Palladium Skills

New Skills

Arial Mounted Combat

Armour: Full Plate

Armour: Heavy -

Armouring(Metal):

Armouring(Leather):

Barding:

Blind Fighting:

Bowyer:

Cart driving:

Distance running:

Envenom Blade.

Etiquette:

First Aid:

Fletching:

Formation:

Meditation:

Mine Lore:

Mounted Archery:

Riding:

Smith:

Speak Native tongue:

Spell Targeting:

Tarok:

Teaching:

Trap Making:

Weapon Smith:

WP: Buckler -

WP: Cross Bow -

WP: Light Crossbow

WP: Heavy Cross Bow

WP: Hand Cross Bow -

WP: Fist -

WP: Garrote.

WP: Long Bow -

WP: Short Bow -

WP: Throwing Blades

WP: Wall Shield -

WP: Whip -

Wilderness Improvisation:

Missile Weapon Bonuses

Special Training

Awareness:

Intuition:

Focus:

Meditation:

Eloquence:

Body Building:

Co-ordination:

Reflexes:

Endurance:

Social Grace:

New Skills

Arial Mounted Combat

(Horsemanship) Requires Horsemanship: Exotic (Winged). Costs 2 skill slots.

Base Skill 35% + 5% per level.

Skill at fighting from the back of a winged creature such as Griffins, Dragons and Pegasus.

Bonuses to fighting when landed

+2 Parry and Dodge.

+1 Initiative.

+1d6 Damage.

+2d6 Damage on charge.

Mount may attack for 2d6 (front legs) or 4d6 (rear).

These bonuses apply when the rider is fighting non-airborne creatures whilst the creature is not airborne. Taking off from combat or confined spaces requires a skill roll. Failure means the mount could not clear ground, and must retry next round.

At 1st Level, the rider has the option of attacking with a weapon, or use the mount’s natural weapons.

At 3rd Level, the rider may have the mount make a bite attack in addition to his normal attacks, or use the mount’s natural weapons.

At 5th Level, the rider may have the mount make a bite attack and two front-claw/stomp attacks in addition to his normal attacks, or use the mount’s natural weapons.

At 8th Level, the rider may have the mount make a bite attack, two front-claw/stomp attacks and two rear-claw/stomps to rear opponents, in addition to his normal attacks, or use the mount’s natural weapons.

 

Flying Bonuses

+3 Parry.

+4 Dodge.

+4 Initiative.

+1d6 Damage per 25mph speed, rounding up. Bonus also applies to mount.

Bonuses apply when fighting other flying opponents. If the rider wishes to swoop ground targets, make a skill roll. If successful, the rider may make one attack on a number of opponents equal to his number of hand to hand attacks. Opponents may only strike back once if they won initiative. If failed by up to 30%, the attack was too shallow, but the rider is under danger of missiles and long weapons.

If the roll was failed by more than 30%, roll again or crash (as 50%+ failure). If the roll was failed by 50% or more, the mount has crashed. Causes 2d6 damage to mount and rider per 25mph. Roll to stay mounted.

 

Charge Bonuses

+1d6 Damage per 15mph of approach speed, rounding up. Requires a lance.

Damage is calculated from combined speeds of combatants, e.g. Two 100mph opponents = 200mph = +14d6 damage. If charging a ground based giant, roll as if making a swoop attack. If charging a ground based target under 10’ tall, roll at -10%. If the mount if diving, roll to pull out of the dive at -10 for giant opponents, -20% if the target is 10’ tall or under.

 

Armour: Full Plate

(Military) Required to don and manoeuvre in the heavy plate armours. Available only to Knights, Paladins, and soldiers of high rank.

 

Armour: Heavy -

(Military) Reduces PP penalty for manoeuvring in heavy armours. Penalty reduce by one per 3 level, rounding up. Knights & Paladins +1. Penalty cannot be reduced by more than 3 points (4 for Knights & Paladins) but may be increased by adverse conditions, etc. Costs non men at arms 2 electives. OCC for Knight & Paladin.

 

Armouring(Metal):

(Military) Allows forging or repairing metal armours using Smith skill. May produce or repair a suit of armour for 30% of listed price, adding 10% per failed roll. Costs 2 skills, except for smiths. Requires Smith skill.

 

Armouring(Leather):

(Military) Allows forging or repairing leather armours using tailor skill. May produce or repair a suit of armour for 30% of listed price, adding 10% per failed roll. Costs 2 skills, except for leather workers.

Note - Trap/Skin large animals required to get hides, preserve food to cure hides. Requires Tailor skill, or Leather Working if YSJ is used.

 

Barding:

(Military) Allows application of Armouring skills to create barding. Requires Armouring skill.

 

Blind Fighting:

(Military) Half usual penalty for darkness (-9 to strike, parry and dodge, -40% manual skills) by half (-4). Gives awareness of 10' radius. Skill specialisation will again half penalty, and ad 10' to 'awareness'. Requires Hand to Hand training. 2 Electives for non men-at-arms.

 

Bowyer:

(Military) Allows construction or repairing bows using Carpentry skill. Use Fletching modifiers.

 

Cart driving:

(Horsemanship) Ability to drive, load and hitch mounts to carts, wagons and chariots. Use Sailing chances. Peasants +20, Mercenaries and Merchants +10, Soldiers and Squires +5.

 

Distance running:

(Physical) Ability to run for a number of hours equal to level of skill (plus one per PE point over 15) covering a number of miles equal to the characters Spd per hour. Requires the Force march skill. YSJ Running considered to be sprinting, and can only be endured for short periods.

 

Envenom Blade.

(Rogue) Allows the proper application of poison to a blade for one fight only. Automatic success. Available only to those OCCs with poison skills.

 

Etiquette:

(Scholar) Knowledge of how to act in the presence of the ruling classes. Use fairy lore chances, Nobles +20, knights +10, Paladins and clergy +5. Free for those with the noble social background.

 

First Aid:

(Medical) A successful roll will heal 1D4 hp to a conscious character, or 1D3 to self.

 

Fletching:

(Military) Skill of forging Arrows. Use Carpentry chances. Longbowmen +20, Mercenaries +5, Wood Elves + 10.

 

Formation:

(Military) Allows warriors with like skill to fight in close formation or in unison, as opposed to open melee. Weapons are normally limited to stabbing and short slashing types. Use dance chances; first chance to enter a formation, second to keep that formation. Soldier gain +30, Mercenaries +10, Knights +5.

 

Meditation:

(Magic) Ability to slip into a trance, to increase regain of ISP or PPE, (15% per hour) or for some spells. Perception checks may be made, but with no bonuses. Intended for spell casters: costs men at arms two electives.

 

Mine Lore:

(Scholar) Knowledge of mines, mining practices, rock faces and other dwarven stuff. Use Plant/Farm lore chances. Troglodytes +30, Dwarves & Kobolds +10. (Use YSJ if available.)

 

Mounted Archery:

(Horsemanship) Requires Horsemanship: Knight or Paladin, or Arial Mounted Combat. Costs 2 skill slots.

With this skill a rider may keep his usual Rate of Fire, with strike modifiers reduced by 4 for normal mounts, 6 when flying. Every 3rd level (3,6,9,12,15) reduces this penalty by one.

 

Riding:

(Horsemanship) Gives basic ride/care/feed skills and no combat abilities.

 

Smith:

(Scholar) Skill of forging or repairing metal items. Use Carpentry chances. Smiths +30, Alchemist +20, Mercenaries and squires, +5. Kobolds +15, Dwarves and Grey Elves +10. Knowledge gained from skill adds +5 to general repair. See YSJ for extra information.

 

Speak Native tongue:

(Communication) As speak additional language +20. Free for all characters.

 

Spell Targeting:

(Magic) Add Targeting bonuses from bows (+1s every other level, +10' per level) to bolt + ball spells. Selectable only by men of magic.

 

Tarok:

(Scholar) Skill at the complex rune card game of Tarok. Use Mathematics chances, Diabolists gaining +20, Summoners +10, other men of magic and clergy +5. Players with sleigh of hand may gain +20 on a successful roll, risking being noticed on a sleigh of hand roll failed by 30 or more. Note - due to the magical nature of the cards, cantrips will not be able to mask or duplicate them.

 

Teaching:

(Scholar) Allows the proper passing on of skills. Teacher must be 3 levels higher than the pupil. Double learning times otherwise.

 

Trap Making:

(Rogue, Wilderness) Skill at setting up mechanical traps. Requires pick locks. Use pick lock chances. Available to any man at arms except knight and paladins. Thieves gain +10, assassins +4.

 

Weapon Smith:

(Military) Allows forging or weapons using Smith or carpentry skill. May produce or repair weapons for 30% of listed price, adding 10% per failed roll.

Note - Superior weapons require 'secret' methods, and one week (and a successful skill roll) per modifier. Costs 2 skills. Requires Smith and/or Carpentry skill.

 

WP: Buckler -

Training in use of small ‘target’ shields. Use small shield bonuses, but wielder is unable to parry projectile weapons, only thrown and melee attacks. Available to those with WP: Small shield. Cost 25gp for wood & leather (1 lb.) , 50gp for Iron (2 lb.). May be strapped to the arm to free hand.

 

WP: Cross Bow -

Now has a lower rate of fire, but does more damage (2D6+2)and greater range (900 ft). (A giant Crossbow firing heavy leaf-head bolts does 3D8+4 damage!)

 

WP: Light Crossbow

A lighter crossbow with the rate of fire specified by the 1st edition rules. 2D4 Damage. 4 lb. 50 GP. 600’ Range.

 

WP: Heavy Cross Bow

A larger crossbow, with heavier bolts. Damage is 3D6+2. Effective range is 1000 ft. Fire at same rate as crossbows -1, one shot per 2 rounds until 4th level proficiency. Cost 100gp. Weigh 12lb. Available only to Warriors.

 

WP: Hand Cross Bow -

Training in Hand bows and Teleks. A Hand bow is simply a one handed cross bow (1D6 damage, Range 50', cost 60gp, quarrels 15gp per dozen) reset by hand. Paired weapons may not be used.

A Telek is a Hand bow, fed by a cylinder of 8 quarrels (1D4+1 damage, Range 30', cost 250gp with a cylinder, 400gp for pair, quarrels 5gp each, spare cylinders 50gp) reset by thumb levers, hence Teleks are either left or right handed. Reloading a new cylinder takes one undisturbed melee round. Paired weapons may be used.

Teleks are of an Estern Teretory design, and are not often seen out of rich and advanced kingdoms such as Timero. Large teleks (for use by Ogres and Wolfen) have not been developed. Prototypes would cost 5 to 10 times the norm.

Idea taken from "The Horse Lord" series by Peter Moorwood.

 

WP: Fist -

WP: Knife bonuses to strike and parry. Give unarmed damages listed in the book, or increase kick and natural damage by one category, including claws and bites.

 

WP: Garrote.

Training in the use or cords, nooses and chains to strangle an opponent.

The victim must either not know the attack is coming (i.e. prowl roll to get a guard) or not suspect the attack (if you want to garrote your party's wizard, he knows you're there. He must fail a perception check to notice you 'meandering' his way with deadly intent).

Use WP: Knife bonuses when striking from the rear. Trying to choke an opponent who knows the attack is coming is incredibly hard - requires a natural roll of 12 to hit the head, and the opponent gets +4 to parry or dodge.

No parry is possible with this skill.

If a strike is successful, will cause 1D6 points of damage in the first round. Back-stabbing, strength and appropriate (Thief and Assassin) Hand to Hand damage bonuses apply. Damage is increased by 1D6 per round, until the victim passes out and then dies. Damage is direct to hit points, not SDC.

A cloth noose or chain would do standard damage, a noose +1, and a wire +2

To break free, the victim must either throw his attacker (Make a roll adding PP bonuses (and any Martial arts skills) , the attacker may 'parry' using PS plus PP bonuses) break his hold (roll opposed strength checks) or destroy the garrote (cloth AR 5, SDC 5, chain AR 14, SDC 20, wire AR 10, SDC 10).

Spell casting and ward activation is impossible whilst being choked. To use a psionic or innate power requires a successful saving throw verse psionics.

Option 1: PE Loss

The victim loses 1D6 PE per round (plus bonuses) rather than hit points. Once they are at 0 they pass out, once they are at negative PE they be dead.

Option 2: Holding Breath

If the attack isn't a surprise attack, if the defender wins initiative but get hit by a garroting attack, they can hold their breath. The player must state it as an action, or an NPC must make an IQ check. Additionally, the victim's neck will still get badly bruised: The wind pipe may still be crushed. For as long as breath is held, the victim will receive half damage from strangulation.

Generally, people are able to hold their breath for 30 seconds per 5 points of PE if the victim is inactive, 15 seconds if active? After that, they take full damage from choking, drowning, or whatever.

 

WP: Long Bow -

Players be warned: Selectiable by peasants as an elective. Other warriors (solder types, not rogues) may take this skill, but their rate of fire is equal to their number of hand to hand attacks, to a limit of the Longbowman’s - 2.

 

WP: Short Bow -

For men at arms, also includes training in War bows, a compound bow made of horn and bone. Has the same strike bonuses and rate of fire as a short bow, range of a long bow. Cost 120 gold. Weighs the same as a long bow and is slightly shorter. Does 1D8 points of damage. Like large swords, is a weapon of war, not hunting or self defence. Available to men at arms only.

 

WP: Throwing Blades

Skill in darts(1-3 dmg, 40’ range, 1gp) and Throwing knives (1-4 dmg, 30’ range, 20gp. May be used in melee with WP: Knife)

 

WP: Wall Shield -

Training in use of 2H wall shields. Use large shield bonuses with +2 to parry. Available only to squires, mercenaries and soldiers. Cost 150gp for wood & leather (7.5 lb.) , 200gp for Iron (15 lb.).

 

WP: Whip -

Training in Whips to trip and snare opponents (no damage, but opponent looses one attack and initiative next round) or snare opponents weapon (roll 18+ on a declared shot). Use WP: Ball & Chain for bonuses to strike and parry - no throwing possible.

 

Wilderness Improvisation:

(Wilderness) Chance of foraging, finding shelter and building fires. Inferior to Wilderness survival. (YSJ) 20% change + 5% per additional level.

 

Missile Weapon Bonuses

 

Hand Bow

Cross Bow

Throwing

   

Rate

 

Rate

   

Lvl

Strike

Hand

Telek

Strike

Light

Medium

Heavy

Strike

Rate

1

0

1

2

0

1

1

1/2

+2

2

2

+1

2

3

+1

2

0

0

0

3

3

0

0

4

0

0

0

0

+3

0

4

+2

3

5

+2

3

2

1

0

4

5

0

4

6

0

0

0

0

+4

0

6

+3

0

7

+3

4

0

0

0

5

7

0

5

8

0

0

3

2

+5

0

8

+4

0

0

+4

0

0

0

0

6

9

0

6

9*

0

5

0

0

+6

0

10

+5

0

0

0

0

0

0

0

7

11

0

7

10

+5

0

4

3

+7

0

12

0

0

0

0

6

0

0

0

8

13

+6

8

11

0

0

0

0

+8

0

14

0

0

0

+6

0

0

0

0

9

15

+7

9

12

0

7

5

4

+9

0

* A rate of fire over 8 shots a round may be achieved by using two Teleks. If paired weapons is used, the maximum ROF is 8 per Telek.

 

Special Training

The following skills may be studied to effectively raise statistics. Each skill costs two elective slots. Whilst any OCC may study any skill, those not listed must pay an additional elective. Secondary skill may be used, 2 secondary for 1 Elective

No skill may be taken at 1st level, or selected more than once per set of additional skills, nor by new characters without GM approval.

The amount of training required to take these skills is massive: 3 months per elective spent to gain the skill, at approximately 2,500gp per 3 month period..

Note : "additional level of specialisation" means buying the skill again.

 

Awareness:

Gives a bonus to perception of +2, then +1 per additional level of specialisation.

Rangers, Rogues, Mind-Mages.

 

Intuition:

Gives a bonus to skills of +2, then +1 per additional level of specialisation.

Mages only.

 

Focus:

Gives a bonus against insanity and psionics of +2, then +1 per additional level of specialisation.

Mages only.

 

Meditation:

Gives a bonus against magic of +1, then +1 per additional level of specialisation.

Mages and clergy.

 

Eloquence:

Gives a bonus to trust or intimidation attempts of +1, then +1 per additional level of specialisation.

Clergy and Entertainers.

 

Body Building:

Gives a bonus to strength checks and damage of +2, then +1 per additional level of specialisation.

Warriors only.

 

Co-ordination:

Gives a bonus to strike (thrown & missile) and parry of +1, then +1 per additional level of specialisation.

Entertainers and Longbowmen.

 

Reflexes:

Gives a bonus to dodge and initiative of +1, then +1 per additional level of specialisation.

Rogues and Entertainers

 

Endurance:

Gives a bonus against coma/death of +8%, and poison/disease of +2, then +4%/+1 per additional level of specialisation.

Warriors only.

 

Social Grace:

Gives a bonus to charm and impress of +2, then +1 per additional level of specialisation.

Rogues, clergy and Entertainers.