Further adventures in the Old Kingdom mountains
House rules and amendments
Palladium house rules and other stuff
(subject to change at the whim of the GM)
Modified or Additional skills:
Barter: 30% +4% (mysteries of magic p.80)
Available to Merchants, Thieves, Scholars, Vagabond only
Begging: 30% +3% (mysteries of magic p.80)
The character is skilled at making fantastic, accurate shots with missile weapons. The person is a weapon expert capable of called shots and is +2 to strike when using these weapons (counts as 2 attacks)
Sniper weapons are limited to one of the following: sling, blowgun, crossbow, short bow, or longbow and the character must pick one. Sniper may be bought for additional missile WP’s if the WP is already known.
Bonuses: On top of the strike bonuses, the sniper inflicts double damage from surprise, long range attacks (limited to the first 2 shots) and the standard weapon range is increased by 25% in the hands of this expert. If the sniper rolls a natural 20, the shot does triple damage instead!
Horsemanship: Aerial: 35% +5%
(It requires Horsemanship: exotic and Horsemanship: Knight or Palladin. If character has Horsemanship: general, then it counts as two skill selections)
A failed roll means the mount has not gotten air-born and remains on the ground.
Rider bonuses (while on land)
+2 parry/ dodge
+2d6 damage on the charge
At 1st level, the character can attack with a weapon or using the mounts attacks.
At 3rd level, the rider can have the mount make a bite attack in addition to his own attacks (or use the mounts).
At 5th level, the rider may have the mount make a bite attack and two claw/ stomp attacks (up to its max), or all the mounts attacks
At 7th level, the rider may have the mount make a bite attack and two claw/ stomp attacks (up to its max) and two rear claw/ stomp (up to its max), or all the mounts attacks.
Rider bonuses (in the air)
+1d6 damage per 25 mph. The damage bonus is also added to the mounts damage.
To swoop down and attack ground based opponents a skill roll is necessary.
If the roll is successful, the rider may make one attack on a number of opponents equal to his number of attacks. Opponents may strike back only once, and only if they won initiative.
If the roll is failed by 01-30% the attack was too shallow, but the rider is under danger of missiles and long weapons.
If the skill roll failed by more then 30%, roll again to avoid crashing.
If the skill roll failed by 50% or more, the mount has crashed. Crashing causes 2d6 damage per 25mph. If the mount and rider survive, the rider must make a further roll to stay mounted unless he is strapped to the saddle.
If the mount was diving to gain speed and damage, the rider must make a skill roll to pull out of the dive once all attacks have been made. This is very dangerous if done against ground-based opponents. -10% to giants over 10’ tall,
-20% if the target is under 10’ tall.
Lance charge bonuses
+1d6 per 15 mph of approach speed (rounding up) see pp 34-35 rifter 19
For dodging, make a skill roll then a dodge as normal. Failed rolls unseat the rider unless the rider is tied into the saddle (1/2 all dodge bonuses)
This skill is not known to the common adventurer, but may be known by Shamen, Druids, Healers, and Scholars, Alchemists and the like. A character with this skill has the knowledge of herb lore and the ability to combine various substances to create useful, non-magical mixtures and concoctions. It includes training in the recognition, preparation, and application of natural medicines usually made from plants, roots, leaves, fruits, mould, and animal extracts.
The Holistic chemist is a natural pharmacist who creates drugs from vegetation and studies remedies for common ailments. He can find and use plants to create healing salves, balms, ointments, teas, brews, and tonics.
Note: This skill adds +5% to the following: Use/ recognise poison, Cook, Brewing, Identify plants/ fruits. Requires: Brewing, Holistic Medicine, and Botany
This is not a true science but rather it is the art of trial and error combined with folk lore and home remedies. More often then not a useful substance is derived by accident rather then design. Once the formula has been discovered it can be recorded to use again as often as desired, provided the components are available.
There are many expensive and rare chemicals involved in the pursuit of this skill. The majority of these can be bought at an Alchemist shop. The Character must therefore have a certain degree of wealth to obtain the materials for their experiments. When a formula has been discovered it is usually recorded in a non-magical symbol script so as to preserve the exclusive nature of the skill. 30% +5%
Siege Engineer: This is the knowledge of designing, repairing, and properly using siege engines. This is reflected in the first percentile number. With proper siege weapons the character can direct a siege against a castle, fort, or other fortified place.
The second percentage is the characters skill at countering a siege by anticipating an opponents strategy and tactics.
A successful roll indicates that the construction, repair, or counter tactics meets with positive results. A failed roll results in problems that lead to failure. 30/25% +5%
Requires: WP siege weapons, advanced math, strategy/ tactics, carpentry, and general repair. Note; Siege engineers are very well paid during times of war.
Stalk and capture:
Strategy games/ tactics: The character is a fan and a regular player of intellectual strategy games such as chess and is an astute student of historical military manoeuvres, battles, generals, and overall tactics. As a result, the characters logical and problem solving capabilities are increased, as are his patience, creativity, and resolve. +1 IQ, +1 ME
Ambidexterity: This skill represents the ability to use both the left and right hand equally +1 PP
Contortionism: Contortionism is the ability to squeeze the body into unnaturally small places or bend in normally impossible ways. Often used as a sideshow act, contortionists regularly stuff themselves into tiny boxes or other confining places. A contortionist can also perform “miracles” of flexibility, such as putting their elbows together behind their head, and touching their lower back with their toes while their legs are over their shoulders.
What this means in game terms is increased PP and unparallelled flexibility. In addition to the physical attribute, skill, and combat bonuses, the character is able to squeeze into a space as small as 4 cubic feet or less and squeeze through gaps as small as 1 sq foot. Note: these figures only apply if the character is less then 5’6” tall and weighs 120 lbs or less. Increase the size by 1” for every 2” in height and 10 lbs of weight beyond the aforementioned limits. +1 PP, +1 parry/ dodge, +1 VS holds, +1 grapple, +15% to escape artist
(counts as 2 OCC related skills)
Free diving: is an advanced technique where the diver learns to hold his breath underwater for exceptionally long amounts of time. Experienced free divers have been known to hold their breath for over 5 minutes! This is a difficult and dangerous skill that requires years of practise (requires: the swimming skill). For game purposes, the character with this skill is considered to be able to hold his breath for 1 melee round per PE point. On top of that, the character gains 1 melee round of “breath time” for each additional level of experience. Note: this only applies under minimal exertion (swimming at ½ SPD and without performing any exerting tasks).
The characters “breath time” is cut in half if the character is performing any stressful or exerting tasks including, but not limited to, carrying a heavy load, swimming faster then ½ SPD, fighting, etc. If the character has some assistance (passing animal, etc) he gains 1 additional minute of “breath time”. Part time assistance will only give ½ that bonus (2 melees).
Remember also, that the characters “breath time” is the maximum total amount of air, not the time required before needing to turn back to the surface. If the character has not surfaced by this time, he will take 1 HP of damage per melee round until he surfaces. And has an ever growing chance of passing out. Each melee round beyond the maximum “breath time” spent underwater will require the character to make a saving throw (12+ adding PE bonuses). Failure means unconsciousness, and the character starts to drown, suffering 1d6 straight to HPS per melee round until brought to the surface. This saving throw increases in difficulty (+1) for every additional round. +1 PE
Kick boxing: is a reasonably common defence form and is a fairly simple martial skill to learn. +1d8 to SDC, +1 PS, +1 PE Grants roundhouse kick, axe kick, forearm, elbow, knee.
Running: replace running from the PFRPG main book and substitute with one of the skills. Different running skills may be selected with additional skills.
Running/ jogging: This skill replaces the running in the PFRPG main book and must be taken prior to any of the other, additional running skills below/
This skill represents “moderate distance” (3-10 miles/ 5-16 km) running.
+1 PE, +1d4 SPD, +1d6 SDC
Cross country running: represents running through wild, untamed natural terrain most consider unsuited to walk, much less run. What this means in game terms is the ability to travel (on foot) through rough terrain such as forest, jungle, large rocks, etc, at only ½ of the normal speed penalty for the given terrain. In addition, the character is assumed to have learned to avoid obstacles like overhangs and branches, providing a bonus to parry and dodge.
Requires: the running/ jogging skill. +1 PE +1 Parry/ dodge.
Can be taken as a wilderness skill as well.
Marathon running: This famous distance race is thought of as the ultimate distance running, being a full 26+ miles (42+ km) in distance (longer races DO exist). For game purposes, the character is considered able to run one mile for every PE point without undue fatigue and 2 miles per PE point (minimum 27 miles) before collapsing. Requires: the running/ jogging skill. +2 PE, +1d4 SDC
Sprinting: A running skill that’s based wholly on increasing maximum speed, typically over short distances. This skill, when combined with running/ jogging equates the “old” PFRPG main book skill. Requires: the running/ jogging skill. +3d4 SPD
Track and Field: The character possessing this skill is assumed to be experienced in all or several of the traditional “track and field” (Pentathlon/ Decathlon) events. These include, but are not limited to: Hurdles, high jump, long jump, pole vaulting, discuss, javelin tossing, etc. In addition to increased physical attributes, the character gains some useful abilities. Requires: the running/ jogging skill.
Back flip 60% 25% distance with thrown weapons and targeting.
Leap 4’ high and 5’ long +2’ per level
Blind fighting: A very important skill for those who do their work from the shadows or under the cover of darkness. It allows the character to fight in complete darkness or blinded and this skill removes all negatives received. However, it only applies to fighting an opponent or opponents in his immediate vicinity (within a 5’ radius). Beyond that range, the character suffers all penalties as normal. 25% +5%
-30% against strange/unusual creatures
A failed roll means all the penalties are in effect.
(Assassins, Monks, and Thieves only)
Poison tolerance: This skill represents the slow process of building up a natural resistance to a given poison, toxin, drug, or similar substance.
Through the gradual consumption of increasingly larger amounts of a poisonous substance, the character with this skill gains a bonus to saving throws versus any one specific poison, drug, toxin, etc such as Mandrake or Hemlock.
Bonuses to saving throws are for that one substance and that substance alone! This skill may be taken multiple times for additional resistances to different substances.
Add +3 to all saving throws VS that one particular substance with an additional +1 to save at levels 3, 6, 9, 12, 15
Astrology: 15% +5% (mysteries of magic p.80)
Armour/ weapon decoration: This skill enables one to lavishly decorate weapons and armour with intricate engravings, gemstones, precious metals, and plating. Blueing and inlay are also known. With the proper materials, the value of a weapon or suit of armour can be increased by 50-100%. This skill also enables the character to patch and restore up to 10 SDC on soft armour and 20 SDC on chain, scale, or plate. 35% +5%
Appraise Goods: 30% +5% (mysteries of magic p.80)
Excavation: This skill gives the character exact knowledge on how to do an excavation without major setbacks. The character will know where to dig, what the best soil conditions are, where to place support beams, and how deep to make the tunnels. Trying to excavate without this skill will likely cause cave-ins. 30% +5% (mysteries of magic pp. 80-81)
Herding Cattle: 30% +5% (mysteries of magic p.80-81)
Horse Trade: 30% +5% (mysteries of magic p.80-81)
Leather working: The character is skilled at tanning and preserving animal hides. Usually, this skill is combined with Tailor to enable the individual to make leather goods such as clothing, capes, bags, gloves, and even leather armour. The Tailor/ sewing skill adds a +5%. A failed roll indicates the hide is ruined and the leather is wasted. 30% +5% (mysteries of magic pp. 80-81)
Law/ Legal knowledge: knowledge of the law and the ability to correctly site it in legal issues. The person understands the law concerning areas such as taxation, zoning, crimes, and punishment. The character can work within the law and recognise crimes when they are committed. In addition the person is more then capable of preparing a lawsuit or legal defence. A failed roll indicates the character is unable to completely or accurately recall all the details, laws, or punishments concerning a given action, or fails to make his case.30% +5% (mysteries of magic p.81)
Lore, Undead: 30% +5% (mysteries of magic p.81)
Lore, Underground: This give the character knowledge of the different types of caverns as well as underground gasses and the character is ably to identify other natural hazards. This lore also gives the character knowledge of underground water, its sources, and its dangers (flooding) As well as the other natural traps and dangers. Finally, it gives an overview of the types of creatures and animals that inhabit the underground. 25% +5%
Pottery: The craft of molding pots, vases, mugs, china, and other items made of clay on a potters wheel and baked in a kiln. The character can also paint and glaze their constructions; this is reflected in the second percentile roll. If the character also has art, add a +10%. 30% +5%
Philosophy: This skill represents a working knowledge and interest in the
Philosophies and metaphysics of many cultures, as well as the ability to
argue and/or find logical flaws in arguments. The end result is an enhanced
sense of logic and insight into the world. +1 IQ, +1 ME
Research: 35% +5% (mysteries of magic p.81)
Riddles and logic: the character has spent a long time studying riddles, puzzles, logic problems, codes, in attempts to strengthen the mind and find solutions to problems. As a result, the characters logical and problem solving skills are increased. +1 IQ, +5% to Cryptography
Smelting: With the use of a forge or blazing furnace, a character is able to separate different elements from mined ore. This skill can be used to separate gold from stone other metals. 30% +5%
Strategy games/ tactics: The character is a fan and a regular player of intellectual strategy games such as chess and is an astute student of historical military manoeuvre, battles, generals, and overall tactics. As a result, the characters logical and problem solving capabilities are increased, as are his patience, creativity, and resolve. +1 IQ, +1 ME
Cartography/ Surface mapping: this skill allows the character to create an accurate map with any writing utensil and writing surface. Any intelligent creature, no matter what language they speak, can accurately “read” the map. 35% +5%
Subterranean mapping: Similar to surface mapping, except this skill will allow characters to accurately map out underground areas, no matter how confusing, natural, or man made. It instills good underground direction sense and allows characters to create maps with little light needed. 30% +5%
Bonuses to strike, disarm, entangle: +1 at 2, 5, 10, 15
Bonuses to strike: +1 at 1, 3, 6, 9, 12, 15
Rate of fire: 1 at level 1 +2 at level 2. An additional +1 at levels 7, 14
note: arbalests use siege weapons instead of this WP. (as per p.157 Lo Bletherad)
WP Mounted Archery
(This skill costs 2 OCC related skills)
Normally, a mounted warrior trying to shoot a bow has all of his bonuses negated and rate of fire halved. With this specialized skill, a rider keeps his usual rate of fire and is at -4 to strike on a ‘normal’ mount. On an exotic mount the penalty is -6.
The mounted archery penalties decrease by one every 3rd level of experience
(i.e., 3, 6, 9, 12, 15)
(requires horsemanship skill)
All bonuses to parry with shields are doubled. As well, there is no penalty to parry missile weapons. Complete bonuses: should be, +2 to parry at levels 1, 3, 6, 9, 12, 15 and +1 to strike at levels 4, 8, 12
Herding Cattle: 30% +5% (mysteries of magic p.80-81)
Mountaineering: The skill of climbing natural rock formations such as mountains and cliffs. Mountaineering is separate and not related to climb/ scale walls skill since different equipment and techniques are used. The character is skilled in the use of pitons, and techniques such as repelling, belaying, etc. as well as basic survival skills: finding shelter, avoiding rock slides and avalanches, and avoiding/ surviving altitude sickness, etc. Note: Rope works and climb both add +5% to this skill.
The character must roll for every 20’ climbed or rappelled and a failed roll indicates a serious problem: the character slips, a knot comes undone, or a piton pops. The character is given a second roll to catch himself. If this also fails; the character falls and suffers 1d6 damage for every 10’ unless he is caught by another character. 30% +5%
Perception and Bonuses
+1 to perception at levels: 3, 9, 15
Characters also get additional perception bonuses if their IQ is high enough.
Easy: 4+ (Usually automatic)
Perceiving Super Natural Involvement:
8 or Better if evidence is plentiful and obvious.
14 or better if the evidence is sparse or “scientifically” is inconclusive.
Perception that your being followed or watched by Supernatural Evil:
15 or better to sense Supernatural Predators & Lesser Demons.
17 or better to sense Demonic Servants & Greater Demons.
19 or better to sense Ancient Evil, A Dark God, or Alien Intelligence.
Must be following (tailing)/observing the character stalking him/her planning to strike 7 be within 200ft (61m) and within line of sight.
Extreme heat/ cold: 14+
Harmful drugs: 15+
Magic circles (all): 16+
Magic fumes: 14+
Magic rituals: 16+
Magic spell: 12+
Magic wards: 14+
Poison/ disease (lethal): 14+
Poison/ disease (non lethal): 16+
Psionics (non psychic): 15+
Psionics (minor/ major): 12+
Psionics (master) 10+
Soul Drinking: 14+
Typical characters (non heavy drinkers)
After 3 drinks: -6% to all skills
After 6 drinks: -12% to all skills; initiative and all combat bonuses are -2; reduce SPD by 20%
After 9 drinks: -24% on all skills; reduce SPD, Init, attacks, and all bonuses by ½
After 12 drinks: (falling down drunk) -40% all skills; reduce SPD to 20%; reduce init, attacks, and all bonuses to 2 (or lower)
Heavy drinkers can drink 2X the amount before feeling the effects.
Dwarves can drink 2.5X the amount listed before feeling the effects.
Supernatural creatures can drink 3X the amount listed.
Greater Supernatural creatures can drink 4X the amount listed.
Modifiers stack; so a Dwarf who drinks heavy could drink 4.5X the amount before feeling the same effects.
Armour and AR: Only natural rolls above the AR bypass armour although non natural rolls (plus any bonuses still hit).
Any roll that fails to penetrate does full damage minus the AR number with a minimum of one point always being done.
[For example, a long sword attack roll of 11 (+4) hits full plate armour but fails to bypass it. Damage rolled is an impressive 11 points but the armour itself only takes one point as the AR is 18.]
Assassin & Thief backstab modifiers.
Assassin: X3 at level 1, X4 at level 7, X5 at level 12, X6 at level 14
Thief: X3 at level 1, X4 at level 7, X5 at level 14, X6 at level 15
Characters lose 1 point of damage (per wound) per minute and 2 points (for critical wounds) for every minute the wounds are left untreated.
When a character is down to 15% (of their starting) HPS, only magic, Psionics, or those with advanced medical treatment can save the character, as the bleeding is internal or blood loss too severe. When they reach 5% (of starting HPS) they will pass out from blood loss (save throw) and at 0 HPS they lapse into a coma.
Deathblow does double weapon damage times ten directly to hit points. So a longsword would do 4D6X10 to HPS.
Initiative bonuses and modifiers:
+1 to initiative at levels 1, 3, 6, 9, 12, 15
If the target is 0-60 feet away, a roll of 5 or higher is needed.
If the target is 60-200 feet away, this rises to an 8 or higher to hit.
If the target is more then 201+ feet away, then a 12 or higher is needed
A called shot required a 12 or higher (before modifiers).
Note: A long bowman only ever needs a 5 or higher to hit
Parrying/ dodging missile/ thrown weapons:
-10 to parry/dodge arrows at short range
-8 to parry/ dodge arrows at long range (500’ or greater)
-6 to parry/ dodge if you forfeit all attacks that round to defend
-3 to parry thrown weapons
Hitting beyond effective range:
No bonus to strike with an additional -4 to strike for every 25’ beyond effective range.
Hitting moving targets:
A -3 to strike all moving targets and a -6 for targets over 20 mph
Wild shot penalties:
If the WP is known, the shot is taken with no bonuses. If its not known, there is a -6 to strike. Additionally, the GM may apply a further penalty of 1-4 for exceptional or difficult circumstances
ROF and HTH attacks:
To determine how many attacks a ranged weapon shot is worth, simply divide the characters’ HTH attacks by their ROF. Thus a character with 4 HTH attacks and a ROF of 2, would expend 2 attacks when they fired a bow.
To shoot at someone who has or is in cover, you must do one of the following
Go around to his exposed side
Flush him out into the open
Use called shots (12+ bonuses/ penalties)
Shoot through or destroy the cover
-9 strike someone you can’t see (blinded, invisible, completely hidden, etc)
Parrying an attack aimed at another person:
Is possible but they must be within the characters SPD attribute number, and the parry counts as an attack action and
therefore is not automatic.
Heroically jumping in front of an attack aimed at someone else is possible as well but to do so, a strike roll is needed
from the would-be defender and must beat the strike roll of the attacker (defender win ties).
If such an action is undertaken, the character cannot simultaneous, dodge, defend, or parry the attack that they chose to take. In some instances, the character may attempt to move both the victim and itself out of harms way. To do so, a strike roll is made to move the victim and then a dodge roll is made to see if the character itself avoids the danger. This action takes 2 melee attacks.
Spellbooks, if used in the course of spell casting, will allow the caster a +1 bonus to their spell strength however the caster cannot channel spells while doing so.
Armour of Ithan base SDC reduced from 100 to 10SDC +10 per level
Death and PPE absorption: In most cases a Spell caster cannot draw on the PPE of someone killed in combat unless he is prepared for the release of PPE beforehand, such as during a blood sacrifice and/or being close to death. Generally, during combat, the Spell caster is unprepared and cannot draw on the PPE before it has all dissipated.
Magic disruption: The simplest way to disrupt a spell being cast is to injure the spell caster in some way, actually causing physical damage, or force them to take a defensive action, including dodging.
Depending on the nature of the particular spell being cast, parrying in most cases will also cause a disruption in the spell casting.
Other actions like tackling or knocking over the caster will also cause a disruption. Likewise, any action that causes a loss of initiative will have the same effect.
A ritual is more durable, with interruptions possible, but if the ritual is disrupted for more then two melee rounds it needs to be restarted.
Scroll casting: requires at least 2 melee rounds and requires the literacy at 55% or higher. Some scrolls are written in more then one language and in that case, the caster must be able to read all the languages at 55% or higher. Such scrolls take 50-100% longer to read.
Spell Casting: The spell “goes off”, or takes effect during the last action in which its cast. i.e., if the spell takes 2 attacks to cast, it will not go off till the characters second action comes up.
Spell learning: If being taught, generally 2 days per level of the spell. (i.e. a 3rd level spell would take 6 days to learn) If developing the spell without a teacher, generally 30 straight, uninterrupted days per level of the spell are needed and the proper resource materials are needed.
(i.e., so a 10th level spell, self taught using a vague description of the spell effect from an old tome would take 300 straight days to learn)
Palladin Demon Death Blow & Warrior Monk Spirt Strike:
The Palladin Demon Death Blow costs: 3D6 P.P.E per use.
The Warrior Monk Spirit Strike Costs: 2D6 P.P.E. per use.
These attacks automatically bypass any natural AR the creature may have and also allow non-magical weapons to cause harm.
A character can carry their Max. Carry Weight for equal to their P.E. × 4 minutes; or For their P.E. × 2 minutes while Running or Fighting. (from the Original Robotech Rpg pg.4 or Macross II Rpg pg.7)
A character can Lift & hold off the ground their Max. Lifting Weight for Three Seconds per P.E. attribute Point
(That’s One Melee round for every Five P.E. Points). (From Rifts Ult. Ed. pg. 286)
Alternatively (From Original Robotech Rpg & Macross II Rpg) Weight can be held for as many Melee Rounds as equal to the Characters P.E. points.
Spd attribute x 20 is the number of yards/meters covered in one minute(4 melee rounds).
Spd attribute x 5 is the number of yards/meters covered per melee round.
(note: multiply yards X3 to find Feet per melee of course)
Distance covered in Melee Combat is equal to distance covered per melee (spd x5 as stated above) divided by a characters Number of Attacks per melee equals how far he/she can move per attack. (eg. Spd:16 × 5= 80 yards or 240ft. per melee. 80/4 att per melee= 20 yards or 60 ft.) Note: same type of calculation is done for combat while swimming. ie. distance covered per melee swimming divided by Attacks per melee equals distance covered per attack.
A Character can Run for a Max. of one minute per one point of his/her PE attribute (PE x 4 for Max. number of melees).
Acobatics Skill: Leaps/Jumps can be made 5ft. high or across plus 1ft. per level of experience(from Yin Sloth Jungles 1st ed.).
Gymnatics Skill: Leaps/Jumps can be made 4ft. high or across plus 2 ft. per level of experience. (from original Robotech RPG)
Track and Field Skill: Leap 4’ high and 5’ long plus 2 ft per level
Tumbling Skill: Leaps/Jumps can be made 5ft. across plus 1ft. per every other level of experience & 4ft. high plus 1ft. per every Three levels of experience. (from Adventures on the High Seas 2nd. ed.)
Characters Without a Skill: A player character can leap/jump 4ft. high or 5ft. across plus P.P. bonus if any.-that’s it. (see: posts below)
P.P. Attribute Bonus: A Player Character gets a P.P. bonus equal to his/her Strike Parry Bonus in Feet to Leaps/Jumps vertical or across(ie. P.P. 18 = +2 to strike/parry which also equals a +2 Ft. to Leaps/Jumps vertical or across).
Fire damage: candle 1pt, torch 1d6-2d6, house fire/raging fire 5d6-6d6.
Falling damage is 1d6 per 10’
Bite Damage: Is equal to 1/2 a Characters (Human/Humanoid) punch damage.
Power Bite: Is Equal to Punch Damage.
Holding Your Breath Underwater:
(Opitional Rules:from Rifter #17 pg.16 by Scott, Merrow and Siembieda.)
In real life typical person 90-120 seconds (2 minutes or less; 6-8 melee rounds)
Navy Seals and other ’Rare " Specialists and exceptional individuals: 180-240 seconds (3-4 minutes), rarely any longer than that.
Kevin Siembieda (Opitional Rule): Two minutes (8 melee rounds) unless exceptional Physical Endurance; say a P.E. of 19 or greater. For every P.E. point above 19 equals one extra melee round (15 seconds).
Merrow & Scott (Opitional Rule): suggest that a character can hold their breath for equal to their P.E. attribute in melee rounds. After this a saving throw against falling unconscious or coma/death (drowning) must be made every melee round there after.
Average Depth: 30-40 feet.
Maximum depth: 50-60 feet. also see Rifter #17 p.17 regarding Rules for Decompression Sickness.