The following is a list of new skills for the Palladium RPG system that are being introduces with TIW. All new skills listed below can be included under one of the older skill categories used in the Robotech and Sentinels role-playing games (as well as any other Palladium RPG). The skill category is listed in italics immediately after the skill name. No conversion of characters is necessary before they can learn any of the skills below; any character that can learn skills from the appropriate category can learn these new skills. Any O.C.C. bonuses applicable are also valid for these skills.
CONTENTS:
NOTE: New skills may be added to this list at a later date.
Optional Guidelines for Fatal Injury Treatment: In the violent world of the Third Invid War, unarmored humans are at an extreme disadvantage. Once a person's mecha and body armor are destroyed, a single M.D. blast will usually obliterate him/her. These guidelines are provided to give characters a chance, however slight, to survive a blast that would normally evaporate the character. If the GM agrees, the character can survive a mega-damage intensity wound if a trained medic makes a successful field surgery skill roll.
Unless the attacker made a called shot or rolled an unmodified 19 or higher, the character has the chance to live. The basic idea is that the M.D. blast was partially absorbed by nearby cover or merely sheared off a limb (GMs, use your imagination). Within 1D4 melee rounds after the character's being hit, a medic character must attend to his/her injuries. If the medic makes a successful skill roll, the character is incapacitated but survives the attack, though just barely (reduce S.D.C. to zero and hit points are at 1D6 above zero). A failed roll means the injured character was beyond saving and dies an instant later.
Note that even if the surgery is successful and the victim survives, he/she is by no means out of danger. The person will be in shock, crippled, and will most likely require additional extensive surgery and a long recovery period before s/he is able to adventure again, both of which are nearly impossible to find in the post-holocaust world of TIW. Just keeping the character alive and transporting him/her to adequate medical help may be an entire adventure in itself. Even afterwards, the character may have lasting side-effects such as insanity or pemanenet physical crippling/disfigurement (GM's option).
(This skill originally appeared in Rifts World Book 11: Coalition War Campaign)
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Last Updated: Friday, 18-Jan-08 02:59:13 PST |