According to the official Palladium web page, every character starts with 2 attacks/actions per melee round (15 seconds) at level one.
Street Fighting
This is not a type of combat training. It represents a fighting skill that is learned only through experience. Street fighting includes such dirty tricks as eye gouging, groin blows, hair pulling, biting and throwing sand in an opponent's eyes. Because of the lack of formal training involved, this skill only goes up to level 5, with one additional bonus at level 9.
Level Action1 +1 additional attack per melee. +3 initiative. 2 +2 to parry and dodge. +3 to roll with punch, fall, or impact. 3 +2 to strike when attempting a dirty trick such as those mentioned above. A successful hit causes the victim to suffer a –8 on his next strike, dodge or parry roll and a –4 on his next following strike, dodge or parry roll. This hit does not increase damage, nor does it cause any specific harm. 4 Fast draw. Allows the character to pull out a small weapon and not spend an attack/action to do so. This can be done at any time during a melee round 5 +1 additional attack per melee 9 +1 additional attack per melee
Brawling
This is a type of non-formal fighting which is not taught in any school or dojo. It is very similar to Street Fighting, except that Brawling deals more with power punches, smashing an opponent with a chair or bottle and other one-punch knockouts. This could be considered untrained boxing, often seen in bar rooms. Because of the lack of formal training involved, this skill only goes up to level 5, with one additional bonus at level 9.
Level Action1 +1 additional attack per melee. +2 damage on all S.D.C. attacks 2 +1 to strike and +1d6 damage when using a non-combat object as a weapon, such as a barstool, chair, crowbar, pool stick or similar item. This damage should be increased by 3d6 per 100 pounds if a character with exceptional strength uses a larger itemsuch as a washing machine, a steel file cabinet, a car, or some similar thing. 3 +4 to parry, dodge, roll with punch, fall or impact 4 2d6 power punch which counts as only one attack. When using a power punch, the attacker can get an automatic knockout on natural roll of 19 or 20. Victim will remain unconscious for 1d4 melee rounds. Knockout attempt does not have to be announced prior to roll. 5 +1 additional attack per melee 9 +1 additional attack per melee
Savage
This style of hand to hand is used by primitive characters, unskilled D-bees and other animalistic types who are unable to receive (or understand) formal combat training. It involves all out, life or death fighting. Because of the lack of formal training involved, this skill only goes up to level 5, with one additional bonus at level seven.
Level Action 1 +2 additional attacks per melee. +2 to strike 2 +3 damage to all attacks, with or without a weapon. 3 +3 to parry, dodge, roll with punch, fall or impact 4 +1 additional attack per melee 5 Critical hit on a natural roll of 18, 19 or 20. 7 +1 additional attack per melee
Return to the Rifts page
Return to When Worlds Collide