Computer Hacking: This is a computer skill similar to computer programming; however, the emphasis of the skill is in breaking computer access codes to gain illegal access to other computer systems and steal or sabotage it's data. The character is an expert in tracing computer data, bypassing defense systems, and breaking ("hacking") codes; adds a one-time bonus of +5% to Cryptography, Surveillance Systems, and Locksmith (electronic and computer locks only). Base Skill: 15% + 5% per level of experience. Requires: Literacy, Computer Operation, Computer Programming, and Mathematics.
Concealment: The practiced ability to hide small items on one's body or in hand, usually by continually moving it around from hand to hand or place to place unnoticed. Objects must be no larger than 14 inches in height and depth, and six inches in width. The weight must also be 10 pounds or less. The smaller and lighter the object, the easier it is to conceal; add a bonus of +5% for extremely small items. Base Skill: 20% + 5% per level of experience.
Fast Talk: This is the skill of talking others into doing things against their better judgment. It is not taught(intentionally, that is) in school; you study it by working as a salesman, confidence man, lawyer, etc. Base skill: 37% +3% per level of experience.
Adapted from GURPS
Find Contraband, Weapons, & Cybernetics: The character with this skill knows where to find arms dealers, smugglers, body-chop-shops, M.O.M. and Juicer conversions, criminal cyber-docs, and illegal medical treatment, as well as how to spot them. He is also familiar with their practices, hang-outs, gang or criminal ties, general practices, pricing structures, and modes of operations. Likewise, the character has a good idea of what black market weapons and cybernetics and what these people pay for contraband items. The character also knows the penalty for being caught with an illegal weapon, implant, or bionics. Considered a separate skill from Streetwise. Base Skill: 26% + 4% per level of experience.
Japan, Coalition War Campaign, New West
Gambling: This skill enables the character to skillfully play in several games of chance. The character knows the rules of 1D4 games, plus an additional game for every 2 IQ points. In addition to the rules, the character understands the theories of mathematical "odds" (+5% to Math skills), some basic strategies and tactics for winning consistently, when to hold them, fold them, bluff, etc. Base Skill: 30% + 5% per level of experience.
Juicer Uprising, New West
Gambling: Dirty Tricks: This is the other side of gambling, in which the character is skilled at cheating in games of chance. This includes knowledge of such tricks as counting cards, how to use marked cards, using trick/loaded dice, stacking the deck in one's favor, sleight of hand tricks to hide cards in sleeves or in the palm of the hand, dealing from the bottom of the deck, and other cheats (must have Palming or Sleight of Hand for the latter two). Base Skill: 30% + 4% per level of experience.
Juicer Uprising, New West
Hypnotism: A character with this skill is trained in the art of hypnotism. This is effectively the same as the psi-power of the same name. Note that an unwilling person cannot be hypnotized through this skill. In most cases, hypnotism requires that the subject of the hypnotism relax completely, sometimes by focussing on an object or the hypnotizer's voice. Only if the subject allows him/herself to be hypnotized can the hypnotizer roll for success. Base Skill: 32% + 4% per level of experience.
Original Skill
Locate Secret Doors: Similar to Detect Concealment, this skill focuses specifically on finding and opening trap doors and secret compartments constructed within furniture and buildings. The character is familiar with all standard types of trap doors, hidden floors and ceiling panels, secret rooms, and secret passages, as well as the usual means of opening them. This gives the character a solid idea of where such secret doors are likely to be found, how to identify and access them, and their typical construction and design. This knowledge also includes finding secret compartments concealed and built into furniture, boxes, toys, book heels, clothing, etc. It takes about 2D4+6 minutes to properly search the walls and floor of a ten square foot area or any one piece of furniture or object. Roll once to find it, and again to open it. Base Skill: 15% + 5% per level of experience. Add a one-time bonus of +5% if the character knows Carpentry.
Palming: Simply the ability to pick up and seemingly make a small object, such as a coin, key, or credit card, disappear by concealing it in one's hand. Adds a bonus of +5% to the Pick Pockets skill. Base Skill: 20% + 5% per level of experience.
Pick Locks: The character knows the methods and tools for picking/opening key and basic tumbler type locks. This does not include sophisticated computer or electronic locks. It takes 1D6 melee rounds for each attempt to pick a lock. A failed roll means the lock holds, try again. Base Skill: 30% + 5% per level of experience.
Pick Pockets: An ability to remove items from a person without their being aware of it. If a pick pocket attempt fails, the item has NOT been removed, and there s a 67% chance of the intended victim recognizing the intent of the action. This skill is also useful for planting small items in a person's pocket without the person being aware of it, but at a penalty of -10%. Base Skill: 25% + 5% per level of experience.
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.
Safe-cracking: Knowledge of various safes, lock boxes, and security rooms, along with methods for illegal entry. The character knows the methods, techniques, and tools for opening tumbler and combination type locks. It takes one melee round to open a simple combination lock and five melee rounds for a complicated tumbler lock. To open a safe or complicated tumbler lock, the player must successfully roll two out of three times. The character also knows about the use of explosives to "blow" a safe's lock without damaging the contents inside. Base Skill: 20% + 4% per level of experience. Bonuses: adds +5% to Lock Picking and Demolitions. Penalties: Characters with an ME less than 15 are -10% on this skill.
New West
Seduction: This is the ability to make the opposite sex melt with desire. This skill is somewhat similar to the Interrogation skill in that the seducer knows how to ask the right questions to get information without being obvious. The seducer usually seems attentive, sympathetic, and alluring/sexy. Men and women who are seduced tend to have loose lips, tending to talk freely, say more than they should and tell secrets. Furthermore, someone who is seduced is distracted, skill performance is halved, takes twice as long to do anything, and is practically oblivious to everything and everyone but the seducer, losing all initiative and halving all bonuses. Base Skill: 20% + 3% per level of experience, +1% for every MA attribute point over 20, and +1% for every PB attribute point over 17. Can seduce one additional person at a time per every three levels of experience.
New West
Sleight of Hand: Another skill that involves the manual dexterity of hand and finger manipulation to perform certain feats. One of the tricks or gimmicks of sleight of hand is to distract the observer(s) with one hand, and palm or otherwise manipulate an item with the other. Techniques include: hand positioning, tensing and relaxing muscles, keeping hand and wrist joints flexible, popping joints in and out, the study of knots, and using a hidden lock pick. Bonuses: +5% to Rope Works, Palming, Pick Pockets, and Pick Locks, +6% to concealment. Base Skill: 14% + 6% per level of experience.
Palladium Fantasy RPG
Streetwise: This skill instills an understanding of the darker side of city life and the scoundrels who roam the streets. The streetwise character will be able to recognize gang members by their actions and philosophies, gang colors, gang symbols and mannerisms, and dangerous locations and gangland haunts. the individual will also recognize a potential brawl situation, assess a gang member's rank/power in the organization, and know some of the hangouts, modes of operation, rituals, ethics, and perhaps even notorious gang leaders of the more infamous street gangs. This skill also includes the ability to recognize and locate black market dealers/organizations, illegal cyber-doc clinics, drugs and arms dealers, and similar criminal outfits. Base Skill: 20% + 4% per level of experience.
Streetwise: Drugs: This skill gives the character the ability to recognize characters addicted to drugs, street corner pushers, big time dealers, drug smugglers, Juicers, Japes, and undercover agents looking to bust dealers. Similarly, the character has a good idea of what drugs cost, how to use them, and where to buy them (even if he doesn't use them himself). The character also knows most of the "street names" of common drugs, recognizes the drug when he sees it, and knows the general effects and dangers it represents. He can also recognize the symptoms in others and can guess what drug a user may be high on with reasonable accuracy. Base Skill: 25% + 5% per level of experience.
Triax, Coalition War Campaign, New West
Use/Recognize Poison: People with this skill are trained in the use of poisons and toxins of all types. This includes the use and preparations of poisons from plants, roots, mushrooms, animal and insect venom, and other deadly substances, as well as antidotes. Types of poisons include ingestive, contact, or blood. The use of poison can be dangerous. The first percentile indicates the success ratio of using and administering poison. There is a 30% chance of inflicting himself on a failed roll. The second percentile indicates the character's ability to recognize poisoned food, drink, or other items. Base Skill: 24%/16% + 4% per level of experience. Add +4% if the character knows Holistic Medicine.
New West
Ventriloquism: The practiced ability to throw one's voice. This can be used to create the illusion of not speaking while making a voice or verbal noise appear to be coming from another person or object. Maximum range is 10 feet away. Base Skill: 16% + 4% per level of experience.
New West