Travellers
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- Jefffar
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Travellers
Hey, this is a kinda weird one.
I'm looking at creating one or more characters who would be from the various modern world SDC settings, who would do well in an adventure in the PFRPG. The basic concept is that an agency is sending them inter-dimensionaly to Palladium in an attempt to find some items of value.
Characters must have a modern background and be humans. They should be able to survive for a period for 6 months or more with minimal logistical support in a world with no access to spare parts or fuel for things like vehicles, robots and power armour. Superpowers should also be avoided, but magically and psychically capable humans are fine, as are those with training that allows them to perform acts that are beyond normal humans.
So, what do you suggest might be a good fit?
I'm looking at creating one or more characters who would be from the various modern world SDC settings, who would do well in an adventure in the PFRPG. The basic concept is that an agency is sending them inter-dimensionaly to Palladium in an attempt to find some items of value.
Characters must have a modern background and be humans. They should be able to survive for a period for 6 months or more with minimal logistical support in a world with no access to spare parts or fuel for things like vehicles, robots and power armour. Superpowers should also be avoided, but magically and psychically capable humans are fine, as are those with training that allows them to perform acts that are beyond normal humans.
So, what do you suggest might be a good fit?
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Re: Travellers
Pretty much anything from Beyond the Supernatural ought to fit the bill.
- drewkitty ~..~
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Re: Travellers
An Agency means an Agent, which in my mind means N&S.
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Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
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Re: Travellers
It's a hybrid of BTS/HU/Ninjas, but certainly other games are viable sources
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Re: Travellers
I have done similar things and Ninjas and Superspies, Beyond the Supernatural and TMNT work fine.
I had them in an agency checking for weird things (ala X Files) and had them run around the real world for a couple levels until poof, they were in palladium. The best time to do it was after the end fight so they were down on resources when they went through and didn't have heaps of ammo and the like left. (not that it stopped them from RPGing a dragon, or m203ing a vampire).
Then a goblin stole the g36 with grenade launcher and remaining grenades so they spent some time hunting him down after a mysterious sage type person impressed upon them the importance of not polluting this dimension with high tech devices.
I had them in an agency checking for weird things (ala X Files) and had them run around the real world for a couple levels until poof, they were in palladium. The best time to do it was after the end fight so they were down on resources when they went through and didn't have heaps of ammo and the like left. (not that it stopped them from RPGing a dragon, or m203ing a vampire).
Then a goblin stole the g36 with grenade launcher and remaining grenades so they spent some time hunting him down after a mysterious sage type person impressed upon them the importance of not polluting this dimension with high tech devices.
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Re: Travellers
Question: Does the Agency know the Palladium dimension is a world of high fantasy? You say this team is being sent there to "find some items of value," does that mean magical items? Something in particular, or in general?
From a general standpoint, here are some of my initial thoughts:
From what I see you'll want at least one character who can provide each of the following functions. The smaller the group, the more of these functions each character will have to be able to fill:
Another interesting character for this group could be a friendly native the characters have managed to bribe, coerce or befriend into helping them out as a guide.
From a general standpoint, here are some of my initial thoughts:
- Ninjas & Super Spies and Mystic China
- Any Martial Artist class who doesn't use high-tech gadgets (or can function without them). They don't have to have a focus on survival per se, since as a team they will all be able to look out for each other. The martial artists would be there for protection of the team.
- Mystic China additionally offers some "P.C.C." classes that are unique, which may be useful as well.
- Systems Failure
- Almost all of the classes from this game are about survival in a post-apocalyptic world, and specifically a world that can't rely on "modern" technology anymore. Many of them may be useful to consider as survival experts.
- I think there's a scientist class who may also be useful for their knowledge, and perhaps a doctor who's used to having no high-tech tools avaialable.
- This setting also offers Organitech, which could be very useful and interesting.
- Dead Reign
- The characters from here are similar in many instances to those from Systems Failure, except they may still rely too much on scavanged modern technology. But those who can function without will be just as useful for their survival skills.
- I seem to recall some sort of "Half-Zombie" character which may offer some useful abilities to the group, if the group can trust him or her.
- Nightbane
- This setting offers some moderately powerful psychics, on par more or less with what's in Palladium Fantasy, so they may be a good option. The classes dealing with the Astral Plane may be pretty uniquely useful, too.
- Mages are a possibility too but at low level they'd be more like novices. Though classes such as the Astral Mage or a Fleshsculpter could offer potential benefits to such a group. Even a Mystic, if focused on a more naturalistic tradition, may offer much use.
- A human character from Nightbane with just normal skills geared towards survival (such as a member of Spook Squad) could be a budding Nightbane just waiting to happen, or secretly have already happened. If the Morpheus isn't too weird and makes the character seem to be a were-creature, or angelic, or elven, or something like that it may benefit the group as well.
- Also Nightbane is one of only two S.D.C. games available that offer the Lore skills in the skill list, which would be very valuable in the Palladium Fantasy setting.
- After the Bomb and Teenage Mutant Ninja Turtles
- Characters from here will be tough to make work - any mutants from there would have to have full Human looks, and by that point they'd have little in the way of powers. But with the proper expenditure of Bio-E they could be human enough to be useful and still have one or two interesting animal traits or unique psychic abilities. And especially any who have an education stemming from being raised in the wild could lend useful skills, if not powers.
- Transdimensional TMNT offers the Time Lord O.C.C.. Their cross-dimensional spells may be a useful method in and out of the Palladium Fantasy world and their other time-based spells may be of limited use. To cut down on the time travel it can be ruled that the spirals of the Palladium Dimension are different than those calculated in the TMNT dimension, and thus spells involving moving forward or backward in time are unusable. Even a regular "wizard" from this book could be useful, as their "spells per day" method of casting offers interesting benefits that P.P.E. mages lack.
- Beyond the Supernatural Second Edition
- This game has a bunch of unique psychics, and except for one or two they could all be useful. The right educations combined with the right Lore skills (this is the other game with Lore skills available to take in the skill list) can make these characters valuable as well. The threat mechanic may be cumbersome to keep up with, but if you can do it and the player can manage it properly the psychics from this game will be far superior to any other psychics.
- Consider also the psychic classes who are about nullifying psychic and magic - they may be even more useful in a game like this.
- Of note too for this game line is the First Edition's Arcanist; a modern mage with a decent spell selection and superior P.P.E. recovery, but limited P.P.E.. They would be very valuable for their knowledge of the supernatural and their available methods of dealing with it.
- Heroes Unlimited
- The Physical Training, Weapons Master and Ancient Master would fill a similar function to the N&SS/Mystic China Martial Artists, and feel right at home doing it in this low-tech world.
- A super-sleuth might be useful for his investigation abilities, and a Hunter/Vigilante would be useful if he could make his own ammo. By that token so would a Hardware: Weapons Expert.
- If the organization can get ahold of a Mystic Study wizard that would be amazing! They're quite possibly the best S.D.C. mage around, with their Lore skills and spell selection. The Demon Hunter from Armageddon Unlimited would also be an interesting semi-magical specialist to bring along. A Magic Weapon or Magic Item character would be useful if their education and skills were specifically useful, and/or if the abilities of their weapons could be made to be both low-key enough for the game and useful for the group.
- I know you said no super abilities, but a mutant or experiment with low-key powers could be very useful (the minor hero option in Powers Unlimited 2 may be the way to go with these guys). There's minor powers like Extraordinary M.A., Linguistics, Heightened Sense of Hearing or Smell, Parabolic Hearing, Healing Touch, and more that are subtle but potentially useful. Even major powers like Divine Healing or Shapeshifting could have their subtle place.
From what I see you'll want at least one character who can provide each of the following functions. The smaller the group, the more of these functions each character will have to be able to fill:
- Wilderness Survival, tracking, counter-tracking... "Outdoors-y" type nature stuff.
- An expert in lore on the mystical and supernatural, and possibly also on general fantasy/medieval knowledge.
- Muscle/Bodyguards/Protection, including skills in Ancient Weapons. Conversely, if they use modern weapons, they need to be able to make their own ammo and repair their gear, and still be prepared to have to rely on ancient weapons if necessary.
- Doctor/Healer, specifically one who can do the job without having to rely on modern medicine.
- A translator and/or spokesperson... someone who's able to be the charismatic "face" of the group when dealing with the natives.
- A technical specialist who knows/understands what they're there to acquire and who is prepared to use/contain it once they acquire it.
Another interesting character for this group could be a friendly native the characters have managed to bribe, coerce or befriend into helping them out as a guide.
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kiralon: "...the best way to kill an old one is to crash a moon into it."

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- Jefffar
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Re: Travellers
The agency is aware this is a high fantasy world, that is a key factor in the mission. The agency is aware of an imminent threat to the modern world that is mystical in nature (think Chaos Earth, Dead Reign or Nightbane for possible scenarios). They are looking for a means to stop it or at least mitigate it. A magic rich environment provides the best opportunity.
While they are trying not to stick out too much, there is little concern about contaminating the world with technology, mostly because saving our own world is the primary goal. So there will be the ability to bring modern tech, but supplies and maintenance requirements over a 6 month mission without support means that what is brought must be robust and not need a lot of logistical support.
While they are trying not to stick out too much, there is little concern about contaminating the world with technology, mostly because saving our own world is the primary goal. So there will be the ability to bring modern tech, but supplies and maintenance requirements over a 6 month mission without support means that what is brought must be robust and not need a lot of logistical support.
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Re: Travellers
don't forget pirates
- Glistam
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Re: Travellers
The more I think on this, the more I keep coming back to these classes:
- Physical Training power category from Heroes Unlimited 2nd Edition
- Hunter/Vigilante from Heroes Unlimited 2nd Edition
- Firewalker from Beyond the Supernatural 2nd Edition
- Physical Psychic or Ghost Hunter could work, too
- Diviner from Beyond the Supernatural 2nd Edition
- Psi-Sensitive or Latent Psychic with sensitive abilities could work, too
- Mystic Study (from HU2), or Arcanist (from BTS1), or Sorcerer (from Nightbane), or Wu Shih (from Mystic China) preferred in that order (Mystic Study is most preferred).
- Worldly Martial Artist from Ninjas and Super Spies
- Dedicated Martial Artist could work too if some powers were traded for skill programs
- Some sort of equivalent to a "Rogue Scholar" from Rifts Ultimate Edition. The Nightbane sourcebooks may have an equivalent class (one of the Seekers, perhaps?) or maybe it needs to be built as a Natural Genius or Ordinary Person from BTS2.
- This person should have an affinity for learning languages.
- Sawbones from Systems Failure, or a Survivor/Medical Doctor from Dead Reign. Though the write ups don't explicitly state it, either of these doctors should be able to perform "modern" medicine with no or limited high-tech advances.
- Or a Mystic from Nightbane with an emphasis on healing spells and Holistic Medicine, or a Psi-Healer from Beyond the Supernatural 2 - either could substitute or work alongside.
Zerebus: "I like MDC. MDC is a hundred times better than SDC."
kiralon: "...the best way to kill an old one is to crash a moon into it."

Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
kiralon: "...the best way to kill an old one is to crash a moon into it."

Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
- Cybermancer
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Re: Travellers
Here's some class and occupation combinations I think would be a good idea.
Houndmaster from Dead Reign (not Nightbane/Spawn-critical difference there): They're good with dogs and come with a few. Those dogs are good force multipliers on serveral levels. They're also good with animals in general. Between the skills they get and selecting a few more they can be your complete animal handler in one package. Odds are you're going to want dogs to hunt/guard, horses for transportation and mules or donkeys for transporting supplies. If you're getting them going through, that's great but if you need to acquire them or replace them on the otherside, you need an expert to ensure you don't get swindled. The right skill selection can also make this class a passable tank or wilderness scout.
Soldier from Dead Reign: These characters are tanks out of the box and can pick an MOS to make them even more tank capable or give them another area of specialty that will make them useful. Jack of all trades as a special gives them the chance to be passable at a second key role, perhaps as a backup to someone else. They also understand command heirarchies and filling a role on a team. They're also disciplined so can be counted on when the going gets tough. If the soldier OCC is being treated as an occupation with regards to BtS, then having a BtS power category really makes these characters shine. If allowed, consider physical psychic, ghost hunter or natural athlete. Maybe replace Lore: Zombies with almost any other Lore skill. Justify it as either agency training or a special interest held by the character that attracted the agencies notice in the first place.
Parapsychologist: This character may be useful in identifying what you're up against as well as whatever it is you're looking for. Plus, they would probably be lining up to go on a mission like you've described. They can provide a lot of the science base you might need or want as well.
Worldly Martial Artist: This character from N&SS will positively dominate in melee. Combined with Zanji Shinjenken Ryu, they will be a slicing, dicing sword wielding machine of death. Of course having one of these in your party could mean encounters get scaled up to deal with it.
The natural genius from Nightbane is an all around skill monkey with some specialties that could prove useful even in a low tech environment. Useful for keeping whatever tech you take with you up and running and improvising stop gap measures to handle any short falls.
Sorceror (Nightbane): A very good take on a modern wizard and will deliver the skills and abilities needed by the party in all matters Arcane. They may have an easier time picking up spells in Palladium as well, especially if they join a guild.
Druid: Take just about any druid from any Palladium system and replace the OCC, OCC related and secondary skills with an occupation from BtS (or Dead Reign, there's a few extra in that one). A druid can do double duty as both an animal handler, low powered mage and healer/medic.
Mind Melter/Mage (Can't remember which they were called, from Nightbane Between the Shadows): Basically all the pyshic power you might need in one package but with modern skills. The right choice of skills might allow them to provide a secondary role to the party as well.
Wizard/Mystic Study (Heroes Unlimited): This is a fairly powerful spell caster but not over powered by Palladium Fantasy standards. Still, like the Worldly Martial Artist, may provoke tougher encounters.
Psychic (Heroes Unlimited): Pretty much the same as the Mystic Study above.
Shifter (Rifts): I'd strip out the current skill package for an occupation from BtS. A pretty powerful option that also provides the group with a means to get home and maybe move around the Palladium world a little easier. Might get confused for a summoner in Palladium though, which could lead to some role playing challenges.
Physical Training (Heroes Unlimited): Same as Worldly Martial Artist, really. May not be the best thematically though.
Ancient Weapon Master (Heroes Unlimited; PU2, I think): Proabably a good fit.
Weapon Bearer (I think that's what they're called, Nightbane): They're basically a class built around having a Rune weapon. Has a couple of unique options.
Arcanist (Original BtS): A little light in the PPE department compared to most Palladium mages but very skill heavy and starts out with a large selection of spells. These guys should be hot to go on a mission like this if only to increase their own spell knowledge or to pick up a few magic trinkets for themselves. Having a Talisman or two might make up the PPE gap.
Ghost Hunter: Having one in the party is a good plan for dealing with supernatural threats. Before getting magic for the party to use, they may make the difference against some monster types.
Natural Athlete/Genius: I'm a fan of these characters because they come off as mundanes but can achieve some incredible things. If you can convince a GM to allow Specials from Dead Reign, then they really shine. They can make either exceptional bricks or exceptional skill monkeys.
Useful Skills:
Sign Language or Sign Language: Military. Very unlikely anyone from Palladium will understand these signal forms of communication. While they have their own version of sign language, there's no more reason to think they are compatible than to think English will translate into Eastern.
Jury Rig: To help keep your gear going after it breaks.
Munitions Expert: Good for making self loads and for maintaining fire arms.
Salvage: Good for recovering components from broken tech.
Excavation: Handy for dungeon environments.
Mining: Some overlap with excavation plus the ability to identify precious metals/gems.
Carpentry: Very useful in a medieval environment.
Fishing: You want to eat, right?
Hunting: You want to eat, right?
Cooking: You want to eat, right?
Land Navigation: Away from modern maps (people really don't know how good we have it) and GPS, this skill will be used constantly.
Wilderness Survival: This skill should almost be divided up by type of wilderness, but since it's not it's a very good catch all that will help keep a party alive pretty much everywhere.
Ancient W.P.'s: Good for conserving modern ammo or using magic weapons as they come available.
Horsemanship: Good way to get around.
General Repair: Handy for keeping your tech, clothes, weapons, armor and gear all in good working order.
Sewing: Keep your clothes patched.
Swim: Probably come up at least once in a wilderness setting.
Climb: Good both in and out of dungeons.
Prowl: For bypassing the sleeping dragons.
Camouflage: Another good skill for remaining unseen and hiding.
Holistic Medicine: This will be handy when medical supplies start running low.
Botany: Works well with Holistic Medicine.
Gemology: Good for evaluating the value of gems you find. Probably set up for modern standards but should still be useful (maybe with a penalty) for determing comparitive value in Palladium.
Chemistry and Chemistry: Analytical: May be useful for producing things like gun powder, cordite, bio-fuel and many other useful chemicals.
I don't have the books with me so those are just off the top of my head. I'll add others later, I'm sure.
Houndmaster from Dead Reign (not Nightbane/Spawn-critical difference there): They're good with dogs and come with a few. Those dogs are good force multipliers on serveral levels. They're also good with animals in general. Between the skills they get and selecting a few more they can be your complete animal handler in one package. Odds are you're going to want dogs to hunt/guard, horses for transportation and mules or donkeys for transporting supplies. If you're getting them going through, that's great but if you need to acquire them or replace them on the otherside, you need an expert to ensure you don't get swindled. The right skill selection can also make this class a passable tank or wilderness scout.
Soldier from Dead Reign: These characters are tanks out of the box and can pick an MOS to make them even more tank capable or give them another area of specialty that will make them useful. Jack of all trades as a special gives them the chance to be passable at a second key role, perhaps as a backup to someone else. They also understand command heirarchies and filling a role on a team. They're also disciplined so can be counted on when the going gets tough. If the soldier OCC is being treated as an occupation with regards to BtS, then having a BtS power category really makes these characters shine. If allowed, consider physical psychic, ghost hunter or natural athlete. Maybe replace Lore: Zombies with almost any other Lore skill. Justify it as either agency training or a special interest held by the character that attracted the agencies notice in the first place.
Parapsychologist: This character may be useful in identifying what you're up against as well as whatever it is you're looking for. Plus, they would probably be lining up to go on a mission like you've described. They can provide a lot of the science base you might need or want as well.
Worldly Martial Artist: This character from N&SS will positively dominate in melee. Combined with Zanji Shinjenken Ryu, they will be a slicing, dicing sword wielding machine of death. Of course having one of these in your party could mean encounters get scaled up to deal with it.
The natural genius from Nightbane is an all around skill monkey with some specialties that could prove useful even in a low tech environment. Useful for keeping whatever tech you take with you up and running and improvising stop gap measures to handle any short falls.
Sorceror (Nightbane): A very good take on a modern wizard and will deliver the skills and abilities needed by the party in all matters Arcane. They may have an easier time picking up spells in Palladium as well, especially if they join a guild.
Druid: Take just about any druid from any Palladium system and replace the OCC, OCC related and secondary skills with an occupation from BtS (or Dead Reign, there's a few extra in that one). A druid can do double duty as both an animal handler, low powered mage and healer/medic.
Mind Melter/Mage (Can't remember which they were called, from Nightbane Between the Shadows): Basically all the pyshic power you might need in one package but with modern skills. The right choice of skills might allow them to provide a secondary role to the party as well.
Wizard/Mystic Study (Heroes Unlimited): This is a fairly powerful spell caster but not over powered by Palladium Fantasy standards. Still, like the Worldly Martial Artist, may provoke tougher encounters.
Psychic (Heroes Unlimited): Pretty much the same as the Mystic Study above.
Shifter (Rifts): I'd strip out the current skill package for an occupation from BtS. A pretty powerful option that also provides the group with a means to get home and maybe move around the Palladium world a little easier. Might get confused for a summoner in Palladium though, which could lead to some role playing challenges.
Physical Training (Heroes Unlimited): Same as Worldly Martial Artist, really. May not be the best thematically though.
Ancient Weapon Master (Heroes Unlimited; PU2, I think): Proabably a good fit.
Weapon Bearer (I think that's what they're called, Nightbane): They're basically a class built around having a Rune weapon. Has a couple of unique options.
Arcanist (Original BtS): A little light in the PPE department compared to most Palladium mages but very skill heavy and starts out with a large selection of spells. These guys should be hot to go on a mission like this if only to increase their own spell knowledge or to pick up a few magic trinkets for themselves. Having a Talisman or two might make up the PPE gap.
Ghost Hunter: Having one in the party is a good plan for dealing with supernatural threats. Before getting magic for the party to use, they may make the difference against some monster types.
Natural Athlete/Genius: I'm a fan of these characters because they come off as mundanes but can achieve some incredible things. If you can convince a GM to allow Specials from Dead Reign, then they really shine. They can make either exceptional bricks or exceptional skill monkeys.
Useful Skills:
Sign Language or Sign Language: Military. Very unlikely anyone from Palladium will understand these signal forms of communication. While they have their own version of sign language, there's no more reason to think they are compatible than to think English will translate into Eastern.
Jury Rig: To help keep your gear going after it breaks.
Munitions Expert: Good for making self loads and for maintaining fire arms.
Salvage: Good for recovering components from broken tech.
Excavation: Handy for dungeon environments.
Mining: Some overlap with excavation plus the ability to identify precious metals/gems.
Carpentry: Very useful in a medieval environment.
Fishing: You want to eat, right?
Hunting: You want to eat, right?
Cooking: You want to eat, right?
Land Navigation: Away from modern maps (people really don't know how good we have it) and GPS, this skill will be used constantly.
Wilderness Survival: This skill should almost be divided up by type of wilderness, but since it's not it's a very good catch all that will help keep a party alive pretty much everywhere.
Ancient W.P.'s: Good for conserving modern ammo or using magic weapons as they come available.
Horsemanship: Good way to get around.
General Repair: Handy for keeping your tech, clothes, weapons, armor and gear all in good working order.
Sewing: Keep your clothes patched.
Swim: Probably come up at least once in a wilderness setting.
Climb: Good both in and out of dungeons.
Prowl: For bypassing the sleeping dragons.
Camouflage: Another good skill for remaining unseen and hiding.
Holistic Medicine: This will be handy when medical supplies start running low.
Botany: Works well with Holistic Medicine.
Gemology: Good for evaluating the value of gems you find. Probably set up for modern standards but should still be useful (maybe with a penalty) for determing comparitive value in Palladium.
Chemistry and Chemistry: Analytical: May be useful for producing things like gun powder, cordite, bio-fuel and many other useful chemicals.
I don't have the books with me so those are just off the top of my head. I'll add others later, I'm sure.
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- Glistam
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Re: Travellers
That's a very well though out selection of characters and skills. I think another good skill would be Field Armorer. If I remember correctly it lets you make your own ammunition and you can perform repairs (to a point) on weapons and armor.
Zerebus: "I like MDC. MDC is a hundred times better than SDC."
kiralon: "...the best way to kill an old one is to crash a moon into it."

Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
kiralon: "...the best way to kill an old one is to crash a moon into it."

Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
- Cybermancer
- Hero
- Posts: 1473
- Joined: Tue Mar 21, 2006 2:50 pm
Re: Travellers
Thanks Gilstam.
So now I have my books, I'll carry on where I left off.
Barter: Very useful for trading for items and getting a better price or deal.
Electricity Generation: Handy for finding ways to recharge those batteries.
Detect Ambush: A must for traveling through hostile wilderness.
Pick Locks: Very important for dungeon crawling.
Locksmith: Same as Pick Locks.
Weapons Engineer: Also good for maintaining your weapons.
Armorer/Field Armorer: Like Gilstam said, a very useful skill to have. Might be handy for ancient weapons too.
Brewing: Medicinal: Like holistic medicine, this will help stretch medical supplies and create more off the land.
Paramedic: Good for dealing with combat trauma.
Trap/Mine detection: While I wouldn't expect a lot of mines, traps are a staple of fantasy RPG's.
Anthropology: Someone well versed in other cultures and their study will help the group integrate and pass undetected quicker.
Archaeology: Along with Evacuation and Mining will be handy in finding what you're looking for.
Appraise Goods: If you want to do any significant trading, this skill will be very useful.
Leather working: Very handy for making clothes and a wide arrange of tools.
Rope Works: Very useful in a fantasy setting.
Boat: Sail: One of the few useful transport skills.
Boat: Ships and Seamanship: Another of the useful transport skills.
Kayaking and Canoeing: The last of the useful transport skills.
Boat building: May be situational useful unless you're bringing an inflatable raft or something.
Dowsing: A handy way to get some extra water rations. And finding your keys.
Identify plants and fruits: While there will be alien flora, this will help identify familiar flora.
Skin and Prepare Animal Hides: Goes good with leather working.
Spelunking: Situationally useful.
Animal Husbandry: Useful for handling animals that may also be useful.
Breed Dogs: May or may not be useful. Will be if the group has dogs of their own though.
Veterinarian Science: If you do have animals, this is as necessary as medical skills for humans if you have animals.
I'll add more classes later.
So now I have my books, I'll carry on where I left off.
Barter: Very useful for trading for items and getting a better price or deal.
Electricity Generation: Handy for finding ways to recharge those batteries.
Detect Ambush: A must for traveling through hostile wilderness.
Pick Locks: Very important for dungeon crawling.
Locksmith: Same as Pick Locks.
Weapons Engineer: Also good for maintaining your weapons.
Armorer/Field Armorer: Like Gilstam said, a very useful skill to have. Might be handy for ancient weapons too.
Brewing: Medicinal: Like holistic medicine, this will help stretch medical supplies and create more off the land.
Paramedic: Good for dealing with combat trauma.
Trap/Mine detection: While I wouldn't expect a lot of mines, traps are a staple of fantasy RPG's.
Anthropology: Someone well versed in other cultures and their study will help the group integrate and pass undetected quicker.
Archaeology: Along with Evacuation and Mining will be handy in finding what you're looking for.
Appraise Goods: If you want to do any significant trading, this skill will be very useful.
Leather working: Very handy for making clothes and a wide arrange of tools.
Rope Works: Very useful in a fantasy setting.
Boat: Sail: One of the few useful transport skills.
Boat: Ships and Seamanship: Another of the useful transport skills.
Kayaking and Canoeing: The last of the useful transport skills.
Boat building: May be situational useful unless you're bringing an inflatable raft or something.
Dowsing: A handy way to get some extra water rations. And finding your keys.
Identify plants and fruits: While there will be alien flora, this will help identify familiar flora.
Skin and Prepare Animal Hides: Goes good with leather working.
Spelunking: Situationally useful.
Animal Husbandry: Useful for handling animals that may also be useful.
Breed Dogs: May or may not be useful. Will be if the group has dogs of their own though.
Veterinarian Science: If you do have animals, this is as necessary as medical skills for humans if you have animals.
I'll add more classes later.
I was raised to beleive if you can't say something nice about a person, say nothing at all. This has led to living a very quiet life.
Someone who tells you what to think is trying to control you. Someone who teaches you how to think is trying to free you.
WWVLD?
Someone who tells you what to think is trying to control you. Someone who teaches you how to think is trying to free you.
WWVLD?
- Aku-Arkaine
- Wanderer
- Posts: 83
- Joined: Thu Feb 26, 2009 9:32 am
- Location: Columbus, Ohio
Re: Travellers
kiralon wrote:don't forget pirates
We just had to have a pirate lover here. Ninjas rule, pirates die.

Sir Orin Neville Smythe: Blade with whom I have lived, blade with whom I now die, serve right and justice one last time, seek one last heart of evil, still one last life of pain, cut well old friend, and then farewell -- The Flight of the Dragons
- glitterboy2098
- Rifts® Trivia Master
- Posts: 13665
- Joined: Wed Aug 06, 2003 3:37 pm
- Location: Missouri
- Contact:
Re: Travellers
Aku-Arkaine wrote:kiralon wrote:don't forget pirates
We just had to have a pirate lover here. Ninjas rule, pirates die.
and Ninja Pirates go "Arrgh" in the Night
Author of Rifts: Deep Frontier (Rifter 70)
Author of Rifts:Scandinavia (current project)

* All fantasy should have a solid base in reality.
* Good sense about trivialities is better than nonsense about things that matter.
-Max Beerbohm
Visit my Website
Author of Rifts:Scandinavia (current project)

* All fantasy should have a solid base in reality.
* Good sense about trivialities is better than nonsense about things that matter.
-Max Beerbohm
Visit my Website
- Glistam
- Megaversal® Ambassador
- Posts: 3631
- Joined: Tue Apr 05, 2005 2:09 pm
- Comment: The silent thief of Rozrehxeson.
- Location: Connecticut
- Contact:
Re: Travellers
Shadows of Light may have been a "failure" of a book, but I was just looking through it and I found there's a few cool O.C.C.'s in there which may be worth considering for this adventure:
• The Psychic Bloodhound, page 86 (To recognize supernatural or inhuman threats in this new world)
• The Psi-Shaper, page 88 (They can create objects out of ectoplasm!)
• The Psi-Dampener, page 89 (Negating magic and psionics, slightly differently than the BTS versions)
• Templar Dark Slayer, page 93 (Because their "Shroud of the Divine" power means never having to be unarmed)
• The Psychic Bloodhound, page 86 (To recognize supernatural or inhuman threats in this new world)
• The Psi-Shaper, page 88 (They can create objects out of ectoplasm!)
• The Psi-Dampener, page 89 (Negating magic and psionics, slightly differently than the BTS versions)
• Templar Dark Slayer, page 93 (Because their "Shroud of the Divine" power means never having to be unarmed)
Zerebus: "I like MDC. MDC is a hundred times better than SDC."
kiralon: "...the best way to kill an old one is to crash a moon into it."

Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
kiralon: "...the best way to kill an old one is to crash a moon into it."

Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.