![]() ![]() Throwing governs all sorts of thrown weapons, from hand grenades to knives, axes, and spears. Taunt is a test of will attack against a person’s pride through ridicule, cruel jokes, or one-upsmanship. Swimming determines if a character floats or sinks in water, as well as how fast he can move within it. Survival allows a character to find food, water, or shelter in hostile environments. Streetwise characters are able to gather information from the street, saloons, or other contacts through bribes, threats, or carousing. Stealth is the ability to both hide and move quietly, as well as palm objects and pick pockets. Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher. Riding allows you to mount, control, and ride any beast common to your setting. Repair is the ability to fix gadgets, vehicles, weapons, and other machines. Piloting allows a character to fly airplanes, helicopters, jet packs, and any other flying devices common to his setting. Persuasion is the ability to talk or trick others into doing what you want. This covers hearing rolls, detecting ambushes, spotting hidden weapons and even scrutinizing other characters to see if they’re lying, frightened, and so on. Notice is a hero’s general alertness and ability to search for items or clues. Lockpicking is also be used to disarm the catches and triggers on traps, unless a more relevant skill seems appropriate for a particular trap. Lockpicking is the ability to bypass mechanical and electronic locks. The player can choose the focus of his character’s knowledge, which should reflect his background and education. Knowledge is a catch-all skill that must have a focus of some sort, such as Knowledge (Occult) or Knowledge (Science). Intimidation is the art of frightening an opponent with sheer force of will, veiled or overt threats, or sometimes just really big guns.Ī character skilled in Investigation knows how to make good use of libraries, newspaper morgues, the internet, or other written sources of information. Healing is the art of stopping wounds and treating existing injuries. Characters are often called on to make Guts checks when they witness grisly scenes or encounter particularly horrific monsters. Gambling is useful in many settings, from the saloons of the Old West to the barracks of most armies. The TN to hit an opponent is his Parry (2 plus half his Fighting). No roll is usually needed to ascend ladders, ropes, or trees with lots of limbs unless the GM feels there’s a good reason (being chased, wounded, etc).ĭriving allows your hero to drive ground and hover vehicles common to his setting.įighting covers all hand-to-hand (melee) attacks. This is the skill characters use to ascend walls, trees, or cliff-sides. They generally know how to handle most common tasks associated with their vessels as well (tying knots, simple engine repair, etc).Ībility to use a specific Chi power (Chi Master) Characters with this skill can handle most any boat common to their setting. ![]()
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