gmapprentice wrote:it says +40% per level. other than that, good job.
It was supposed to read 50%/40%, +5% per level. It is fixed now.
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gmapprentice wrote:it says +40% per level. other than that, good job.
gmapprentice wrote:i see that. as i said, good job on the new skill.
gmapprentice wrote:Yeah, i'll get right on that. no, i will, i promise... it just seems like almost everything's been done already at one time or another.
gmapprentice wrote:speaking of skills, apparently Ballet has been done.
Stone Gargoyle wrote:Hmmm, I guess she didn't check first... The Rifter 19 version seems to have better bonuses.
gmapprentice wrote:well, you have other original skills... all i have is the three weapons thing.
gmapprentice wrote:what about Graphic Design (computer art)? is that covered by another skill?
gmapprentice wrote:thanks, gc. ps i edited my latest post on "be honest"... if you care.
gmapprentice wrote:New skill idea... Underwater Combat. first of all, has it been done already? secondly, would ordinary combat skills or zero gravity combat skills work properly underwater, making the idea sort of useless?
gmapprentice wrote:the only problem is i don't know how zero gravity and underwater pressure works (haven't taken physics class yet), so i don't know how the environment would affect combat. but, i'll try to do it tomorrow.
gmapprentice wrote:I have access to the Zero Gravity combat skills, but as far as i know, underwater and zero gravity are very different environments. also, i have another skill....
Pilot Scooter: Includes standard and engine-driven , 2- and 4-wheeled varieties of scooters (think of the ones kids ride). 40% +5% per level.
gmapprentice wrote:I have access to the Zero Gravity combat skills, but as far as i know, underwater and zero gravity are very different environments. also, i have another skill....
Pilot Scooter: Includes standard and engine-driven , 2- and 4-wheeled varieties of scooters (think of the ones kids ride). Base Skill: 40% +5% per level, 30% +4% per level for engine-driven varieties.
Gryphon Chick wrote:I noticed that there is no New Skills thread, so was in lack of a place to post this.
Break Dancing: The character is able to perform headspins and other more wild forms of dance. Base Skill: 30%, +5% per level, plus 5% if Acrobatics is known, +10% if Gymnastics is known. A failed roll results in failure to execute the move, critical failure results in injury.
Prerequisite: Dance
Bonuses:
+2 to Roll with Punch/Fall/Impact
+2 PP
+2 PE
+5% to Streetwise
Awe Factor: 8 or +2 to existing Awe Factor
Character is immune to dizziness and disorientation while dancing
+10% to Dance skill
Gryphon Chick wrote:Crossdressing: This is a specialized skill in which a member of one gender makes him/herself appear to be a member of the opposite gender. Base skill:20%, +5% per level. A failed roll means they are not fooling anyone. Adds +5% to Disguise and Cosmetology skills.
gmapprentice wrote:Pilot Scooter: Includes standard and engine-driven , 2- and 4-wheeled varieties of scooters (think of the ones kids ride). Base Skill: 50% +5% per level, 40% +4% per level for engine-driven varieties.
Dog_O_War wrote:Skill: Reconnaissance (replaces perception*) 25% +5% per level. This skill is also useable by default default**. This is a direct foil to the prowl skill, and can be used to detect camouflaged people and objects. The ability to more perceptive, this skill offers methods of training that can increase a persons' sensory awareness.
This belongs under the Espionage, Military, and Rogue categories.
*instead of rolling a d20 to notice someone who is hidden via prowl, invisibility, camouflage, etc... I've turned it into a skill. Add +5% per point of perception to this skill in-place of the actual perception bonus.
**since everyone can generally sense things (humans have 5 senses afterall), a default of 20% (plus IQ bonuses) is available for everyone.
Any method of defeating detection (loud background noises, like being near an active jet-engine, etc...) should offer a penalty to the detector for each sense disabled. On the flip-side, any situation of advantage should offer a bonus (dead-silence).
As an alternate use, you can have this skill and the prowl skill as opposed skills. What this means is that a character cannot "fail" the roll of these skills; his percentage simply becomes a kind of bench-marker.
For example, a sneaky character rolls 30 on his percentage dice against his prowl skill of 50%; that's a success by 20.
People attempting to detect him with the reconnaissance skill now recieve a penalty of 20% to detect him.
On the flip-side, this sneaky guy rolls a 70 over his 50% (stepped on a twig!); people attempting to detect him instead have a 20% bonus to notice his unfortunate fumble.
This skill could also be used to detect people using the bend light super-power (instead of an initiative check). All you need to do is assign bend-light a visual penalty (I suggest -80%). Because HU doesn't use the perception ability, you'll have to give an arbitrary bonus to characters with heightened senses. Generally speaking (and in my opinion), a character with supervision, hearing, smell, etc... should have around a +50% bonus to detect sneaking characters with these methods. Add +10% to this percentage per additional sense used (ie: a character that has both supervision and hearing would get +60%). If a sense isn't applicable (like trying to see something that's invisible, hear something that is noiseless, or smell something that is otherwise completely masked (a garbage-monster in a garbage dump)), then simply do not allow that method of detection to be used.
Stone Gargoyle wrote:Because of your own criticisms about redundant skills, I find it interesting that you post a skill already covered by Detect Concealment. I also find that +50% bonus to detect sneaking characters with superpowers to be outrageously high.
Dog_O_War wrote:Stone Gargoyle wrote:Because of your own criticisms about redundant skills, I find it interesting that you post a skill already covered by Detect Concealment. I also find that +50% bonus to detect sneaking characters with superpowers to be outrageously high.
If you've found it funny, it's because you need to re-read both skills presented. Detect concealment confers two things; detecting hidden objects, and the construction of hidden objects.
Reconnaissance replaces perception, or rather turns what should've been a percentage roll into a percentage roll. If there is a redundancy, it's on the part of Palladium.
As well, the unusually high bonuses conferred by super-abilities are because they are super-abilities. You're going to have a hard time convincing anyone that the ability to see body heat (ie: supervisions' infravision) should only translate into +5% to reconnaissance when attempting to spot a burglar in the dark. I only posted what seemed a reasonable suggestion. I also made sure to note that if it's not applicable, then you shouldn't apply this bonus. Really, I don't see what your problem is.
Dog_O_War wrote:Gryphon Chick wrote:I noticed that there is no New Skills thread, so was in lack of a place to post this.
Break Dancing: The character is able to perform headspins and other more wild forms of dance. Base Skill: 30%, +5% per level, plus 5% if Acrobatics is known, +10% if Gymnastics is known. A failed roll results in failure to execute the move, critical failure results in injury.
Prerequisite: Dance
Bonuses:
+2 to Roll with Punch/Fall/Impact
+2 PP
+2 PE
+5% to Streetwise
Awe Factor: 8 or +2 to existing Awe Factor
Character is immune to dizziness and disorientation while dancing
+10% to Dance skill
Things to consider;
This skill offers way too much PP. In comparison, the acrobatics and gymnastics skills offer only a single point; break-dancing does not confer some innate or better-trained hand/eye coordination or flexibility.
Dog_O_War wrote:The awe factor needs context; you are not going to awe anyone in a presidential speech, nor are you going to awe the crowd at a ballroom dancing competition. As for adding +2 to existing Awe Factor, I refer you to the above mention of presidential speeches (and the like).
Dog_O_War wrote:The streetwise bonus; why? Kids these days are learning break-dancing in gymnasiums and friends' houses. I don't see the connection it gives to the streets anymore. Besides this, I would like you to consider my next point;
+10% to dancing. I do agree that it should offer a bonus to this skill, but try to think of such a percentage as an indication of level. In comparison there are certain skills (such as dance) that can be taken twice. This additional focus brings the user to a "professional" level of quality. As well, you'll note that dance increases at a rate of 5% per level. The bonus you want to give the dancing skill is akin to either two additional levels of experience, or that of a professional. I think the bonus is way too high.
Dog_O_War wrote:Alternatively you could instead get rid of the percentage that you've attached to break-dancing (ie: 30% +5% per level) and instead offer that this skill (which has dancing as a prereq.) adds 10% to the dancing skill when performing a break-dance (or break-dancing manuever). As dancing is a general skill, this would make sense.
Dog_O_War wrote:The same could be said for your additional dancing concentrations.
Something else to note; everyone has access to the domestic category. You really don't need to include additional dance-styles in these categories, especially since house-wives are learning to pole-dance, and certainly not in a den of thieves (I would post a link where seemingly average women are doing this, but all the stuff I found may not be board-friendly).
Dog_O_War wrote:Gryphon Chick wrote:Crossdressing: This is a specialized skill in which a member of one gender makes him/herself appear to be a member of the opposite gender. Base skill:20%, +5% per level. A failed roll means they are not fooling anyone. Adds +5% to Disguise and Cosmetology skills.
This is redundant as its own skill because disguise offers a higher bonus and does the same thing.
gmapprentice wrote:I agree with you 96.8%, gc.
Gryphon Chick wrote:gmapprentice wrote:I agree with you 96.8%, gc.
I don't mind people giving their opinion, but if I did not think those dance skills were significant enough to warrant their own skill listings I would not have posted them and there would not even be a thread here for him to comment on.
***
*snip*Perhaps you should stick to writing your skills and leave mine alone.
Stone Gargoyle wrote:People can be rude and defensive when they feel as if you are attacking their work.
Stone Gargoyle wrote:Quite true, Cybermancer. I am simply explaining why she might have reacted that way, and given that she is still new to the forum, I am sure she will eventually chill out. At least I hope so.
gmapprentice wrote:...i don't get it.
gmapprentice wrote:..... i think i'll just stick with skills i understand, no offense to anyone.
gmapprentice wrote:...i don't get it.
Gryphon Chick wrote:gmapprentice wrote:...i don't get it.
Why? I just did it the way Dog_O_War was suggesting. SG is right, sometimes you can overcomplicate things by trying to rewrite the system. On to writing skills that make sense.
Mephisto wrote:I think skill specialization is the way to go. They sort of do it already with art and writing (and in N&S, cooking), so I think sewing, dancing, and singing could benefit from specialization. If I were more motivated and inclined I'd come up with say, 20 key skills with specializations for each, but then I'd have to modify the Special Training and Physical Training categories and it might neuter the Hardware class, so I am leery of seeing if any balance issues would be caused by such a change.
OrchestralDarkness wrote:Gryphon Chick wrote:Blueprints: The character can draw out plans for builders to use when constructing a house. Requires Art: drawing, Carpentry, Basic Mechanics and Basic Electronics. Skill Base: 40%, +5% per level.
I'm awfully confused by your pre-requisite skills for Blueprints (Drafting).
A drafter doesn't really require any of the listed skills as pre-requisties to his work.
-Art: most drafting these days is done with a computer aided drafting program. Even if you're doing it the old fashioned way, it's mostly rulers and french curves..
-Carpentry: As a carpenter by trade, I find this one particularly out of place. Drafters do not, generally, know how to cure and select wood, the best tools for different types of cutting, or how to build and repair items made of wood. Most drafters have never swung a hammer in their lives, except to put up picture hooks in their houses.
-Basic Mechanics: Repair and maintenance of machinery doesn't really fall in the drafter's list of required skills
-Basic Electronics: Ditto to Basic Mechanics, but replace "machinery" with "wiring and circuits".
I'd like to suggest that Drafting should probably require: Computer Operation, Basic Mathematics, and Literacy.
Remember that Drafters, in general, draw the blueprints. They do not design the structure, nor deal with the engineering involved in meeting code. That's left to the Architect and the Engineer.
gmapprentice wrote:is there a skill for.... not sure how to word it... marketing? you know, selling stuff (effectively)? i don't know how it works so i don't think i could do it myself...
There is an Art: Drafting skill for Rifts but it has no prerequisites. I like this idea of creating one as such. Maybe it can be modified as follows:
Art: Drafting/Blueprints: The character can draw out plans for builders to use when constructing a house. Requires Computer Operation, Basic Mathematics, and Literacy. Skill Base: 40%, +5% per level.
gmapprentice wrote:I was JUST thinking about that, TODAY... and you got here first... dangit.
gmapprentice wrote:writing skills is easier said than done, if you understand what i mean.... i feel like everything's already a skill so i don't know what i'm supposed to think of. on top of that i have limited real-life experience, so i don't know what to look for to find skills that haven't been done yet.
gmapprentice wrote:heh... nice. time for one of mine.
Physical Skill: Positioning (TELL ME if you think of a more accurate name, PLEASE)
The character knows how to position and move their body to stay balanced effectively. This can be used to try and prevent being knocked over, do tricks like balancing a stack of books on one's head and balancing plates on sticks, and run over uneven ground and similar terrain without accidentally falling over from going too fast. Penalties for certain situations can be determined by the G.M. Base Skill: 30% +6% per level. Sense of Balance sub-skill: 80% +2% per level. Provides +1 PP.
that one seem okay?