New Wormwood Skills and how to use other skills in Wormwood

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Steve Conan Trustrum
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New Wormwood Skills and how to use other skills in Wormwood

Unread post by Steve Conan Trustrum »

Here's a list of new skills, along with the names of some from PFRPG and other games that fit Wormwood. I've also provided a list of skills that do and do not work well in Wormwood and how to handle that fact.

Animal Husbandry (Medical)

Assassination (Espionage & Rogue): A character that possesses this skill has been trained in the art of killing others through subtle and covert means. Such knowledge includes the proper use of specially designed equipment and weapons, the precise placement of special explosives in key positions within a building or vehicle (though not how to make or disarm them), the proper selection of a good “kill line” for sniping, and similar procedures for assassination.
The skill also trains the character in the proper ways to attack a person for maximum damage. This means that critical hits are caused on one less number than normal if the character spends at least four full melee rounds studying his opponent and then succeeds upon a skill roll (-10% for races with which the assassin is not familiar). Even then, the assassin must still catch the target by surprise or the critical hit bonus is nullified. Bonuses to Other Skills: +5% to Disguise and Forgery, +1 to strike with an aimed shot on all sniper weapons and bows/crossbows, and +10% to Demolitions (but not Demolitions Disposal). Restrictions: Characters of principled alignment cannot take this skill and those who are scrupulous may only take it with the Game Master's approval or if it is part of the character's predefined skills. Base Skill: 30% +5% per level of experience. This may not be taken as a secondary skill.

Bartering (Domestic, Rogue & Technical): With a total lack of any currency, the people of Wormwood depend upon trading and the fine art of bartering to accommodate their needs. Items that may seem useless to one person may hold an exceptional value to someone else and this skill represents the ability to recognize that need in others, or to convince them that such a need exists, and then to exploit that need to get the best trade possible. Whenever a character tries to barter with someone else, either to purchase a new item or to get rid of one that he owns, he rolls against his own bartering skill as well as that of his opponent. Depending on what is rolled, the following details the possible results:

• Item Owner’s roll succeeds, Buyer’s fails: Total the amount that the item owner succeeded his skill roll by with the amount that the buyer failed his roll by. Divide this number by 5 (rounded off) to determine how many barter ranks above the typical cost that the owner has convinced the buyer that the item is worth with a minimum of one barter rank higher.
• Buyer’s roll succeeds, Item Owner’s fails: Total the amount that the buyer succeeded his skill roll by with the amount that the item owner failed his roll by. Divide this number by 5 (rounded off) to determine how many barter ranks below the typical cost that the buyer has convinced the item owner to drop the price by with a minimum of one barter rank lower.
• Both Item Owner and Buyer succeed: It is a stalemate. Further rolls may be attempted by both parties to continue to convince the other that their case is the right one.
Note: A character, player or otherwise, has a limit by which his perception of an item’s value may be manipulated. Based on the I.Q. attribute of the loser of the bartering match, here are the maximum barter ranks that they may be manipulated to their disadvantage: An I.Q. of 1 to 5 by up to six barter ranks, 6 to 9 by five ranks, 10 to 15 by four ranks, 16 to 20 by three ranks, 21 to 25 by two ranks, 26 or higher by only one barter rank.
All rolls should be made in secret by the GM so that the players cannot know the outcome of the dice, thereby forcing them to use their own judgement as to whether or not they are getting a deal. Furthermore, just because a character, player or otherwise, has been convinced that an item is worth more than it really is, it does not mean that he must buy it; judgement still comes into play at all times. Role-playing out bartering matches is still very important and GMs would be wise to encourage and reward players who attempt to do so with zeal, even if the results go against them.
When bartering with off-worlders for items being sold for a monetary value instead of barter ranks, each barter rank that the winner of the bartering match successfully manipulates to his advantage will swing the cost in his favor by 10% of its actual cost.
This skill is used for the actual haggling and does not necessarily provide the character with the knowledge needed to judge an item’s quality or actual worth, nor does it give an understanding of economic theories such as supply and demand in different markets.
Bonuses/Penalties: +5% if the character also has the diplomacy skill, a bonus for a high M.A. using the I.Q. row of the attribute bonus chart instead of an I.Q. bonus, and -3% for every point of M.A. below 10. Generous GMs may also grant a +5% to +20% bonus if the character is an expert where the item being haggled over is concerned. For example a GM might grant a +10% bonus to a musketeer bartering over the trade of a musket. Likewise, a penalty may be inferred if the character has absolutely no knowledge of the item over which he is haggling. Base Skill: 40% +4% per level of experience.
Important Note: Characters who don’t have this skill may attempt to barter at a base percentage equal to their I.Q. attribute plus the half of the usual bonuses.

Battle Focus - Spell Caster (Technical): The spell casters of Wormwood have become accustomed to the ways of war, having waded into battle side-by-side with the knights and other champions of the Light for a millennia. This has allowed the followers of the ways of magic to develop an enhanced ability to maintain and improve their concentration when going into a fight. By spending the proper time preparing in restful calm before a fight, readying himself for the conflagration to come, the spell caster can gain the benefits of this skill upon a successful skill roll. GMs may wish to entirely disallow the possibility of using this skill in battle under certain conditions even if the necessary time is available (the din before the battle is just to energized or loud to try and meditate) or a hefty penalty may be imposed.
Failing a saving throw vs horror factor or a psychic or magical assault on the character’s mind will prematurely snap him out of this trance and negate all benefits, as will receding damage from a single attack that is equal to or higher than 10% of his maximum Hit Points and M.D.C. combined. Duration: 2 melee rounds at level 1, plus 1 at levels 3, 6, 8, 11, 13 and 15. Preparation Time: At least 3D10 minutes minus 2 minutes per level of experience with a 1 minute minimum. Benefits: +3 to save vs horror factor, +1 low level spell attack per melee (may be high level after sixth level), and may attempt a save vs pain to resist his concentration being interrupted during spell casting (GMs may assign penalties based on what the interruption is). Base Skill: 20% +3% per level of experience. Use the M.E. attribute upon the I.Q. attribute row of the Attribute Bonus Chart to ascertain any bonus for this skill instead of I.Q. This counts as two skill selections (three for techno-wizards and other peace-oriented spell caster) and may not be taken as a secondary skill.

Battle Focus - Warrior (Military): In a world where war has been a part of everyday life for over a thousand years, the mind set and natural ability of its combatants cannot help but evolve Many warriors take a good deal of time preparing themselves mentally and spiritually before going to war but some are betters at this than others and have developed an attuned battle awareness that follows this period of pre-combat meditation. By spending the proper time preparing in restful calm before a fight, readying himself for the conflagration to come, the warrior can gain the benefits of this skill upon a successful skill roll. GMs may wish to entirely disallow the possibility of using this skill in battle under certain conditions even if the necessary time is available (the din before the battle is just to energized or loud to try and meditate) or a hefty penalty may be imposed.
Failing a saving throw vs horror factor or a psychic or magical assault on the character’s mind will prematurely snap him out of this meditative trance and negate all benefits, as will receiving damage from a single attack that is equal to or higher than 10% of his maximum Hit Points and M.D.C. combined. Duration: 2 melee rounds at level 1, plus 1 at levels 3, 6, 8, 11, 13 and 15. Preparation Time: At least 3D10 minutes minus 2 minutes per level of experience with a 1 minute minimum. Benefits: +2 to save vs horror factor, +1 to all combat rolls (initiative, strike, parry, dodge, etc.), +1 attack per melee. Base Skill: 20% +3% per level of experience. Use the M.E. attribute upon the I.Q. attribute row of the Attribute Bonus Chart to ascertain any bonus for this skill instead of I.Q. This counts as two skill selections and may not be taken as a secondary skill.

Bureaucracy (Technical)

Camouflage (Military)

Cardsharp (Rogue)

Diplomacy (Technical): A very important survival skill, this represents either a natural talent or special training in the gentle art of compromise and negotiation. Those who possess this skill are experts at dealing with others and have a knack for creating items such as political policy and for smoothing over hurt feelings. Though this skill is not meant to replace characters role-playing out their encounters and political dealings, the GM should incorporate it somehow into the situation. Base Skill: 25% +5% per level of experience.
Because of the massive factors that may affect a diplomatic situation (not all of which can possibly be represented), here are some bonuses and penalties that will affect the character's skill roll:
Bonuses:


For every point of M.A. above 16: +1%
If Bureaucracy is also taken: +5%
The skill user has had favorable dealings with the other party in the past: +10%
The skill user's race/social group is allied with that of the other party: +5%
The other party favors the skill user's position/situation (though he may not be completely sure): +15%
Penalties:
For every point of the victim’s I.Q. higher than 16: -2%
The skill user has had unfavorable dealings with the other party in the past: -20%
The skill user's race/social group is enemies with that of the other party: -10%
The other party opposes the skill user's position/situation vehemently: -25%

Field Armorer (Military)

Fletcher (Mechanical)

Forced March (Physical)

Fortunetelling (Rogue)

Gambling (Rogue)

General Repair/Maintenance (Technical)

Heraldry (Military)

History (Technical)

Horsemanship: General (Piloting)

Horsemanship: Hospitaller (Piloting): Exclusive to the Hospitaller O.C.C. (and a few rare others); it cannot be selected as a skill choice unless specified. Base Skill: 60%/50% +3% per level of experience.
Combat: All bonuses are in addition to other combat skills, weapon proficiencies, or attribute bonuses. Applies to the rider, not horse. The rider gains a combat advantage from the height and speed of being mounted.
• +1 on initiative while on horseback at levels 2, 5, 9 & 14.
• +2 to roll with impact when knocked from a horse.
• +1 to parry while on horseback.
• +3 to dodge while on horseback.
• Inflicts +6 S.D. or M.D. when on horseback, depending on the weapon (not applicable to ranged weapons).
• Charge attack (running horse) with a lance, pole-arm or spear: +2D6 damage. The attacker must roll under the second percentile number to avoid being dismounted. Charge attacks count as two melee attacks.
• Horse attack: This indicates that the rider is skilled enough to remain saddled while he attacks and has his horse rearing or kicking in simultaneous attack (roll under second percentile number). See details under statistics for horses for their damages.
Note: See pages 72 to 73 of the New West™ World Book for in-depth notations on horse handling and other related topics.

Horsemanship: Templar (Piloting): Exclusive to the Templar O.C.C. (and a few rare others); it cannot be selected as a skill choice unless specified. Base Skill: 70%/55% +3% per level of experience.
Combat: All bonuses are in addition to other combat skills, weapon proficiencies, or attribute bonuses. Applies to the rider, not horse. The rider gains a combat advantage from the height and speed of being mounted.
• +1 on initiative while on horseback at levels 1, 4, 8 & 13.
• +3 to roll with impact when knocked from a horse.
• +2 to parry or dodge while on horseback.
• Inflicts +8 S.D. or M.D. when on horseback, depending on the weapon (not applicable to ranged weapons).
• Charge attack (running horse) with a lance, pole-arm or spear: +3D6 damage. The attacker must roll under the second percentile number to avoid being dismounted. Charge attacks count as two melee attacks.
• Horse attack: This indicates that the rider is skilled enough to remain saddled while he attacks and has his horse rearing or kicking in simultaneous attack (roll under second percentile number). See details under statistics for horses for their damages.
Note: See pages 72 to 73 of the New West™ World Book for in-depth notations on horse handling and other related topics.

Horsemanship: Exotic Animals (Piloting; revised)

Interrogation Techniques (Espionage)

Investigation (Espionage & Technical)

Juggling (Physical)

Land Sailing (Piloting): Land sailing, though a difficult skill, uses many of the same rules and methods as sailing on water. The main difference, obviously, is that the craft travels across the plains of Wormwood instead of a body of water. However, the basic principles, such as tacking, remain nearly identical. This skill provides an understanding of these principles as well as an ability to handle these odd craft. Only the Wasser may learn this skill as it is forbidden to teach to outsiders. Base Skill: 30%/20% +5% per level of experience. The first number is for small vessels, the second is for the larger craft.

Language & Literacy Update - Baebel (Technical): An intermingling of Dragonese and Latin, this is the language of the educated of Wormwood. It is unusual to find a speaker of this language (let alone anyone who knows how to read it) outside of the knightly orders, the priesthood, or the nobility. The origins of Baebel are unknown but evidence has proven that it predates any recorded history on Wormwood, including the sacred texts of the Cathedral. As a written tongue Baebal is a flowing, winding script that many off-world wizards believe closely resembles and probably shares ancient ties with the symbols that appear on the most ancient of the megaverse’s rune weapons.

Language & Literacy Update - Wasser (Technical): An odd mix of French and German, this language is used by the enigmatic land sailors to talk amongst themselves and it is only rarely taught to outsiders. One of the quickest and surest ways to impress one of these detached people is to speak to them in their own tongue.

Lore: Religion (Technical): A comprehensive study of Wormwood’s religions, past and present, their beliefs, rituals, holy places, stories concerning the origin of the Living Planet, myths, legends, and so on. However, as is to be expected, most of the focus is on the dogma preached by the Cathedral. The skill will help the character recognize specific rituals, their purpose, icons, etc. Base Skill: 30% +5% per level of experience. -10% when dealing with religions other than that of the Cathedral.

Lore: Wormwood (Technical): In-depth knowledge of the facts and lore concerning the Living Planet, its symbiotes and parasites, cultures, social castes, economy, myths, legends, and a layman’s knowledge of the Cathedral. Essentially, this skill grants the character an understanding of the essential information found in the Wormwood source material. Base Skill: 20% +5% per level of experience.

Military Etiquette (Military)

Pilot Lighter-Than-Air Craft (Piloting): Includes skill in both hot-air balloons and powered dirigibles or zeppelins. The character can pilot, perform combat maneuvers, steer, raise, lower, and dock (lower to ground or attack to docking tower) all aeroships. Can also locate problems, sew up or glue torn fabric, repair control linkages and attack simple ropes and rigging. Note that this skills does not include the ability to work on TW engines. Base Skill: 50% +5%

Public Speaking (Communications)

Resinsmith (Mechanical): The creation of swords, blades, spear points and arrowheads, bows or crossbow, pistols and muskets, and other objects made from resin is usually no small achievement, requiring both great skill and great strength. Incredible patience is needed to first create the molds into which the resin will be poured, layering it for strength, refining its shape through carving, hammering and sharpening once its hardened, attaching it to any wooden stock, hilt or similar add-on (if it can be afforded), and treating it properly to improve durability.
This skill can also be used for altering an existing weapon or for recognizing the quality of another's craftsmanship, both with the same percentage chance of success. To be truly effective at this skill the character should have a P.S. of at least 14 and a P.E. of 15, otherwise he will tire quickly. A failed roll while creating or modifying a item means that it is improperly formed and will be awkward to use and may break easily. Such a weapon is -2 to strike and parry with and has a 1% chance of breaking for every 1% that the skill roll failed by should it strike an unyielding object, such as rock or shield.
The time taken to create or modify an item varies from about 10 minutes for a poor quality spearhead to a few days for a well-tempered and masterfully crafted sword. Requires: Nothing to work with resin, but the Carpentry skill is needed if the character wishes to make bows and crossbows. Base Skill: 35% +5% per level of experience.
Skill Modifiers
-10% to improve an existing weapon's balance for throwing or parrying. +1 to parry or +1 to strike when thrown, depending upon what change the weaponsmith intended.
-10% to improve the sharpness of a blade. +1 to damage.
-25% to improve the damage capability (usually involves additional mass and better balance). +2 to damage.
-25 to forge a weapon of superior quality. If the roll is successful the weapon will be either +1 to strike or +1 to parry. Two rolls can be attempted to get the bonuses to both parry and strike but if either of the two should fail then all additional bonuses are lost and the blade has been fouled and the previously mentioned penalties for such mistakes are applied to it. More than one roll cannot be attempted to get the same bonus more than once.
-35% to forge a weapon of extraordinary quality. If the roll is successful the weapon will be either +2 to strike, +2 to parry or +4 to damage. More than one roll rolls can be attempted to get two or all three of the bonuses but if any of the two should fail then all additional bonuses are lost and the blade has been fouled and the previously mentioned penalties for such mistakes are applied to it. More than one roll cannot be attempted to get the same bonus more than once.
-10% to forge a weapon of one's own design.
-10% if the weapon will have moving parts, such as a trigger or the wheel mechanisms of a modern-style compound bow.
-5% to -15% if crafting a flintlock pistol. Note, a techno-wizard is needed to enchant it.
-15% to -30% for a flintlock musket or shotgun. Note, a techno-wizard is needed to enchant it.
-20% to rush a job. This takes half the time but will more likely result in a flawed weapon.
-5% for mildly intricate items (e.g. joints, simple locks)
-10 to -20% for moderately intricate items (e.g. gears, pistol or musket locks)
-25% or greater for extremely intricate items (e.g. clockwork machining)

Rope Works (Technical)

Seduction (Rogue)

Sign Language (Communications): During a battle it is impossible to verbally pass messages down the line over the din of gunfire, cannon barrages, clashing swords, and the screams of the dying. To compensate, both the armies of Light and Darkness have long since developed a code of hand and flag signals that allows for messages to be relayed even in the thickest of combat. For every 10 words “signed”, the sender of the sign language must roll to successfully transmit his message. Likewise, the interpreter must roll to understand every batch of 10 words. A failed roll means a misunderstanding. Base Skill: 25% +5% per level of experience.

Strategy & Tactics (Military)

Torture Methods (Espionage): This vile skill grants the knowledge of the various methods for pushing a being's pain thresholds for the purpose of gaining information. The techniques used need not only be physical, but may also consist of mental torture as well (in such cases, grant a +10% bonus if the character also has any knowledge of psychology). Base Skill: 35% +5% per level of experience. Add a +10% bonus if the Interrogation Techniques skill is also known and +5% if the torturer is a blood shaman.
If the skill roll is successful the person being tortured must make a saving throw, the number for which is determined by the type of physical torture, or their psychological equivalents, being applied. Add any bonuses to save vs pain (M.E. bonus plus any gained from an O.C.C., R.C.C., spell, etc.).:
Mildly Painful (e.g., punches and slaps): 10
Moderately Painful (e.g., electrical shocks or small incisions): 13
Extremely Painful (e.g., cutting off body parts): 16
These base numbers are modified by the following factors:
Time taken per torture session:
Less than 15 minutes: -2
15 minutes to an hour: -1
1 to 6 hours: +1
6 hours to a day: +2
Each additional day: +1
Physical combined with psychological torture: +1
Each proceeding successful torture attempt: +1 per success.
Each proceeding failed torture attempt: -1 per failure.
Every successful torture attempt (torture succeeds in his skill roll and the victim fails his save vs pain) causes the victim to rise up the following "Information Revealed" thresholds. 1 level is climbed for a successful Mildly Painful torture attempt, 2 for Moderately Painful, 3 for Extremely Painful.
Information Revealed Levels
Level 1: Gives basic information (name, rank, etc.).
Level 3: Gives minor information (information which seems inconsequential to the torture victim).
Level 6: Gives important information (troop movements, mission parameters).
Level 9: Gives classified information (will betray best friend).
Level 12: Brainwashed; is converted to believe whatever the torturer wishes. In addition to reaching this level, at least one week of constant torture is required for brainwashing to take place.

Use & Recognize Poison (Rogue): People with this skill are trained in the use of poisons and toxins of all types. This includes the use and preparations of poison from plants, roots, mushrooms, animals and insect venom, and other deadly substances, as well as antidotes. Types of poisons include ingested (must be eaten), contact (is absorbed through the skin) or blood (enters the bloodstream by cut, wound, or injection). The use of poison can be dangerous. The first percentile number indicates the success ratio of using and administering poison carefully and properly. If the person fails to make his skill roll, there is a 1-30% chance of having inflicted himself (is an antidote handy?). The second number indicates the character’s ability to recognize food, drink or items that have been poisoned. This skill remains fairly uncommon on Wormwood due to a general lack of naturally occurring poisons in such a barren environment. Base Skill: 24%/16% +4% per level of experience. Add +4% if the character also knows holistic medicine. Restrictions: Only characters of an evil or anarchist alignment are at all likely to use poison to inflict bodily harm on others. Also note that many poisons inflict damage and cause ailments and pain, but do not automatically or instantly kill the victim.

Wasser Hand Signals (Communications & Rogue): This language of hand signals is known only to the Wasser and there is not even a single known case where it has been taught to outsiders. So important is this means of communicating to these people that its teaching to all children begins at a very early age, sometimes even before they can speak! Base Skill: 55% + 4% per level of experience.

Wilderness Survival Skill Note: The unpopulated areas of Wormwood are unlike that of any other planet. The Living Planet has no streams, no roots or berries, no game animals, and none of the other resources that a stranded and starving traveler could normally rely upon to feed himself in the wilderness. This skill, if the Game Master so approves, may still be taken in order to represent the character's ability to ration what supplies he does have and to recognize the lay of the land in order to provide him with the best chance of finding nearby food caves. Such use of the skill may seem like a stretch of its intended purpose to some Game Masters and players alike, so it should only be used in such a manner if it is felt to be appropriate.

W.P. Battle Axe (Ancient)

W.P. Black Powder TW Pistol (Modern): This skill includes the knowledge and ability to use both mundane and techno-wizard versions of black powder/flintlock pistols. +2 to strike with an Aimed shot with an additional +1 gained at levels 3, 6, 9, 12 and 15. At 3rd, 6th and 10th levels the weapon takes one less attack/action to reload (to a minimum of 1). A normal, non-magical black powder pistol takes twice as long to reload if the character does not have this W.P.

W.P. Black Powder TW Musket/Rifle (Modern): This skill includes the knowledge and ability to use both mundane and techno-wizard versions of black powder/flintlock rifles and muskets. +2 to strike with an aimed shot with an additional +1 gained at levels 3, 6, 9, 12 and 15. At levels 4 and 9 the weapon takes one less attack to reload (to a minimum of 1). A normal, non-magical black powder musket/rifle takes twice as long to reload if the character does not have this W.P. This W.P. also includes the use of TW black powder shotguns

W.P. Black Powder TW Heavy Weapons (Modern): This skill includes knowledge concerning and the ability to use both mundane and techno-wizard versions of black powder-style heavy weapons like cannons and mortars. +2 to strike with an aimed shot with an additional +1 gained at levels 3, 6, 9, 12 and 15. At levels 5 and 11 the weapon takes one less attack to reload (to a minimum of 2 attacks). See elsewhere for the effects on reloading should the entire or only part of a black powder heavy weapon's crew not have this W.P.

W.P. Bola (Ancient)

W.P. Pole Arm (Ancient)

W.P. Shield (Ancient)

W.P. Siege Weapons (Ancient)

W.P. Sky Rider Hook (Ancient): An understanding and ability to use this difficult weapon. +1 to strike at levels 3, 6, 9 and 12. +2 to entangle at level 1, +1 at levels 4, 8, and 12. +5% to the snare maneuver at levels 2, 5, 9, 12 and 14. Note that Sky Riders automatically get this skill with an additional +1 to strike at level 1.

W.P. Targeting/Missile Weapons

W.P. Whip

Skill Appropriateness
Many skills found in the various sourcebooks may or may not fit into a Wormwood campaign and that is why a clarification is provided here. Appropriate skills are those that are right at home on the Living Planet, Restricted skills may be considered appropriate in the right circumstances and should be given proper thought by the GM before being allowed, and Inappropriate skills should not be taken by Wormwood characters at all for whatever reason.
This list bypasses many of the "Any" entries for O.C.C. skill selections as shown for Wormwood O.C.C.s from the original dimension book. For instance, a Monk with the laser communications skill is allowed according to its skill selections, but does it make sense? In answer to these illogical placements of "Any" entries, the following list should be used as boundaries by which players should restrict their skill selections, even if an "Any" shows up in the O.C.C. description (again, at the GM’s discretion).
The skill list has been compiled from various Rifts® sourcebooks and from Palladium Fantasy RPG® 2nd Edition.

Communications
Appropriate: Cryptography, Performance, Public Speaking
Restricted: Radio: Basic, Sign Language (mainly used among specific secret societies), Radio: Scramblers
Inappropriate: Laser Communications, Optic Systems, Surveillance Systems, TV/Video, Electronic Countermeasures, Radio: Deep Space

Domestic
Appropriate: Cook, Dance, Fishing, Play Musical Instrument, Sewing, Sing.
Inappropriate: Recycling

Electrical
Restricted: Basic Electronics
Inappropriate: Computer Repair, Electrical Engineer, Robot Electronics, Electricity Generation

Espionage
Appropriate: Detect Ambush, Detect Concealment, Disguise, Escape Artist, Forgery, Intelligence, Pick Locks, Pick Pockets, Tracking, Wilderness, Survival, Imitate Voices/Impersonation, Interrogation Techniques
Restricted: Sniper

Mechanical
Restricted: Automotive Mechanics, Basic Mechanics, Locksmith
Inappropriate: Aircraft Mechanics, Mechanical Engineer, Robot Mechanics, Weapons Engineer, Field Armorer, Sub Vehicle Mechanics, Bioware Mechanics, Drive Repair: All, Satellite Systems, Spaceship Mechanics

Medical
Appropriate: First Aid, Animal Husbandry
Restricted: Brewing, Surgery/Medical Doctor, Paramedic
Inappropriate: Criminal Sciences & Forensics, Holistic Medicine,, Medical Doctor, M.D. in Cybernetics, Pathology, Field Surgery,, Sea Holistic Medicine, Entomological Medicine, Juicer Technology, Doctor of Veterinary Medicine

Military
Appropriate: Camouflage, Trap Construction, Trap/Mine Detection, Heraldry, Strategy & Tactics
Restricted: Military Etiquette, Military Fortification, Recognize Weapon Quality
Inappropriate: Demolitions, Demolitions Disposal, Armorer, Find Contraband, Weapons & Cybernetics, Nuclear, Biological and Chemical Warfare, Parachuting, Underwater Demolitions, Defense Systems, Ship-to-Ship Combat, Ship Combat: Basic and Advanced, Vac Suit

Physical
Appropriate: ALL Common Hand to Hand Skills, Athletics, Body Building, Boxing, Climbing, Gymnastics, Prowl, Running, Wrestling, Forced March
Restricted: Acrobatics, Juggling
Inappropriate: Hand to Hand: Commando, Swimming, S.C.U.B.A. Combat: Zero-g and Gravity, Movement: Zero-g, Oxygen Conservation, Vacuum Survival, Deadball, Juicer Football, Murderthon

Spatial (Mutants in Orbit)
All are inappropriate

Pilot
Appropriate: Horsemanship: General, Horsemanship: Exotic Animals, Motorcycle
Restricted: Automobile, Horsemanship - Specific Types, Hover Craft, Hovercycle, Truck
Inappropriate: Airplane, Boat: All, Helicopter, Jet Aircraft, Jet Fighter, Jet Pack, All Robot and Power Armor Skills, Tanks & APC, Advanced Deep Sea Diving, Submersibles, Water Skiing and Surfing, Water Scooters, Pilot Yacht, Combat Pod, Flight System Combat, Jump Bike Combat, EVA, Contragravity Pak, Space Fighter, Small Spacecraft, Starship, AntiGrav Suit, Scout Class Spacecraft, Cruiser Class Spacecraft, Explorer Class Spacecraft

Pilot Related
Appropriate: Navigation,
Inappropriate: Radar/Sonar Operation, Read Sensory Instruments, Weapon Systems, Interplanetary Navigation, Orbital Navigation, Navigation: Space, Stellar Navigation, Terrestrial Navigation, Vac Suit

Rogue
Appropriate: Concealment, Palming, Pick Locks, Pick Pockets, Prowl, Streetwise, Cardsharp, Seduction, Ventriloquism, Gambling (Standard), Gambling (Dirty Tricks)
Restricted: Streetwise: Drugs, Locate Secret Compartments, Use & Recognize Poison
Inappropriate: Computer Hacking, Find Contraband, Weapons & Cybernetics, Safecracking

Science
Appropriate: Astronomy, Basic Mathematics, Advanced Mathematics, Astrologer
Restricted: Anthropology, Biology, Chemistry, Psychology
Inappropriate: Archaeology, Astrophysics, Botany, Chemistry: Analytical, Geology, Marine Biology, Ocean Geographic Surveying, Oxygen Systems, Physics, Undersea Farming

Technical
Appropriate: Art, Language, Literacy (though most people are illiterate), Lore: D-Bee, Lore: Demons & Monsters, Lore: Magic, General Repair/Maintenance, Lore: Religion, History
Restricted: Lore: Psychic, Photography, Writing, Lore: Cattle/Animals, Law, Masonry, Rope Works
Inappropriate: Computer Operation, Computer Programming, Lore: Faerie, Breed Dogs,, Prospecting, History of the West, Lore: Indians, Advanced Fishing, Undersea Salvage, Artificial Intelligence, Cyberjacking, Contacts, Lore: Juicer, Law: CCW, Lore: Galactic/Alien, Legal, Gemology

Weapon Proficiencies
Appropriate: Archery & Targeting, Blunt, Chain, Knife, Sword, Bola, Shotgun, Battle Axe, Pole Arm, Grappling Hook, Shield, Seige Weaponry, Lance (Templars, Hospitallers and Knights ONLY)
Restricted: Automatic Pistol, Auto & Semiautomatic Rifles, Energy Pistol, Energy Rifle, Heavy Energy & Rail Guns, Heavy Weapons, Revolver, Sub-machinegun, Whip, Trident
Inappropriate: Sharpshooting Specialty, Harpoon Gun, Torpedo, Deadball

Wilderness
Appropriate: Land Navigation, Skin and Prepare Animal Hides, Track Animals, Trap Construction, Trap/Mine Detection
Restricted: Boat Building (land variety only), Carpentry, Hunting, Preserve Food
Inappropriate: Identify Plants, Track and Hunt Sea Animals, Undersea & Sea Survival, Underwater Navigation

Cowboy
Appropriate: Breaking/Taming Wild Horses, Roping, Trick Riding, Horsemanship: Exotic
Restricted: Lore Cattle/Animals, Herding Cattle, Whittling & Sculpting, Branding
Inappropriate: Horsemanship: Cowboy, Lore: Indians
Steven "Conan" Trustrum

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Steve Conan Trustrum
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Wormwood and O.C.C.s/R.C.C.s From Other Dimensions
Wormwood certainly has its fair share of original and unique O.C.C.s and R.C.C.s, but many creatures of occupations that may be found on other worlds as well also populate the Living Planet. Some of these O.C.C. and R.C.C.s, despite seeing print in another, non-Wormwood related book, are as indigenous and natural to Wormwood as are the Hospitallers, Musketeers or any similar, Wormwood specific O.C.C. Still other O.C.C.s, while not native to the dimension, may be found upon Wormwood in numbers that are significant to warrant mentioning here.
Of the latter, the reasons why such beings have come to Wormwood will vary as much as do the creatures themselves. Some may have flocked to the Living Planet in order to participate in the epic battle between good and evil that is raging there, yet others may simply have found its environment appealing to them, and still others may have no other reason than they had nothing better to do. Whatever their purpose for coming, these world-hopping beings have become a recognized fixture in the world known as Wormwood.

Indigenous/Common O.C.C.s/R.C.C.s
The following are just some of the O.C.C.s that, although they are to be found in other books, are possible occupations for Wormwood natives who do not wish to follow the path of the O.C.C.s found in either of the Wormwood dimension books. These O.C.C.s are native to Wormwood and are not "imported" from other dimensions.

Knight O.C.C. (Rifts England™): These men and women are either failed aspirants to the Orders of the Temple or Hospital, or individuals whose own sense of modesty begged them to join one of the secular orders instead of the dogmatic knighthoods of the Cathedral.
Changes: Alter the language skill to American, change S.D.C. to M.D.C. and has 4D6 P.P.E.
Weapons & Armor: Typically a medium or heavy suit, most commonly scale, banded or plate, with a shield. The knight will be armed with one or two TW black powder pistols, a TW black powder rifle (usually a carbine), a spear or possibly even an energy lance, and a sword or axe (depending upon preference). The character is also likely to have 1 to 4 other weapons, one of which may be magical at the GM’s discretion.
Vehicle: Robot and cybernetic steeds or motorcycles are the most popular but real animals are also common.

Shifter O.C.C.: Shifters are viewed with a mix of conflicting, extreme emotions and so they must tread lightly. On one hand shifters are seen as the salvation of mankind because they can open rifts to planets like Earth where much needed items are to be gained and on the other they are mankind's doom and the harbingers of the demon Host that now assails the planet.

Techno-Wizard O.C.C.: Held in the highest regard possible for a spell caster whose abilities are not tied to Wormwood itself, techno-wizards are the smiths and cobblers that keep the human war machine running. Techno-wizards are also responsible for many items that fill the role that technology also fills on other worlds (labor saving devices, transportation, tools, etc.), thus granting them great power through the necessity of their position.
Changes: Gains Resinsmith (+15%), Field Armorer (+5%) and General Repair/Maintenance (+5%), and loses Computer Operation, Computer Programming, and Computer Repair.

Temporal Warrior and Temporal Wizard O.C.C.s (Rifts England™): Seen as men and women who have let themselves be tainted by the influences of the dark (because of their Temporal Raider teachers), they are often stigmatized and treated no better than common mercenaries.

Vagabond O.C.C.: Filling many of the roles that will suited for any other niche - such as the few educated peasants, peddlers, scholars (for Wormwood society, anyway), and so on - these men and women are not quite your typical commoners nor are they exactly a fair representation of any other particular social status. For the vagabond, what you are in the world is truly what you choose to make of it.
Peasant Skill Restrictions: GMs should strictly enforce the skill restrictions presented earlier, perhaps even more so, if intending to use the vagabond to represent the common peasant.

Wilderness Scout O.C.C.: Acting as guides, hunters, nomads, hermits, etc., the wilderness scout fills much the same niche as it does on other worlds. Many of the barren nomads are wilderness scouts.

Common Alien O.C.C.s/R.C.C.s
The following O.C.C.s are those which are not possible for natives to take but might have a role to play on Wormwood. Others may also be found but they are rarely seen or keep to a particular area.

Ley Line Walker O.C.C.: Powerful men of magic (though hampered on Wormwood, a world with no ley lines) that are invaluable due to their mystical knowledge and ability.

Cyber-Knights O.C.C.: Seen as kin by the knightly orders, these rare visitors are granted great respect whenever recognized. It should be noted, however, that some of the more vain among the Cathedral’s knights, Templars especially, actually envy the cyber-knights and will treat them with cool politeness and submerged hostility.

Temporal Raider R.C.C. (Rifts England™): Viewed with great suspicion because of their appearance and because many of them are aligned with the Host. A few Temporal Raiders that have proven their allegiance, or at least usefulness, to the Light have been accepted (grudgingly).

Body Fixers O.C.C.: God sent would be the words that would best describe this O.C.C. When these rare visitors are on Wormwood, their advanced medical knowledge, hampered though it is by a lack of equipment and facilities, is found to be much in need.

Rogue Scholar and Scientist O.C.C.s: Men and women as educated as these two O.C.C.s are very rare sights on the low-tech world of Wormwood and so they are often asked to speak and to teach. Some scholars and scientists that have been brought to the Living Planet and decided to make it their home are responsible for bringing such things as Wormwood's agricultural and irrigation knowledge up to its current state.

Operator O.C.C.: The only thing more uncommon on Wormwood than high-technology are people that can fix it. As a result, a skilled operator can essentially write his own ticket, trading his skills to those who desperately need it.

Any Dragon R.C.C.: There are no dragons indigenous to Wormwood (althuogh see the Wyrm R.C.C. elsewhere) but several have been attracted to it through the ages. Some have come for the refuge to be found in the great tracts of unpopulated lands or for the thrill of the great battles raging across the planet. Some openly operate in their natural state while others choose to hide among the humans. No matter their reasons for coming to Wormwood, all dragons agree it is a dangerous, hostile, and extremely interesting world.

Conjurer O.C.C. (Federation of Magic™): Though fairly rare on Wormwood, what conjurers that may be found are much sought after. With talents seemingly tailored for such a low-tech world like Wormwood, the powers of the Conjurer are ideal and highly appealing to the forces of Light and Darkness.

The Corrupt O.C.C. (Federation of Magic™): Even the evil might of the Host is incapable of granting the power that is needed to create one of these despised creatures. However, several have been encountered within the past few centuries, an inevitable conclusion on a world where evil is so manifest, no matter what form it chooses to take.

Mystic Knights (Federation of Magic™): A small company (estimates vary from 20 to 50) of these vile mercenaries has taken up residence in Worldgate. From this staging point the Mystic Knights have taken to selling their services to whichever side of the war is capable of affording them. While even the corrupt elements within the Cathedral areloath to use such villains openly, they have resorted to hiring these warriors on several occasions when their particular moral ambiguity and talents were particularly well suited. Of course, it would not do if the public were to learn of the Cathedral using such mercenaries, so all such instances are kept classified and internalized by the upper echelons of the priesthood. It is also believed that the Inquisition has found many uses for this company of Mystic Knights.

Previously Published Wormwood O.C.C. Updates
The Wormwood™ Dimension Book was the first of its kind, and as such was limited to the source material and game system of its time, most of which has since been updated. With the additions of new skills and skill categories in later books, such as the military skills from Coalition War Campaign™ or the cowboy skill category from New West™, the knowledge available to Wormwood’s O.C.C.s must likewise be brought up to date.
For example, noe of the O.C.C.s in the Wormwood™ Dimension Book may select a Military skill This is because at the time of Wormwood's publishing the two demolitions skills were the only military skills available and neither is appropriate for a Wormwood campaign. With the introduction of new and appropriate skills into the Military skill category, the limitations presented in Dimension Book One no longer make much sense. And while an apok may now take "Any" military skill thanks to the update (as opposed to "None", as in Dimension Book One), these skill selections should be limited to those listed as appropriate for Wormwood. For instance, the demolitions and demolitions disposal skills, the original reason why the apok was not allowed to take any skills from this category, would remain wholly inappropriate for this O.C.C.
Some O.C.C.s also gain some new skills for free as a part of their O.C.C. package because that skill is so ideally suited to them. Similarly, some of the skills originally presented in the various O.C.C. packages might be altered to reflect changes brought about by the many updates to the Rifts® system. For instance, all Priests of Light get the Lore: Religion skill at no cost and their unique Lore: Wormwood skill becomes the generally available skill but with a bonus.

The Forces of Light

Priest of Light O.C.C. (update)
Gains: Lore: Religion (+15%), Lore: Wormwood (+10%)
Changes: Can opt for Language: Baebel (+20%) instead of Demongogian
Military Skill Category: Heraldry only

Apok O.C.C. (update)
Gains: Lore: Wormwood (+5%)
Military Skill Category: Any (+10%)
Cowboy Skill Category: Any

Monk O.C.C. (update)
Gains: Lore: Wormwood (no bonus)
Changes: Can opt for Language: Baebel (+20%) instead of Demongogian
Medical Skill Category: Animal Husbandry
Military Skill Category: Camouflage, Trap/Mine Detection, and Heraldry only
Cowboy Skill Category: Whittling and Sculpting only
Bonuses: +1 to Perception

Wormspeaker O.C.C. (update)
Gains: Lore: Wormwood (+20%), Language: American (98%)
Medical Skill Category: Animal Husbandry
Military Skill Category: Any (-5%)
Cowboy Skill Category: Any (-5%)
Bonuses: +2 to Perception

Symbiotic Warrior O.C.C. (update)
Medical Skill Category: Animal Husbandry
Military Skill Category: Any (+5%)
Rogue Skill Category: Cardsharp, Seduction, Gambling (standard), Gambling (dirty tricks) only
Cowboy Skill Category: Any (+5%)
Holy Terrors R.C.C. (update)
Military Skill Category: Any
Rogue Skill Category: Any except for Gambling (both types), Cardsharp and Seduction
Changes when 20 feet (6 m) tall: +25% to M.D.C., P.S. becomes a supernatural 60, +2 to strike and parry, speed is doubled, -4 to dodge, -4 to P.P.
Damage when 20 feet (6 m) tall (M.D.): Restrained Punch 1D6, 1D6x10 (+12 from claws), Power Punch 2D6x10, Judo Style Body Throw 3D6.

Freelancer O.C.C. (update)
Medical Skill Category: Animal Husbandry
Military Skill Category: Any (+5%)
Cowboy Skill Category: Any (+10%).
Note: The amount of P.P.E.for this O.C.C. was mistakenly left out of the original Wormwood book and should be 5D6, plus 1D4 per additional level of experience.

Special Freelancer’s Weapons or Abilities Table B
01-50% Roll on the original table, Wormwood page 68
51-00% Roll on the following table

01-14% Prowess with flintlock TW firearms. When using one of these weapons, whether it is a pistol or rifle, but not cannons or mortars, the freelancer has an added +1 to initiative, +2 to strike and gains an additional attack/action per melee. With other types of pistols and rifles the character only gains an additional +1 strike with no other additional benefits.
15-28% Widespread contacts. He has a friend in every city and knows a person who knows someone in every bar, tavern, dive and underground guild on Wormwood. The character is so well connected that he gains the Streetwise skill for free with an astounding +40% bonus. Additionally, the GM should be generous with the contacts that this character has already acquired in his background, if not personally then as the friend of a friend of a friend (etc.). Lastly, any time the character fails his initial streetwise skill roll he is allowed a second try to make it.
29-42% Magic resistance. For whatever reason the character is particularly resistant to the effects of magic and prayers of communion. Gains an additional +4 to save against all types of magic but must make a saving throw against beneficial magic even if he wants it to work; thankfully, the bonus to save is half normal in the latter case. The character must also fail a save versus ritual magic in order for a symbiote to bond with him.
43-55% Special Vehicle/Mount: The freelancer starts with an impressive mount or vehicle. This could be anything from a tweaked-out TW motorcycle to a cybernetic horse or Battlewagon parasite, depending upon how generous the GM is feeling. The vehicle or mount should be fairly above and beyond the quality of anything else being used by the other character’s in the group.
56-69% Prowess with melee weapons. When using a melee weapon of any type the freelancer gains an additional +1 to all combat rolls whether or not he has the appropriate W.P. Also, the character chooses one melee W.P. to specialize with and whenever using a weapon of that type he gains an additional +2 to combat rolls instead of the +1 bonus as well as an extra melee attack/action. Lastly, if the melee weapon is of the one-handed variety then the freelancer automatically gets the Paired Weapons ability with this specialization.
70-83% Minor Spell Knowledge. The character has managed to pick up some minor magical ability somewhere. +3D6 P.P.E. Starts with two level one and one level two spells. At levels 3, 7, 11 and 15 the character may select a new spell which is at least half the level of the character’s experience, with a minimum of one. New spells may also be learned by the traditional means but costs a permanent loss of P.P.E. equal to 10% of the P.P.E. required to cast the spell, with a minimum permanent loss of 1 P.P.E.
84-95% Affinity with Parasites. For some reason the character gets along with parasites naturally, even those that have been corrupted by Krikton. Any parasite must save versus magic to attempt to attack the character using the freelancer’s M.E. attribute bonus (if any) as a penalty; corrupt parasites gain a +2 bonus to their roll and all parasites are +4 if the freelancer is attacking them. The freelancer also gets the Ride Giant Parasites prayer for free and may use it with no P.P.E. cost whatsoever.
96-00% Gains Two Abilities. Re-roll twice total using Tables A and/or B. Ignore all further rolls of 96 or higher on Table B.

Knight of the Order of the Temple O.C.C. (update)
Gains: Heraldry(+10%)
Changes: Horsemanship becomes Horsemanship: Templar (no bonus)
Military Skill Category: Any (+5%)
Rogue Skill Category: Seduction only (+10%)

Knight of the Order of the Hospital O.C.C. (update)
Gains: Heraldry (+5%)
Changes: Horsemanship becomes Horsemanship: Hospitaller (no bonus)
Military Skill Category: Any (+5%)
Rogue Skill Category: Streetwise, Palming, Concealment, Gambling (standard) and Seduction only
Cowboy Skill Category: Any (+5%)

The Forces of Darkness

Air Fish R.C.C. (update)
Bonuses: Perception +2

Dark Priest NPC O.C.C. (update)
Military Skill Category: Any

Demon Goblin R.C.C. (update)
Gains: Camouflage (+5%)
Bonuses: Perception +1

Demon Hound - Animal
Bonuses: Perception +3

Demon Hound Rider R.C.C. (update)
Changes: Horsemanship: Demon Hound becomes Horsemanship: Exotic (+26% and +10% with feathered serpents)
Military Skill Category: Any
Cowboy Skill Category: Any (+10%)
Bonuses: Perception +1
Body armor is updated.

Ram-Rat R.C.C. (update)
Gains: One appropriate Military skill of choice.
Body armor is updated.

Shade R.C.C. (update)
Gains: Two appropriate Military skills of choice
Body armor is updated.

Sky Rider R.C.C. (update)
Gains: Trick Riding, W.P. Sky Rider Hook (do not forget the Sky Rider's additional +1 bonus at level 1).
Changes: Horsemanship: Skelter Bat & Feathered Serpent becomes Horsemanship: Exotic (+26% with the formerly specified beasts and +18% with other flying creatures)
Steven "Conan" Trustrum

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