Weapon Proficiencies


Ancient

Archery: An expertise with the bow and arrow. Training includes the use of all short bows, compound bows, and crossbows. The character loses all bonuses, and rate of fire is halved when firing from a moving position. Bonuses: add 20 feet to the normal effective range of the weapon per level of the character, +1 to parry with the weapon, and +1 to strike at levels 2, 3, 6, 8, 11, and 14. Rate of Fire: Two per melee at level one, and +1 at levels 2, 3, 5, 7, 9, and 12.
Palladium Fantasy RPG

Battle Axe: Training with all types of large axe weapons, including single blade and double headed axes and picks. Bonuses: +1D6 damage at level 2; +1 to strike at levels 1, 3, 5, 8, 12, and 15; +1 to strike when thrown or to parry at levels 2, 4, 8, and 12; not designed for throwing.
Triax

Blunt: Training with all types of blunt weapons, including maces, hammers, pipes, staves, monkey wrenches, chairs, and clubs. Bonuses: +1 to strike and parry at levels 1, 4, 8, and 13.

Bola: The bola consists of three rawhide thongs joined at one end, and weights on the other ends of the cords. The bola is spun above the head before being thrown at the intended target. The weapon can cause 2D4 SDC damage, but a successful strike is usually used to knock a weapon out of an opponent's hands or entangle his legs. Feet/legs are tied together making the victim fall or stumble. While entangled, the victim loses initiative, is -1 to strike and parry, -6 to dodge, and speed is reduced by 80%. All penalties are enforced until the character gets himself untangled/cut loose; it takes 1D4 melee actions to get untangled. Bonuses: +1 to strike, disarm, or entangle at levels 2, 5, 10, and 15.
New West

Boomerang: The technological equal of the bow, boomerangs depend on sophisticated aerodynamics for their extreme range and special flight characteristics. Damage is 1d10, and no P.S. or other damage bonuses are allowed. However, the usual P.P. bonus to Strike is allowed.
A boomerang can be thrown in any of the following ways. The thrower must specify the boomerang's path before throwing it. Bonuses: +1 to strike at levels 1, 3, 5, 7, 9, 11, 12, and 15.
1. Return Path. Thrown so that it will come back to the thrower. Note that it is possible to be running or riding on a horse or in a vehicle, and to throw it so that it will come to where the character is going.
2. Straight shot. Maximum range is an extraordinary 600 ft! It the target/victim is 100 ft away or more, and ses the boomerange coming, then he gets a +4 to Dodge or Parry.
3. Back Shot. The idea is to curve the path so that the boomerang goes over or around the victim, and then comes back to hit from the opposite side. Maximum range is 250 ft. Because of the surprising arc the victim has a -2 to Dodge or Parry.
4. Bounce Shot. The boomerang is thrown so that it curves down, then arcs or bounces back up, so the victim is hit low by an upward moving boomerang. The result is a pure knockbdown attack. A successful attack knocks the character down to the ground and does 1d6 damage. Maximum range is 350 ft.
Mutants Down Under

Bow: Includes short bow, long bow, Samurai bow, Mongol bow, and Ninja short bow, as well as modern compound bows. Bonuses: +1 to strike at levels 1, 2, 4, 7, 10, 13, and 15. Rate of Fire: Two shots per melee at level 1, an extra shot per melee at levels 2, 4, 5, 8, 10, 12, and 14.
Japan

Chain: Training with all types of chain weapons, including ordinary lengths of chain, nunchaku, flail, and ball or mace and chain. Bonuses: +1 to strike at levels 1, 4, and 13; +1 to parry at levels 4, 8, and 13.

Crossbow: Includes both heavy and light crossbows. Rate of Fire: 1 shot per melee at level 1; +1 shot per melee at levels 2, 5, 7, 9, 11, 13, and 15. Bonuses: +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
Japan

Deadball: This skill allows the character to throw the spiked, ricocheting ball in the deadball game with great accuracy. A character with this skill can hit a target by ricocheting the ball off walls, ceilings, and floors. This is a called shot, at -1 for every ricochet needed to strike the target. It is very hard to parry or dodge the ricocheting deadball; the victim is at -2 to dodge, and an additional -1 for every additional ricochet beyond the first.
Juicer Uprising

Denn'bok: A character with this skill is a specialist in the use of a special weapon called the denn'bok, essentially a collapsible staff made of MDC materials. Bonuses: +1 to strike at levels 1, 4, 9, 13, and 15; +1 to parry at levels 1, 3, 6, 9, 12, and 15; and +1 on initiative when drawing the denn'bok at levels 1 and 7. A person with WP: Staff or WP: Blunt is able to use a denn'bok, but at half the listed bonuses for that skill.
Thanks to White Star 2 for this skill

Forked Weapons/Trident: Includes the trident, military forks, tiger fork, sai, and other weapons with tines. Bonuses: +1 to strike at levels 1, 3, 5, 7, 9, 12, and 15; +1 to parry at levels 1, 3, 6, 10, and 13; +2 to entangle at level 1, and an additional +1 to entangle at levels 2, 5, 8, 10, 12, and 14.
Palladium Fantasy RPG

Grappling Hook: Trained use of a grappling hook for climbing or scaling walls (adds +5% to that skill), boarding surface ships, tripping an opponent, and impaling. Bonuses: +1 to strike or entangle at levels 3, 6, 9, and 12. Cannot be used to parry.

Knife: Training with all types of knives. Bonuses: +1 to strike at levels 2, 7, 11, and 15; +1 to strike when thrown at levels 1, 7, 11, and 15; and +1 to parry at levels 2, 4, 8, 11, and 15.

Mouth Weapons/Blowguns: includes blowpipes, mouth darts, and other weapons that depend on one's lungs for propulsion and aim out of the mouth. Bonuses: +1 to strike at levels 1, 4, 8, and 12. An extra shot per melee round is added at levels 3, 7, and 11.
Palladium Fantasy RPG

Net: Primarily a gladiator or slaver's skill, the net is used to trip an opponent, parry, or snare/entangle. Bonuses: +1 to strike or entangle at levels 2, 5, 8, 11, and 15; +1 to parry at levels 2, 4, 6, 9, and 12.

Paired Weapons: Users of paired weapons can:


Palladium Fantasy RPG

Pie: The use of such unwieldy objects called pies as a weapon, usually for comedic effect. Throwing a pie takes up 2 actions per melee. The recipient of the pie must roll to save vs. HF 16, or, in concordance with the laws of comedy, spend his next melee action removing the pie from his face. Bonuses: +1 to strike at levels 1, 3, 6, 9, 12, +1 to strike when thrown at levels 2, 5, 10, and 15. Not designed for throwing.
Thanks to KillJoy Tseng for this skill

Pillow: The use of a feather pillow as a weapon (often used in slumber parties and panty raids). Pillows rarely do any damage (1/2 SDC point at best, but can stun a person if packed hard enough), and are easily deflected when thrown. Bonuses: +1 to strike at levels 1, 5, 10, and 15. No bonus to strike when thrown, as pillows are not designed for throwing.
Thanks to KillJoy Tseng for this skill

Pike: A character with this skill is a specialist in the use of a pike, essentially a 5 to 6 foot long pole-arm that ends in sharp points on both ends. Bonuses: +1 to strike at levels 1, 4, 9, 13, and 15; +1 to parry at levels 1, 3, 6, 9, 12, and 15.
Thanks to White Star 2 for this skill

Pole-arm: Training with all types of large, bladed spear-like weapons, including the glaive, sabre halberd, runka, scythe, and voulge, among others. Bonuses: +2 damage at levels 2 and 8; +1 to strike and parry at levels 1, 3, 6, 9, and 12; +1 to strike when thrown at levels 3, 7, and 12; not designed for throwing.
Triax

Shield: Combat skills with large and small shields used primarily for parrying and self-defense. Bonuses: +1 to parry at levels 1, 3, 6, 9, 12, and 15; +1 to strike with a shield (1D4 SDC Damage) at levels 4, 8, and 12. A shield can be used in one hand and a weapon in the other. No bonus to strike when thrown.
Palladium Fantasy RPG

Siege Weapons: An understanding of the use and mechanics of siege weapons, including ballista, catapult, onager, and trebuchet. Bonuses: +1 to strike at levels 2, 5, 9, and 12.
Palladium Fantasy RPG

Slingshot: Includes both ancient slings and modern slingshots. Bonuses: +1 to strike at levels 2, 4, 6, 8, 10, 12, and 15. Rate of Fire: 2 shots per melee at level 1; +1 shot at levels 2, 4, 6, 8, 10, 12, and 15.
Palladium Fantasy RPG

Small Throwing Weapons: Includes throwing knives, throwing axes, throwing sticks/irons, shuriken, darts, etc. Bonuses: +1 to throw at levels 4, 7, 10, and 13. Rate of Fire: Starts with being able to throw three per melee round, +1 shot per melee at levels 2, 3, 5, 6, 8, 9, 11, 12, 14, and 15.
Palladium Fantasy RPG

Spear: Combat skill with large and small spears (rifles with bayonets also fall into this category). Bonuses: +1 to strike and parry at levels 1, 4, 7, 10, and 13; +1 to strike when thrown at levels 2, 4, 8, 12, and 15.

Staff: Combat skill with large and small staffs. Bonuses: +1 to strike at levels 1, 3, 7, 10, and 13; +1 to parry at levels 2, 5, 8, 11, and 14; +1 to strike when thrown at levels 4, 8, and 14; not normally designed for throwing.

Sword: Combat skills with large and small swords, including fencing type training. Includes rapiers, sabers, two-handed, and short swords. Bonuses: +1 to strike and parry at levels 1, 3, 7, 11, and 14.

Targeting/Missile Weapons: Expertise with a thrown weapon and proficiency with missile weapons, such as the sling, sling-shot, bolas, boomerangs, throwing sticks, throwing axes, throwing knives, shuriken, javelins, and spears. Bonuses when thrown or slung: +1 to strike at levels 1, 3, 5, 7, 10, and 13. Adds +1 to strike at levels 2, 5, and 10 to WP: Archery, WP: Crossbow, WP: Throwing Weapons, or WP: Spear.
Palladium Fantasy RPG

Teammate: The infamous "Fastball Special", as perfected by Piotr Rasputin and Patch Logan, where the former used the latter as a missile weapon. This skill must be possessed by both characters involved in the maneuver, and always counts as two actions per melee for both. A variant of this skill includes using an opponent as the missile weapon, regardless of whether or not the opponent has the skill. In this case, the person being thrown must roll with impact, or take double damage from the impact. Requires: PS of 16 in order to throw. Bonuses:+1 to strike while throwing, +2 to roll with impact, and +2 to strike when thrown.
Thanks to Marvel Comics and Chris Claremont for the inspiration for this skill

Trident: The practiced use of the trident. Bonuses: +1 to strike and parry at levels 1, 3, 7, 11, and 15; +1 to catch or pin an opponent's arm, hand, foot, or weapon between the prongs at levels 2, 5, 10, and 15.
Rifts Underseas

Whip: Skill at "whipping" or snapping long, flexible, light weapons, typically made of leather or reeds. Bonuses: +1 to strike, disarm, or entangle at levels 2, 4, 7, 10, and 13; +1 to damage at levels 2, 4, 8, and 12. Whips cannot be used to parry. Whips made of MDC materials still do only SDC damage.
Japan, New West

Woomera: A specially designed throwing stick, but unlike the boomerang is not designed to travel as far or to return. Bonuses: +1 to strike at levels 1, 3, 4, 6, 7, 9, 10, 12, and 13. Range is limited to 100 ft. Also used in hand to hand combat with the same bonuses. Damage is 1D8 with the normal P.S. damage bonuses added in.
Mutants Down Under


Modern

Automatic Pistol: All modern military automatic pistols. The trigger must be pulled for each shot, but the pistol automatically ejects the cartridge and loads a new one from the magazine into the chamber. Bonuses: +3 to strike on an aimed shot; +1 to strike on a burst. Also +1 to strike at levels 4, 7, 10, and 13.

Automatic & Semi-Automatic Rifle: Includes all assault rifles like the M-16 and AK-47. Bonuses: +3 to strike on an aimed shot; +1 to strike on a burst. Also +1 to strike at levels 4, 7, 10, and 13.

Black Powder: Knowledge and practice with antique weapons of all kinds. Includes a lot of strange items, including the ability to load and fire muzzle-loading guns and familiarity with Civil War, Napoleonic, Revolutionary War, Colonial Era, and pre-Colonial rifles and pistols. Bonuses: +3 to strike on an aimed shot, with an additional +1 to strike at levels 4, 7, 10, and 13; bursts are not possible. Also not that reloading a muzzle-loader takes the rest of the melee round, or two actions, whichever is longer.
Ninjas and Superspies

Bolt Action Rifle: Includes most hunting rifles; not an automatic firing weapon. Bonuses: +3 to strike on an aimed shot; also +1 to strike at levels 4, 7, 10, and 13. Cannot do bursts.

Chainsaw: Characters with this skill can effectively use a standard chainsaw as a weapon. In order to use a chainsaw in combat, the character has to have a minimum PS of 14, a PP of 12, and a PE of 10. Bonuses: +1 to strike at levels 1, 4, 7, 10, and 13; +1 to parry with the blade at levels 2, 5, 8, 11, and 14. Cannot be thrown. Juicers with this skill can apply these bonuses when using the Juicer Chainsaw. Any unmodified roll of 1-4 using any chainsaw by an untrained person is regarded as an attack against the wielder, with the wielder at a -4 to dodge. The chainsaw WP reduces this to an unmodified roll of 1, with the same dodge penalty.
This is an original skill of mine

Energy Pistol: Includes lasers and all types of energy-firing small arms. Bonuses: +3 to strike on an aimed shot; +1 to strike on a burst. Also +1 to strike at levels 4, 7, 10, and 13.

Energy Rifle: Includes all long-range energy-firing rifles. Bonuses: +3 to strike on an aimed shot; +1 to strike on a burst. Also +1 to strike at levels 4, 7, 10, and 13.

Grenade Launcher: Any device, including certain rifle models (Triax pump rifles and the launcher on the C-14 and C-50 rifles) that fire grenades. Bonuses: +1 to strike at levels 2, 7, and 11.
Japan

Harpoon Gun: Includes all guns that fire harpoons, whether they're the handheld underwater variety, or the shipboard types. Bonuses: +1 to strike at levels 2, 4, 7, 10, and 13.
Rifts Underseas

Heavy: Includes machineguns, bazookas, LAWs, and mortars. Bonuses: +3 to strike on an aimed shot; +1 to strike on a burst (applicable only to machineguns); also +1 to strike at levels 4, 7, 10, and 13.

Heavy Energy Weapons: Includes plasma ejector, rail guns, and similar high-tech mega-damage weapons. Bonuses: +3 to strike on an aimed shot; +1 to strike on a burst. Also +1 to strike at levels 4, 7, 10, and 13.

Paired Firearms: Similar to Paired Weapons listed above, this gives the character the ability to fire a pistol (revolver, automatic, or energy) in each hand. Attacks can be either at the same target, or two separate targets. Available only to a select few O.C.C.s, mostly those that classify as Men-At-Arms O.C.C.s.
New West

Revolver: All cylinder-style handguns; not automatic, and does not jam. Bonuses: +4 to strike on an aimed shot; +1 to strike on a burst. Also +1 to strike at levels 4, 7, 10, and 13.

Shotgun: Provides a +2 to fire when aimed, and no penalty for a wild shot. With pump-action shotguns, bursts are not possible. A character with this skill can fire and pump in the same melee action, otherwise the pumping takes up a second melee action. For double-barreled shotguns, the character gets a +1 to strike when firing both barrels at once. Reloading takes one action.
Original skill

Sub-Machine Gun: Includes all small arms automatic weapons like the UZI. Bonuses: +1 to strike on a burst. Also +1 to strike at levels 4, 7, 10, and 13. Single aimed shots are normally not possible, but do get a +3 to strike when they are.

Torpedo: Maintenance and a keen understanding of a torpedo's speed, range, trajectory, and most effective use. Bonuses: +1 to strike at levels 2, 6, and 12; +1 to strike with a depth charge at level 4.
Rifts Underseas


Sharpshooting: This skill is a combination of special expertise and trick shooting with a particular weapon. In essense, it is an upgrade to an existing Weapons Proficiency. This skill can be applied to OCC and OCC Related WPs, but not Secondary WPs, and costs 2 OCC Related Skill selections. Restrictions: Cannot be applied to Heavy or Heavy Energy Weapons; is never available to robots, master psionics, practicioners of magic, dragons, demons, or any other magic/supernatural beings; is applicable only to Archery, Crossbow, Slingshot, all Pistols and Rifles, and Sub-Machine Guns; Juicers, Crazies, and Borgs can only select Sharpshooting once. Bonuses are as follows: New West
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