House Rules: Skills

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House Rules: Skills

Postby Dark Lord » Wed Sep 12, 2007 3:19 pm

1) If your OCC does not provide additional secondary skills as you level, use the guidelines from the Rifts house rules: Two additional at levels 3, 6, 9, and 12.

2) Add the per-level skill bonus to a skill percentage starting at level 1, as opposed to level 2 like the book says. In other words, a character who selects the Prowl skill, and receives no OCC, IQ, or other bonuses to it, will start at 30% proficiency at level 1, 35% at level 2, etc. I think this is both easier on the player and more realistic.

3) Skill contests are to be resolved as follows: The two characters involved roll versus their respective skills. If both fail, reroll. If at least one succeeds, compare the degrees of success by subtracting the actual roll from the skill proficiency. Whoever succeeds by more (after the GM applies any appropriate modifiers of course) wins. Example: Say player A rolls a 32 vs. a 98% skill; and player B rolls a 03 vs. a 72% skill. Player A succeeds by 68, player B by 69. B wins, despite having an overall lower skill percentage.
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Learning Skills In-Game

Postby Dark Lord » Tue May 27, 2008 9:40 am

(Thanks to Cyber-Maestro for a big assist with this one)

Rogue Scholars and similar professional teachers simply use the rules presented under the Rogue Scholar OCC for determining how long it takes to teach someone a skill. It is 100% up to the GM whether another character counts as a professional teacher- but the answer in 99.9% of cases is going to be 'no'.

Any other character can teach a skill, but it is a far more exhausting process. If the characters can devote large amounts of time to teaching/studying (12 hours per day MINIMUM), then a new skill can be learned in three weeks. Anything less than 12 hours a day takes double the time, six weeks.

Note that EP-purchased skills are ineligible to be taught this way.
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Zero-Gravity Movement/Combat Skills [REPOST]

Postby Dark Lord » Wed Jun 25, 2008 8:29 am

Although only one of these skills is presented in the Phase World book, there are a total of three skills affecting movement/combat in Zero-G (you can find them in the GM's guide).

Zero-G Movement and Combat, as presented in Phase World, will allow one to fight and move in Zero-Gs without penalty. The skill percentage is your PP multiplied just like it says in the book- if this means you have a skill over 100%, record it by all means. You will roll against this percentage when attempting a tricky maneuver in Zero-G (with penalties as decided by yours truly, of course. :twisted: )

The two Zero-G combat skills, provide the bonuses listed under that skill description. They do not have a skill percentage, they merely provide combat bonuses when fighting in a Zero-G environment. Note that most ships in the Three Galaixes (including the ones PCs will start with) have artificial gravity.
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Fencing

Postby Dark Lord » Mon Oct 20, 2008 2:29 pm

The +1d6 damage from the fencing skill applies to SDC or MDC weapons.

Non-swordspeople can opt to select a similar skill for their favorite non-sword weapons. Bonuses, etc. all the same; must get prior GM approval.
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Knowledge Upload

Postby Dark Lord » Tue Dec 23, 2008 12:44 pm

The knowledge upload procedure is available on Center. All details are as per the house rules posted on EU here, with the following exceptions:

1) The price is reduced to 750,000 credits per skill, to allow for the vast differential between the economies of Rifts Earth and Phase World. This sum will also include the cost for the operation (i.e. the 5,000 credit fee). Note, however, that if your character needs a headjack implanted in order to receive this procedure that will be treated as a separate purchase/surgical operation.
2) The XP cost is waived for artificial intelligences generated as per sourcebook one. Basically, if your robot gets memory slots that can be filled with skills that do not increase over time, you will not have to pay the XP cost. Machine people, cyborgs, and similar individuals who can learn normally (and increase their skill proficiency as they level up) will experience 'Brain Drain' as normal.
3) Only species who are explicitly allowed to get cybernetic implants are eligible for this procedure.

I will leave it up individual GM discretion as to whether or not this procedure will be available outside of Center. However, for those seeking knowledge uploads off-world, the minimum price will be 1,000,000 credits. GMs are also encouraged to come up with interesting side-effects, especially if the upload is being done on some sort of backwater world.

Otherwise, use the guidelines as posted on EU.
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Skills Gained Via Mind Bond [DRAFT]

Postby Dark Lord » Fri Nov 23, 2012 11:58 am

The mind bond super psionic power allows for bonding psychics to make notes on what they learn. Therefore, it is theoretically possible to a psychic to transcribe skill knowledge gained from a bond and, theoretically, gain it permanently (especially if the total recall psychic power is also used). Unfortunately, there isn't much in the rules governing this sort of thing, so I am setting down this tentative house rule to address the subject. We'll see how it plays out, and if necessary I'll adjust this going forward.

Rules for note-taking mind bonded skills and other knowledge

1) Usable notes can only be taken during the 3-12 hour interval during which the psychic has perfect recollection of the bonded knowledge. They still have a 15% chance of recalling a specific item for one month afterwards, but such patchwork knowledge cannot be used to generate usable notes on anything beyond very basic information (i.e. a rudimentary biographical sketch).

2) Spell knowledge can be (temporarily) gained via a mind bond. If the bonding psychic also already knows how to cast spells, any spells so gained are cast at their level, as opposed to the victim's. Writing complete notes on an incantation takes the same amount of time as learning the spell from a spell book, one day per level of the spell. Unlike with skills, partially-transcribed spell knowledge is useless. This means that, for all practical purposes, spell knowledge cannot be transferred to notes from a mind bond unless the psychic in question repeatedly bonds the same individual. Even then, it would take one day per spell level to transcribe the spell knowledge, and another day per level to 'learn it back', meaning this approach offers no advantage over traditional tutoring. However, if the psychic repeatedly mind bonds with another spellcaster, such that they never lose the perfect knowledge of the spell they want, they can effectively teach themselves the spell (total time of one day per spell level, plus however long the multiple mind bonds take).

3) For notes on skill knowledge, I'm going to be a little more lenient, with the tradeoff being that penalties to skills learned this way are imposed. Skill notes can only be used by the psychic who wrote them, and skills gained in this way do not increase with the psychic's level of experience. If a skill learned this way is later selected as an OCC/RCC related, or secondary, skill by the psychic, a one-time bonus of +10% is applied to the skill in question.

It takes 12 hours to generate notes on a skill such that the skill percentage 'learned' is the same as that acquired from the mind bond. If less than 12 hours is spent on notes for said skill, a multiplier is applied proportional to the fraction of 12 hours spent on note-taking.

Example wrote:Zippy the psychic mind bonds an enemy solider, and decides that he wants to pick up the soldier's knowledge of prowl. The soldier knows prowl at 60% proficiency at the time of the mind bond. If Zippy spends 6 hours writing notes, then studying those notes later gives him an effective prowl skill fixed at 30%.


If the psychic has the total recall power, then their notes can be studied in 1/2 the time it took to write them. If not, then it takes the psychic 4x his writing time to commit everything he wrote to memory.

Example wrote:Zippy has total recall, so it will only take him three hours of study to get his prowl skill. If he did not, it would take him 24 hours of study.


If the psychic wants to transcribe multiple skills, they will need to allocate their time accordingly.

Example wrote:Zippy decides he wants both prowl and the espionage skill intelligence, which his bonding victim has at 50%. He'll spend a total of 10 hours taking notes on both, allocating 6 hours for prowl and 4 for intelligence. Once that his done, and he has spent the appropriate amount of time studying his notes, he gets a prowl skill of 30% and an intelligence skill of 16%.


Round down all fractions. GMs are encouraged to liberally apply the insanity table, and/or other side effects, in the event of repeated mind bondings of the same target. Bonuses from physical skills, strike bonuses from WPs, and the like can never be learned in this way. Such advantages come from practice and training, not a book. Basically, if a skill doesn't have a percentage associated with it, then notes on the subject won't be terribly useful.
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Re: House Rules: Skills

Postby Dark Lord » Wed Apr 03, 2019 1:18 pm

Advanced training programs from Heroes of Humanity (and as outlined here) are not available on Phase World. They may be handed out as special, one-time rewards by the GM on special occasions.
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