|
Physical
Acrobatics: Aerial feats of agility
and strength, such as walking tightrope, high wire, trapeze, and stunts
performed above the ground. Other physical abilities include, rolls, somersaults,
leaps and falls.
Provides the following abilities:
60% + 5% per level - Sense of Balance
60% + 5% per level - Walk Tightrope or High Wire
80% + 2% per level - Climb Rope
40% + 4% per level - Climbing (or adds a bonus of +15% to climb
skill)
60% + 5% per level - Back Flip
30% + 5% per level - Prowl (or adds a bonus of +10% to Prowl
skill)
+2 to Roll with Punch/Fall, +1 to P.S., +1D4 to P.P., +1 to P.E.+1D6
to S.D.C.
Leap four feet high and five feet long, plus 2 feet per level. Fearless
of Heights.
|
Aerobics: Training to increase physical
endurance, body toning, and weight loss. Provides the following:
+1 to roll with punch or fall
+1 to P.P.
+3 to P.E.
|
Arm Wrestling: Distractions... need to beat
the other guy's roll three times in a row: First successful roll steadies
the grip, Second successful roll tilts the enemy's arm down, and the third
successful roll slams the enemy's hand to the table! Roll 20 sided die
(plus bonuses). High rolls win, ties mean no advantage for either side-stalemate,
roll again. Every three points of a character's P.S. above 16 counts as
a +1 bonus to win at arm wrestling. Furthermore, a character with the arm
wresting skill gets an additional +1 bonus at 1st level, 5th, 10th and
15th levels.
Note: Counts as two skill selections for most O.C.C.s
(GM's call for who can take it as a single skill slot).
|
Athletics: Training in, and enjoyment
of, vigorous exertion for competitive sports, exercises, and contests of
strength, endurance and agility.
Provides the following:
+1 to Parry & Dodge, +1 to Strike w/body block/tackle; does
1D4 damage
+1 to roll with Punch or fall, +1 to P.S., +1D6 to Spd., +1D8
to S.D.C.
|
Basketball: This sports skill teaches
the character the rules of the game, and its basic tactics. A character
with basketball can use this skill for most of the games maneuvers, including
throws and passes. Base Skill: 35% + 3% per additional level.
Shot Type & Penalty:
1pt (Foul-Line Shot) = No Penalty
2pt (Inside Foul-Line Area) = No Penalty
2pt (Inside 3pt Line) = -2%
3pt (From 3pt Line) = -5%
3pt (From Half-Court: Center) = -10%
3pt (From Half-Court: Outside) = -15%
3pt (Full Court "Hail Mary") = -25%
Athletic Bonuses: +2 to Dodge, +1 to Physical Prowess, +1 to Physical
Endurance, +1d4 to Speed, +1d4 to Structural Damage Capacity.
|
Battle Bike Combat: A person trained in
Battle Bike Combat be comes one with his machine, with better reflexes,
endurance, and concentration. His Riding ability is improved and he learns
the best ways to "Crush" and opponent which allows his side to score and
win. Requires: Pilot Motorcycle.
Bonuses: +1 attack when on a Bike. +1 ME, +1 PE, +1d4
PP, +10% Pilot Motorcycle.
Special Attack: The "Crush" Either a sideswipe or kick
attack, good only against a person on either a one or two wheeled motorcycle.
If the attack hits the target the target must make a piloting roll or lose
balance and crash their bike. A person with Battle Bike Combat has an additional
+5% Pilot Motorcycle only to save against this. The "Crush" it self causes
no damage, but a rider still suffers damage from the crash.
|
Blind-Fighting: The skill of fighting in
conditions of poor or no light. The character only suffers half the normal
penalties for fighting in complete darkness or when blinded, and only suffers
one quarter the normal penalties of blindness when fighting under starlight
(characters without the skill normally only suffer half of the normal penalties).
Also when dealing with invisible opponents, the character only suffers
half the normal penalties. To receive these benefits the player must roll
under the blind fighting skill percentage. Also the character has a chance
of detecting the presence of an invisible creature, equal to half the skill
proficiency. Base Skill: 10% + 5% per level of experience.
|
Body Building: The building of muscle tone
and body strength through weight lifting and exercise.
Provides the following:
+2 to P.S., +10 on S.D.C.
|
Boxing: Classic art of fighting with fists.
Training helps build the body and reflexes. Skilled boxers will Automatically
Knockout opponents on a natural twenty for 1D6 melee rounds. Unlike normal
Knockout/Stun this does NOT have to be declared before the strike roll.
One additional attack per melee.
+2 to Parry/Dodge, +2 to Roll with Punch/Fall, +1 to P.E., +1D4 to
P.S., +3D6 to S.D.C.
|
Climbing: Knowledge of the tools and techniques
for climbing up sheer surfaces. Players should roll once for every 20 ft
of a vertical climb. Every "skilled" climber gets a second roll to recover
his/her hold. Base Skill: 50% + 8% per level of experience
Rappelling is a specialized, rope climbing skill used
in descending from helicopters, scaling walls, and cliff facings. For game
purposes, rappelling will include ascending and descending climbs. Base
Skill: 30% + 5% per level of experience. A failed roll means a slip
or fumble; roll again to regain hold or fall.
Provides the following:
+1 to P.S., +1 to P.E., +1D6 to S.D.C
Damage from Falls 1D6 from a 10 foot height plus 1D6 for each additional
10 feet of height, or fraction there of.
|
Deadball: This sports skill concentrates
on dodging techniques, reaction speed, and general athletic abilities.
A character with this skill automatically knows the Deadball Weapon Proficiency
and game rules.
Provides the following:
+1 on initiative, +1 to dodge, +1 to roll with fall
or impact, +1D6 to Spd., +2D4 to S.D.C.
|
Fencing: The ancient arts of Hand to Hand
Weapons are learned from fencing teachers. This includes not only Olympic-style
fencing with foil, epee or saber, but also Kendo (use of the Samurai sword)
and other weapons. Adds a bonus of + 1 to strike and parry when combined
with W.P. Sword. Note: Paired Weapons is a separate skill. See the
W.P. Tables in the Combat Section for details.
|
Forced March: Practiced training in uniform
marching with a full field pack and weapons. The marching is done at an
even pace and rhythm that enables the marchers to cover great distances
on foot at a faster than normal pace. Increase the normal physical endurance
rate as to how long an activity like marching can be maintained by five
times; applicable only to forced marches. Maximum speed on a forced march
is roughly 60% of one's speed attribute and enables a large group of dozens
to hundreds of soldiers to travel at the same consistent pace; suitable
for everybody in the group (never less than a speed of 8). Likewise, this
skill trains soldiers to make coordinated charges and maneuvers, including
spear runs, spear and shield placement, and so on.
|
Gymnastics: Learning to do falls, rolls,
tumbles, cartwheels, and to work on rings and parallel bars. Characters
with Gymnastics can leap 4 ft up or 4 ft across, with an additional 2 ft
per level. Note: Characters with Leap Attack can use these distances
in a strike.
Provides the following abilities:
50% + 5% per level - Sense of Balance
70% + 5% per level - Climb Rope
20% + 6% per level - Climbing (or adds a bonus of +10% to climb
skill)
70% + 8% per level - Back Flip
30% + 5% per level - Prowl
60% + 3% per level - Rings & Bars
+3 to Roll with Punch/Fall, +2 to P.S., +1D4 to P.P., +2 to
P.E., +3D6 to S.D.C.
|
Hand to Hand Combat:
Aikido:
Assassin:
Basic:
Commando:
Expert:
Judo:
Jujitsu:
Karate:
Kendo:
Magic:
Martial Arts:
Ninjutsu/Tai-Jutsu:
Teng-jutsu (rare among
humans/mortals):
Wrestling:
Zanji Shinjinken-Ryo:
Zero Gravity Combat Advanced:
Zero Gravity Combat Basic: |
Juggling: The ability to toss "up" a number
of objects, such as balls, clubs, knives, lit torches, and almost any small
objects, and keep them continuously in the air with fast hand movements.
It is used for the entertainment of others and to develop greater hand-eye
coordination. Base Skill: 35%+5% per level of experience
1. Bonuses: +1 on initiative, +1 to strike with any thrown missile
weapon. +1 to parry.
2. Number of Items juggled/hurled: Up to four objects/items
at level one, plus one for every two levels of experience gained.
|
Juicer Football: This sports skill teaches
the character the rules of the game, basic tactics and combat elements.
A character with Juicer Football can use this skill for most of the game’s
maneuvers, including throws and passes.
Base Skill: 32% + 4% per
level of experience. This skill is not recommended for ordinary humans.
Body Block/Tackle: Knocks one’s opponent to the ground
(90% chance if target is smaller than attacker, 60% if the same weight,
50% if target is up to 50% larger, 20% if 100% larger, no chance if target
is over 100% larger). The tackled person loses initiative and one melee
attack/action and suffers 1D4.D.C plus P.S. bonus, per each person who
tackles him.
Athletic Bonuses:
+1 to roll with punch/fall, +1 to P.S., +1 to P.E.,
+1D4 to Spd, +3D6 to S.D.C.
|
Kickboxing: Art of fighting with hands
and feet with an emphasis on kicking. Skilled kickboxers automatically
knockout opponents with kicks or punches with natural 20. Victim is knocked
out for 1D10 melees. Character doesn't need to call for knockout. The following
bonuses are added:
2D6 damage from Tai kick
+2 additional attacks per melee
+2 to strike and parry
+3 to P.S.
+1D4 x 5 to S.D.C.
|
Marathon: Most any character can run a
marathon. To represent a character who trains for, and runs in a marathon
relatively often (maybe twice a year), you can use this physical skill.
Running extreme distances takes an incredible toll on the body. The stamina
is increased tremendously, and competitive marathon runners manage to maintain
for hours speeds that most non-runners can't maintain for minutes. However,
it is nearly impossible to do long distance running and maintain high muscle
mass, or extreme strength, both of which are basically required for sprinting.
People with this skill can maintain physical exertion for 5 times the
normal duration with no penalty. After that, PE checks should be applicable
every few minutes. Once a PE check is failed, ME checks may be applicable.
Definite bonuses should be given for some sort of motivation - cheering
crowds, encouragement from a friend, or pursuit by a ravenous crudbeast.
If figure the bonuses for marathon _after_ all other bonuses have been
added in, from physical skills, OCCs, or whatever.
Bonuses:
-
+4 PE
-
if speed is less than 10
+3D4 spd
-
if speed is between 11 and 20
+2D4 spd
-
if speed is between 21 and 30
no bonus
-
if speed if above 30
-1D4 for every 10 points above 20, rounding down (ie -1D4 for 32, -3D4
for 55)
-1D4 PS for every 5 points above 15
|
Meditation: Involves engaging the mind
and body so that the body remains motionless, but without fatigue or pain,
and the mind stays in a clear, calm and rested state. While meditating
a character recovers Chi, I.S.P., P.P.E. and other internal resources at
an accelerated rate. Although it is not a substitute for sleeping, characters
will usually feel alert and refreshed after any period of meditation. When
in a meditative state they character is, at a subconscious level, well
aware of what is happening in the environment and can instantly leave the
meditation position with no combat penalties.
Base Meditation Skill: Rolls based on meditation should
be done as a check versus the character's Mental Endurance (M.E.) attribute.
Base Meditation Time: The amount of time that a character
can continue to meditate: One hour at first level, with an additional fifteen
minutes at 2nd, 3rd, 4th, and 5th levels. At 6th level the meditation time
jumps to three hours, and the character picks up another advancement into
7th level and beyond.
|
Movement: Zero Gravity: This skill is given
automatically to any character born in zero gravity or a gravity field
of less than 0.1 g (10% of Earth); all others must purchase it as normal.
It simply allows a character to move with complete freedom in conditions
of zero gravity. GMs may, at their discretion, make players roll against
this skill rather than making a P.P. check for difficult moves. Characters
who do not have this skill while in zero gravity will have difficulty in
performing normal tasks; -15% skill penalty, -1 attack/action per melee,
-2 on initiative, reduce speed and combat bonuses by half. Base Skill:
P.P. multiplied by 5, +4% per level of experience.
|
Murderthon: Another sports skill usually
reserved for Juicers. It teaches the character all the basic rules and
combat maneuvers of the game. Plus it offers the following bonuses:
+1 to strike, +1 to dodge, +1 to roll with punch or fall, +2D4
to S.D.C.
|
Oxygen Conservation: Oxygen conservation
is a physical skill, and allows a character to reduce the amount of oxygen
that they need to survive. By concentrating on nothing else, a character
with this skill can lower their heartbeat, metabolic rate and breathing
to half their normal rate, and therefore, will consume half as much oxygen
(lasts twice as long). It is often taught as a survival precaution. It
also adds +1 to P.E. attribute. Base Skill: 30% + 5% per level of
experience. Requires: Math Basic.
|
Pressure Point Control Tactics: Developed
by physicians in association with law enforcement personnel, PPCT is a
relatively simple, reliable system of pressure point manipulation designed
to aid the officer in apprehending and controlling a suspect with minimal
use of force. In game terms, it acts as a supplement to the character's
Hand to Hand skill, similar to Boxing or Wrestling. It is available only
as a Scholastic or "Other" skill, and should ideally be restricted to characters
with a law enforcement/security or martial arts background. Bonuses:
- +2 to Hold/Lock, Pin/Incapacitate, or Entangle (this bonus applies
both to the initial attack/defense and to subsequent attempts to maintain
or break the hold). If the character does not possess one or more of the
above attacks, the training includes an Entangle attack.
- Knock-Out/Stun on Natural 20 (if the character already has a
Knock-Out/ Stun attack, from Hand to Hand training, Boxing, ect, reduce
the target number by one.
- Knockdown attack - using basic pressure points, the character
numbs the opponent's leg briefly; just long enough to force them to fall.
May be performed with a kick or with a blunt weapon (commonly a nightstick
or similar instrument). Does normal damage for the application method (ie,
normal kick or weapon damage), and the opponent loses initiative and one
attack. Requires a called shot (12 or higher, bonuses included). Rolls
under 12 which hit do normal kick damage only. Successfully rolling with
a knockdown kick means the character does not fall, but suffers normal
damage. Maintain Balance rolls are at -5 vs a knockdown kick of this type.
- Disarm punch - using basic pressure points, the character numbs
the opponent's arm briefly; just long enough to cause them to drop their
weapon or other carried object. Does the character's normal punch damage
(1d4 or higher; N&SS/MC characters may use the Fore-Knuckle, Double
Knuckle, and Power Punch strikes as well), and acts as a Disarm attack.
The disarm punch takes two attacks. As with the Knockdown kick, a called
shot (12+ with bonuses) is required; lower rolls do normal damage but do
not cause the Disarm effect. Rolling with a Disarm punch means it does
normal punch damage, but does not cause a Disarm. At the GM's option, the
Disarm punch may be used to force opponents to break Locks, Holds, and
similar attacks, as well.
- +1 to Save vs Pain
- +1d6 S.D.C.
|
Prowl: This skill helps the character to move
with stealth; quietly, slowly and carefully. Techniques include balance
and footing, short steps and pacing, rifle positioning, prone positions
for low visibility, and crawling. A failed Prowl roll means that the character
has been seen or heard. If the Prowl is successful, then the character
is not seen and may make a Sneak Attack. Base Skill: 46% + 8% per
level of experience. |
Running: A routine of running and exercise
to build speed and endurance.
+1 to P.E., +4D4 to Speed, +1D6 to S.D.C.
|
Skiing: This skill includes Cross-country
and Downhill skiing. Base Skill: 40% + 5% per level of experience. |
Swimming - Basic: The rudimentary skill of
keeping afloat, dives, lifesaving, and swimming techniques. The percentile
number indicates the overall quality of form as skill of execution. A special
bonus of +1 to Parry and Dodge while in water applies. A character can
swim a distance equal to 3x his P.S. in yards/meters per melee. This pace
can be maintained for total of melees equal to his P.E. Base Skill:
50% + 8% per level of experience
Swimming - Competitive: Is an elaboration
of basic swimming techniques with an emphasis on form and speed. The conditions
and skills mentioned in basic swimming all apply to the competitive swimmer,
but with the following bonuses.
Base Skill: 70% + 8% per level of
experience.
Bonuses: +2 to dodge underwater, Spd +1D4, P.S. +1, P.E.
+1, S.D.C. +1D6
Swimming - Deep Sea: Requires a basic
or competitive swimming skill. This training includes the use of deep sea
diving equipment, techniques, and supplementary items. Base Skill:
40% + 8% per level of experience.
Swimming - S.C.U.B.A.: The letters S.C.U.B.A.
stands for Self-contained Underwater Breathing Apparatus. Characters learn
the methods of skin diving and underwater swimming, and use of oxygen tanks/apparatus,
mask and flippers. A character can swim a distance equal to 2x his P.S.
in yards/meters per melee, maintained for total of melees equal to his
P.E. Base Skill: 50% + 5% per level of experience.
Provides the following bonuses:
+2 to dodge underwater, +1 to P.S., +1 to P.E., +3D4 to
Spd. when swimming only, +1D6 to S.D.C.
Swimming - Snorkel: A person must have
either a basic or competitive swimming skill before he/she can select the
snorkel skill. This ability is the simple skill of swimming by using as
air intake tube. Swimmers can swim near the waters surface with an air
tube protruding above for air, or can completely submerge, surfacing periodically.
Base
Skill: 60% + 8% per level of experience.
|
Track and Field: This relates to the sport
track and field and relies basically on the running and other such sports
of that sort. This is increasing the characters speed and agility.
+10 speed, +2 P.P., +2 P.E., +2 P.S., +1 to throw an object. |
Tumbling: This skill builds and strengthens
the body for feats of strength, endurance and agility. Abilities include
a variety of gymnastic type rolls, leaps, tumbles, falls, cartwheels, somersaults,
and hand stand type exercises. These differ from the acrobat in that they
are performed on the ground and involve rigorous exhibitions of speed and
strength involving elaborate tumbles, back-flips, body throws, and so on.
Sense of Balance is the ability to maintain grip, hold or footing,
20%+5% per level.
Body Throw: While usually used on a cooperative partner, this
judo-type flip can be used on an opponent, doing 1D6 damage, plus the victim
loses initiative and one attack that melee (Note: The tumbler must be weaponless,
using both hands to grab his opponent and throw/flip him to the ground).
Back Flip and Somersault: +4 to dodge quickly by flipping out
of harm's way or over one's opponent. Always ends in a tumble and crouched
stance. Like all dodges, it takes place of one attack that melee. However,
because the tumbler has flipped a fairly great distance, the attacker also
loses one attack, as he must turn around or lunge forward to renew his
attack. 40%+5% per level.
Stilt Walk: To construct and walk on stilts, 50%+5% per level
of experience. A failed roll means a fall off the stilts (roll every 15
feet walked).
Pole Vault: 8 feet for every other level of experience. Success
ratio is 50%+5% per level. Failure means only half the intended height
is achieved, or the tumbler has vaulted into a wall or other solid object
(2D4 damage). Will always land in a tumbling roll unhurt, when successful.
Leaps: 5ft long plus one foot every other level, 4ft high plus
one foot every three levels. +2 roll with punch or fall, +2 P.S., +1 P.E.
and +2D4 S.D.C.
Wrestling: As taught in High Schools
and colleges. Wrestling is more of a sport than a combat skill, but it
does provide useful combat training
Pin/Incapacitate on a roll of 18, 19, or 20
Crush/Squeeze does 1D4 damage
Body Block/Tackle does 1D4 damage and opponent must Dodge or
Parry to avoid being Knocked down.
+2 to Roll with Punch/Fall, +2 to P.S., +1 to P.E., +4D6 to
S.D.C.
|
Vacuum Survival: Being exposed to hard vacuum
without any protection is inevitably fatal. This skill simply changes the
amount of time that a character can survive in vacuum by teaching them
the right things to do; for example, not trying to hold their breath. For
every point that a character has in this skill they can survive one second
in hard vacuum. Characters without the skill can last as many seconds as
they have P.E. points. Note: This skill applies only to exposure
to vacuum. Running out of air in a ship or spacesuit is covered by the
Oxygen Conservation skill.
Base Skill: Automatic skill. Time of
survival: Seconds equal to P.E. +20 seconds, and +5 seconds per level of
experience.
|
Swimming & Fatigue Note: For humans and
similar surface dwelling D-bees, the act of swimming on the surface of
the water has the same fatigue rate as running and medium to heavy exertion,
especially at great speed or very long periods of time. Swimming underwater
with S.C.U.B.A. equipment or other underwater equipment is considered to
be light activity, unless extremely active, involved in combat or fast
swimming (in which case it is considered strenuous or heavy activity).
For most aquatic life forms, including amphibs, naut'yll, Lemurians, aquatic
D-bees and mutants, underwater activities such as fast swimming, diving,
playing and underwater acrobatics are considered light activities and can
be conducted for hours without fatigue. Pulling a heavy load and combat
is considered medium to heavy activity. Remember that the buoyancy of water
reduces the weight of most items by 30% when used/carried underwater. This
means the fatigue rate for carrying a heavy load is reduced by 30% or 30%
more can be carried at the normal fatigue rate. Characters can also lift
30% heavier weights.
|
|