Str: 6 | Unarmed Combat: 6 | Close Weapons: 7 |
Dex: 6 | Dodge: 7 | Thrown Weapons: 6 |
IQ: 5 | Library Use: 5 | |
Will: 5 | ||
San: 4 | ||
TOSS: 0 | Fingerprint: |
RUSTY: Ranged WeaponsLevel: 2Category: Miscellaneous Effect: You have not used the particular skill in a long time. You still can do it, but the first time you use it each game period, you must subtract your level of Rusty from that skill. The second time you use the target skill, you subtract your level of Rusty - 1. And so forth, until you have used up all of your Rusty. Then you get no minuses. For example, if you have Rusty: Ranged Weapons at level 3, you get a -3 to the first attempt each game period, -2 to the second attempt, and -1 to the third. After that, you have no modifications from Rusty. Time To Use: Instantaneous Uses: Once per level of handicap per game period. Other Constraints: The target listed must be a Skill and it must involve a die roll as part of the skill check. You may not take Rusty at a greater or equal level than you have the target skill. |
RANGED WEAPONSLevel: 3Category: Martial Effect: You can use ranged weapons (guns, bows, etc., but not thrown weapons) using your skill instead of the default. (+2 if from behind, -2 if target is obscured- see constraints below). If you make a "called shot" you may take a -2 to your chance of success and do 1 extra star of damage if you succeed. Chance of Success
Other Constraints: Cover - If your target is at least 50% obscured by something that would stop your weapon (including another person), you are at a -2 to hit. Collateral Damage - If you miss, there is a 50% (1-3 on a d6) chance of hitting anything else in the line of fire. Make checks starting with the nearest object/person to you, until something is hit, or all objects have been checked. Apply damage to the hit object (without any called shot bonus) |
DODGELevel: 1Category: Martial Effect: You can defend against close combat or ranged weapon attacks using your skill as a bonus. Can be used whenever you would normally use DEX to avoid the attack. Time To Use: 1 Combat Round Uses: Unlimited Other Constraints: This skill defaults to your DEX. |
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TACTICSLevel: 2Category: Martial Effect: Each combat round , you may add 1 to any to-hit or defense roll for any participant in a combat you are in. You declare these bonuses each time it is your turn in combat. You may still take your own combat action. Or, you can add 2 to the rolls, by foregoing your own action that round (you may still take 1 step in any direction). Time To Use: Instantaneous Uses: 1 use per character per level each combat round Other Constraints: You cannot use this ability on yourself. You must be able to see and communicate with the person you are affecting and see the enemy attacking that person. If you are using this skill, you cannot derive any bonuses from anyone else's Tactics ability. In a single round, no person can be affected by more than a +2 or for more than one roll, regardless of the number of players with Tactics trying to influence them. |
CLOSE WEAPONSLevel: 1Category: Martial Effect: You can use all close combat weapons (knives, clubs, etc.) using your skill instead of the default. Note that this does not include rapiers, foils, and other fencing swords, which are handled by the FENCING skill. Chance of Success
Other Constraints: You get +2 to your challenge if you attack from behind. This skill automatically defaults to your STR. |
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HISTORYLevel: 1Category: Information Effect: For each level of this ability, you can ask one history-related yes/no question of the GM per game period. Also adds to Library Use when performing historical research in books. Chance of Success
Other Constraints: If the GM answers "I don't know," to the yes/no question that question does not count. |
CRYPTOGRAPHYLevel: 1Category: Information Effect: You can break codes. After examining a code for at least five minutes, you may ask one yes/no question about the code. Time To Use: 5 minutes Uses: 1 Question per level of Ability Other Constraints: If the GM answers, "I don't know," the question still counts. |
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GAMBLELevel: 1Category: Miscellaneous Effect: You get a bonus for all gambling challenges. You may also use this as a bonus against challenges involving cheating at gambling, or gambling itself. You don't need to tell other players that you have the skill for defense; you just declare your IQ to be equal to your IQ plus your skill in Gamble. Chance of Success
Other Constraints: |
ALERTNESSLevel: 1Category: Miscellaneous Effect: If someone has tried to use a physical ability on you without your knowledge (like Pick Pocketing or Assassin), you may add your Alertness level to your defense against that ability. If successful, you will know who did it, and can confront the person before they finish the task (if you wish). You don't have to tell other players that you have the skill; you just declare your STAT to be equal to your STAT plus your level in Alertness. Time To Use: Instantaneous Uses: Unlimited Other Constraints: If your IQ + Alertness is greater than or equal to seven, then players do not get a +2 bonus when attacking you from behind. Damage stars do influence this. |
IMPERVIOUS TO PAINLevel: 1Category: Martial Effect: You can ignore a certain number of red and yellow stars' effects (equal to your ability level) to your DEX, IQ, and WILL. The stars still affect your STR, and you will still become incapacitated when your STR or effective WILL hits zero. Time To Use: Instantaneous Uses: One Star per Level Other Constraints: |