Weapon Proficiencies

Ancient Weapon Proficiencies: Each ancient W.P. provides combat training with a particular type of weapon. The result is hand to hand combat bonuses to strike and parry whenever that particular weapon is used. All bonuses are accumulative. Each W.P. counts as one skill. The character may select several W.P.s or few. Note: Characters without any W.P. can use any weapon, but without benefit of the W.P. bonuses.
W.P. Archery and Targeting: This is an expertise with thrown and bow weapons. It includes throwing spears, forks, slings, short bows, long bows, crossbows, and modern bows. Bonuses: Add 20 feet to the normal effective range per level or the character, +1 to parry with that weapon (effective at level one), and +1 to strike at levels 2, 4, 6, 8, 11 and 14. Note: The character loses all bonuses and rate of fire is half when riding on horseback or a moving vehicle. Rate of Fire: Two at level one, +2 at level three, +1 at levels 5, 7, 9 and 12.
W.P. Archery - Cross Bow: An expertise with the cross bow. Training includes the use of all types of cross bows. Archers who are skilled in the use of the short bow or long bow can use the weapon but find it awkward, all bonuses to strike are half, range is normal for the bow (no bonus) and the rate of fire is equal to the archers normal hand to hand attacks per melee (no bonus rate of fire from W.P. Archery). Bonuses:
Effective Range: +10 ft per level of experience after level one;
Rate of Fire: One at level one, and +1 at levels 4, 8, and 12;
+1 to strike at levels 2, 5, 8, 11, and 14.

Movement penalty: The character loses all bonuses and rate of fire is half when running and shooting, flying, when riding on horseback or from moving vehicle, or otherwise unbalanced. Note: By retaking W.P. Archery: Cross Bow the character suffers only the half rate of fire movement penalty. Also a heavy crossbow can only be fired once from horseback. They cannot be reloaded by a mounted man as the bracing and pull are inadequate. Light Crossbows, however, suffer the normal penalties from horseback.

W.P. Archery - Long Bow: An expertise with the long bow. Training includes the use of all types of long bows. Archers who are skilled in the use of the short bow or cross bow can use the weapon but find it awkward, all bonuses to strike are half, range is normal for the bow (no bonus) and the rate of fire is equal to the archers normal hand to hand attacks per melee (no bonus rate of fire from W.P. Archery). Bonuses:
Effective Range: +25 ft per level of experience after level one;
Rate of Fire: two at level one, and +1 at levels 2, 4, 7, 10, and 13;
+1 to strike at levels 2, 4, 6, 8, 11, and 14.

Movement penalty: The character loses all bonuses and rate of fire is half when running and shooting, flying, when riding on horseback or from moving vehicle, or otherwise unbalanced. Note: By retaking W.P. Archery: Long Bow the character suffers only the half rate of fire movement penalty.

W.P. Archery - Short Bow: An expertise with the short bow. Training includes the use of all types of short bows. Archers who are skilled in the use of the long bow or cross bow can use the weapon but find it awkward, all bonuses to strike are half, range is normal for the bow (no bonus) and the rate of fire is equal to the archers normal hand to hand attacks per melee (no bonus rate of fire from W.P. Archery). Bonuses:
Effective Range: +20 ft per level of experience after level one;
Rate of Fire: Two at level one, and +1 at levels 2, 3, 6, 9, 12, and 15;
+1 to strike at levels 2, 4, 6, 8, 11, and 14.

Movement penalty: The character loses all bonuses and rate of fire is half when running and shooting, flying, when riding on horseback or from moving vehicle, or otherwise unbalanced. Note: By retaking W.P. Archery: Short Bow the character suffers no movement penalty.

W.P. Barstool: Training in all types of stools and chairs, including bar stools, milking stools, dining chairs, outdoor furniture, and small tables. Considered to be separate from WP Blunt, since it deals with large, cumbersome objects which aren't designed as weapons. Characters without this WP suffer a -2 to strike and parry with chairs and stools, as they are untrained in these unwieldy weapons. Bonuses: +1 to strike and parry at levels 1, 4, 8, and 13.
 
Damage for chairs S.D.C.
Barstool - wood 1d6+1
Barstool - metal 1d8
Dining chair - wood 1d6
Dining chair - metal 1d6+1
Milking stool - wood 1d4
Milking Stool - plastic 1d4+1
Deckchair - wood 2d4
Deckchair - metal 2d6
Deckchair - plastic 1d6
Bedside Table - wood 1d6
Bedside Table - metal 1d6+1
 W.P. Battle Axe: Training in all types of battle axes and picks. Bonuses: +1 to strike at levels one, four, eight, and twelve. +1 to parry at levels two, five, nine and thirteen. +1 to strike when thrown at levels three, eight and twelve.
W.P. Blunt: Training with all types of blunt weapons including mace, hammers, cudgels, pipe, staff and clubs. Bonuses: +1 to strike at level one. Add +1 to strike at levels 3, 5, 8, 11 and 14. +1 to parry at levels 2, 6, 9, 12 and 15. +1 to throw at levels 4, 7, 10 and 13.
W.P. Bola: The Bola is an old weapon of South American Indians who taught its construction and use to the gauchos. The classic weapon was three rawhide thongs joined at one end and at the other, three cords tipped with metal or leather covered stones; the length of the cords varied from 3-10 feet. When thrown accurately, the bola could entangle the legs to bring down a running animal. One or two weighted balls were used for hunting small prey like rabbits and birds. Damage: 2D4 S.D.C. As one might expect, various weapon manufactures have created bolas with 1-3 grenades instead of weights, and Northern Gun as created one that works like a Neural Mace, with the stunning charge delivered by remote control once the victim has been ensnared. Bonuses: +1 to strike, disarm and entangle at levels 2, 5, 10 and 15.
W.P. Bow: Includes short bow, long bow, samurai bow, Mongol bow, and Ninja short bow, as well as modern compound bows. Bonuses: Start with +1 to strike and two shots per melee round. Add 1 to strike at 2nd, 4th, 7th, 10th, 13th, and 14th levels. An extra shot per melee round is added at 2nd, 4, 5, 8, 10, 12, and 14th levels.
W.P. Boomerang:
Bonuses:+1 to Strike at levels 1, 3, 5, 7, 9, 11, 13, & 15.
Specials.....
  • Return path; will return to the thrower.
  • Straight Shot; target gets a +4 to dodge.
  • Back Shot; Hits victim from behind, -2 to dodge.
  • Bounce Shot; Bounces off target back to thrower, only K.O.s/stuns target for 1d6 melees.
  • W.P. Broken Bottle: Training in the use of broken bottles and glasses as weapons. The character can break a bottle without cutting himself, and use a variety of offensive moves. If attempting to parry with a broken bottle, the wielder automatically fails, and receives an *additional* 1d6 SDC. However, if the attacker was using a fist, foot, or other part of the body, he also receives 1d6 SDC damage. Bonuses: +1 to strike and damage at level one, and an additional +1 to strike an damage at levels 4, 8, and 13.
    W.P. 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 and entangle at level one. Add another +1 to strike at levels 3, 5, 8, 11 and 14. +1 to parry at levels 4, 7, 10 and 13. +1 to throw at levels 6 and 12. +1 to entangle at levels 2, 5, 8, 11 and 14.
    W.P. Crossbow: Includes both heavy and light crossbows. Bonuses: 1 shot per melee at first level. +1 to strike at 2, 4, 6, 8, 10, 12, and 14th levels. An extra shot per melee round is added at 2, 5, 7, 9, 11, 13, 15th levels.
    W.P. Deadbll: 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 at an additional -1 for every additional ricochet beyond the first.
    W.P. Forked: Includes Sai, tiger forks, tridents and other weapons with tines. Bonuses: +1 to Strike and +2 to Entangle. +1 to strike at levels 3, 5, 7, 9, 12 and 15. +1 to parry at levels 5, 9 and 13. +1 to entangle at levels 2, 5, 8, 10, 12 and 14.
    W.P. Grappling Hook: Trained use of a grappling hook for climbing, scaling walls (adds +5% to that skill), boarding vessels, tripping an opponent (by hooking the foot, ankle or leg. Does no damage, but knocks victim to the ground and he loses initiative and one melee attack) and impaling (does 1D6 damage). +1 to strike or entangle at levels 3, 6, 9 and 12.
    W.P. Improvisation: This is simply the ability to use any available materials at hand and use them as effective weapons. This includes the use of dirt to temporally distract/blind your opponent, the the use of sharpened tree branches to use as spears. With this skill almost anything can be a deadly weapon.
    W.P. Knife: Training with all types of knives. Bonuses: +1 to strike when thrown on level one. +1 to strike at levels 2, 4, 7, 10 and 13. +1 to parry at levels 2, 4, 8, 11 and 14. +1 to throw at levels 2, 4, 6, 9, 11, 13 and 15.
    W.P. Lance: Lances are not normal hand-to-hand weapons; they can only be used by someone riding a horse, animal (griffon, or dragon), or vehicle (chariot). Lances can not be used to parry, and often break during combat. Bonuses: +2 to strike at level one, and +1 to strike at levels 4, 8, and 12.
    W.P. Mouth Weapons: Includes blowpipes, mouth darts, and other weapons that depend on a person's lungs and aim out of the mouth. Bonuses: +1 to strike at 1st level. Add 1 to strike at 4, 8, and 12th levels. An extra shot per melee round is added at 3, 7, and 11th levels.
    W.P. Net: Training in the use of ancient (string) and modern (carbon fibers or metal alloys) nets. Nets are not so much offensive weapons as they are used to ensnare an opponent, to slow him down, confuse or render immobile for a while. There are two types of snare:
    1. Snaring an opponent's weapon: The weapon becomes entangled and is pulled out of the persons hand. A natural, unmodified roll of 18, 19, 20 will disarm an opponent, unless they roll equal to or above the roll to strike (no bonuses).
    2. Snare one's opponent: By throwing a large net completely over the opponent, one can snare him. The intended victim must dodge or be netted. If caught in the net, the victim is -8 to strike, -10 to dodge, and -6 to parry. It will require 1D4 melees to break free from the net, unless one has superior weapons (vibro-blades and plasma swords especially). Note that though quite helpless while in the net, those attacking him will be doing a lot of damage to the net, thereby destroying it in a matter of a melee. If the person dodges the net, the net thrower will be without a weapon (it takes TWO hands to throw a net) until he can get out another weapon.
    W.P. Paired Weapons: This is an extra skill that, combined with an ancient weapon allows for the use of two weapons simultaneously.
    W.P. Polearm: Training in the large spear-like weapons know as the polearm. Also includes tridents. Bonuses: +1 to strike at levels one, five, nine and fourteen. +1 to parry at levels one, three, six, nine and fourteen. +1 to parry at levels one, three, six, nine and twelve. +1 to strike when thrown at levels two, five, nine and fourteen.
    W.P. Rune Weapon: This gives the character the knowledge and ability to use all and any Rune Weapons. With this skill the character can use any rune weapon whether or not he has that w.p. (i.e. if the character doesn't have a w.p. sword but does have a rune sword he can still use it). This gives the character an additional +2 to strike with a rune weapon and +3 to parry with a rune shield.
    W.P. 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. A shield can be used in one hand and a weapon in the other. +1 to strike with a shield (1D4 damage) at levels 4, 8 and 12. No bonus to strike when thrown.
    W.P. Siege Weapons: An understanding of the use and mechanics of siege weapons, including balista, catapult, onager and trebuchet. +1 to strike at levels 2, 5, 9 and 12.
    W.P. Slingshot: Includes both ancient slings and modern slingshots. Bonuses: +1 to strike and 2 two shots per melee at first level. +1 to strike and an extra shot per melee at levels 2, 4, 6, 8, 10, 12 and 15.
    W.P. Small Thrown Weapons: Includes shuriken, throwing spikes, etc. Bonuses: Start with being able to fire off 3 per melee round. +1 to throw at levels 4, 7, 10 and 13. Extra shot per melee at levels 2, 3, 5, 6, 8, 9, 11, 12, 14 and 15.
    W.P. Spear: Combat skill with large and small spears. Bonuses: +1 to strike and parry at level one. +1 to strike at levels 3, 7, 10 and 13. +1 to parry at levels 3, 6, 9, 12 and 15. +1 to throw at levels 2, 4, 8, 11 and 14.
    W.P. Staff: Combat skill with large and small staffs. Bonuses: +1 to strike and parry at level one. +1 to strike at levels 4, 7, 10 and 14. +1 to parry at levels 2, 5, 8, 11, and 14. +1 to throw at levels 4, 8 and 14.
    W.P. 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 level one, an additional +1 to strike at levels 3, 6, 9, 12 and 15.+1 to parry at levels 2, 3, 5, 7, 9, 11 and 14. +1 to throw at levels 5, 10 and 14.
    W.P. Trident: The practiced use of the trident as a weapon. Bonuses: +1 to strike and entangle at level one. +1 to strike at levels 3, 5, 7, 9, 12, and 14. +1 to parry at levels 5, 9, and 13. Entangle an opponent's arm, hand, foot or weapon between the prongs: +1 at level 2, 5, 8, 10, 12 and 14. If a limb is caught or pinned, the trident user can twist the trident with a quick movement that will force the "pinned" opponent o follow the movement and be "flipped' off his feet or upside down under water. The victim of a body flip is thrown to the ground/down/over and loses initiative and one melee action/attack. W.P. Trident provides the body flip move only when using the trident. Typical damage is 3D6 S.D.C. or 3D6 M.D.; can be thrown 50 feet in the air or 30 feet underwater.
    W.P. Whip: Skill at "whipping" or snapping with long, flexible, light weapons, typically made of leather, rawhide, reeds or M.D.C. cords.
    Damage: Single cord whip: 1D6 S.D.C., Bull Whip: 2D6 S.D.C., Cat-O-Nine Tails: 2D6 S.D.C.
    Bonuses: +1 to strike at level one. +1 to strike at 3, 5, 7, 9, 11 and 13th levels. +1 to damage at 4th, 8th, and 12th levels. +1 to entangle at 2nd, 6th, 8th, 10th and 14th levels. This weapon cannot be used to parry! An M.D.C. whip still inflicts S.D.C. damage, but is more resistant to damage.
    Modern Weapon Proficiencies: These are areas of training and practiced skill with a particular type of modern weapon. Each W.P. counts as one skill selection. Characters with no knowledge of modern weapons can fire loaded weapons, but will take twice as long to reload and always shoot "wild"; no bonuses to strike.
    W.P. Artillery: Covers all vehicle-sized cannons and howitzers, as well as vehicle-mounted missile weapons.
    W.P. Automatic Pistol: All modern military automatic pistols (automatic means the weapon keeps firing while the trigger is depressed and until the trigger is released or the rounds are all expended).
    W.P. Automatic and Semi-automatic Rifles: Includes all assault rifles like the M-16 and AK-47.
    W.P. Black Powder: Knowledge and practice with antique weapons of all kinds. Includes a lot of strange items... the ability to load and fire muzzle-loading guns, familiarity with Civil War, Napoleonic, Revolutionary War rifles and pistols.
    W.P. Bolt Action Rifle (hunting & sniping): Includes most hunting rifles; not an automatic firing weapon.
    W.P. Cyclone Weapon Systems: This skill is exclusive to the cyclone rider O.C.C. and gives the character a +1 bonuses to strike when using any of the standard cyclone weapons. They include the CADS-1 Saber system, EP-37 60mm beam cannon, EP-40 rocket cannon, RL-6 rocket cannon, GR-97 forearm missile launcher, GR-103 mini-missile and missile launcher sidecar.
    W.P. Flame Thrower: Includes normal fire, and plasma based flame throwers. This does not include plasma ejectors or similar weapons. This W.P. also instills a basic understanding of how to make best use of the Flame Thrower: i.e. by lighting certain areas on fire, concentrating the fire or dispersing it over a larger area, etc.
    W.P. Gallant H-90: This is a separate weapon proficiency because of its unique multi-configurations, and damage capabilities.
    W.P. Grenade: Think just anyone can chuck a grenade? If your answer is yes, then you might want to think again. Sure, tossing a grenade takes all the intelligence of your average chimpanzee. Figuring out when to throw the grenade is another matter. First off not all grenades are fitted with the same delay rate. Some have a 5 second delay, some 3 seconds, some can be adjusted to a variable rate. There's even some Soviet grenades that have a zero delay, they go off as soon as you pull the pin!
    W.P. Grenade Launcher: Any device, including certain rifle models, that fire grenades. This skill includes the use of the Triax pump-weapons (i.e. TX-16) and the launchers of the CS-14 "Firebreather." Bonuses: +1 to Strike at levels 3, 7, and 11.
    W.P. Harpoon Gun: Proficiency with the harpoon gun. The weapon can be used either with a plain pointed end (2D6 S. D.C.) or with an explosive head (4D6 M.D.). Bonuses: +1 to strike at levels two, four, seven, ten and thirteen.
    W.P. Heavy: Includes machineguns, bazookas, LAWS, and mortars.
    W.P. Mortar: These are man portable artillery weapons that consist of a tube and small self-propelled bombs that shoot out of the tube.
    W.P. Revolver: All cylinder style handguns; not automatic (trigger must be pulled each time the gun is fired).
    W.P. Sub-Machinegun: Includes all small arms automatic weapons like the uzi.
    W.P. Torpedo: Maintenance and a keen understanding of a torpedo’s speed, range, trajectory, and most effective use. Bonuses: +1 to strike at levels two, six and twelve. +1 to strike with a depth charge at level four.
    W.P. Energy Pistol: Includes lasers and all types of energy firing small arms.
    W.P. Energy Rifle: Includes all long range energy firing rifles.
    W.P. Heavy Energy Weapons: Includes plasma ejector, rail guns, and similar high tech, mega-damage weapons.
    W.P. Sharpshooter: Any O.C.C. except Vagabond, Dragon and Mind Melter, can select the W.P. Sharpshooter skill. However, among the current list of O.C.C.s and in most parts of the world, sharpshooting is not very commonplace. Still, some characters, especially those geared for combat, may have one or two W.P. Sharpshooting skills.
      Counts as two "other" skill selections
      Not available as a secondary skill
      The character must have first spent one skill selection on a desired W.P. skill before the Sharpshooting skill can be selected. Once the W.P. type has been selected, the sharpshooting skill can be added to it at a cost of two "other" skill selections. The sharpshooting skill bonuses are then added to those of the normal weapon proficiency for that specific type of weapon.
      The sharpshooting skill can be combined with the W.P. Archery & Targeting skill (applicable only to the sling, crossbow, and bow and arrow) and all the modern weapon proficiencies, except W.P. Heavy and W.P. Heavy Energy Weapons. Not applicable to W.P. Blunt, W.P. Chain, W.P. Knife, W.P. Sword, or other ancient hand-held type weapons.
      W.P. Sharpshooting Bonuses: All bonuses are in addition to conventional W.P. bonuses of +3 aimed, +1 burst.
    The Sharp Aimed Shot (applicable to both the single shot and the aimed burst shot): +1 to strike with a P.P. 20 and every additional five (5) P.P. points above 20, but the bonuses are only applicable when the appropriate type of weapon is used. Aimed shots only. No bonuses for shooting wild.
    The Sharpshooter's Called Shot: The sharpshooter's aimed shot bonuses are NOT applicable when using this special "Sharpshooter's called shot." Instead, the sharpshooter uses the following superior bonuses: +1 to strike with a P.P. 18 and every additional three (3) P.P. points above 18, but the bonuses are only applicable when the appropriate type of weapon is used and this special called shot counts as two melee attacks/actions. Aimed shots only.
    Quick Draw: +1 to initiative with a P.P. 18 and every additional four (4) P.P. points above 18, but the bonuses are only applicable when the appropriate type of weapon is used.
    The Bonus Attack: +1 additional shooting melee attack when using that specific weapon for the entire melee round.
    The Trick Shot: Most Men at Arms can pick one of the following tricks (or roll 1D6 for random determination), but the Gunfighter, Sheriff and Gunslinger O.C.C.s get ALL six!
    1. Can fire a traditional two-handed weapon, like a rifle, one handed.
    2. Can shoot over his shoulder by holding up a mirror and aiming at the reflection.
    3. Accurately shoot while riding a horse or moving vehicle (normally a wild shot), but strike bonuses are half and a called shot is impossible (-8 to strike and strike bonuses do not apply).
    4. Shoot accurately while standing on head or hanging upside down; all bonuses applicable.
    5. Roll or somersault and come up shooting (normally a wild shot), no bonuses nor penalties to strike; straight roll of the dice.
    6. Ricochet shot, can bounce bullets, arrows, sling bullets and other fired projectiles (depending on the specific W.P.) off of one surface and angle the shot in such a way that the projectile ricochets/bounces off and hits a different/second target (inflicts only one pint of damage to the first surface and full damage to the second). This can also be done with laser weapons but the ricocheting surface must be mirrored or highly polished. Glitter Boys are excellent reflective surfaces for performing a ricochet laser shot.
    W.P. Study: Although this weapon proficiency list is fairly extensive, some weapons may be left out. Any player who wants a W.P. in a weapon not represented in this list, should select this skill. Subject to GM approval. When selected, the player uses the bonuses of the closest weapon on the list. For example: Steve wants his druid to use a scythe. Since W.P. Scythe is not listed, and the GM approves of Steve using the W.P. Study skill. Steve, and the GM then decide that the W.P. Pole Arm skill is the closest equivalent, but the GM allows a bonus of +1 to parry at level 1.
    Weapon Mastery

    "Ello. My name is Inigo Montoya. You killed my father. Prepare to die."

    -Spanish Weapon Master

    Some people, such as Lawmen and Gunfighters, learn to do amazing things with guns. Some Indian warriors do similar things with bows and slings, making the New West of Rifts Earth a deadly place... at a distance. Some places, some worlds, however, have either built a culture around hand to hand combat or have never advanced technologically to the point where distance combat is feasible. The same kinds of people live everywhere, however. Just as some in North America have devoted themselves to their guns, some people in these societies have devoted themselves to their weapons, be they high-tech blades scientifically balanced to their weilder's style, magical flails, or a hunk of wood that "just feels right", they have expanded their knowledge beyond mere proficiency: Thay are Weapon Masters.

    Restrictions and Conditions

    This skill is applicable only to weapons that rely on the strength of their wielder to cause damage, or their modern, magical and psionics equivalents. Thus vibro-blades, flaming swords and psi-swords can all benefit from this skill, while bows, slings and pistols cannot. Spears, knives, and other throwing weapons can be used with this skill, but all bonuses (save those to initiative) are halved, and the Riposte ability cannot be used.

    To acquire this skill a character must sacrifice two OCC related skills or two OCC WP's. Secondary skills cannot be used to acquire this skill. A character must be proficient in the weapon to be mastered, and must purchase mastery separately for each WP.

    Bonuses of Weapon Mastery
    All bonuses are in addition to attribute and WP bonuses.

    • The mantra of business is "Location, Location, Location," supposing a better location will yield better results. Weapon masters have also learned the value of location in the form of a well-placed shot. A weapon master gains a +1 to damage with a PP of 15 and an additional +1 fir every 5 points of PP thereafter. This damage can be either SDC or MDC, as appropriate to the weapon.
    • Riposte. A Master can go one better than a simultaneous strike, parrying and striking in response to another's attack. This costs an attack, but is done at full bonuses and cannot be defended against (unless his opponent has an un-engaged paired weapon or is also a master).
    • Example: Master A is using a longsword, whiole master B is using a Hercules Club. Master A makes his attack, rolling a thirteen (with bonuses). Master B attempts a riposte, rolling a measly 4 four his parry and an 8 for a strike. His opponent parries the riposte with a 12, thus damaging his opponent and protecting himself.
    • On his next attack, Master B swings his club and rolls an 18. Master A ripostes, rolling a thirteen for his parry and a seven for his strike. Master B parries the riposte with an eleven, and Master A is in a world of hurt (did I forget to mention that Master B is a troll... a BIG troll? Oops). Note that both character have used two attacks (one attack and one riposte), but this is only the first sequence of attacks this melee round.
    • Lightning Speed. Similar to Iaijutsu, this gives a character great speed when using his mastered weapon. This translates into a +1 initiative at PP 18, and another +1 per additional 4 points of PP. They also receive an extra attack on any round in which they use only their mastered weapon.
    • The Expanded Proficiency. Finally, a Weapon Master gains a bonus to all maneuvers involving that weapon, such as strikes, parries, disarms and entangles, but not dodges, rolls or holds. This bonus is a +1 at a PP of 20, with an additional +1 per 5 points of PP thereafter.
    Weapon Proficiencies provide the following bonuses:
    Aimed: +3 to strike. Note: +4 with a revolver
    Burst: +1 to strike.
    Wild: No bonus or penalty.
    Training also enable the character to easily reload, disassemble, unjam, clean and other wise maintain the weapon. Recognizes weapon quality: 30% + 6% per level of experience. Add a bonus of +1 to strike for every THREE levels of experience beyond level one.

    Copyright 1996 Palladium Books Inc. Rifts®, Megaverse®, and Palladium Books® are registered trademarks owned by Palladium Books and Kevin Siembieda. The Coalition States, Erin Tarn, Emperor Prosek, SAMAS, and other names and characters are trademarks owned by Kevin Siembieda and Palladium Books Inc.
    © 1983, 1987, 1988, 1990 Kevin Siembieda; © 1995 Palladium Books, All rights reserved world wide. No part of this work may be reproduced in part or whole, in any form or by any means, without permission from the publisher. All incidents, situations, institutions, governments and people are fictional and any similarity to characters or persons living or dead is strictly coincidental."

    Robotech ® is a registered trademark owned and licensed by Harmony Gold USA, Inc. Characters for Robotech are copyright 1985 Harmony Gold USA, Inc./Tatsunoko Production Co., Ltd. All Rights Reserved.

    The Robotech Role-Playing Game is Copyright © 1995 Palladium Books Inc. and Copyright © 1995 Kevin Siembieda. All rights reserved under the Universal Copyright Convention. No part of any Robotech RPG books may be reproduced in part or whole, in any form or by any means, without permission from the publisher. All incidents, situations, institutions, governments, and people are fictional and any similarity, without satiric intent, of characters or persons living or dead, is strictly coincidental.

    Palladium Books Inc. ®, Rifts ®, and Megaverse ® are registered trademarks owned and licensed by Kevin Siembieda and Palladium Books Inc. Mega-Damage™, S.D.C.™, I.S.P.™, P.P.E.™, and others are trademarks owned and licensed by Kevin Siembieda and Palladium Books Inc.

    Robotech: The New Invid Era  is a derivative work of the Robotech RPG intended solely for the enjoyment of Robotech fans everywhere, and is NOT written for commercial purposes or financial gain.

    This entirely MY alternate vision of the Robotech ® World and is NOT officially approved or sanctioned by Palladium Books Inc. or Harmony Gold USA, Inc./Tatsunoko Production Co., Ltd.

    This entirely MY alternate vision of the Rifts ® world and is NOT officially approved or sanctioned by Palladium Books Inc.

    Skill List

    Originally posted on Mad Dog's Web Site.  daisho@gci.net

    This site is maintain by: UG