All characters, regardless of origin or type, have Perception as a natural ability.
Perception is an ability that is treated mechanically as one would a skill.
Perception has a base skill rating of 15%, adding 3% per level each additional level of experience beyond first level.
A +1 to perception translates to a +5% bonus, including those bonuses gained at later levels.
Perception does not replace the Detect Concealment or Detect Ambush skills, nor does it replace Read Sensory Equipment or Optics Systems for use with technological sensors to perceive.
Like Detect Ambush, Detect Concealment, and other skills, Perception is an opposed skill check.
As with all % skill checks, a natural roll of 96-00 is a critical fail and a natural roll of 01-05 is a critical success.
Example: A 5th level Techno-Wizard with a +1 bonus to Perception would have 15 +12 (the 4 additional levels after 1) +5 (bonus to perception) = 32%; the additional +3 perception against targets that are mechanical, magical, or a combination of the two will be an additional 15%, or a total of 47%.
General Opposed Skill Table - Used by the GM so they do not have to stat up every NPC. Assign a skill level and roll against it. Because Prowl is so much lower of a starting skill, subtract 5% if used in place of prowl
20%+: Amateur: A barely skilled individual; generic rent-a-cops, bored merc sentries, a farmer trying to be sneaky, a young city rat trying to hustle the CS patrol.
40%+: Skilled: A young skilled sneak, a low leveled merc on watch, or a wilderness scout hiding a vehicle.
65%+: Professional: The grizzled sergeant who's slumming it on guard duty, the newest pride and joy of the Thieves' Guild, or one of the famed snipers of the C.S. patrols in Old Chicago setting up his blind.
85%+: A master of his craft, this character is simply the best. He is usually going to succeed, and that is not likely to change today!
(Please post reply to this thread any discrepancies and/or missing Character Classes)
Q. Wait! Percepton's difficulty isn't static? A. Nope! Honestly, it never has been really. But interfacing with skills was always a pain in the rear. Now it's not.
Q. Do I.Q. bonuses count? A. It is a skill, so yes.
Q. How DOES it interface with skills? A. Well that depends largely on whether you are the player or the GM.
1. As a player? Don't worry about it. Roll your perception, detect ambush, camouflage, or prowl and give the GM what you're using that roll for. You're done.
2. As a GM? It's not THAT complicated. But it does require a little unpacking.
Even without implementing a measure of success rule, use the following guide. Active (Perception) vs Passive (Prowl) = Result
Perception (PASS) vs Prowl (Failure/Critical Failure) = the one looking sees the one who failed to sneak. Note that Perception (Critical Success) vs Prowl (PASS) is treated the same.
Perception (Critical Success) vs Prowl (Failure/Critical Failure) = The one looking sees the one who failed to sneak, and notes some important detail (or whatever the GM says, maybe he gives them a bonus against a called shot, ala Bard and Smaug in the Hobbit)!
Perception (Failure/Critical Failure) vs Prowl (Failure/Critical Failure) = Comedy of Errors
If one fails perception and one fails stealth, you have a comedy of errors that should be a joy to write. "The thief goes to sneak past the guard. She slips and falls, sliding to a halt at his feet. Except that he is staring at the screen in front of him in horror - his computer is rebooting in the middle of a five page incident report! He has spent the last hour on it, and to his horror hadn't saved it, and had in fact disabled the autosave. He is repeating no-no-no-no-no-no as the thief rises unsure of whether to or where to move."
Both reroll.
She's undiscovered, but next to the guard; the guard is staring at the ghost of his TPS report.
Perception (Failure/Critical Failure) vs Prowl (PASS/Critical Success) = The one sneaking about is unnoticed. A Perception (PASS) vs Prowl (Critical Success) is treated the same.
Perception (PASS/Critical Success) vs Prowl (PASS/Critical Success) = Assuming both got the same kind of result (PASS or Critical Success), then compare the two rolls to their base percentages. The one who got lower on their roll compared to their percentage is the victor in this opposed roll. Prowl 10 out of 25 vs Perception 70 out of 80%
Prowl is 15% lower, Perception is 10% lower. The Prowler is unnoticed.
Q. How do you determine critical success or failure? A. As with all skills checks, a 01-05 is a critical success and a 96-00 is a critical failure.
Q. So I'm the GM, how do I use the General Perception Table? A. This exists so you don't have to stat up every NPC in the game. Assign a difficulty and that's the opposed skill. Boom.
Q. But this thing they are hunting for is honestly not hard to find? Do I have to make opposed rolls for this? A. No. How about you let them find it if they succeed at their roll? You are the GM, run your game. You don't need Palladium or me to tell you how to do that (unless you're asking for input, in which case, buyer beware). :P
Last edited by Archive Account on Fri Nov 16, 2007 6:28 pm, edited 5 times in total.
Administrator O.C.C. (Australia 105)
Atlantean Nomad O.C.C. (Atlantis 17)
Body Fixer O.C.C. (Rifts 71): +10%, +20% to any roll concerning health
Bogatyr O.C.C. (Warlords of Russia 58)
Bushman O.C.C. (Australia 56): +10% to any roll in wilderness environment
Bushranger O.C.C. (Australia 59): +10% to any roll in wilderness environment
CAF Scientist O.C.C. (Phase World 60): +20%
Catholic Priest O.C.C. (Warlord of Russia 208)
City Rat O.C.C. (Rifts 73): +15% (includes sub-types)
City Trader O.C.C. (Australia 67)
Colonist O.C.C. (Phase World 42)
Cowboy O.C.C. (New West 110)
Coalition RCSG Scientist O.C.C. (Coalition War Campaign 82): +20%
Cyber-Doc O.C.C. (Rifts 74)
Cyber-Specter O.C.C. (Australia 107)
Cyberoid O.C.C. (Japan 78)
Demon Queller O.C.C. (Japan 65)
Ectohunter O.C.C. (Warlords of Russia 61)
Ecto-Traveler O.C.C. (Mindwerks 39)
Explorer O.C.C. (Warlords of Russia 64): +10%
Forger O.C.C. (Mercenaries 21)
Freelancer O.C.C. (Wormwood 68)
Gambler O.C.C. (Juicer Uprising 58): +10% to any roll in gambling/tavern environment
Gaucho O.C.C. (South America 2 128)
Guide O.C.C. (Australia 61): +15%
Gypsy Layer of Laws O.C.C. (Mystic Russia 152)
Gypsy Thief O.C.C. (Triax & the NGR 180; Mystic Russia 143)
Huntsman-Trapper O.C.C. (Warlords of Russia 66): +15% to any roll in wilderness environment
Jackaroo O.C.C. (Australia 63): +10% to any roll in wilderness environment
Legacy Scout O.C.C. (Dinosaur Swamp 55): +25%.
Merchant Marine O.C.C. (Coalition Navy 30): +10% to any roll in marine/riverine environment
Merchant Trader O.C.C. (Australia 65)
Mining 'Borg/Prospector O.C.C. (New West 113)
Naturalist O.C.C. (Dinosaur Swamp 50): +15%
Operator O.C.C. (Rifts 76): +10%
Outbacker Runabout O.C.C. (Australia 70)
Pathfinder O.C.C. (Dinosaur Swamp 52): +15%
Pecos Raider O.C.C. (Lone Star 153)
Preacher O.C.C. (New West 115)
Professional Gambler O.C.C. (New West l 17): +15% to any roll in gambling/tavern environment
Professional Thief O.C.C. (Mercenaries 28): +15%
Pecos Raider O.C.C. (Lone Star 153)
Raider O.C.C. (Australia 72)
Roadganger O.C.C. (Australia 74)
Road Sentinel O.C.C. (Australia 77)
Rogue Scholar O.C.C. (Rifts 79): +25%
Rogue Scientist O.C.C. (Rifts 78): +20%
Runner O.C.C. (Phase World 41): +10% to any roll in space environment
Safecracker O.C.C. (Mercenaries 24)
Sailor O.C.C. (South America 46): +15% to any roll in marine/riverine environment
Saloon Bum O.C.C. (New West 120): +25% to any roll in gambling/tavern environment
Saloon Girl/Barmaid O.C.C. (New West 123): +20% to any roll in social environment
Salvage Expert O.C.C. (Underseas 133): +10% to any roll in marine/riverine environment
Smuggler O.C.C. (Mercenaries 25)
Spacer O.C.C. (Phase World 38): +20% to any roll in space environment
Sportsman O.C.C. (Australia 115)
Swamp Stomper O.C.C. (Dinosaur Swamp 48): +15%
Technologist O.C.C. (Australia l 19)
Trapper-Woodsman O.C.C. (Canada 88): +15% to any roll in wilderness environment
Traveling Story Teller O.C.C. (Warlords of Russia 69)
Tritonian Scientist O.C.C. (Underseas 97): +20%
Turbo-Jockey O.C.C. (Phase World Sourcebook 41)
TV1A Inspector O.C.C. (Phase World 59): +25% to any roll in space environment
Vagabond O.C.C. (Rifts 82): +20%
Villager O.C.C. (Warlords of Russia 71)
Wannabe Juicer O.C.C. (Juicer Uprising 59): +10%
Warlord Cyber-Doc O.C.C. (Warlords of Russia 94)
Wilderness Scout O.C.C. (Rifts 80): +15%
Worldy Sasquatch O.C.C. (Canada 166): +10% to any roll in wilderness environment
Last edited by Archive Account on Sat Jul 21, 2007 8:03 pm, edited 3 times in total.
Aarden Tek R.C.C. (Canada, p. 130; D-Bees of North America, p. 9) +10% (+20% when involving scents)
Aberrant Mechanoid R.C.C. (The Mechanoids, p.33) +5%
Achilles Neo-Human R.C.C. (South America 2, p. 149)
Adarok Adventurer R.C.C. (Atlantis, p.69) +5%
Agogwe R.C.C. (Africa, p. l17)
Air Fish R.C.C. (Wormwood, p. l19) +10%
Algor (Frost Giant) R.C.C. (Rifts Conversion Book One, p.93) +10%
Altara Warrior Woman R.C.C. (Atlantis, p.50; D-Bees of North America, p. 15) +15%
Amaki Stone-Man R.C.C. (South America 2, p. 154) +10%
Amazon R.C.C. (South America, p.97) +5%
Amorph R.C.C. (Psyscape, p.l 17; D-Bees of North America, p. 21) +5%
Amphib R.C.C. (Underseas, p.98) +5% (+15% when underwater)
Ancient (Incan Undead) R.C.C. (South America 2, p.48) +5%
Arkhon R.C.C. (South America 2, p.71)
Armored Slayer R.C.C. (Canada, p. 140) +5%
Asama-Tatsu Dragon R.C.C. (Japan, p.214) +5%
Asgardian Berserker R.C.C. (Pantheons of the Megaverse, p. 168)
Asgardian Dwarf R.C.C. (Pantheons of the Megaverse, p. 166)
Asgardian High Elf R.C.C. (Pantheons of the Megaverse, p. 167)
Aunyain R.C.C. (South America, p. 152) +5%
Auto-G R.C.C. (Coalition Wars 3; Sorcerer's Revenge, p.8; D-Bees of North America, p. 27) As race being copied
Azverkan R.C.C. (Mindwerks, p. 44) +10%
Bearman of the North R.C.C. (Rifts Conversion Book One, p.84) +10%
Beast Guard R.C.C. (Wormwood, p. 120) +10%
"Beast" Intruder R.C.C. (Phase World Sourcebook, p. 47) +5%
Bhlaze R.C.C. (Skraypers, p. 55) +5%
Bio-Freak R.C.C. (Skraypers, p. 80) Based on Mutation
Blood Lizard R.C.C. (South America 2, p. 137) +10%
Bogie R.C.C. (Rifts Conversion Book One, p. 102) +10%
Brodkil R.C.C. (Coalition Wars 1: Sedition, p. 141)
Brownie R.C.C. (Rifts Conversion Book, p. 103) +15%
Bruutasaur R.C.C. (Vampire Kingdoms, p. 147; D-Bees of North America, p. 37) +10%
Bug Bear R.C.C. (Rifts Conversion Book, p.111) +5%
Cactus Person R.C.C. (New West, p. 127; D-Bees of North America, p. 41) +5%
Catyr R.C.C. (Phase World, p. 68) +5%
Centaur R.C.C. (Canada, p.102; D-Bees of North America, p. 44) +5%
Cernun Mystic R.C.C. (England, p.58)
Changeling R.C.C. (Rifts Conversion Book One, p.89)
Chiang-Ku R.C.C. (England, p.46) +5%
Children of Amon R.C.C. (Africa, p.65) Based on race of minion
Cihuacoatl/Vernulian R.C.C. (Vampire Kingdoms, p. 171; D-Bees of North America, p. 210) +5%
Coalition Mini-Monkey Spy R.C.C. (Lone Star, p.82)
Coalition Monkey Boy Soldier R.C.C. (Lone Star, p.83) +5%
Coalition Monkey Boy Tech R.C.C. (Lone Star, p.85) +5%
Coalition Mutant Rat R.C.C. (Lone Star, p.87) +5%
Coalition Mutant Bat R.C.C. (Lone Star, p.88) +10%
Cold-Blooded R.C.C. (Rifts: Mercenary Adventures, p. 18): +10%, +5%@ levels 4, 7, 10, 13
Condoroid R.C.C. (South America 2, p. 146)
Coyle R.C.C. (Rifts Conversion Book One, p.86) +15%
Crocodillian R.C.C. (Africa, p. 67) +10%
C'ro Demon Mage R.C.C. (Mindwerks, p. 56) +5%
Cyber-Horseman of Ixion R.C.C. (Canada, p. 103; D-Bees of North America, p. 51)
Cyclops R.C.C. (Rifts Conversion Book One, p.94) +5%
Cyden R.C.C. (Skraypers, p. 37) +5%
Dabuggh R.C.C. (England, p.55) +10%
Daitya R.C.C. (Pantheons of the Megaverse, p. 142) +5%
Dakini R.C.C. (Pantheons of the Megaverse, p. 142) +5%
Darkhound R.C.C. (Psyscape, p.94; D-Bees of North America, p. 54) +15%
Demigod R.C.C. (Pantheons of the Megaverse, p. 17)
Demon-Dragonmage R.C.C. (Psyscape, p. 120; D-Bees of North America, p. 58)
Demon Goblin R.C.C. (Wormwood, p. 122) +5%
Demon Hound Rider R.C.C. (Wormwood, p. 125) +15%
Devil Shark R.C.C. (Underseas, p.45) +5%
D'norr Devilman R.C.C. (Coalition Wars 3; Sorcerer's Revenge, p.12; D-Bees of North America, p. 71) +20%, Progression by O.C.C.
Dolphin R.C.C. (Underseas, p.77) +10%
Dolphin Pneuma-Biform R.C.C. (Underseas, p.51) +10%
Dominator R.C.C. (Phase World, p. 96)
Domovoi R.C.C. (Mystic Russia, p.57) +5%
Draconid R.C.C. (Phase World, p. 35) +5%
Dragon-Ape R.C.C. (Psyscape, p.98) +5%
Dragon Hatchling R.C.C. (Rifts, p. 97) Based on Breed
Dragon Ray R.C.C. (Underseas, p. 21)
Dragon Wolf R.C.C. (Rifts Conversion Book One, p.l 18) +5%
Dreadlor R.C.C. (Skraypers, p. 23) +5%
Dreadmaster R.C.C. (Skraypers, p. 26)
Duelist R.C.C. (South America 2, p. 155)
Dwarf R.C.C. (Rifts Conversion Book One, p.89)
Dysasha Demon R.C.C. (Mercenaries, p. 78) +10%
Eandroth R.C.C. (Rifts Conversion Book One, p. 129)
Earth Child R.C.C. (England, p. 51)
Elf R.C.C. (Rifts Conversion Book One, p.90)
Emirin R.C.C. (Rifts Conversion Book One, p. 132) +5%
Entrancer R.C.C. (Wormwood, p. 126) +5%
Equinoid (a.k.a. Psi-Taur) R.C.C. (South America 2, p. 144)
Erta R.C.C. (Atlantis, p.71) +15%
Ewaipanomas R.C.C. (South America, p. 102)
Faerie Bot R.C.C. (Canada, p. 149; D-Bees of North America, p. 76) +5%
Faerie: Common R.C.C. (Rifts Conversion Book One, p. 103) +10%
Faerie: Green Wood R.C.C. (Rifts Conversion Book One, p. 104) +10%
Faerie: Night-Elf R.C.C. (Rifts Conversion Book One, p. 104) +10%
Faerie: Silver Bell R.C.C. (Rifts Conversion Book One, p. 104) +10%
Falconoid R.C.C. (South America 2, p. 148)
Fallam R.C.C. (South America 2, p.76)
Felinoid R.C.C. (South America, p. 107) +10%
Fennodi R.C.C. (New West, p. 129; D-Bees of North America, p. 83) +5%
First Stage Promethean R.C.C. (Phase World, p. 24) +5%
Flame Panther R.C.C. (South America, p.l 11)
Flooper R.C.C. (Vampire Kingdoms, p. 132; D-Bees of North America, p. 87)
Flying Tiger R.C.C. (South America, p. 109) +5%
Fomorian R.C.C. (England, p. 125) +5%
Gargoyle R.C.C. (Triax & the NGR, p. 198) +5%
Gargoyle Lord R.C.C. (Triax & the NGR, p. 199) +5%
Gargoyle Mage R.C.C. (Triax& the NGR, p.200) +5%
Gargoylite R.C.C. (Rifts Conversion Book One, p. 183) +5%
Gurgoyle R.C.C. (Rifts Conversion Book One, p. 180) +5%
Gatherer R.C.C. (South America, p. 134) +5%
Gigante R.C.C. (Rifts Conversion Book One, p. 96) +5%
Gizmoteer R.C.C. (South America 2, p. 157)
Glinerach R.C.C. (Skraypers, p. 30)
Goblin R.C.C. (Rifts Conversion Book One, p. 91) +5%
Godling R.C.C. (Pantheons of the Megaverse, p. 16)
Grackle Tooth R.C.C. (Canada, p. 133; D-Bees of North America, p. 97) +10%
Greot Hunter R.C.C. (Canada, p. 135; D-Bees of North America, p. 98) +5%
Grimbor Ape-Man R.C.C. (South America, p. 138) +5%
Gromek R.C.C. (Rifts Conversion Book One, p. 135) +5%
Hawrk-duhk R.C.C. (Atlantis, p.74) +15%
Hawrk-la R.C.C. (Atlantis, p.75) +15%
Hawrk-ohl R.C.C. (Atlantis, p.76) +20%
Holy Terror R.C.C. (Wormwood, p.66)
Horned Whale R.C.C. (Coalition Navy, p. 106) +10%
Horune Pirate R.C.C. (Underseas, p. 164; D-Bees of North America, p. 100)
Human of Seeron R.C.C. (Skraypers, p. 74) Depends on Super Abilities and O.C.C.
Humpback Whale R.C.C. (Underseas, p.90) +10%
Hunter Cat R.C.C. (South America, p. 113)
Hytril R.C.C. (Rifts Conversion Book One, p. 139) +10%
In'Valian "Robo-Jockey" R.C.C. (Phase World Sourcebook, p. 12)
Jotan R.C.C. (Rifts Conversion Book One, p. 95) +5%
Jungle Elf R.C.C. (South America, p.57)
Jungle Person R.C.C. (Africa, p. 114)
Kankoran R.C.C. (Rifts Conversion Book One, p. 88) +15%
Keeper of the Desert R.C.C. (New West, p. 130) +5%
Ki-Lin R.C.C. (Rifts Conversion Book One, p. 140) +5%
Killer Whale R.C.C. (Underseas, p.85) +10%
Killer Whale Pneuma-Biform R.C.C. (Underseas, p.53) +10%
Kinnie Ger R.C.C. (Rifts Conversion Book One, p. 141) +10%
Kittani Espionage Agent R.C.C. (Atlantis, p.53)
Kittani Field Mechanic/Scientist R.C.C. (Atlantis, p.53)
Kittani Warrior R.C.C. (Atlantis, p.52)
Klied R.C.C. (Skraypers, p. 50) +10%
Kobold R.C.C. (PFRPG, 9.297-298) +5%
Kraks R.C.C. (D-Bees of North America, p. 109)
Kreeghor R.C.C. (Phase World, p. 73)
Kreel-Lok Nomad R.C.C. (Underseas, p. 152) +10%
Kremin Cyborg R.C.C. (Coalition War Campaign, p.210; D-Bees of North America, p. 111)
Krpt R.C.C. (Vampire Kingdoms, p.150) +10%
Kryygorth Hunter R.C.C. (Splynn Dimensional Market, p.73) +10%
Kryygorth Pegasus R.C.C. (Splynn Dimensional Market, p.77) +5%
Kryygorth's Lesson R.C.C. (Splynn Dimensional Market, p.75) +5%
Kumo-Mi Dragon R.C.C. (Japan, p.212) +5%
Kwarla R.C.C. (Australia, p. 132) +5%
Kwarla Mystic R.C.C. (Australia, p. 135) +5%
Lanotaur Hunter R.C.C. (Psyscape, p. 123; D-Bees of North America, p. 115)
Larhold Barbarian R.C.C. (South America 2, p. 185)
Larmac R.C.C. (Coalition Wars 3; Sorcerer's Revenge, p. 13; D-Bees of North America, p. 118)
Lashreg R.C.C. (Skraypers, p. 43) +5%
Leprechaun R.C.C. (Rifts Conversion Book One, p. 105) +5%
Leshii R.C.C. (Mystic Russia, p.59) +5%
Lizard Mage R.C.C. (Rifts Conversion Book One, p. 143) +10%
Lizard Man R.C.C. (South America, p. 79)
Lost One R.C.C. (Mercenaries, p. 49)
Loup Garou R.C.C. (Canada, p. 156) +5%
Lycanmorph R.C.C. (Mindwerks, p.45) +5%
Lyn-Srial R.C.C. (New West, p.133; D-Bees of North America, p. 127) +5%
Lyn-Srial Cloudweaver R.C.C. (New West, p. 135) +5%
Lyn-Srial Sky-Knight R.C.C. (New West, p. 134; D-Bees of North America, p. 129) +20%
Lyvorrkian R.C.C. (Vampire Kingdoms, p.145; D-Bees of North America, p. 130) +10%
Machine Person. R.C.C. (Phase World, p. 77)
Mantaz Sectle R.C.C. (England, p.57) +10%
Man-Wolf R.C.C. (Mystic Russia, p.69) +5%
Mastadonoid R.C.C. (Canada, p. 137; D-Bees of North America, p. 134)
Master Blood Rider R.C.C. (South America 2, p. 135)
Men-Rail "Tech Master" R.C.C. (South America 2, p.l 11)
Mii-Tar R.C.C. (Vampire Kingdoms, p.l 12)
"Mind Creature" Intruder R.C.C. (Phase World Sourcebook, p. 49) +5%
Minotaur R.C.C. (Rifts Conversion Book One, p. 150) +10%
Molokoi R.C.C. (Australia, p. 137) +5% (+10% in water)
Monro R.C.C. (Phase World Sourcebook, p. 34) +5%
Monster Brodkil R.C.C. (Mindwerks, p. 71)
Morphworm R.C.C. (Wormwood, p. 129) +5%
Mountain Giant R.C.C. (New West, p. 136) +5%
Murvoma Meztla R.C.C. (Atlantis, p.58) +20%
Mutant Capybara R.C.C. (South America 2, p. 142)
Mutant Cat R.C.C. (Vampire Kingdoms, p.61) +15%
Naga R.C.C. (Pantheons of the Megaverse, p. 141) +10%
Naruni Repo-Bot R.C.C. (Phase World, p. 46)
Naut'Yll R.C.C. (Underseas, p. 148) +10%
Nazeer R.C.C. (Skraypers, p. 33)
Newcomer Android R.C.C. (Juicer Uprising, p. 152)
Nikari R.C.C. (Skraypers, p. 52) +10%
Nimro R.C.C. (Rifts Conversion Book One, p. 98) +10%
N'mbyr Gorilla Man R.C.C. (Coalition War Campaign, p.202; D-Bees of North America, p. 143) +5%
Noli Bushman R.C.C. (Canada, p. 137; D-Bees of North America, p. 144) +5%
Noro R.C.C. (Phase World, p. 61)
Norse Giant R.C.C. (Pantheons of the Megaverse, p. 163)
Nurilian Plant-Person R.C.C. (Splynn Dimensional Market, p.82)
Nymph R.C.C. (Rifts Conversion Book One, p. 105) +10%
Octoman R.C.C. (Splynn Dimensional Market, p.80)
Ogeeyln R.C.C. (England, p. 142) +20%
Ogeeyin Guardian R.C.C. (England, p. 143) +5%
Ogre R.C.C. (Rifts Conversion Book, p. 92) +5%
Oni R.C.C. (Phase World Sourcebook, p. 15) +10%
Oni Master R.C.C. (Japan, p.203)
Oni Mystic R.C.C. (Japan, p.204) +5%
Oni Ninja R.C.C. (Phase World Sourcebook, p. 19) +10%
Oni of the One Hundred R.C.C. (Japan, p.202) +5%
Oracle Cat R.C.C. (South America, p. 115)
Ore R.C.C. (Rifts Conversion Book One, p. 91) +5%
Outback Mutie R.C.C. (Australia, p. 131) Depends on Mutations
Phantom R.C.C. (Phase World, p. 36) +5%
Phoenixi R.C.C. (Africa, p.60) +5%
Phoenix J.uicer R.C.C. (Juicer Uprising, p. 151) As before becoming undead
Phreaker Military Grunt R.C.C. (Australia, p.131) Depends on Mutations
Pincer Warrior R.C.C. (South America, p. 136)
Pixie: Common R.C.C. (Rifts Conversion Book One, p. 106) +5%
Pixie: Frost R.C.C. (Rifts Conversion Book One, p. 106) +5%
Pleasurer R.C.C. (Phase World, p. 88)
Polevoi R.C.C. (Mystic Russia, p.61) +5%
Plumed Serpent (Spirit West, p.l 18) +15%
Pogtal R.C.C. (South America, p.135; D-Bees of North America, p. 156) +10%
Power Leech R.C.C. (Psyscape, p. 126; D-Bees of North America, p. 161)
Psi-Goblin R.C.C. (Psyscape, p. 128; D-Bees of North America, p. 164) +5%
Psi-Pony R.C.C. (New West, p. 156) +5%
Psiren R.C.C. (Underseas, p.46)
Pucara Red Giant R.C.C. (South America 2, p.54) +5%
Puck R.C.C. (Rifts Conversion Book One, p. 106) +5%
Pygmy Hunter R.C.C. (Africa, p. 114)
Pygmy Shaman R.C.C. (Africa, p. 115)
Pythonian R.C.C. (Splynn Dimensional Market, p.85) +15%
Quick-Flex Alien R.C.C. (Coalition War Campaign, p.205; D-Bees of North America, p. 168) +15%
Rahu-Man R.C.C. (Rifts Conversion Book One, p. 152)
Ramen (Knight of Ra) R.C.C. (Africa, p.61)
Ram-Rat R.C.C. (Wormwood, p. 131) +5%
Rathos/Rumbler R.C.C. (Wormwood, p. 132) +5%
Ratling R.C.C. (Rifts Conversion Book One, p. 154) +10%
Rithe R.C.C. (Skraypers, p. 59) +10%
Robot R.C.C. (Rifts Sourcebook, p. 94) Based on Sensors/Abilties
Royal Kreeghor R.C.C. (Phase World, p. 74)
Rulian Translator R.C.C. (Splynn Dimensional Market, p.87)
Rurlel Eel Person R.C.C. (Underseas, p.37)
Rusalka R.C.C. (Mystic Russia, p.63) +5%
Scorpion Person R.C.C. (Pantheons of the Megaverse, p. 57)
Sea Titan R.C.C. (Underseas, p. 113)
Secondary Vampire R.C.C. (Vampire Kingdoms, p. 14) +5% (+10% in bat form)
Seeker R.C.C. (Mindwerks, p. 49) +10%
Seerman R.C.C. (Skraypers, p. 76) Depends on Abilities
Sekhmet R.C.C. (South America, p. l16) +5%
Seleniak R.C.C. (Skraypers, p. 41) +5%
Seljuk R.C.C. (Phase World, p. 69) +10%
Serpentoid R.C.C. (South America 2, p.141)
Servant of the Deep R.C.C. (Underseas, p.47)
Shade R.C.C. (Wormwood, p. 133) +5%
Shadow Person R.C.C. (Australia, p. 148)
Shaper R.C.C. (Vampire Kingdoms, p. 133; D-Bees of North America, p. 182) +5%
Shaydor Intel R.C.C. (Atlantis, p.79) +20%
Shaydor Spherian R.C.C. (Atlantis, p.77) +5%
Shertar R.C.C. (Skraypers, p. 20)
Shikome Kido-Mi Dragon R.C.C. (Japan, p.211) +10%
Silhouette R.C.C. (Phase World, p. 80)
Shrill R.C.C. (Skraypers, p. 46) +5%
Simvan Monster Rider R.C.C. (Mindwerks, p.54; Lone Star, p. 162; D-Bees of North America, p. 188) +5%
Sky Rider R.C.C. (Wormwood, p. 135) +5%
Soul Worm R.C.C. (South America, p. 128) +5%
Space Wolfen R.C.C. (Phase World, p. 65) +15%
Sperm Whale R.C.C. (Underseas, p.88) +15%
Sphinx R.C.C. (Rifts Conversion Book One, p. 158) +10%
Spirit Sasquatch R.C.C. (Canada, p. 160) +15%
Spirit Wolf R.C.C. (Mystic Russia, p.68) +5%
Splugorth R.C.C. (Atlantis, p.41) +5%
Splugorth Conservator R.C.C. (Atlantis, p.45) +5%
Splugorth High Lord R.C.C. (Atlantis, p.43) +5%
Splugorth Overlord (Kidian) R.C.C. (Atlantis, p.47)
Splugorth Powerlord (Augmented Kidian) R.C.C. (Atlantis, p.48)
Splugorth Slaver R.C.C. (Atlantis, p.48) +5%
Spriggan R.C.C. (Rifts Conversion Book One, p. 107) +5%
Sprite: Tree R.C.C. (Rifts Conversion Book One, p. 107) +10%
Sprite: Water R.C.C. (Rifts Conversion Book One, p. 108) +10%
Sprite: Wind Puff R.C.C. (Rifts Conversion Book One, p. 108) +10%
Srrynn Cannibal R.C.C. (Mindwerks, p. 52) +10%
Staphra Mystic R.C.C. (Splynn Dimensional Market, p.95) +5%
Staphra Warlord R.C.C. (Splynn Dimensional Market, p.93) +5%
Staphra Warrior R.C.C. (Splynn Dimensional Market, p.92) +5%
Storm Rider R.C.C. (Underseas, p.31) +5%
Sura-Kappa (Japan, p.206)
Swamp-Sludger R.C.C. (Coalition Navy, p. 109; D-Bees of North America, p. 200)
Syvan R.C.C. (Rifts Conversion Book One, p. 159) +5%
Talus R.C.C. (Skraypers, p. 78) Based on Abilities
Tandori R.C.C. (Skraypers, p. 62)
Tarbull R.C.C. (Skraypers, p. 17)
Tarlok Warrior R.C.C. (Skraypers, p. 12)
Tauton (Minion of Set) R.C.C. (Africa, p.63) +5%
Teklok Cyborg R.C.C. (Skraypers, p. 21)
Temporal Raider R.C.C. (England, p.71) +10%
Tengu R.C.C. (Japan, p.66) +5%
Termite Engineers R.C.C. (Phase World, p. 93) +5%
Tirrvol Sword Fist R.C.C. (Coalition War Campaign, p.203; D-Bees of North America, p. 201) +5%
Titan R.C.C. (Rifts Conversion Book One, p. 98) +10%
Ti-Xibalban R.C.C. (Vampire Kingdoms, p.162) (as copied being)
Toad Stool R.C.C. (Rifts Conversion Book One, p. 108) +5%
Tokanii R.C.C. (Lone Star, p. 154; D-Bees of North America, p. 203) +5%
Tree People R.C.C. (Africa, p. 118) +5%
Trimadore Mechanic R.C.C. (Coalition War Campaign, p.208; D-Bees of North America, p. 206) +5%
Troll R.C.C. (Rifts Conversion Book One, p. 92) +5%
True Atlantean R.C.C. (Atlantis, p. 15)
True Bio-Borg R.C.C. (Splynn Dimensional Market, p. 157)
True Inca R.C.C. (South America 2, p.20) +5%
True Naruni R.C.C. (Phase World, p. 48)
True Sasquatch R.C.C. (Canada, p. 162) +15%
T'Zee R.C.C. (Phase World Sourcebook, p. 24)
Ugakwa Explorer R.C.C. (Mindwerks, p. 50) +5%
Uteni Alien R.C.C. (Mercenaries, p. 74)
Vacuum Wasps R.C.C. (Phase World, p. 92) +5%
Valkyrie R.C.C. (Pantheons of the Megaverse, p. 167) +5%
Vallax R.C.C. (Juicer Uprising, p. 153)
Vanguard Brawler R.C.C. (Coalition War Campaign, p.207; D-Bees of North America, p. 208) +10%
Vodianoi R.C.C. (Mystic Russia, p.64) +5%
Warrior of Valhalla R.C.C. (Pantheons of the Megaverse, p. 170)
Wendigo R.C.C. (Spirit West, p. 127) +15%
Were-Dragon R.C.C. (Splynn Dimensional Market, p.97) +5%
Werejaguar (South America, p. 117) +5%
Werepanther (South America, p.l 17) +5%
Wild Vampire R.C.C. (Vampire Kingdoms, p. 15) +5% (+10% in bat form)
Whale Pneuma-Biform R.C.C. (Underseas, p.55) +10%
Wolfen R.C.C. (Rifts Conversion Book One, p. 86) +15%
Xibalban R.C.C. (Vampire Kingdoms, p. 161)
Xiticix Digger R.C.C. (Xiticix Invasion, p.45) +5
Xiticix Elder Queen R.C.C. (Xiticix Invasion, p.64) +5
Xiticix Hunter R.C.C. (Xiticix Invasion, p.52) +5
Xiticix Killer R.C.C. (Lone Star, p.91; Xiticix Invasion, p.88) +10%
Xiticix Leaper R.C.C. (Xiticix Invasion, p.55) +5
Xiticix Nanny R.C.C. (Xiticix Invasion, p.59) +5
Xiticix Super-Warrior R.C.C. (Xiticix Invasion, p.70) +5
Xiticix Warrior R.C.C. (Xiticix Invasion, p.66) +5
Xiticix Worker R.C.C. (Xiticix Invasion, p.74) +5
Xiticix Young Queen R.C.C. (Xiticix Invasion, p.61) +5
Yeno R.C.C. (Canada, p. 139; D-Bees of North America, p. 215) +10%
Yhabbayar R.C.C. (Psyscape, p. 130; D-Bees of North America, p. 217)
Zaayr Crystal Dragon R.C.C. (Psyscape, p. 135) +5%
Zembahk R.C.C. (Atlantis, p.83) +5%
Zenith Moon Warper R.C.C. (Psyscape, p. 138; D-Bees of North America, p. 221)
Last edited by Archive Account on Sat Jul 21, 2007 6:15 pm, edited 1 time in total.
Arkhon ESP Specialist O.C.C. (South America 2, p.75): +10%
Burster R.C.C. (Psyscape, p.48): +5%
Coalition Battle Cat R.C.C. (Lone Star, p.76): +10%
Coalition and "Civilized" Mercenary Psi-Stalker R.C.C. (Xiticix Invasion, p. 110): +20%
Coalition Dog Pack (Dog Boy) R.C.C. (Lone Star, p.32): +25% plus any breed-specific bonuses and mutation abnormalities
Breed-Specific Bonuses
Irish Water Spaniel: +5%
Wolfhound: +5%
Irish or English Setters: +5%
Coonhound: +15%
Golden Retriever: +10%
Cocker Spaniel: +5%
Airedale Terrier: +10%
Beagle or Foxhound: +15%
German Shepherd: +10%
Bloodhound: +10%
Boxer: +5%
American Water Spaniel or Setter: +10%
Elkhound or Malamute: +5%
Lakeland Terrier: +10%
Greyhound: +10%
Rottweiler or Doberman: +5%
Wolf: +15% Mutation Abnormalities
"Nearly a full human appearance": -15% to perception! (reduced sense of smell)
Heightened Sense of Smell: +15% (+5 when involving diseases and chemical changes in person's body chemistry)
Keen 20/20, color vision, alert and observant: +5%
Exceptional sense of direction and balance: +5%
Rat Catcher: +10% vs. rodents/rodent-like D-bees
Coalition K-9 "Sniffer" R.C.C. (Lone Star, p.41): +5 plus any breed-specific bonuses and mutation abnormalities
Coalition Kill Cat R.C.C. (Lone Star, p.79) +10%
Coalition Kill Hound R.C.C. (Lone Star, p.44)
Coalition PRP/Psi-Net Agent O.C.C. (Coalition War Campaign, p.193): +10%
Coalition Psycho-Stalker O.C.C. (Juicer Uprising, p.45)
Coalition Sea Dog R.C.C. (Lone Star, p.40; Coalition Navy, p.39): +25% plus any breed-specific bonuses and mutation abnormalities
Coalition Ursa-Warrior R.C.C. (Lone Star, p.72)
"Feral" Dog Boy R.C.C. (Lone Star, p.38): +5 plus any breed-specific bonuses and mutation abnormalities
Gifted (Gypsy) O.C.C. (Triax & the NGR, p. 184)
Mind Bleeder R.C.C. (Africa, p. 93; Psyscape, p.52): +10%A Mind Bleeder is not a specific species of D-bee. A Mind Bleeder is a P.C.C. restricted to those races which list it as an option.
Mind Melter R.C.C. (Rifts, p 112; Psyscape, p.55): +15%
Nega-Psychic R.C.C. (Psyscape, p.57)
Noro Psychic O.C.C. (Phase World, p.63): +15%
Psi-Bloodhound R.C.C. (Mindwerks, p.42): +25% plus any breed-specific bonuses and mutation abnormalities
Psi-Druid R.C.C. (Psyscape, p.59): +15% in Wilderness, -10% in villages, -20% in large towns, -6 in cities
Psi-Ghost R.C.C. (Psyscape, p.63)
Psi-Nullifer R.C.C. (Psyscape, p.66)
Psi-Slayer R.C.C. (Psyscape, p.69)
Psi-Slinger R.C.C. (New West, p.98)
Psi-Stalker R.C.C. (Xiticix Invasion, p. 108): +20%
Psi-Tech R.C.C. (Psyscape, p.74): +15% on rolls involving electronics, machines, or their combination
Psi-X Alien R.C.C. (Lone Star, p.98): +10%
Psi-Warrior R.C.C. (Psyscape, p.76)
Psynetic Crazy O.C.C. (Mindwerks, p.40): +15%
Pucara Mind Mage O.C.C. (South America 2, p.55)
Wild Psi-Stalker R.C.C. (Rifts Ultimate Edition, p.155): +25%
Zapper R.C.C. (Psyscape, p.81): +5%, +25% on rolls involving electrical anomalies, devices, etc.
HU2: Heroes Unlimited 2nd Edition
PU1: Powers Unlimited One
PU2: Powers Unlimited Two
PU3: Powers Unlimited Three
Minor Superpowers
Abnormal Energy Sense (PU1): +5%
Adrenaline Surge (PU1): +5%
Antennae (PU1): +10%
Criminal Intuition (PU1): +15% when applicable (GM discretion)
Danger Sense (PU1): +10%
Defensive Will (PU3): +5% in combat situations
Extraordinary Intelligence (PU3): +5%
Heightened Sense of Awareness (PU1): +25%
Heightened Sense of Hearing (HU2): +15%
Heightened Sense of Smell (HU2): +15%
Heightened Sense of Taste (HU2): +10%
Heightened Sense of Time (PU1): +5 to perceiving any temporal changes
Heightened Sense of Touch (HU2): +5 to perceiving any tactile characteristics
Life Sense (PU1): +5%
Mechanical Awareness (PU1): +15% regarding technology
Motion Detection (PU1): +5%
Multi-Tasking (PU1): +5%
Nightstalking (HU2): +15% when in darkness at night
Parabolic Hearing (PU3): +5%
Physical Perfection (PU1): +5%
Radar (HU2): +5% in wide open spaces (negated by bad conditions)
Sense the Supernatural (AU): +10%
Sensory Orb (PU1): +5%
Sonar (PU1): +15% underwater
Space Native (PU3): +15% when in space
Supervision: Acute Sight (PU1): +5%
Supervision: Advanced Sight (HU2): +5%
Supervision: Angular Vision (PU3): +5%
Supervision: Circular Vision (PU1): +5%
Supervision: Nightvision (HU2): +10% when in darkness
Supervision: Paranormal Sight (PU1): +5%
Supervision: Thermal Vision (PU1): +5%
Ultra-Hearing (PU1): +10%
Underwater Abilities (HU2): +15% when underwater
Major Superpowers
Adapt to Environment (HU2): +10% to perceiving abnormal environmental conditions
Alter Metabolism (HU2): +5%
Amphibious (PU1): +5% when in water
Animal Abilities (HU2): same as specific super ability equivalents
Darkness Control (HU2): +15% when in darkness
Defensive Immunity (PU3): +15% to perceiving specific types of attack
Gravity Manipulation (HU2): +5 to perceiving any changes in gravity
Holographic Memory Projection (HU2): +5%
Inhabitation (PU3): +15% when inside a building
Karmic Power (HU2): +15% (-3 when Bad Karma is in effect)
Lycanthrope (HU2): same as specific super ability equivalents
Natural Combat Ability (HU2): +5% when in combat
Negate Super Abilities (HU2): +15% to perceiving super abilities in use
Pause Temporal Flow (PU3): +5 to perceiving any temporal changes
Shadow Manipulation (PU3): +5 when in darkness
Slow Motion Control (HU2): +10% to perceiving any temporal changes
Sonic Flight: +5% (Includes: Supervision: Nightvision & Supervision: Advanced Sight)
Sonic Speed: +5%
Stretch Time (PU3): +15% to perceiving any temporal changes
Vibration: +10%
Character Class Specific Bonuses Alien: none Magic:+15% to recognizing the arcane, +25% to recognizing the arcane if Mystic Study; Bionics
※Amplified Hearing: same as Heightened Sense of Hearing (HU2)
※Night Sight: +15% at night only
※Multi-Optic (3 or more optic features): +15%
※Motion Detector: +5%
※Radar: +5%
Experiment: none Super Soldier none
Special
※Mind and Body Attunement: +5%
※Brain-Boost: +5%
※Bionic Sensor System: +10% Brain Implant
※Heightened Reflexes, Agility and Senses: +5%
※Enhanced Vision: same as Supervision: Advanced Sight (HU2)
※Enhanced Sense of Smell: same as Heightened Sense of Smell (HU2)
※Enhanced Sense of Touch: same as Heightened Sense of Touch (HU2)
※Minor Psionics: +5% Chemical Enhancement
※Superior Reflexes and Reaction Time: +5% Endoskeletal Replacement
※Replacement Cybernetic Senses: +10%
Robotics none
※Advanced Audio System: same as Heightened Sense of Hearing (HU2)
※Advanced Robot Optic System: same as Supervision: Advanced Sight (HU2)
※Combat Computer: +5%
※Motion Detector: +5%
※Micro or Maxi Radar: +5%
※Telemental Helmet: +5%
Super Invention: none Imbued: none Eugenics none
Modified Internal Organs
※Brain Enhancement: +5%
※Mental Acuity: +5%
※Physical Perceptions Acuity: +10%
※Psionics—Third Eye: +5%
※Gland—Adrenal: +5% Physical Augmentation Features
※Increased Metabolic Rate: +5%
※Nocturnal Hunter: same as Nightstalking (HU2) Enhanced Senses
※Compound Eyes: +5%
※Extra Eyes or Eye Stalks: +10%
※Enhanced Vision: same as super ability equivalents
※Enhanced Hearing: same as super ability equivalents
※Antennae: +10%
※Echo-Location: +5%
※Forked Tongue: +5%
※Heat Pits: +5%
※Heightened Senses: same as super ability equivalents
※Scent Pits: same as super ability equivalents
※Sensitive Whiskers: +5%
※Sonar: same as super ability equivalent
Empowered: none Mutants: none Psionics
※Natural/Master Psionic: +10%
※Latent Psionic: +1D4 x 5% to perception (roll randomly each time)
Immortal: none Ancient Master:+10% Hunter/Vigilante:+15%, +5 when tracking a subject Secret Operative:+5%, +15% to recognize agents Stage Magician:+25% Super Sleuth:+40% Physical Training:+5% Weapons Training:+15% when dealing with weapons Hardware—Mechanical:+15% when dealing with mechanical equipment Hardware—Electrical:+15% when dealing with electronic equipment Hardware—Weapons:+15% when dealing with weapons Hardware—Analytic:+15% Natural Genius:+15% Mental Disciplines
※Analytical Mind: +15%
※Find Weakness: +15% to find a weakness or flaw
※Mind Over Matter/Combat Trance: +15% in combative situations
※Odds Assessment: +10%
※Sexual Charisma: +5 to “Reading” the Opposite Sex
※Unnatural Perception: +25%
Black Market O.C.C.s
Black Market Banker (Black Market, p.83): +10% to Perception Rolls involving things impactful to commerce, operations and money matters.
Case Man (Black Market, p.85): +10% to Perception Rolls involving security or surveillance
Con Artist (Black Market, p.87): +10% to Perception Rolls involving performative deception
Enforcer (Black Market, p.89): +15% to Perception Rolls involving incriminating evidence
Expediter (Black Market, p.91): +10% to Perception Rolls involving recognizing either trouble or opportunity
Information Broker (Black Market, p.94): +5% to all Perception Rolls
Merchant (Black Market, p.97): +5% to Perception Rolls to recognize the value of a proposal
Raider (Black Market, p.99)
Refurbisher (Black Market, p.102): +15% to Perception Rolls involving weapons quality, value, and confidentiality
Rift Runner (Black Market, p.103): +15% to Perception Rolls involving Rifts, magical illusions, or magical concealment
Black Market Abilities Home Turf Advantage: +2 (translated to +10%) on all Perception Rolls within his Home Turf, particularly when it comes to avoiding trouble, recognizing spies, rivals and enemies, finding the best deals and contraband, and so on. No Conscience: + 1 (translated to +5%) on Perception Rolls pertaining to his best interests and self-preservation Read People: + 1 (translated to +5%) on all Perception Rolls Slippery: + 1 (translated to +5%) on Perception Rolls
Q. Wait! Percepton's difficulty isn't static? A. Nope! Honestly, it never has been really. But interfacing with skills was always a pain in the rear. Now it's not.
Q. Do I.Q. bonuses count? A. It is a skill, so yes.
Q. How DOES it interface with skills? A. Well that depends largely on whether you are the player or the GM.
1. As a player? Don't worry about it. Roll your perception, detect ambush, camouflage, or prowl and give the GM what you're using that roll for. You're done.
2. As a GM? It's not THAT complicated. But it does require a little unpacking.
Even without implementing a measure of success rule, use the following guide. Active (Perception) vs Passive (Prowl) = Result
Perception (PASS) vs Prowl (Failure/Critical Failure) = the one looking sees the one who failed to sneak. Note that Perception (Critical Success) vs Prowl (PASS) is treated the same.
Perception (Critical Success) vs Prowl (Failure/Critical Failure) = The one looking sees the one who failed to sneak, and notes some important detail (or whatever the GM says, maybe he gives them a bonus against a called shot, ala Bard and Smaug in the Hobbit)!
Perception (Failure/Critical Failure) vs Prowl (Failure/Critical Failure) = Comedy of Errors
If one fails perception and one fails stealth, you have a comedy of errors that should be a joy to write. "The thief goes to sneak past the guard. She slips and falls, sliding to a halt at his feet. Except that he is staring at the screen in front of him in horror - his computer is rebooting in the middle of a five page incident report! He has spent the last hour on it, and to his horror hadn't saved it, and had in fact disabled the autosave. He is repeating no-no-no-no-no-no as the thief rises unsure of whether to or where to move."
Both reroll.
She's undiscovered, but next to the guard; the guard is staring at the ghost of his TPS report.
Perception (Failure/Critical Failure) vs Prowl (PASS/Critical Success) = The one sneaking about is unnoticed. A Perception (PASS) vs Prowl (Critical Success) is treated the same.
Perception (PASS/Critical Success) vs Prowl (PASS/Critical Success) = Assuming both got the same kind of result (PASS or Critical Success), then compare the two rolls to their base percentages. The one who got lower on their roll compared to their percentage is the victor in this opposed roll. Prowl 10 out of 25 vs Perception 70 out of 80%
Prowl is 15% lower, Perception is 10% lower. The Prowler is unnoticed.
Q. How do you determine critical success or failure? A. As with all skills checks, a 01-05 is a critical success and a 96-00 is a critical failure.
Q. So I'm the GM, how do I use the General Perception Table? A. This exists so you don't have to stat up every NPC in the game. Assign a difficulty and that's the opposed skill. Boom.
Q. But this thing they are hunting for is honestly not hard to find? Do I have to make opposed rolls for this? A. No. How about you let them find it if they succeed at their roll? You are the GM, run your game. You don't need Palladium or me to tell you how to do that (unless you're asking for input, in which case, buyer beware). :P