Physical and Sports Skills

I like to play sports and always though Palladium was lacking some in that department. So here is a list I've put together from various sources. Please feel free to use them or critique them.

Hiking (Can be selected as Wilderness survival)
This is an outdoor activity which consists of walking in natural environments, often in mountainous areas on hiking trails. It is such a popular activity that there are numerous hiking organizations worldwide. The health benefits of different types of hiking have been confirmed in studies. Bonuses: +5% to land navigation, +2% to wilderness survival, +1 to maintain balance, +1 to PE, +1d4 to SPD, and 1d6 to SDC.

KM Techniques
This skill represents the interest Krav Maga has given to enthusiasts in self-defense and fitness. The dedication of a character who takes KM techniques has done maybe a few months or casual training training to supplement their workout regiment. Fitness, strength combined disarm and striking techniques are fundamentals of these Krav Maga classes/seminars. Bonuses: +1 to disarm, +1 to unarmed strikes, +1 to P.S. and +2d4 S.D.C. Plus add the following strikes to the usual list of known attacks: Elbow strike, Forearm strike, Knee strike and Snap kick

Mixed Martial Arts
This is the physical skills involved in training for MMA style fighting- not a hand to hand skill. This involves a combination of weight training, boxing, wrestling, practice in a variety of martial arts, and strenuous aerobic exercise. NOTE: this skill counts as 2 physical skills and can only be taken with a skill program. Bonuses- +1 attack per melee; +3 to P.S.; +1 to P.P.; +3 to P.E.; +1d6 to Speed; +2 to parry and dodge; +2 to grab/grapple, +1 to roll; +1 to pull punch; add 4d6 SDC; knockout on 19-20.

Indoor Sports
This skill is for all the sports that a played in arenas or shorter fields indoor, like soccer, football to lacrosse. The conditioning and skills for indoor sports differ from the regular outdoor counterparts. The players are quicker on their feet and are a little tougher due to the barriers and floor crashes. Requirements: Any Sports skill, General Athletics or Running. Bonuses: +1 to Initiative, +1 to Dodge, +1 to Roll with Impact, +1 to P.E., +1d4 to Speed, +2d4+1 to S.D.C.

Bungee Jumping
Bungee jumping is an activity that involves jumping from a tall structure while connected to a large elastic cord. The tall structure is usually a fixed object, such as a building, bridge or crane; but it is also possible to jump from a movable object, such as a hot-air-balloon or helicopter, that has the ability to hover above the ground. The thrill comes as much from the free falling as from the rebounds. If bungee jumping is a regular activity it can have the health benefits of relieving stress, to train the body’s flexibility, blood circulation to the brain, and can be a therapy to overcome the phobia of heights. Bonuses: +1 to M.E., +2 to save vs. Horror factor and +2 to roll with impact/fall.

Parkour/Free Running (by Mephisto)
Simply put, Parkour and Free Running is the practice of getting from point A to point B in the fastest most direct path possible, whether it be climbing a wall, jumping off a building, walking on railings, or many other feats of speed and agility. For the first few levels, the skills are all for getting from point A to Point B. At level 4 is when more free style comes into play.
Requirements: Must be part of a Skill program or if using an O.C.C. system, an O.C.C. related skill. Secondary skills can not be used to acquire Parkour/Free Running.
Character Bonuses: +1 to P.S., +1 to P.P., +2 to P.E., +1D6 to Spd and +2D6 to S.D.C. Can jump strait up 2ft +4in per level and can jump forward 4ft +6in per level.
Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Back Flip – Escape, Somersault – Escape, Vault*, Maintain Balance, Grab, and Automatic Dodge.
Level Advancement Bonuses
1st: +1 to Vault and +2 to Back Flip
2nd: +2 to Vault, +1 to Back Flip and +1 to Roll with Punch/Fall/Impact
3rd: Add Leap – Escape
4th: +2 to Vault, add +1 to Roll with Punch/Fall/Impact and +1 to Somersault
5th: Add +1 to Spd and +2 to Maintain Balance
6th: Add +1 to Grab and +1 to Vault
7th: Add Wall Flip. This special move uses the Back Flip bonus but must be done off a wall and must require having the initiative or as a dodge. The character can Wall Flip into a standing position and can dodge melee attacks as long as the Wall Flip is successful. A failed Wall Flip dodge can not be negated for damage by a Roll with Punch/Fall/Impact and the fall does 1D6 damage plus the character takes full damage from the opponents attack.
8th: +2 to Vault and +1 to Grab
9th: +1 to Automatic Dodge
10th: +1 Maintain Balance and +1 to Roll with Punch/Fall/Impact
11th: +1 to Back Flip and +1 to Somersault
12th: +1 to Vault and +2 to Maintain Balance
13th: +1 to Vault and +2 to Roll with Punch/Fall/Impact
14th: +2 to Maintain Balance
15th: +1 to Grab and +1 to Somersault
Vault is a skill where the character runs, gains enough acceleration over a certain obstacle and uses either a hand or foot to “vault” over the obstacle. Timing is critical in the use of a vault but it can propel the character either up to gain a hand or foothold, or over an obstacle that a character without this skill cannot climb. Like several skills the GM requires a 1D20 roll to determine a successful vault;18 for a difficult vault, 14 for a tough vault, 12 for a standard vault, 8 for a mediocre vault and 4 for an easy vault. A failed vault means not climbing it, and being trapped or requiring successive attempts. Vaults can be attempted once per melee action unless there is a failure; then it costs three melee actions before the next Vault can be attempted (hope you have the climbing skill if you need to climb fast).

Pilates (by Mephisto)
This is a set of well-defined exercises used to help the body build strength in the torso for proper alignment of the spine and each movement is meant to fulfill the idea of building that strong core, and advancing that strong core through the body. The end result of Pilates training is the character moves with more grace, has improved balance from a stronger core, and the benefit of fluid movement, so that each physical movement the character makes is less likely to result in injury.
Character Bonuses:
+1 to P.S.
+1D4 to P.P.
+2 to P.E.
+1D6 to S.D.C.
+2 to Sense of Balance
+1 to Initiative
As well, Pilates can be beneficial to characters with martial arts training. +1 is added to one combat move at levels 4, 8, and 13.

The following skills can be picked twice, granting them professional status and possibly be a pro athlete. Benefits off being a professional +10%, +1 bonus related to the sport when playing or with gear, +1 to M.A.

Advanced Weight Lifting (by Stone Gargoyle)
This skill is for the Mr.Universe types and major bodybuilders. It focuses more on weightlifting for competition than health. The character can attempt to lift twice his normal lifting limit in pounds once per hour, with a 20% chance, plus 4% per level, of successfully lifting an object. Failure will mean he cannot lift it; critical failure will result in a torn muscle or tendon. Prerequisite: Bodybuilding and Weight Lifting skill. Bonuses and Penalties: +1 PS per level, +1 PE per level, +2 PB for men, -2 PB for women, -3 PP, -2 Spd, +2 Pull Punch, +2 Roll With Impact, +1d4 SDC per level

This sports skill teaches the character the rules of the game and its basic tactics. A character with basketball can use this skill for the most of the games maneuvers, including throws and passes. Base Skill: 35% +3% per additional level.
Shot type & Penalty:
Foul-line shot, Inside the Foul-line area= No Penalty
Inside 3 point line= -3%
From 3 point line= -6%
Outside 3 point line, less than half court= -12%
From Half-Court: Center= -15%
From Half-Court: Outside= -20%
Full Court= -30%
Bonuses: +2 to Dodge, +1 to P.P., +1 to P.E., +1d4 to Speed, +1d4 to S.D.C.

Base Skill: 60% +4% per level of experience. Bonuses: +1d4 to Speed, +1d6 to S.D.C.
There are three different kinds of bonuses in baseball, so players should select either pitcher, batter or base player/fielder. Taking a skill in Baseball more than once allows a player to be more of an all-around player, and allows for another bonus. The maximum times a character can take the Baseball skill is three times, in which case the character would be a talented pitcher, batter and base player/fielder (Babe Ruth, the most famous baseball player ever, in his prime, was the best pitcher, the best fielder and the best batter, playing every game, alternating being a pitcher with three games of fielding, and always hitting a record-
breaking number of home runs).
Pitcher: +2 to pitch at I st level, and an additional + I at levels 3,6,9,12 and 15 . The pitcher's best attribute is usually P.P., but P.S. and Spd. are also important. The P.P. bonus counts toward hitting/striking a target (or zone) with a ball (or other thrown, ball-like object). Can throw 20% farther than most ordinary folks. Bonuses: +1 to P.P.
Batter: + I to bat at I st level, and an additional + I at levels 3, 6,8, 10, 12 and 14. The batter's best attribute is usually P.S., but some batters rely more on P.P. Depending on their other attributes, great batters are either catchers or fielders. Catchers are often slower, older, but definitely wiser players, with a good mix of P.P. and P.S. A batter can also use his "tool of the game" as a "blunt weapon" and is + 3 to strike and parry with a baseball bat; it does 2D4+2 damage plus any P.S. damage bonus for strength greater than 15. Bonuses: +1 to P.S.
Base Players & Fielders: + I to catch at level one, and gets an additional + I to catch at levels 2,4,5,7,8, 10, 12 and 14. Base Pitchers need P.P. more than anything, while Fielders tend to be faster, with a higher Spd. P.P. bonus counts toward catching. Bonuses: +1 to initiative, +2 to Speed.

This skill is where players attempt to score points by rolling a bowling ball along a flat surface, usually a wooden or synthetic surface, either into pins or to get close to a target ball. Bowling skill represents a person who bowls often or is in a league or tours, not just every now and then. Bowling helps burn calories and work muscle groups not usually exercised as well as to have some psychological benefits. Bonuses: +1 to P.S., +1 to M.E., +1 to maintain balance (or +5% to sense balance), +1 to strike with bowling ball at levels 1,2, 4, 7, 11 & 15. The following can be used to represent a game of bowling. You roll 1d20 and add bonuses for total. The total is compared to chart below then roll for number of pins knocked down. Use a 1d10 to see which pins. If there is a split; its requires a called shot to get. Chart: 1-5 gutter ball; 6-9 1d4 pins; 10-14 1d6+1 pins; 15-17 2d4+1 pins; 18-19 2d4+2 pins; 20+ a Strike.

Bicycling (Can be selected as a Pilot skill)
Means the character can ride over rough terrain,reach two times normal running speed and travel cross-countryat normal running speed, and perform tricks and jumps (roll skilllevel; failed roll means a crash). Maximum speed can be maintained for a time equal to the P.E.x5 in minutes. Skill also in-cludes basic maintenance/repairs.
Base Skill: 50% +3% per level. Bonuses: +1 to P.E., +1d4 to Spd, +1d6 to SDC, +1 to dodge on bicycle at levels 2, 6, 10 and 14

Base skill: 32%+4% per level; Bonuses: +1 to strike with block block/tackle, +1 to P.S., +1 to P.E., +1d4 to Speed, +1 to roll with impact, +2d6 S.D.C. Professionals should select one of the following positions; Quarterback (+1 to Perception, +1 to M.E.), Offensive back (+1 to dodge and +1d4 to Speed), Lineman (+1 to P.S. and +1d6 to S.D.C.), Defense (+1 to initiative, +1 to strike with tackle).

A game played on a large open-air course, in which a small hard ball is struck with a club into a series of small holes in the ground, the object being to use the fewest possible strokes to complete the course.
Base skill: 30%+4% per level Bonuses: +1 to P.S., +1 to perception, +1 to strike with golf clubs

A court game in which players use a long hand-shaped basket strapped to the wrist to propel a ball against a wall. Jai-alai is characterized by its fast playing pace, in which a 125g ball (or pelota) covered with parchment skin can travel faster than 180 mph. A person with this skill knows the rules and technique of the game. Base skill: 35%+4% per level. Bonuses: +1 to initiative, +1 to perception, +1 to roll with impact, +1 to P.P., +1d4 to Spd., +1d6 to S.D.C., +5% to Gambling

Kayaking (Can be selected as Pilot skill)
Allows the use of most paddled boats and canoes, row boats and knee boards. Speed in still water is usually equal to the character's P.S. attribute (treated for all purposed as Spd)and can be maintained for
P.E.x5 in minutes without pause. Theskill also includes basic principles behind using currents, maintenance, and even "tricks" like sculling and right-siding a flipped canoe, etc.
Base Skill: 44% +4% per level Bonuses: +1 to perception, +1 to P.S., +1 to P.E.

Is a game, originated by Indians of North America, in which two 10-member teams attempt to send a small ball into each other's netted goal, each player being equipped with a crosse or stick at the end of which is a netted pocket for catching, carrying, or throwing the ball. Requirements: Athletics or Running. Base Skill: 33%+4% per level. Bonuses: W.P. staff, +1 to strike with stick/staff, +1 to strike with body block, +1 to roll with impact, +1 to P.S., +1 to P.E., +1d6 to Spd., +2d6 to S.D.C.

A game played by two teams of eleven players with a round ball that may not be touched with the hands or arms during play except by the goalkeepers. The object of the game is to score goals by kicking or heading the ball into the opponents' goal. Base skill: 30%+4% per level. Bonuses: +1 to PE, +1d6+1 to SPD, +1 to PP, +1 to roll with impact, Pick one: +1 to strike with kicks and headbutts or +2 to parry, +1 to damage with kicks, +2d4 to S.D.C., a successful field goal must beat a goalkeeper’s parry or on a natural 20.

Surfing (by Stone Gargoyle)
The character can balance on a board in the water to ride large waves. Bonuses:
Sense of Balance: 50%, +3% per level
+2 to roll with punch, fall or impact
+1 to maintain balance
30% base swimming ability or adds +5% to the swimming skill
+1 PS
+1 PP
+1 PE
+2d4 SDC

Tennis (or Racquetball)
A game in which two or four players strike a ball with rackets over a net stretched across a court. The usual form (originally called lawn tennis) is played with a felt-covered hollow rubber ball on a grass, clay, or artificial surface. Tennis is enjoyed by millions of recreational players and is also a hugely popular worldwide spectator sport. Bonuses: +2 to initiative with racket or striking weapon, +1 to strike, +1 to PE, +1d6 to Speed, +1d4 to S.D.C., +1 to strike with a racket at levels 3, 6, 10 & 14

A game for two teams in which the object is to keep an inflated ball in motion, from side to side over a high net, by striking it with the hands before it touches the ground. There are two forms of volleyball; beach (only 2 members on a team) and indoor (6 members on a team). The skill can be used for serves, dives, passes or setups. Base skill: 40%+ 3% per level. Bonuses: +1 to initiative, +1 to roll with impact, +1 to P.S, +1 to P.E., +2d4 to S.D.C, +1 to strike/block/pass the ball at levels 1, 3, 6, 9, 12, & 15 with a successful spiked ball on a natural 20

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