Caelestis Ulterius RPG Information Databank

PHYSICAL SKILLS

Special Note: One of the unique aspects of this RPG system is that the player can build and increase his or her character's physical attributes (P.S., P.P., P.E., Spd., S.D.C.) by selecting physical skills that will build and develop the body's muscles and endurance. ALL attribute and skill bonuses are accumulative. However, a specific physical skill may only be chosen once, including hand to hand combat skills. There are several major kinds of fighting techniques available to the characters. Boxing and wrestling adds to the techniques and power of a specific hand to hand training. Note: Characters without combat training start with only one hand to hand attack per melee round, but get a second attack at level one, six and twelve.

Acrobatics: Aerial feats of agility and strength, such as walking a tightrope, high wire, trapeze, and stunts performed above ground. Other physical abilities include rolls, somersaults, leaps, and falls. Provides all of the following:

  • Automatically gets climb/rappel skill; +5% to rappel.
  • 40%+5% per level — Sense of balance
  • 30%+3% per level — Walk tightrope or high wire
  • 30%+5% per level — Back flip
  • +1 to roll with punch, fall or impact.
  • +1 to P.S.
  • +1 to P.P.
  • +1 to P.E.
  • +1D6 to S.D.C

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: In order to beat the other guy in an Arm Wrestling competition you have to beat the other guy's roll three times in a row. The first successful roll steadies the grip, second tilts the arm down, and the third slams the enemy's hand to the table Roll d20. High roll wins, ties mean no advantage for either side. Every three points of P.S. above 16 counts as a +1 bonus to win at arm wrestling. Furthermore, a character with the arm wrestling skill gets an additional +1 bonus at 1st, 5th, 10th and 15th levels. Note: Counts as two skill selections for most OCC’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: 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% + 5% 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%
Provides the following Bonuses:
  • +2 to Dodge
  • +1 to Physical Prowess
  • +1 to Physical Endurance
  • +1d4 to Speed
  • +1d4 to Structural Damage Capacity.

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 ¼ the normal penalties of blindness when fighting under starlight. Also when dealing with invisible opponents, the character only suffers ½ 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: 20+5% per level of experience.

Body Building: The building of muscle tone andbody strength through weight lifting and exercise. Provides the following:
  • +2 to P.S.
  • +10 on S.D.C.

Boxing: The classic art of fighting with fists. Training helps buildthe body and reflexes. Skilled boxers will automatically knockout opponentson a roll of a natural twenty. The victim of a knockout will remainunconscious for 1D4 melees rounds. Unlike normal knockout/stun, theplayer with the boxing skill does not have to announce that he is tryingto knockout his opponent before making a roll to strike. The followingbonuses are provided:
  • +One additional attack per melee round.
  • +2 to parry and dodge.
  • +1 to roll with punch or fall.
  • +2 to P.S.
  • +3D6 on S.D.C.

Climbing: Knowledge of the tools and techniques forclimbing up sheer surfaces, be they natural mountains or man-made.Players should roll once for every 20 feet (6.1 m) of a vertical climb. Ifthe roll fails, it means he is losing his grip; however, every "skilled"climber gets a chance to regain his grip, roll again. Two consecutivefailed rolls means the character falls Base Skill: 50+5% per level of experience.

Fencing: The ancient art 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 and other weapons. Adds a bonus of +1 to strike and parry when combined with W.P. Sword. Base Skill: 30+5% per level of experience.

Forced March: Practiced training in uniform marching with a fullfield pack and weapons. The marching is done at an even pace andrhythm that enables the marchers to cover great distances on foot at afaster than normal pace. Increase the normal physical endurance rate asto how long an activity like marching can be maintained by five times;applicable only to forced marches/travelling. Maximum speed on aforced march is roughly 60% of one's speed attribute and enables alarge group of dozens to hundreds of soldiers to travel at the same consistentpace; suitable for everybody in the group (never less than aspeed of 8). Likewise, this skill trains soldiers to make coordinatedcharges and maneuvers, including spear runs, spear and shield placement,and so on.(Adds +1d4 P.E.) Base Skill: 25+5% per level of experience.

General Athletics Training in, and enjoyment of, vigorous exertionfor competitive sports, exercises, and contests of strength, endurance,and agility. Provides the following bonuses:
  • +1 to roll with punch or fall.
  • +1 to P.S.
  • +1D6 to Spd.
  • +2D4 to S.D.C.

Gymnastics: Learning to do falls, rolls, tumbles, cartwheels, somersaultsand to work the parallel bars and rings. This sport builds great upperbody strength, grace, and balance. Provides all of the following:
  • Automatically gets climb/rappel skill.
  • Kick attack at first level; does 2D6 damage.
  • 30%+5% per level — Sense of balance
  • 30%+3% per level — Work parallel bars & rings
  • 40%+5% per level — Back flip and somersault
  • +2 bonus to roll with punch, fall or impact.
  • +1 P.S.
  • +1 to P.P.
  • +2 to P.E.
  • +2D6 to S.D.C.

Juggling: The ability to toss "up" a number of objects, such as balls,clubs, knives, lit torches, and almost any small objects, and keep themcontinuously in the air with fast hand movements. It is used for the entertainmentof others and to develop greater hand-eye coordination; +1on initiative roll. Base Skill: 40+5% per level of experience.

Football: Association football, more commonly known as football or soccer, is a team sport played between two teams of eleven players with a spherical ball. It is played by 250 million players in over 200 countries and dependencies, making it the world's most popular sport. . The following bonuses are added:
  • +1 to strike/parry
  • +1 to P.P.
  • +1 to P.E.
  • +1d8 to Spd.


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. May add the following strikes to the usual list of available hand to hand attacks: Roundhouse, Axe Kick, Elbow, Forearm, and Knee. The following bonuses are added:
  • +2d6 dam
  • +1 to strike/parry
  • +1 attack/melee
  • +1 to P.P.
  • +1 to P.E.
  • +1d8 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.

Pressure Point Control Tactics: This 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 2 “Other” skills, and should ideally be restricted to characters with a law enforcement/security or Martial Arts background.
  • +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 posses one or more of the above attacks, the training includes an Entangle attack.
  • Knockout/Stun on Natural 20 (if the character already has a Knockout/Stun attack from Hand to Hand, Boxing, etc. reduce the target number by one. (i.e. knockout on 18-20 goes to knockout on 17-20).
  • 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 and the opponent loses initiative and one attack. Requires a called shot. 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) and acts as a disarm attack. The disarm punch takes two attacks. As with the Knockdown kick a called shot is required; lower rolls do normal damage but do not cause the Disarm effect. 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.
[Biology]
Base Skill: 25+5% per level of experience.

Prowl: This skill helps the character to move with stealth; quietly,slowly, and carefully. Techniques include balance and footing, shortsteps, pacing, body positioning, prone positions for low visibility, andcrawling. A failed prowl roll means that the character has been seen orheard. If the prowl roll is successful, then the character is not seen orheard and may make a sneak attack or spy. Base Skill: 40+5% per level of experience.

Repelling This is a specialized, rope climbing skill used in scaling walls,towers, and cliff facings. For game purposes, rappelling will include ascendingand descending climbs. Base Skill: 40+5% per level of experience.

Running: A routine of running and exercise to build running speedand endurance. Provides the following:
  • +1 to P.E.
  • 4D4 to Spd
  • 1D6 to S.D.C.

Skiing: Includes cross country and downhill skiing. Base Skill: 40+5% per level of experience.

Swimming - Basic: The rudimentary skill of keeping afloat, diving, swimmingand lifesaving techniques. The percentile number indicates theoverall quality of form as well as skill of execution. A character canswim a distance equal to 3x his P.S. in yards/meters per melee round 1(15 seconds). This pace can be maintained for a total of minutes equal]to his P.E./endurance. Base Skill: 50+5% 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 of experience.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 the 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 of experience.Stilt Walk: To construct and walk on stilts. A failed roll means a fall off the stilts (roll every 15 feet walked.) 50+5% per level of experience.Pole Vault: 8 feet for every other level of experience. Failure means only half the intended height is achieved, or the tumbler has vaulted into a wall or other solid object (2d4 dam). Will always land in a tumbling roll unhurt, when successful. 50+5% per level of experience.Leaps: 5ft long plus one foot every other level, 4ft high plus one foot every three levels+2 roll with punch/fall, +2 P.S., +1P.E. and +2d4 S.D.C. Base Skill: 30+5% per level of experience.

Wrestling: Wrestling is more of a sport than a combat skill, but it jdoes provide some useful combat moves and bonuses.Wrestling Special Moves:
  1. Body block/tackle does 1D4 damage (double if the wrestler is 8 to12 feet/2.4 to 3.6 m tall, and 3D6 damage if larger). The opponent mustdodge or parry (push away/deflect attacker) to avoid being knockeddown. If knocked down, the opponent loses one melee attack/action andinitiative for the rest of that round.
  2. Pin/incapacitate on a natural roll of 18, 19, or 20. This means thatthe wrestler can hold his opponent in such a way that his opponent cannotphysically attack or move. However, the character who is using the"pin" hold cannot attack or move without releasing his opponent.
  3. Crush/squeeze does 1D4 damage per squeeze attack (double damageif 8 to 12 feet/2.4 to 3.6 m tall, and 3D6 damage if larger). Each"squeeze" counts as one melee action/attack.
Wrestling Bonuses:
  • +1 to roll with punch, fall or impact.
  • +1 to P.S.
  • +4D6 to S.D.C.


Yoga A relaxed, slow, constant routine of stretching exercises. Beneficial no matter what martial art you do, or even if you just want to relax. By stretching and opening channels in the body, Yoga has been described as a massage for the inside of the body. A character with this skill will double his flexibility and receives the following benefits:
  • +1PP
  • +1 MA
  • +1 Balance
  • 2d6 ISP