Palladium Fantasy Background Skills:
In the original version of Palladium Fantasy, there was a list for the
backgrounds of characters and what skill bonuses the characters would get
based on that. This author did not do it this way and instead used the
skills listed as extra skills the characters have. This has never unbalanced
the characters and just allows the characters to get a few extra skills.
The Author continued to use this even after second edition came out but
has found that some skills do not fit with second edition do not fit in
general and some skills do not fit as well as some other skills do. Because
of this, the author created a new skill list based on Background. If a
skill is repeated under OCC skills, take the highest percentage in the
skill but do not add the skills together or select an additional skill.
Note: While it can be fun to roll for background, it is not always
necessary and some backgrounds may fit with what you plan to do with a
character. For example: You might want a Magic using character that comes
from a family of spell casters. In this case, you might elect to select
that as your background. The one area that might be cautioned against is
making every character have a background in nobility.
01 - 05 Sailor / Fisherman:
This includes Pirates and Privateers along with some more legal professions
Bonus Skills: Fishing (+5%), Seamanship (+5%), Swim (+6%), and
Rope Work (+5%)
06 - 14 Craftsman / Guildsman
Includes Carpenters, Jewelers, Metal Smiths, Tanners, Brewers,
Candle Makers, and all crafts that are considered trades (Too numerous to list)
Bonus Skills: One Craft Skill [Choose from Cooking, Sewing,
Brewing, Armor/Blacksmith - Use Field Armor, Gemology, Masonry, Sculpting
& Whittling, Shipwright, Boat Building, Carpentry, Preserve Food, and
Skin & Prepare Hides] (+6%), Two Domestic Skills (+4%), General Repair (+4%)
15 - 23 Peasant Laborer:
Also includes such Industrial Labors positions such as dockworkers and
slaves working in urban areas.
Bonus Skills: Two Domestic Skills (+4%), General Repair or Rope
Work (+4%), One Rogue Skill (+4%)
24 - 32 Serf / Farm Slave:
If a serf or a slave depends on culture and if they have slavery. Serfs
are technically free but they are so tied to the soil that they are virtually slaves
Bonus Skills: One Domestic Skills (+4%), Farm Lore (+4%), Identify
Plans and Fruit (+4%), and Preserve Food (+4%)
33 - 41 Serf / Peasant Farmer (Yeomen):
Bonus Skills: One Domestic Skill (+5%), Farm Lore or Animal
Husbandry General or Breed Dogs (+5%), Identify Plans and Fruit (+4%),
and Preserve Food (+4%)
42 - 50 Farmer and Landowner:
This person can be wealthy or poor but at least owns a small amount of land
Bonus Skills: One Domestic Skill (+5%), Farm Lore (+4%) or Animal
Husbandry General or Breed Dogs (+5%), Identify Plans and Fruit (+4%),
and Preserve Food (+4%)
51 - 49 Herdsman / Nomad:
Includes military scouts as well as nomadic groups.
Bonus Skills: Land Navigation (+4%), Animal Husbandry or Horsemanship
General or Breed Dogs (+4%), Wilderness Survival (+5%), Hand to Hand: Basic
50 - 58 Men at Arms or Warrior Clan:
Includes Constabulary, Personal Guards, and Gladiators as well as standard soldiers
Bonus Skills: Recognize Weapon Quality (+4%), Military Etiquette
(+6%) or Streetwise (+4%) for Constabulary and Guards, Weapon Proficiency
(One of Choice), and Hand to Hand: Basic
59 - 67 Scavenger, Thief, or Vagabond:
Includes Highwayman, Thugs, and all manner of the criminal element along with
people who are on the fringes of society but are not criminals
Bonus Skills: Streetwise (+4%), One Rogue Skill (+5%), One Espionage
Skill (+4%), One Physical Skills [Chose from Hand to Hand: Basic, Acrobatics,
Climb, Gymnastics, Prowl, and Running] (+4%)
68 - 76 Entertainer:
This includes Bards, Story Tellers, Stage Magicians, Actors, Acrobats,
Prostitutes and all fields that perform some sort of entertainment.
Bonus Skills: 2 Communication Skills & Performing Arts [Replace
one with Seduction for Prostitutes and Physical Skills of Acrobatics, Gymnastics,
Juggling, and Tumbling available for acrobats, tumblers, and other physical
style entertainers] (+6%), One Rogue Skill (+4%), and One Language (+4%)
77 - 85 Merchant or Businessman:
Includes Pedlars, Tavern Keepers, Bankers, and Pawn Brokers along with merchants.
Bonus Skills: Public Speaking (+5%), Basic Math (+4%), Literacy
(+5%), and One Language (+4%)
86 - 92 Scholarly and Educated:
This included Historians, Scribes, Lawyers, Administrators, and Physicians
Bonus Skills: Literacy [Native] (+5%), Literacy (+4%), One Language
(+4%), and one Science / Technical Skill [Chose from Medical Doctor, all
Science Skills, Art, History, All Lore Skills, and Writing] (+4%)
93 - 95 Magician:
This includes all Magical OCC including Wizards, Warlocks, Summoners,
Alchemists, Diabolists. In most cases it also includes the various Psychic OCC as well.
Bonus Skills: Literacy [Native] (+5%), Literacy [Other Language]
(+4%), One Language (+4%), and one Science / Technical Skill [Chose from
all Science Skills, Art, History, All Lore Skills, and Writing] (+4%)
96 - 98 Religious:
Includes witches as well as the more mundane religious groups. Does not
include temple guards in most cases does include Warrior Monks.
Bonus Skills: : Literacy [Native] (+5%) for all but witches,
Lore: Demon and Monsters (+5%), Lore: Religious (+5%), and Holistic Medicine
or Medical Doctor (+4%) for all but witches
99 - 00 Noble:
Nobles can be wealthy or poor.
Bonus Skills: Dance or Sing (+4%), Literacy [Native] +5%, Literacy
[Other Language] (+4%), One Language (+4%), Heraldry (+4%), and Horsemanship
General (+5%)
[ Palladium Fantasy® is a registered trademark owned by Kevin Siembieda
and Palladium Books Inc.]
By Kitsune (E-Mail Kitsune ).
Copyright © 1999, Kitsune. All rights reserved.