Physical Skills
Acrobatics
Aerobics
Arm Wrestling
Athletics
Basketball
Battle Bike Combat
Blind-Fighting
Body Building
Boxing
Climbing
Contortionist
Deadball
EVA
Fencing
Forced March
Gymnastics
Hand to Hand
Aikido
Assassin
Basic
Commando
Expert
Judo
Jujitsu
Karate
Kendo
Magic
Martial Arts (Generic)
Ninjutsu/Tai-Jutsu
Teng-jutsu
Wrestling
Zanji Shinjinken-Ryo
Zero Gravity Combat Basic
Zero Gravity Combat Advanced
Hide/Sneak
Juggling
Juicer Football
Kickboxing
Marathon
Meditation
Movement: Zero Gravity
Murderthon
Oxygen Conservation
Physical Labour
Pressure Point Control Tactics
Prowl
Running
Skiing
Swimming - Basic
Swimming - Competitive
Swimming - Deep Sea
Swimming - S.C.U.B.A.
Swimming - Snorkel
Track and Field
Tumbling
Vacuum Survival
Wrestling
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., +D4 to P.P., +1 to P.E.+D6 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 D4 damage
+1 to roll with Punch or fall, +1 to P.S., +D6 to Spd., +D8 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 manoeuvres, including throws and passes. Base Skill: 35% + 3% per
additional level. 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, +D4 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., +D4 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., +D6 to S.D.C.
Damage from Falls 1D6 from a 10 foot height plus D6 for each additional 10 feet
of height, or fraction there of.
Contortionist: The ability to temporarily dislocate bones from joint, fold and
bend the body to fit into extremely small areas or through spaces normally too
tiny for a normal person. Can fold into a two foot ball and flatten self to four
inches. Bonuses: +5% to escape artist skill, +2 to roll with punch or fall.
Dice Rolling: The character is trained in the art of rolling dice. This skill is
checked when ever dice are rolled for any thing, include save checks, damage
rolls, and/or skill checks (Note: does not include this skill's check). A
successful roll means the character may add or subtract 1 from any die roll
and/or may add or subtract up to 10% from a percentage roll (D100). Note: this
skill does not effect the roll made to determine psionics or any other rolls
while determining a character and its abilities. Bonuses: May add 1 to any two
attributes under 18 or May add 1 to any attribute over 18. Note: cannot choose
the same attribute twice. Base Skill: 16%+4% per level of experience. (IQ bonus
doesn't apply).
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, +D6 to Spd.,
+2D4 to S.D.C.
EVA: Short for Extra-Vehicular Activity, involves
working out-side a spacecraft or station while wearing a vacuum suit. The skill
covers suit operation and repair, damage control, manoeuvring and knowing what
to do when things go wrong. A character should have Movement: Zero gravity to
take this skill. Note: The EVA skill is not necessary for walking on the moon in
a vacuum suit. Base Skill: 40% + 5% per level of experience.
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 sabre,
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.
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 manoeuvres, 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., +D4 to P.P., +2 to P.E., +3D6 to S.D.C.
Hand to Hand Aikido: The following techniques are know at first level:
Body block/tackle, body flip/throw, break fall, disarm, holds, roll with
punch/fall/impact, pull punch, kick attack (2D4 damage), and the usual strike,
parry and dodge. Bonuses: +2D6 S.D.C., +1D4 to M.E., +1 to P.P., and +1 to P.E.
1 Two attacks per melee round; +3 to break fall, +2 to roll with
punch/fall/impact, +2 to body flip/throw, and +2 to pull punch.
2 +1 on initiative, +2 to parry and dodge.
3 Automatic dodge and +1 to disarm.
4 + 1 attack per melee round and +1 to body flip/throw.
5 Critical body flip/throw on Natural 18-20 (double damage).
6 +1 to parry/dodge and +1 to body flip/throw.
7 Automatic flip/throw and +2 to pull punch
8 +1 attack per melee
9 +1 on initiative and +1 to strike, parry and dodge.
10 Double existing P.P.E. (inner spirit) and +1 to disarm.
11 +1 to parry, +2 to dodge, and +1 to body flip/throw.
12 +1 attack per melee.
13 +1 on initiative and +2 to body block/tackle.
14 Critical strike on a natural 18-20
15 +1 attack per melee.
Hand to Hand Assassin: This is taught to character trained by secret
organizations (CIA, Mafia, etc.), this is the specialized science of killing. It
includes learning Automatic Parry, Pull punch, roll with punch/fall, kick
attack, knock-out/stun, critical strike and death blow. It does NOT include the
ability to do Jump kick or leap attack.
1 +2 to strike (one attack per melee).
2 +2 additional attacks per melee.
3 +3 to pull/roll with punch/fall
4 +4 to damage.
5 +1 additional attack per melee.
6 +3 to parry/dodge. Entangle.
7 Knock-out/stun on an unmodified roll of 17-20.
8 +1 additional attack per melee.
9 Kick attack does 1D6 damage.
10 Critical strike on an unmodified roll of 19 or 20.
11 +2 to strike
12 Death blow on a roll of a natural 20.
13 +1 additional attack per melee.
14 +2 to damage.
15 +2 to strike.
Hand to Hand Basic:
1 Two attacks per melee; +2 to pull/roll with punch, fall or impact.
2 +2 to parry and dodge.
3 Kick attack does 1D6 points damage.
4 +1 additional attack per melee
5 +1 to strike.
6 Critical strike on a n unmodified roll of 19 or 20
7 +2 to damage.
8 Judo-style body throw/flip; does 1D6 damage, and victim loses initiative and
one attack per melee.
9 +1 additional attack per melee
10 +2 to pull/roll with punch, fall or impact.
11 +1 to parry and dodge
12 +1 to strike
13 Critical strike or knockout from behind.
14 +2 to damage
15 +1 additional attack per melee.
Hand to Hand Commando: The commando hand to hand combat skill is
exclusive to the commando and Special Forces O.C.C.s and is a form of martial
arts. Bonuses: +2D6 S.D.C. and +1 to M.E.
1 Starts with two attacks per melee round, paired weapons, body flip/throw, body
block/tackle and +2 to save vs. horror factor.
2 +1 on initiative, +1 to strike, +2 to parry and dodge, +3 to roll with
punch/fall/impact, +3 to pull punch. Backward sweep kick: Used only against
opponents coming up behind the character. Does no damage: it is purely a
knock-down attack (same penalties as body flip) but cannot be parried (an
opponent can try to dodge it but is -2 to do so).
3 Disarm, +1 to automatic body flip.
4 + One attack per melee and Karate kick attack. This is a conventional,
karate-style, kick. It starts with bringing the knee, folded, up to chest level,
then the foot is completely extended. Does 2D6 damage.
5 Automatic dodge and critical body flip/throw.
6 +2 on initiative, +1 to strike, parry and dodge, and +1 to body flip/throw.
7 +2 to damage, +1 to save vs. horror factor, +1 to disarm, +1 to automatic
dodge and +2 to pull punch.
8 + One attack per melee, jump kick, +1 to body flip/throw, and +1 to roll with
punch/fall/impact.
9 Death blow on a natural 18-20!
10 +2 to save vs. horror factor, +1 on initiative and +1 to strike.
11 +1 to disarm, +1 to pull punch and +1 to body flip/throw.
12 +2 to damage, +1 to parry and dodge, +2 to automatic dodge.
13 + One attack per melee.
14 Automatic body flip/throw.
15 Critical strike on a natural 17-20.
Hand to Hand Expert:
1 Two attacks per melee to start, +2 to pull/roll with punch, fall or impact.
2 +3 to parry and dodge
3 +2 to strike
4 +1 additional attack per melee
5 Kick attack does 1D6 damage
6 Critical strike on an unmodified roll or 18, 19, or 20
7 Paired weapons.
8 Judo-style body throw/flip; does 1D6 damage, and victim loses initiative and
on attack
9 +1 additional attack per melee.
10 +3 to damage.
11 Knockout/stun on an unmodified roll of 18, 19, or 20
12 +2 to parry and dodge
13 Critical strike or knockout from behind (triple damage).
14 +1 additional attack per melee
15 Death blow on a roll of natural 20.
Hand to Hand Judo: This is a basic, modern style of martial arts common
among the high-tech communities like the Republic of Japan, Ictho and Takamatsu.
This is typically the basic hand to hand combat used by the Armed Forces and
police of the Republic. Basic & Special Moves: Body Block/tackle, body
flip/throw, break fall, disarm, roll with punch/fall/impact, strike, parry,
dodge, and pull punch are available at first level. All bonuses are cumulative.
Bonuses: +2D4 S.D.C., +1 to M.E., +1 to P.P.
1 Two attacks per melee round; +3 to roll with punch/fall/impact, +3 to pull
punch.
2 +2 to parry and dodge, +1 to strike.
3 +1 to body flip/throw and body tackle; +1 to disarm.
4 +1 additional attack per melee and Karate-Style kick 2D6 damage.
5 Critical body flip/throw on natural 19 or 20 (double damage).
6 +1 to strike, parry and dodge; +1 to body flip/throw.
7 Paired weapons and +2 to damage.
8 Jump kick and +1 to roll with punch/fall/impact.
9 +1 additional attack per melee.
10 +2 on initiative and +1 to parry and dodge.
11 +1 to break fall and +1 to disarm
12 Critical strike on a natural 18, 19, 20
13 +2 to damage and knock-out/stun on a natural 19 or 20.
14 +1 additional attack per melee.
15 Automatic body flip/throw.
Hand to Hand Jujitsu: The following techniques are know at first level:
Maintain balance, break fall, disarm, body block/tackle, body flip/throw, holds,
roll with punch/ fall/impact, pull punch, kick attack (2D4 damage), knee and
elbow strikes (1D6 damage), and the usual, strike, parry and dodge. Bonuses:
+3D6 S.D.C., +2 to P.S., +1 to P.P.
1 Two attacks per melee round; snap kick (D6 damage), knife hand (2D4 damage),
+3 to roll with punch/fall/impact, +2 to parry and dodge, and +2 to pull punch.
2 +1 to strike, tripping/leg hook and backward sweep kicks.
3 +1 on initiative and critical strike from behind.
4 + 1 attack per melee round and +1 to damage.
5 Palm strike (2D4 damage) and drop kick
6 Critical strike on a Natural 18-20 (double damage).
7 +1 to strike, +1 to body flip/throw and +1 to disarm.
8 +1 attack per melee and +1 to maintain balance.
9 Critical body flip/throw on natural 17-20.
10 Jump kick and leap attacks.
11 +1 attack per melee and +2 to pull punch.
12 +1 on initiative, +1 to parry and dodge, and +1 to strike.
13 +2 to damage, +2 to pull punch, and +2 to break fall.
14 +1 attack per melee.
15 Death blow
Hand to Hand Karate: There are a variety of different styles of karate.
What follows is a variation of Japanese Kyokushinkai Karate - "the School of
Ultimate Truth." The focus of this martial art is on aggressive combat and
striking power, especially the power to break through solid objects, as well as
an emphasis on raid strikes and speed. Training is very hard and competitive.
The following techniques are known at first level: Break fall, body
block/tackle, roll with punch/fall/impact, pull punch, kick attack (2D4 damage),
karate kick (2D6 damage), karate punch (2D4 damage), knees and elbow strikes
(1D6 damage).
Bonuses: +3D6 S.D.C., +1D4 to P.S., +2 to P.E., and +2 to Spd.
1 Two attacks per melee round; snap kick (1D6 damage), knife hand (2D4 damage);
+1 on initiative, +2 to roll with punch/fall/impact, +2 to parry, +1 to dodge,
+1 to break fall and +2 to pull punch.
2 +1 to strike, tripping/leg hook and backward sweep kicks.
3 +1 additional attack per melee; +2 to damage.
4 +1 on initiative, +1 to disarm, and roundhouse kick (3D6 damage), power punch
and palm strike (2D4 damage)
5 +1 additional attack per melee and +2 to pull punch
6 Power kick, wheel kick, and +1 to strike, parry and break fall.
7 Critical strike on a natural 18-20, critical strike from behind and death blow
on a natural 20.
8 +1 additional attack per melee and +2 to damage.
9 Jump kick and leap attacks.
10 +1 on initiative, +1 to parry and dodge, and +1 to strike.
11 +1 additional attack per melee and +2 to pull punch.
12 Death Blow
13 +2 to damage, +2 to pull punch, +2 to break fall.
14 +1 additional attack per melee.
Hand to Hand Kendo: This martial art developed around the art of
swordsmanship. Consequently, it deals with balance, striking, parrying and
slacking. The following techniques are known at first level: Disarm, break fall,
roll with punch/ fall/impact, pull punch, karate punch (2D4 damage), kick attack
(2D4 damage), knee and elbow strikes (1D6 damage). Bonuses: +2D4 S.D.C., +1 to
P.S., +1 to P.P., and +2 to Spd.
1 Two attacks per melee round to start; knife hand (2D4 damage); +1 on
initiative, +2 to roll with punch/fall/impact, +1 to disarm, +1 to parry (punch
attacks), +1 to dodge, +1 to break fall and +2 to pull punch.
2 +1 to strike and paired weapons.
3 +1 additional attack per melee; +2 to parry.
4 +1 on initiative, +1 to disarm, and +1 to parry.
5 Tripping/leg hook and backward sweep kicks.
6 Power punch and palm strike (2D4 damage).
7 +1 additional attack per melee and +2 to pull punch.
8 Critical strike on a natural 18-20, critical strike form behind and death blow
on a natural 19-20.
9 +1 additional attack per melee and +4 to damage.
10 Automatic dodge.
11 +1 on initiative, +1 to strike, and +2 to break fall.
12 +1 additional attack per melee and +2 to pull punch.
13 Jump kick and leap attacks.
14 Death Blow!
15 +1 additional attack per melee.
Hand to Hand Magic:
This is a Hand to Hand skill that only applies to heavy magic users such as Lay
Line Walkers, Mystics, Shifters, Warlocks and various others (G.M.'s discretion,
not available to Techno Wizards). The idea is, that if a Magic user spends
enough time honing his magic skills, then it becomes useless to even bother with
physical fighting.
1 2 physical attacks per. melee, 3 attacks with magic. +3 to Parry,
+3 to Dodge, 2D6x10 to P.P.E. +3 to strike using magic +1 to parry energy /
projectile weapons using magic spells such as 'fireball' or 'call lightning'
(only those with Hand to Hand: Magic can do this, a parry in this fashion counts
as one Hand to Hand attack, and spends P.P.E) can also cast defensive spells,
such as 'Armour of Ithan' as a parry but has no bonus to do so. +3 to save vs.
magic.
2 +1 to parry using magic
3 +1 to parry + dodge (physical) 1 additional magic attack
per. melee +2 strike using magic
4 +2 save vs. magic, +3 save vs. psionics
5 +2 parry using magic, 1D4x10 to P.P.E.
6 3 add ional spells from any level
7 +5 save vs. horror factor
8 1 additional physical attack, 1 additional magic attack
9 +3 initiative +1 parry (physical) +1 strike using magic
10 2D4x10 to P.P.E.
11 +1 to strike and parry using magic
12 +2 save vs. magic +1 strike, parry and dodge (physical)
13 4 additional spells from any level
14 2 additional magic attacks per. melee
15 3D4x10 to P.P.E.
Hand to Hand Martial Arts (Generic):
1 Two attacks per melee; +3 to pull/roll with punch, fall or impact.
2 +3 to parry and dodge; +2 to strike.
3 Karate-style kick does D damage.
4 +1 additional attack per melee.
5 Jump Kick (critical strike). Entangle.
6 Critical strike on an unmodified roll of 18, 19 or 20.
7 Paired Weapons
8 Leap attack (critical strike).
9 +1 additional attack per melee
10 Judo style body throw/flip; does 1D6 damage, victim loses
initiative and one attack.
11 +4 to damage.
12 +2 to parry and dodge.
13 Knock-out/stun on an unmodified roll of 18, 19 or 20.
14 +1 additional attack per melee.
15 Death blow on a roll of a natural 20.
Hand to Hand Ninjutsu/Tai-Jutsu: The art of ninjutsu has come to be
identified as the art of the Japanese assassin.
The following techniques are know at first level: Maintain balance, back flip,
body block/tackle, body flip/throw, holds, roll with punch/fall/impact, pull
punch, drop kick, kick attack (2D4 damage), knee and elbow strikes (1D6 damage),
paired weapons. Bonuses: +2 to M.A., +1 to P.S., +1 to P.E., +1 to P.P., and +4
to Spd.
1 Two attacks per melee; snap kick (1D6 damage), knife hand
(2D4 damage), +2 to roll with punch/fall/impact, +2 on initiative, ++1 to parry,
+2 to dodge, and +2 to pull punch. Parried Weapons: Training in the use of two
weapons, one in each hand, to strike and parry simultaneously.
2 +1 to strike, cartwheel (attack), back flip (escape),
back flip (defensive), and back flip (attack).
3 +1 additional attack per melee and palm strike (2D4
damage).
4 Leap attack, axe kick, and +2 to strike when
performing any back flip or cartwheel.
5 Tripping/leg hook and backward sweep kicks and +2 to
damage.
6 +1 additional attack per melee and roundhouse kick
(3D6 damage).
7 Critical strike on a natural 18-20, or from an attack
from behind; Death blow on a natural 20.
8 +1 on initiative, +1 to strike and parry, +1 to roll
with punch fall/impact, +2 to maintain balance.
9 Death Blow
10 +1 additional attack per melee and +2 to pull punch.
11 Double existing P.P.E. (inner spirit)!
12 +1 on initiative and +2 to roll with punch/fall/impact.
13 +2 to damage and +1 to disarm.
14 Jump attack, +2 to back flip/cartwheel, +2 to damage.
15 +1 additional attack per melee.
Hand to Hand Teng-jutsu: Note: Teng-jutsu can only be learned from a
tengu or a 12th level master of Teng-jutsu.
The following techniques are known at first level: Break fall, roll with
punch/fall/impact, maintain balance, back flip escape, back flip attack,
cartwheel (attack), body block/tackle, pull punch, kick attack (2D4 damage),
karate kick (2D6 damage), karate punch (2D4 damage), knees and elbow strikes
(1D6 damage), plus the tengu special mystic martial art powers.
1 Two attacks per melee round and all special powers of this style
of martial arts. Also +2 to dodge (normal), +2 to pull punch or kick, +1 to
disarm, +1 to roll with punch/fall/impact, +3 to maintain balance, +1 to break
fall. Can perform Karate style kick, jump kick, leap kick/attack and all other
types of kicks.
2 Drop kick, +1 on initiative, +2 on all back flips.
3 +1 to strike, +1 to disarm, +1 to leap dodge.
4 +1 additional attack per melee.
5 Critical strike from all kicks (double damage) and jump kick
and leap attacks.
6 +1 to roll with punch/fall/impact, +2 to pull punch or kick,
and +1 to leap dodge.
7 +1 on initiative, tripping/leg hook and backward sweep kicks.
8 +1 additional attack per melee.
9 +2 to disarm, +1 on all back flips, +1 on cartwheel attack.
10 Axe kick and +1 on initiative and +1 to parry.
11 +1 additional attack per melee.
12 +1 to leap dodge and +1 to disarm.
13 Snap kick and wheel kick.
14 +1 to pull punch and +1 to leap dodge.
15 +1 additional attack per melee.
Hand to Hand Wrestling:
Though often forgotten or ignored in martial arts discussion, wrestling is
actually the world's oldest martial art. Organized wrestling was known to the
ancient Greeks, Egyptians, Jews, and Indians, among others. Paintings on the
interiors of Egyptian pyramids depict wrestlers using holds and other techniques
still practiced to this day. Wrestling as commonly seen today has devolved to
either sport with limited combat application (amateur freestyle, collegiate, and
Greco-Roman), or so-called "sports entertainment" (professional wrestling). Both
styles sprang from the professional wrestling contests frequently sponsored by
travelling carnivals in the late 19th and early 20th centuries. The carnival
would frequently have a "champion" who would offer prize money for those who
could defeat him, or simply last a given period of time. These champions
frequently developed a number of dangerous (now illegal) techniques for
dispatching local challengers who threatened to go the distance. Up until very
recently, some of the most formidable martial artists in the world could be
found working as "professional wrestlers"; either former carnival "hookers", as
they were called, or men who had trained with such. Currently, training in this
method of wrestling is available in only a few schools, located in Florida,
southern California, and Missouri in the US, Alberta in Canada, and Tokyo,
Japan. The wrestler seeks to immediately close with his opponent, controlling
his body and/or limbs to immobilize, then throw or lock them into helplessness.
Character Bonuses: Add 2 to PS, Add 1 to PP, Add 2 to PE, Add 15 to SDC, Attacks
per Melee 3.
Martial Arts Powers: Receives the Kansetsu-Waza, Grasping Hand Atemi Ability
automatically. In addition, select one Body Hardening Exercise.
1 +2 to Maintain Balance, +3 to Roll with Punch/Fall/Impact,
Critical Strike from Behind
2 +2 to Hold/Lock*, +1 to Body Flip/Throw
3 +1 to Damage, +1 to Dodge
4 +2 to Body Flip/Throw (Does 2d6 damage, instead of the usual
1d6), Critical Strike/Throw on Natural 18, 19, or 20
5 Select one additional Martial Arts Power from Body Hardening
Exercises
6 +1 to Hold/Lock*, +2 to Maintain Balance
7 +1 to Strike, +1 to Parry/Dodge
8 +1 Attack per Melee
9 +2 to Roll with Punch/Fall/Impact, +1 to Damage
10 +1 to Body Flip/Throw, +1 to Maintain Balance
11 +1 Attack per Melee
12 +2 to Dodge, +1 to Hold/Lock
13 +2 to Maintain Balance, +1 to Roll with Punch/Fall/Impact
14 Select one additional Martial Arts Power from Body Hardening
Exercises or Martial Arts Techniques.
Hand to Hand Zanji Shinjinken-Ryo: This is the ancient school of samurai
swordsmanship. Unlike some other forms of martial arts that incapacitate an
opponent, zanji is designed to kill. Not wound, not injure, not knockout, but
kill! A sword is an instrument of death, but also an extension of the swordsman.
The secret of sword mastery is rooted in the ability of being able to respond
instantly, without reflection, without hesitation, to anything that might
happen. No amount of technical skill can benefit a samurai whose mind inhibits
spontaneous response to the environment around him. In this sense, the sword and
the man are of one mind and one spirit; a living extension of each other.
A samurai swordsman will carefully evaluate any opponent. Standing motionless,
he will wait until the exact moment when, without thought or direction, he can
instantly strike. Bonuses: +3D6 S.D.C., +2 to M.E., +2 to P.P., +1 to P.E.
1 Two attacks per melee, knife hand (2D4 damage), paired weapons, +2
on initiative, +2 to roll with punch/fall/impact, +2 to parry with sword or
staff (in addition to W.P. bonuses), +3 to dodge, +2 to damage, +2 to pull
punch.
2 +1 additional attack per melee, +1 to disarm, +1 to maintain
balance.
3 +1 on initiative, +1 to strike, +1 to parry, critical strike
from behind and death blow on natural 20.
4 +1 additional attack per melee, +2 to damage.
5 Critical strike on a natural 18-20, +1 to maintain balance.
6 +1 to roll with punch/fall/impact, +1 to dodge, +1 to
maintain balance.
7 Power punch/stab (with hand or sword), jump kick and
backward sweep kick.
8 +1 additional attack per melee, +1 to dodge.
9 Death Blow
10 +1 on initiative, +1 to save vs. horror factor, +1 to maintain balance.
11 +1 additional attack per melee.
12 +2 to damage, +1 to save vs. horror factor, and the knowledge and skill
to create a "true" samurai sword.
13 +1 additional attack per melee.
14 Double existing P.P.E. (inner spirit) and +1 to disarm.
15 +1 additional attack per melee.
Hand to Hand Zero Gravity Combat Basic: This is similar to Hand to Hand Combat: Basic,
but focuses on the techniques and movements that fighting in low gravity
entails. Using this skill to fight in any kind of gravity has a -3 modifier on
all combat rolls, including damage rolls. In addition, if fighting in zero
gravity against someone with no zero gravity movement/combat skills, the
character gets a +1 on all combat rolls, excluding damage, and also gets one
additional attack per melee. In order to obtain this skill, the character must
have spent at least six months in a weightless environment.
1 Two attacks per melee; +2 to pull/roll with punch, fall or
impact.
2 +2 to parry and dodge.
3 Kick attack does 1D6 points damage.
4 +1 additional attack per melee
5 +1 to strike.
6 Critical strike on a n unmodified roll of 19 or 20
7 +2 to damage.
8 Judo-style body throw/flip; does 1D6 damage, and victim
loses initiative and one attack per melee.
9 +1 additional attack per melee
10 +2 to pull/roll with punch, fall or impact.
11 +1 to parry and dodge
12 +1 to strike
13 Critical strike or knockout from behind.
14 +2 to damage
15 +1 additional attack per melee.
Hand to Hand Zero Gravity Combat Advanced: This is similar to Hand to Hand Combat:
Expert, but focuses on the techniques and movements that fighting in low gravity
entails. Using this skill to fight in any kind of gravity has a -3 modifier on
all combat rolls, including damage rolls. In addition, if fighting in zero
gravity against someone with no zero gravity movement/combat skills, the
character gets a +1 on all combat rolls, excluding damage, and also gets one
additional attack per melee. In order to obtain this skill, the character must
have spent at least six months in a weightless environment.
1 Two attacks per melee to start, +2 to pull/roll with punch,
fall or impact.
2 +3 to parry and dodge
3 +2 to strike
4 +1 additional attack per melee
5 Kick attack does 1D6 damage
6 Critical strike on an unmodified roll or 18, 19, or 20
7 Paired weapons.
8 Judo-style body throw/flip; does 1D6 damage, and victim
loses initiative and on attack
9 +1 additional attack per melee.
10 +3 to damage.
11 Knockout/stun on an unmodified roll of 18, 19, or 20
12 +2 to parry and dodge
13 Critical strike or knockout from behind (triple damage).
14 +1 additional attack per melee
15 Death blow on a roll of natural 20.
Hide/Sneak: Make a hide/sneak skill roll when a character tries to hide him/her
self, to camouflage something, to sneak past someone, or to disguise him/her
self - any time basically, that he/she is trying to avoid detection. If no one
is actively looking for or trying to find the hiding character, determine the
difficulty and apply the correct penalty for the attempt: (All Penalties are
accumulative):
Very Easy (hiding in a prepared shelter of tree limbs and leaves in the middle
of the forests of Earth) - 0%. Any situations in between may be + or - 5% that
is up to the GM and/or the players.
Easy (hiding from a patrol in a canyon on Tyrol) - 10%. Any situations in
between may be + or - 5% that is up to the GM and/or the players.
Moderate (hiding in a doorway in the streets of a city on Earth) - 20%. Any
situations in between may be + or - 5% that is up to the GM and/or the players.
Difficult (hiding behind a leg of an 20 ft. tall Robot while a patrol is search
for you) - 30%. Any situations in between may be + or - 5% that is up to the GM
and/or the players.
Very Difficult (Hiding in the middle of the wastelands with no shelter for miles
around) - 40%. Any situations in between may be + or - 5% that is up to the GM
and/or the players.
If someone is searching for the hider, use the "hide" roll like a "dodge"
(including all penalties) that is, the hider's die roll matched against the
searcher's die roll accounting for all penalties. Whom ever has the higher roll
wins that particular battle. Base Skill: 30% + 5% per level of experience.
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. Bonuses: +1 on initiative, +1 to strike with any thrown missile weapon. +1 to
parry. 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 manoeuvres, 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., +D4 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
-D4 for every 10 points above 20, rounding down (ie -D4 for 32, -3D4 for 55)
-D4 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 manoeuvres 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.
Physical Labour: Not all strength and
conditioning comes from deliberate training or sports, some comes from
old-fashioned hard work. This skill represents the strength and endurance gained
from hard physical labour either due to a physical occupation (such as
construction, ditch digging, warehouse work loading and unloading boxes, etc.)
or really demanding chores at home such as chopping wood, bailing hay, mending
fences, etc. Bonuses: Add +2 to P.S., +1 to P.E. and +2D8 to SDC.
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/defence 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, etc, 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,
+D6 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 +D4, P.S. +1, P.E. +1, S.D.C. +D6
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,
+D6 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.
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.
Water skiing & Surfing: All water skiing techniques, methods and use of most
types of recreational forms of "riding the waves," including skis, ski jet
boots, water boards, surf boards and sail boards, etc. Base Skill: 50% + 4% 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 D4 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.