sort inflicts a -50% penalty to this skill. This skill may be taken multiple times to account for different dice types, and different results, as well as other arms/hands. This skill can only be applied when rolling a single die, not multiple dice at once, even if they are all of the specified type and layout. Upon reaching 3rd level in this skill the character can choose one specific dice that they frequently use to be their “Lucky Dice”, which, in actuality, is their most practiced die (not lucky), and rolling with it specifically adds a +10% to their success roll (not the result roll). Base Skill: 16% +4% per level/99%. The first percentage is the success roll, and represents the character successfully gripping and rolling the dice in the proper manner. The second percentage is result roll, and is fixed (it cannot be increased, not even with I.Q. bonuses or any other source). To use this technique a successful roll on the first percentage must be made. Then a roll on the second percentage is made to ensure that the desired result comes up. Unfortunately no matter how much practice and skill one has or develops, the dice will not always come up the desired way. Note: Casino (and other gambling establishment) employees are trained to look for those using such practiced techniques, and can spot such on a Perception roll of 8 or higher (and can tell the difference between skill use and ‘fancy’ or ‘lucky’ rolling/techniques). Four or more successful spots at a legal/reputable establishment will result in loss of privileges at dice games (at the minimum) but current winnings are frequently (but not always) retained. For an illegal or disreputable establishment it usually only takes two successful perception rolls, or less, for action to be taken. Such action is normally detrimental for those caught, and winnings are not retained. Second Note: This skill is for the character, and does not affect a player’s rolls... though many a player may lay claim to possessing this skill.

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 Post subject: Re: We Gots The Skills
Unread postPosted: Fri Sep 07, 2018 8:08 pm
  

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13eowulf wrote:
A new skill, at random, just because.

Reverse Roll (Dice) – A Cultural, Domestic, and Technical skill.


I'd also consider this a Rogue skill, especially if you're shooting craps(or the equivalent thereof) :bandit:

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: We Gots The Skills
Unread postPosted: Wed Sep 12, 2018 6:05 pm
  

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Not sure if it’s been done before: punnery! You can make HORRIBLE puns that can (possibly) disorant a foe?
Skill chance is 45 +ma starting +3% after 1st level.
What do you think of this possible skill?


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 Post subject: Re: We Gots The Skills
Unread postPosted: Fri Sep 14, 2018 1:46 pm
  

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abe wrote:
Not sure if it’s been done before: punnery! You can make HORRIBLE puns that can (possibly) disorant a foe?
Skill chance is 45 +ma starting +3% after 1st level.
What do you think of this possible skill?
I think Awe Factor covers this. I don't think having any sort of skill in word play would actually disorient a foe.

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 Post subject: Re: We Gots The Skills
Unread postPosted: Mon Sep 17, 2018 10:37 pm
  

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Stone Gargoyle wrote:
abe wrote:
Not sure if it’s been done before: punnery! You can make HORRIBLE puns that can (possibly) disorant a foe?
Skill chance is 45 +ma starting +3% after 1st level.
What do you think of this possible skill?
I think Awe Factor covers this. I don't think having any sort of skill in word play would actually disorient a foe.


"What did he say?"
"I have no idea. I don't speak that language."
"It's just as well; I do, and he mangled the pronunciation."

"For butchering the Elosian language like that, I think I'll just kill you in some unspeakably horrible manner rather than waste time trying to correct your errors."

Pun-making is really a function of the Language skill anyway, so it's already covered. As for the effects of jokes? The Ludicrous Mage does it better anyway already with the roll for effect of a (non-magic)joke or gag.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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