Climbing

  • Attribute: Constitution
  • Type:  Move
  • Time:  N/A
  • Description:  Characters use this skill to ascend or descend some vertical surface.  A slow, general climb requires only one (modified) skill check, while a combat related climb often requires multiple skill checks, based on distance.  The difficulty is based on the climbing surface and any aids (ropes, climbing shoes, etc.).  For every two actions spent climbing, a total of one move action is made vertically.
  • Specializations:  (Optional) Urban scaling, mountain climbing, tree climbing, etc; selecting a specialization allows for faster climbing in that particular arena, making for a full move vertically for every action spent climbing.

Evade

  • Attribute:  Agility
  • Type:  Defend
  • Time:  One action
  • Description:  This skill is used to avoid melee attacks, and can be used in two different ways. A character can try to avoid an attack by spending an action and making a skill check, if the check succeeds the attack fails, if not it hits. When defending against multiple attacks, the character can choose to make a General Evade, wherein they take a defensive posture that is more difficult to hit; it must be announced at the start of the round, requires two actions plus a skill check, and gives all attackers a penalty to hit equal to the number of skill points in Athletics. Any melee attack (except Surprise) made against the character during that round is subject to this penalty modifier; this modifier is lost if the character takes another defend action in the same round.
  • Specializations:  None

Firearms

  • Attribute:  Agility
  • Type:  Attack
  • Time:  One action
  • Description:  This skill is used to aim and fire any weapon that discharges a physical or energy type projectile, whether a personal, placement, or vehicle. The difficulty is based on the weapon’s range, which is listed in its description. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses. While this skill may be advanced normally, it may not be used with any Expert or Master shooting skills; it may be picked up multiple times to acquire multiple specializations.
  • Specializations:  (Required) Specific weapon, i.e. pistol, bow, mounted carbine, vehicle gun, etc.

Intimidate

  • Attribute:  Strength
  • Type:  Attack
  • Time:  One free action
  • Description:  Characters use this skill to frighten, bully, or awe an opponent with a menacing display of physical superiority. With a successful skill check, an enemy morale score is reduced by one point per skill point in Athletics, and monster morale score by one point per two skill points in Athletics. On a failed morale check, those who cannot flee or surrender in combat suffer a difficult (-4) modifier to all attack, defend, and move actions; for those in roleplaying situations targets become more pliant. The difficulty is based on bearing, type of demonstration, and roleplaying.
  • Example of use:  In roleplay situations, take command of a reluctant group, marshal information from a foe, etc; in combat, cause an opponent to stand down, retreat, or surrender.
  • Specialization:  None

Jumping

  • Attribute:  Strength
  • Type:  Move
  • Time:  One action
  • Description:  This skill is used to leap, vault, or grasp something out of reach. A standing jump is equal to one move action x ½, plus one yard per two skill points in Athletics, and a running jump is equal to one move action, plus one yard per skill point in Athletics. A failed skill check indicates that the character missed the jump and possibly lands prone, or missed the target, depending on the goal. The difficulty is based on distance and encumbrance.
  • Specializations:  None

Low Kick

  • Attribute:  Strength
  • Type:  Attack
  • Time:  One action
  • Description:  A character with this skill is able to make damaging or disabling attacks to the lower limbs. The difficulty to hit is based on location and damage type (blunt or disable). While this skill may be advanced normally, it may not be used with any Expert or Master level combat skills.
  • Specializations:  None

Lifting

  • Attribute:  Constitution
  • Type:  Utility
  • Time:  N/A
  • Description:  This skill is used to hoist, heave, or haul objects that exceed the character's carrying capacity, increasing it by a factor of two, without suffering the normal fatigue effects. The factor can be increased by one with a corresponding difficult modifier (x3 difficult, x4 very difficult, etc.). For normal travel, one skill check is required; additional skill checks may be required when under duress. The difficulty is based on the weight and type of object to be lifted, and distance to be carried or moved.
  • Example of use:  Move crates to form a barrier, carry a wounded companion, or pry open a stuck gate.
  • Specializations:  None

Punch

  • Attribute:  Agility
  • Type:  Attack
  • Time:  One action
  • Description:  A character with this skill is able to make damaging or disabling attacks to the upper body. The difficulty to hit is based on location and damage type (blunt or disable). While this skill may be advanced normally, it may not be used with any Expert or Master level combat skills.
  • Specializations:  None

Riding

  • Attribute:  Constitution
  • Type:  Move
  • Time:  N/A
  • Description:  This skill is used to direct a steed of some type over terrain, and includes typical actions such as saddling, mounting, and dismounting. While basic riding on a trained animal doesn’t require a skill check, it is required when trying to urge the mount to perform most other physical acts. In addition, if the steed fails a morale check, the rider can attempt to remain saddled or overcome the reaction, with one or more skill checks. The difficulty is based on the type of maneuver, terrain, and environment.
  • Example of use:  Urge a steed to gallop down a road, jump a felled tree or small ravine, regain control after fright, etc.
  • Specializations: (Required) Specific type of steed, i.e. horse, dog, giant eagle, etc.

Running

  • Attribute:  Constitution
  • Type:  Move
  • Time:  N/A
  • Description:  Those with this skill can move at their full normal rate for up to one hour per skill point in Athletics, without suffering fatigue modifiers. Exceeding the total number of rounds will require at least one minute of rest afterwards to avoid entering a fatigue state. All carrying capacity modifiers are applied normally. The difficulty is based on the type of terrain and amount of weight being carried.
  • Specializations:  None

Stamina

  • Attribute:  Constitution
  • Type:  Defend
  • Time:  N/A
  • Description:  This is one of the three character saves and is used to resist the bodily effects of stressful situations where the character’s physical attributes or capabilities are called into question. The difficulty is determined by the type of event, amount of time, etc.
  • Example of use:  Resist the effects of poison, disabling damage, drowning, etc.
  • Specializations:  None

Swimming

  • Attribute:  Constitution
  • Type:  Move
  • Time:  N/A
  • Description:  Characters with this skill can dive, tread water, and perform basic swim maneuvers. A swimmer moves at one-half their normal move rate per action, and may keep up this rate for a number of minutes equal to the total skill rank. Exceeding the total number of rounds with continuous Swimming will put the character in a fatigue state. A fatigued character is required to make a skill check each round to tread water or will begin to drown. The difficulty is based on the amount of weight being carried, strength of the current, temperature of the water, etc.
  • Specializations:  None

(E) Sprinting

  • Attribute:  Constitution
  • Type:  Move
  • Time:  N/A
  • Description:  Characters with this skill can move at twice their normal move rate for a number of rounds equal to the number of skill points in Athletics. Exceeding the total number of rounds will require at least one minute of rest afterwards to avoid entering a fatigue state. The difficulty is based on terrain type and the amount of weight that is being carried.
  • Prerequisites:  The Running skill and four skill points in Athletics

(E) Toughness

  • Attribute:  Constitution
  • Type:  Defend
  • Time:  N/A
  • Description:  Characters with this skill have had rigorous training, forging their physique into solid muscle, allowing them to withstand more damage. Acquiring this skill allows the character to permanently increase their health and body scores by one per two skill points in Athletics.
  • Prerequisites:  Four skill points in Athletics

(M) Persevere

  • Attribute:  Constitution
  • Type:  Defend
  • Time:  N/A
  • Description:  Those with this skill have trained themselves to function beyond their physical limits. Characters who suffer body damage may avoid entering a fatigue state with a skill check, though a new check is required each time body damage is suffered, additionally, the duration for all Athletic based skills is doubled. This skill can also be used to resist the effects of a kill shot with a successful skill check.
  • Prerequisites:  Eight skill points in Athletics