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PHYSICAL


    Hand to Hand Basic: This provides the fighting techniques taught in military basic training or in self-defense classes. Students learn elementary methods of attack and self-defense. Counts as one skill. See the combat section for listing of specific abilities.

    Hand to Hand Expert: An advanced form of self-defense and unarmed combat usually taught to commandos. Counts as 2 skills. See the combat section for listing of specific abilities.

    Hand to Hand Martial Arts: This is some form of oriental fighting skill (karate, kung-fu, etc.) that teaches advanced hand to hand combat. Counts as 3 skills. See the combat section for listing of specific abilities.

    Acrobatics: Aerial feats of agility and strength, such as walking a tightrope, high wire, trapeze, and stunts performed above the ground. Other physical abilities include rolls, somersaults, leaps, and falls. If taken with Gymnastics, each of the same skills below becomes a bonus of +20% to the Gymnastic skills of those same types, i.e. Sense of Balance will add 20% to the Gymnastics Sense of Balance. Provides all of the following:

    Athletics (general): Training in, and enjoyment of, vigorous exertion for competitive sports, exercises, and contests of strength, endurance, and agility. Taking this skill reduces the cost of improving P.P. by 15%. Provides the following bonuses:

    Body Building & Weight Lifting: By working out with weights and body building machines the character increases body strength and muscle. Taking this skill reduces the cost of improving P.S. and P.E. by 25%.

    Boxing: Classic art of fighting with fists. Training helps build the body 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. Taking this skill reduces the cost of improving P.P. by 10%.

    Climbing: Knowledge of the tools and techniques for climbing up sheer surfaces. Players should roll once every 20 feet (6m) of vertical climb. If the roll fails, it means he/she is losing their grip, however, every "skilled" climber gets a chance to regain their grip by rolling again. Two consecutive failed rolls means the characetr falls. Base Skill is 50%+5% per level of experience.
    Rappelling is a specialized, rope climbing skill used in decending from helicopters, scaling walls and cliff facings. For game purposes, rappelling will include ascending and decending climbs. Base Skill in Rappelling is 40%+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 with Kendo (use of Samurai sword) and other weapons. Adds an additional bonus of +1 to strike and parry when combined with W.P. Sword. Note: Paired weapons is a separate ability from this skill. See W.P. tables in the Combat Section for details.

    Gymnastics: Learning to do falls rolls, tumbles, cartwheels, somersaults and to work the parallel bars and rings. This sport builds great upper body strength, grace, and balance. Provides all of the following:

    Prowl: This skill helps the characetr 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 roll means that the characetr has been seen or heard. If the prowl is successful, then the character is not seen and may make a Sneak Attack. Base Skill is 30%+5% per level of experience.

    Running: A routine of running and exercise to build speed and endurance. Provides the following:

    Swimming: The rudimentary skill of keeping afloat, dives, lifesaving, and swimming techniques. Base Skill is 50%+5% per level of experience. 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. Note: A character can swim a distance equal to 3X their P.S./Strength in yards/meters per melee. This pace can be maintained for a total of melees equal to their P.E./Endurance.

    Swimming S.C.U.B.A.: The letters S.C.U.B.A. stand 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 their P.S./Strength in yards/meters per melee. This pace can be maintained for a total of melees equal to their P.E./Endurance. Base Skill is 50%+5% per level of experience and reflects the degree of skill and expertise at S.C.U.B.A. Note: The maximum safe depth without getting the bends is about 120 feet (36.5m). Deeper depths are possible with depressurization, special suits and submarines. Requires Swimming.

    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. Taking this skill reduces the cost of improving P.S. and P.E. by 25%.

    Yoga: Training in, and enjoyment of, the mental and physical exercises practiced widely on Earth. Taking this skill indicates that the character spends a regular amount of time practicing this art form to better themselves and maintain the bonuses it provides them with. Taking this skill reduces the cost of improving M.E. by 15%. Provides the following bonuses:


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