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 tatics. A
character with basketball can use this skill for most of the games
manuevers, 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.
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 games 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 ones 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:
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.
Pool: Pool is played using 2D10 or 1D20. A roll of 13 or better is needed to sink a ball. A roll of 1-3 results in a critical miss (see chart). Pool is played either 18 ball, 9 ball, or trickshot! Bets can be made in the game by price per ball. The party with the most ball sunk out of the given game wins mney equal to the number of balls sunk times the wager per ball (example. Your team plays a 100 credit per ball game. You manage to sink 10 balls and win. Your groups winnings is 1000 credits [10 X 100, and this money is to be split up betwenn the players on 1 side as seen by the players]). Trick shots are bets and the player has a -3 to called shots. If a player scores a ball, they get to roll again if not the dice are surrendered to the next player.
Critical Miss Chart
01-10 You hit your opponent and might get into an old fashioned brawl.
11-15 Lucky you bounced a ball and scored.
16-31 You break the pool cue. You must play 100 credits to replace it.
32-60 Scratch! You've ripped the felt. You have to pay 400 credits to replace.
61-69 You sank a ball for your opponent.
70-85 You sunk the cue ball. Three times you lose.
86-00 You sunk the eight ball. You lose.
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.
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.
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.
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.
Next section Pilot Skills.
Physical.html -- Revised: 990104
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