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New Training Categories and Super Skills

Posted: Thu Jun 08, 2023 4:04 pm
by blade76
Hi, I have been having fun with special training and their superskills and perks. Is anyone willing to create new special training categories and share them.

Re: New Training Categories and Super Skills

Posted: Sun Jun 11, 2023 3:56 pm
by drewkitty ~..~
See the new powers topic.

Re: New Training Categories and Super Skills

Posted: Sun Jun 11, 2023 7:52 pm
by Curbludgeon
The forum member zerombr wrote some expansions to special training characters published in several more recent Rifters, with the intent to use them in a campaign with less emphasis on superpowers. Check it out if you haven't. It stops just shy of making different training categories abilities fungible, which for some would probably be the next step.

Re: New Training Categories and Super Skills

Posted: Sun Jun 11, 2023 8:35 pm
by Grazzik
I don't like mushrooms...

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Re: New Training Categories and Super Skills

Posted: Mon Jun 12, 2023 5:19 pm
by Curbludgeon
An archetype which I don't think has seen much play in Palladium is someone whose research translates into combat bonuses. An example might be a Bounty Hunter who targets wizards; they have several Lore skills, perhaps even Principles of Magic, and can identify spells or implement countermeasures. One focused on taking down people in power armor might be a pretty good engineer, and on a successful skill check have a better chance to disable one of an opponent's systems. Mechanically they might fit somewhere in between a Hunter/Vigilante and a Natural Genius.

Re: New Training Categories and Super Skills

Posted: Thu Jun 15, 2023 8:26 am
by NMI
drewkitty ~..~ wrote:See the new powers topic.

He referred to and asked about New Catergproes. amd si[er slo;;s/ Mpt si[er abo;otoes////

Re: New Training Categories and Super Skills

Posted: Thu Jun 15, 2023 9:39 am
by Grazzik
NMI wrote:
drewkitty ~..~ wrote:See the new powers topic.

He referred to and asked about New Catergproes. amd si[er slo;;s/ Mpt si[er abo;otoes////

It was a valid suggestion. Some powers might inspire a GM to design new skills.

Re: New Training Categories and Super Skills

Posted: Thu Jun 22, 2023 7:57 am
by Regularguy
Curbludgeon wrote:An archetype which I don't think has seen much play in Palladium is someone whose research translates into combat bonuses.


I’ve wondered if — just like the Ancient Master simply gets a minor power to set them apart from other Special Training types, the way the Super Sleuth can get some psionic abilities — you could build a ‘skilled’ category around having Living Anatomy:

* you can be an “interrogator” archetype (an expert observer who can read someone’s body language while noticing how his voice just went up a little as his hands got a little shakier and he started breathing a little heavier, and how the microexpressions playing across his face don’t quite match his posture but do match the dilation of his pupils, and so on), and

* you can be a “medic” archetype (someone who gets a free medical skill, and a bonus to any other medical skills, plus the ability to diagnose stuff even without rolling the dice on a medical skill and even without using medical instruments) while

* you can also be a combat-bonuses-based-on-evaluation type (you can tell when someone is tensing for an attack, and so you get a bonus to initiative and to dodge; and you know your opponent’s pressure points and vital spots, and so you hit for extra damage — but, when researching someone ahead of time, you have a head start that other potential researchers wouldn’t, in that you can already tell whether they suffer from a hidden insanity that you could maybe exploit, or whether they instead have some kind of physical ailment they’ve been keeping quiet, or whatever; couple that with a bonus to brewing up specialized chemical compounds and maybe it’s a character concept).

Re: New Training Categories and Super Skills

Posted: Thu Jun 22, 2023 3:32 pm
by drewkitty ~..~
NMI wrote:... si[er slo;;s/ Mpt si[er abo;otoes////

Does not compute...


Besides, that is where I 'would of' put any new power cat's or power cat mods. Since there is not any better relevant sticky topic.

Re: New Training Categories and Super Skills

Posted: Fri Jun 23, 2023 11:24 am
by Curbludgeon
I’ve wondered if — just like the Ancient Master simply gets a minor power to set them apart from other Special Training types, the way the Super Sleuth can get some psionic abilities — you could build a ‘skilled’ category around having Living Anatomy: [/quote] Ooh, I like it! I suppose it might be something like the fight scenes in those Sherlock Holmes movies from 10-15 years ago.

I could honestly see a whole variety of subcategories based on maximizing use of less combat-oriented minor powers. Something like Color Manipulation, if a specialist could make changes permanent, has a number of applications. I guess it could be done as something like a Minor Hero with a specialist skill program or two.

Re: New Training Categories and Super Skills

Posted: Fri Jun 23, 2023 6:44 pm
by Stone Gargoyle
Check out this thread: viewtopic.php?f=7&t=107188

Be aware that some creators of fan materials have left and their posts have been removed.