Hand to Hand Basic: Hand to Hand Expert: Hand to Hand Martial Arts: Body Building: Boxing: Climbing: Fencing: Gymnastics: Prowl: Swimming: SCUBA: Wrestling:This provides the fighting techniques taught to military basic
training or in self-defense classes. Students learn elementary methods of attack and self-defense. Counts as one skill. See the combat section for listing of specific abilities.
An advanced form of self-defense and unarmed combat usually taught to commandos. Counts as two skills. See the combat section for listing of specific abilities.
This is some form of oriental fighting skill (karate, kung-fu, etc.) that teaches advanced hand to hand combat. Counts as three skills (except for the Military Specialist and special conditions for upgrading Hand to Hand Combat). See the combat section for listing
of specific abilities.
By working out with weights and body building machines the character increases body strength and muscle.
+10 on SDC
+2 to PSClassic art of fighting with fists. Training helps build the body and
reflexes. Skilled boxers will automatically
Knockout opponents on a natural twenty, for 1D6 melees rounds. Unlike normal Knockout/Stun, this does NOT have to be declared before the strike roll.
One additional attack per melee.
+1 to Parry/Dodge
+1 to Roll with Punch/Fall
+2 to PS
+3D6 to SDCKnowledge of the tools and techniques for climbing up sheer surfaces. Players should roll once for every 20 ft (6m) of a vertical climb. Every "skilled" climber gets a second roll to recover his/her hold. Base Skill: 50% +5% 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. A failed roll means a slip or fumble;
roll again to regain hold or fall. Base Skill: 30% +5% per level of experience.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 WP
Sword. Note: Paired Weapons is a separate skill.
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.
60% +5% per level Sense of Balance.
70% +4% per level Climb Rope.
20% +6% per level Climbing (or adds a bonus of 10% to a
climb skill).
70% +8% per level Back Flip.
30% +5% per level Prowl.
+1 to roll with Punch/Fall
+1 to PS
+1 to PP
+3D6 to SDCThis 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: 40% +5% per level of experience.
The rudimentary skill of keeping afloat, dives, lifesaving, and swimming techniques. Note: A character can swim a distance equal to 3 x his PS/strength in yards/meters per minute. This pace can be maintained for a total of melees equal to his PE/endurance. Base Skill: 50% +5% per level of experience. 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.
The letters SCUBA. stand 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. Note: A character can swim a distance equal to 2 x his PS/Strength in yards/meters per melee. This pace can be maintained for a length of time equal to the character's PE/Physical Endurance in melees. Base Skill: 50% +5% per level of experience and reflects the degree of skill and expertise at SCUBA.
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.
Body Block/Tackle does 1D4 damage and opponent must Dodge or Parry to avoid being knocked down.
+1 to Roll with Punch/Fall.
+1 to PS
+1 to PE
+4D6 on SDC