Physical Skills


One of the advantages of this skill category is the opportunity for the player to increase his character's physical attributes through certain skills.
Acrobatics: Aerial feats of agility and strength, such as walking a tightrope, high wire, trapeze, and stunts performed above ground. Other physical abilities include rolls, somersaults, leaps, and falls. Provides all of the following:

Aerobics: Basic, aerobic exercise. This may be actual "Aerobics" in a gym, or it may be home training with a jump rope that gives a character this skill. Either way, the benefits are the same: enhanced health and fitness, and an improved figure.

Rifter #7

Anticipation: This is a talent learned by many Karate point fighters. The idea is to hold back and wait for the opponent to strike, then "out-speed" him and strike before his blow lands. Literally, you anticipate the blow and strike first. Unfortunately, a lot of the technique and power is lost when this method is employed. This is the classic boxing skill of jabbing to the face to throw the opponent off, or the Bruce Lee classic one-inch punch "way of the intercepting fist". If the character with this skill declares a simultaneous attack in melee combat, he may negate his opponent's attack if he successfully strikes. That is, his opponent's attack doesn't count at all! The strike must be a punch, snap kick, or a simple weapon thrust. Also, there is no time to apply any power to the strike, so PS damage bonuses do not apply. If two characters with this skill fight, it cancels out, and combat occurs normally. In learning this skill, the character has probably taken a bit of a beating, add +1D4 to SDC.
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Athletics: Training in, and enjoyment of, vigorous exertion for competitive sports, exercises, and contests of strength, endurance, and agility. Provides the following:

Baseball: There are three different kinds of bonuses in baseball, so players should select either Pitcher, Batter, or Base Player/Fielder. Taking a skill in baseball more than once allows a player to be more of an all-around player, and allows for another bonus. The maximum times a character can take the baseball skill is three times, in which case the character would be a talented pitcher, batter, and base player/fielder. Base Skill: 60% + 4% per level.
Pitcher: +2 to pitch/throw at 1st level, and an additional +1 at levels 3, 6, 9, 12, and 15. The pitcher's best attribute is usually PP, but PS and Spd are also important. The PP bonus counts towards hitting/striking a target (or zone) with a ball (or other thrown ball-like object). Can throw 20% farther than most ordinary folks.
Batter: +1 to bat at 1st level, and an additional +1 at levels 3, 6, 8, 10, 12, and 14. The batter's best attribute is usually PS, although some batters rely more on PP. Depending on their other attributes, great batters are either catchers or fielders. Catchers are often slower, older, but definitely wiser players, with a good mix of PP and PS. Also includes a "WP: Baseball Bat", and is +3 to strike and parry with a baseball bat. It does 2d4+2 damage plus any PS bonus.
Base Players & Fielders: +1 to catch at level 1, and gets an additional +1 to catch at levels 2, 4, 5, 7, 8, 10, 12, and 14. Base players need PP more than anything, while fieldes tend to be faster, with a higher Spd. Any PP bonus counts towards catching.
After the Bomb

Body Building & Weight Lifting: The building of muscle tone and body strength through weight lifting and exercise. Provides the following:

Boxing: The classic art of fighting with fists. Training helps build the body and reflexes. Skilled boxers will automatically knock out an opponent on a roll of a natural twenty. Unlike normal knockout/stun, the player does not have to announce that he is trying to knockout his opponent before making a roll to strike. If a character has chosen Pro Boxing/Pugilism as his H2H skill, he cannot select this skill. The following bonuses are provided:

Climbing: Knowledge of the tools and techniques for climbing up sheer surfaces. Players should roll once for every 20 feet of a vertical climb. Two consecutive failed rolls means the character falls. Base Skill: 40% + 5% per level of experience.

Rappelling is a specialized rope climbing skill used in descending from helicopters, scaling walls, and cliff faces. For game purposes, rappelling will include ascending and descending climbs. Base Skill: 30% + 5% per level of experience.

Deadball: This sports skill concentrates on dodging techniques, reaction speed, and general athletic abilities. A character with this skill automatically has WP: Deadball, and knows the game rules. Provides the following:

Juicer Uprising

Depressurization Training:

Mutants in Orbit

Dieting: Yes, this is a physical skill. To improve one's body, one must eat correctly. Many martial artists come to realize that they owe it to their bodies to eat correctly to maintain top form.

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Fencing: The ancient arts of melee combat as learned from fencing teachers. this includes not only Olympic-style fencing with foil, epee, or saber, but also a form of Kendo and other blade weapons. Adds a bonus of +1 to strike and parry when combines with the WP: Sword skill.
After the Bomb

Forced March: Practiced training in uniform marching with a full field pack and weapons. The marching is done at an even pace and rhythm that enables the marchers to cover great distances on foot at a faster than normal pace. Increase the normal physical endurance rate as to how long an activity like marching can be maintained by five times; applicable only to forced marches/travelling. Maximum speed on a forced march is roughly 60% of one's speed attribute and enables a large group of dozens to hundreds of soldiers tot ravel at the same consistent pace; suitable for everybody in the group (never less than a speed of 8). Likewise, this skill trains soldiers to make coordinated charges and maneuvers.
Palladium Fantasy RPG

Gymnastics: Learning to do falls, rolls, tumbles, cartwheels, somersaults, and to work the parallel bars and rings. This sport builds great upper body strength, grace, and balance. Provides all the following:

Juggling: The ability to toss "up" a number of objects, such as balls, clubs, knives, lit torches, and almost any small objects, and keep them continuously in the air with fast hand movements. It is used for the entertainment of others and to develop greater hand-eye coordination. Provides a +1 on initiative. Base Skill: 35% + 5% per level of experience.
Palladium Fantasy RPG

Juicer Football: This sport skill teaches the character the rules of the game, basic tactics, and combat elements. A character with Juicer Football can use this skill for most of the game's maneuvers, including throws and passes. Base Skill: 32% + 4% per level of experience. Also adds the following bonuses:

Juicer Uprising

Kick Boxing: A slimmed-down version of the Hand to Hand combat skill. Characters with the Hand to Hand skill of Kick Boxing may not take this skill. Usually, a character with this skill has studied kick boxing for several months to a year to supplement their martial arts regime. Adds the following bonuses:

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Mountaineering: The skill of climbing natural rock formations such as mountains or cliffs. Mountaineering is a separate skill from climb/scale walls since different equipment and techniques are used. The character is proficient in the use of crampons, pitons, and techniques such as rappelling, belaying, etc. Rope Works and Climb each add a +5% to this skill. A roll must be made for every 20 feet climbed or rappelled, a failure means the character has lost his footing, and may plummet if he fails the next roll. Base Skill: 25% + 5% per level of experience.

Murderthon: Another sports skill usually reserved for Juicers, Crazies, and other enhanced humans/D-Bees. It teaches the character the basic rules and combat maneuvers of the game, plus the following bonuses:

Juicer Uprising

Oxygen Conservation: Base Skill: 30% + 5% per level of experience.
Mutants in Orbit

Plyometrics: Must be taken as a starting skill, as the skill represents four years of plyometrics training. This is the science of developing speed within muscles. It involves short bursts of using muscles in explosive repetitions against set resistances. For example, doing push-ups in which the trainee claps between each one, or sprinting and stopping as fast as possible over a distance of only 3-4 meters. This encourages the muscles to become quicker and more powerful -- very useful for a dedicated fighter. Adds the following:

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Prowl: This skill helps the character to move with stealth; quietly, slowly, and carefully. Techniques include balance and footing, short steps and pacing, rifle positioning, prone positions for low visibility, and crawling. A failed prowl roll means that the character has been seen or heard. A character may make a sneak attack on a successful roll. Base Skill: 25% + 5% per level of experience.

Running: A routine of running and exercise to build running speed and endurance. Provides the following:

S.C.U.B.A.: The letters "S.C.U.B.A." stand for "Self-Contained Underwater Breathing Apparatus". Individuals learn the methods and equipment needed for skin diving and underwater swimming. A character can swim a distance equal to 2x his PS in yards/meters per melee. The pace can be maintained for a total of minutes equal to his PE/endurance. Base Skill: 50% + 5% per level of experience. Requires: Swimming.

Swimming: The rudimentary skill of keeping afloat, dives, swimming, and lifesaving techniques. The percentile number indicates the overall quality of form as well as skill of execution. A character can swim a distance equal to 3x his PS in yards/meters per melee. This pace can be maintained for a total of minutes equal to his PE/endurance (indefinitely for natually aquatic life forms). Base Skill: 50% + 5% per level of experience.

Swimming: Advanced: A character with this skill can swim a distance equal o 4x his PS in yards/meters per melee round (x5 for naturally aquatic life forms). This pace can be maintained for a length of time equal to 4x his PE in melees (x5 for naturally aquatic life forms). Requires: Swimming. Base Skill: 55% + 5% per melee. Also provides the following bonuses:

After the Bomb

Tai Chi: Tai Chi, like Yoga, has been adopted as an exercise. In fact, it is the world's most common martial art. In its entirety, it is actually a highly effective form. When taken as a physical skill, it serves to better the practitioner through controlled breathing, balance, harmony, rhythm, and coordination of movement.

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Vacuum Survival: Base Skill: PE + 20 seconds, + 5 seconds per level.
Mutants in Orbit

Wrestling: As taught in old high schools and colleges, wrestling is more of a sport than a combat skill, but it does provide some useful combat moves. Provides the following:

Yoga: A relaxed, slow, constant routine of stretching exercises. Beneficial no matter what martial art you do, or even if you want to relax. By stretching and opening channels in the body, Yoga has been described as a massage for the inside of the body. A character with this skill will double his flexibility, and receives the following benefits:

Rifter #7

Zero Gravity Movement & Combat: This skill allows a character to move with complete freedom, and work or fight without penalties in conditions of zero gravity, except that speed is reduced by 20%. Base Skill: PP attribute times 5% + 4% per level of experience.
Phase World


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