New Wormwood Skills and how to use other skills in Wormwood
Posted: Mon Jun 14, 2004 10:12 pm
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
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