Strength represents a character's physical strength, endurance and health. Characters with a high Strength can lift heavy objects, push themselves for days without rest and are good at resisting disease and injury. A character with a low Strength gets winded very easily. This is the skill of tumbling, jumping, and other complex movements. This skill is often used in sports and athletic competitionsm or as part of a dance. Characters making acrobatics rolls can also reduce falling damage. The difficulty is based on the distance fallen. Brawling is the "melee combat" skill used for fighting hand-to-hand without any weapons. Most creatures have a good brawling skill. Use this skill when a character attempts to climb a tree, wall or cliff, leap a wide gap, or jump up and grab an outcropping. Lifting is a character's ability to lift heavy objects; it's also the character's ability to carry something for a long time. The difficulty depends on weight of the object and how long it will be carried. Stamina checks reflect that a character is being pushed to his or her physical limits. They should be called for once in a while to show the strain on a character; only require them when a character does something out of the ordinary. This skill represents the character's ability to stay afloat in aquatic environments - lakes, oceans, flooding rivers and luxury starliner swimming pools. Swimming difficulties are determined by the water conditions: the starliner pool is Very Easy, while a roaring river might be Very Difficult.
Acrobatics
Time Taken: One round.
Specialization: Specific style or technique - Trapeze artist, tightrope walking, tumbling.
Brawling
Time Taken: One round.
Specialization: Specific brawling style - boxing, martial arts.
Climbing/Jumping
Time Taken: One round.
Specialization: Climbing, jumping.
Lifting
Time Taken: One round.
Stamina
Time Taken: Stamina check are made when characters exert themselves over long periods of time.
Whenever a character fails a stamina roll he/she is fatigued; all actions are -1D for every stamina check failed until the character rests for as long as he/she exerted himself/herself.
Swimming
Time Taken: One round to several minutes or hours.
When a character fails a swimming check, he/she begins to drown. Roll 2D at the beginning of each round; if the total is less than the number of rounds that character has been drowning, the character drowns and dies. Characters can attempt other actions while drowning at a -3D penalty. Characters who are drowning may attempt to save themselves once per round. They must make a swimming total at one level of difficulty higher than the one in which they failed their swimming roll (the character doesn't suffer the -3D penalty when making this roll).