Physical
Physical Skills
Special Note: One of the unique aspects of this RPG system is that the player can build and increase his or her character' s physical attributes (P.S., P.P., P.E., Spd., S.D.C.) by selecting physical skills that will build and develop the body's muscles and endurance.
ALL attribute and skill bonuses are accumulative.
However, a specific physical skill may only be chosen once, including hand to hand combat skills. There are four major kinds of fighting techniques available to the characters.
Boxing and wrestling adds to the techniques and power of a specific hand to hand training. Note: Characters without combat training start with only one hand to hand attack per melee round, but get a second attack at level one, six and twelve.
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Hand to Hand: Basic
Provides elementary fighting techniques and methods of attack and self-defense as taught in military basic training or in self-defense classes. See the combat section for a listing of specific abilities.
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Hand to Hand: Expert
An advanced form of self-defense and unarmed combat usually taught to commandos. See the combat section for a listing of specific abilities.
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Hand to Hand: Martial Arts
This is a form of extensive combat training that teaches advanced hand to hand combat, often learned from an early age (similar to oriental fighting regimens like karate, kung-fu, etc.). Martial arts training is typically limited to monks, palladins and a handful of other men at arms O.C.C.s. See the combat section for a listing of specific abilities.
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Hand to Hand: Assassin
This is an advanced form of combat with an emphasis on immobilizing or killing one ' s opponent quickly. Typically, the character must be evil or anarchist to select this skill. See the combat section for listing of specific abilities.
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Hand to Hand: Gladiator
A form of hand to hand combat that is typically exclusive to the Gladiator O.C.C.; only the assassin and actor O.C.C.s can choose to elect this skill as an alternative to their normal training. No extra skill costs for the assassin, but costs three "other" skills for the actor. Described in the Gladiator O.C.C. section.
Acrobatics
Aerial feats of agility and strength, such as walking a tightrope, high wire, trapeze, and stunts performed above ground.
Other physical abilities include rolls, somersaults, leaps, and falls.
Provides all of the following:
- Automatically gets climb/rappel skill; +5% to rappel.
- 40%+5% per level - Sense of balance
- 30%+3% per level - Walk tightrope or high wire
- 30%+5% per level - Back flip
- +1 to roll with punch, fall or impact.
- +1 to P.S.
- +1 to P.P.
- +1 to P.E.
- +1D6 to S .D.C.
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Athletics (general)
Training in, and enjoyment of, vigorous exertion for competitive sports, exercises, and contests of strength, endurance, and agility.
Provides the following bonuses:
- +1 to roll with punch or fall.
- +1 to P.S.
- +1D6 to Spd.
- +2D4 to S .D.C.
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Body Building & Weight Lifting
The building of muscle tone and body strength through weight lifting and exercise.
Provides the following:
- +2 to P.S.
- +10 on S.D.C.
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Boxing
The classic art of fighting with fists. Training helps build the body and reflexes.
Skilled boxers will automatically knockout opponents on a roll of a natural twenty. The victim of a knockout will remain unconscious for 1D4 melees rounds.
Unlike normal knockout/stun, the player with the boxing skill does not have to announce that he is trying to knockout his opponent before making a roll to strike.
The following bonuses are provided:
- +1 additional attack per melee round.
- +2 to parry and dodge.
- +1 to roll with punch or fall.
- +2 to P.S.
- +3D6 on S.D.C.
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Climb/Scale Walls
Knowledge of the tools and techniques for climbing up sheer surfaces, be they natural mountains or man-made.
Players should roll once for every 20 feet (6.1 m) of a vertical climb.
If the roll fails, it means he is losing his grip; however, every "skilled" climber gets a chance to regain his grip, roll again. Two consecutive failed rolls means the character falls.
Base Skill: 40%+5% per level of experience.
Rappelling is a specialized, rope climbing skill used in scaling walls, towers, and cliff facings. For game purposes, rappelling will include ascending and descending climbs.
- Base Skill in rappelling: 35%+5% per level of experience.
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Forced March
Practiced training in uniform marching with a full field pack and weapons. The marching is done at an even pace and rhythm that enables the marchers to cover great distances on foot at a faster than normal pace.
Increase the normal physical endurance rate as to how long an activity like marching can be maintained by five times; applicable only to forced marches/travelling.
Maximum speed on a forced march is roughly 60% of one's speed attribute and enables a large group of dozens to hundreds of soldiers to travel at the same consistent pace; suitable for everybody in the group (never less than a speed of 8).
Likewise, this skill trains soldiers to make coordinated charges and maneuvers, including spear runs, spear and shield placement, and so on.
Bonuses:
- +1 to P.E.,
- +1D4 to Speed,
- +2D6 to S.D.C.
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Gymnastics
Learning to do falls, rolls, tumbles, cartwheels, somersaults and to work the parallel bars and rings. This sport builds great upper body strength, grace, and balance.
Provides all of the following:
- Automatically gets climb/rappel skill.
- Kick attack at first level; does 2D6 damage.
- 30%+5% per level - Sense of balance
- 30%+3% per level - Work parallel bars & rings
- 40%+5% per level - Back flip and somersault
- +2 bonus to roll with punch, fall or impact.
- +1 P.S.
- +1 to P.P.
- +2 to P.E.
- +2D6 to S .D.C.
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Juggling
The ability to toss "up" a number of objects, such as balls, clubs, knives, lit torches, and almost any small objects, and keep them continuously in the air with fast hand movements.
It is used for the entertainment of others and to develop greater hand-eye coordination;
- + 1 on initiative roll.
Base Skill: 35 %+5% per level of experience.
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Monastary Training
Those swearing their live for a higher purpose and not being a priest or a user of magic and has to rely on their wit, speed, strenght and stamina undergoes a rigorous training to be able to face the evil that lurks and to be able to defend their fellow man, their monastary and their land.
Bonuses:
- +1 to P.E.,
- +1 to P.S.
- +2D8 to S.D.C.,
plus add the following strikes to the usual list of known attacks:
- Round house Kick (3D6 damage),
- Axe Kick (2D8 damage),
- Knee Strike (1D8 damage) and
- Backward Sweep..
Requirements: Must have been raised in a monastary, Can not have Priest Powers, Can not be a user of magic.
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Outdoorsmanship
Being an avid outdoorsman and survivalist, this character has spent a significant portion of his/her life living off the land or in the wild. As a result, the character is hardened to the rigors of outdoor life.
Requires: Wilderness Survival.
Bonuses:
- +1 to P.E.,
- +2D6 to S.D.C. and
- +5% to the Dowsing, Fasting, I.D. Plants and Fruit, and Wilderness Survival skills
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Physical Labor
Not all strength and conditioning comes from de liberate training or sports, some comes from old-fashioned hard work. This skill represents the strength and endurance gained from hard physical labor either due to a physical occupation (such as Farmer, ditch digging, warehouse work loading and unloading boxes, etc.) or really demanding chores at home such as chopping wood, bailing hay, mending fences, etc.
Bonuses: Add
- +2 to P.S.,
- +1 to P.E. and
- +2D8 to S.D.C.
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Prowl
This skill helps the character to move with stealth; quietly, slowly, and carefully.
Techniques include balance and footing, short steps, pacing, body positioning, prone positions for low visibility, and crawling.
A failed prowl roll means that the character has been seen or heard.
If the prowl roll is successful, then the character is not seen or heard and may make a sneak attack or spy.
Base Skill: 25%+5% per level of experience.
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Running
A routine of running and exercise to build running speed and endurance.
Provides the following:
+1 to P.E.
4D4 to Spd
1D6 to S.D.C.
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Swimming
The rudimentary skill of keeping afloat, diving, swimming and lifesaving techniques. The percentile number indicates the overall quality of form as well as skill of execution.
A character can swim a distance equal to 3x his P.S. in yards/meters per melee round (15 seconds).
This pace can be maintained for a total of minutes equal to his P.E./endurance.
Base Skill: 40%+5% per level of experience.
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Tumbling
This skill builds and strengthens the body for feats of strength, endurance and agility. Abilities include a variety of gymnastic type rolls, leaps, tumbles, falls, cartwheels, somersaults, and hand stand type exercises. These differ from the acrobat in that they are performed on the ground and involve rigorous exhibitions of speed and strength involving elaborate tumbles, back-flips, body throws, and so on.
Special Abilities gained from this training include:
Back-Flip: +4 to dodge by quickly flipping out of harm 's way or over one's opponent. Always ends in a tumble and crouched stance. Like all dodges, it takes the place of one attack that melee. However, because the tumbler has flipped a fairly great distance, the attacker also loses one attack, as he must turn around or lunge forward to renew his attack. 40%+5% per level.
Body Throw: While usually used on a cooperative partner, this judo-type flip can be used on an opponent, doing 1D6 damage, plus the victim loses initiative and one attack that melee. Note: The tumbler must be weaponless, using both hands to grab his opponent and throw/flip him to the ground.
Leaps: 5 feet long ( 1 .5 m), plus one foot (0.3 m) for every other level of experience. 4 feet high (1.2 m) plus one foot (0.3 m) for every three levels of experience.
Pole Vault: 8 feet (2.4 m) high, plus two feet (0.6 m) per each additional level of experience. Success ratio is 50%+5% per level. Failure means only half the intended height is achieved.
Stilt Walk: To construct and walk on stilts. 50%+5 % per level of experience. A failed roll means a fall off the stilts. Roll for every 15 feet walked.
+2 to roll with punch, fall or impact.
+2 to P.S.
+1 to P.E.
+2D4 to S.D.C.
Requirements: Either a Tumbler OCC or Gymnastic skill
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Wrestling
Wrestling is more of a sport than a combat skill, but it does provide some useful combat moves and bonuses.
Wrestling Special Moves:
- Body block/tackle does 1D4 damage (double if the wrestler is 8 to 12 feet/2.4 to 3.6 m tall, and 3D6 damage if larger). The opponent must dodge or parry (push away/deflect attacker) to avoid being knocked down. If knocked down, the opponent loses one melee attack/action and initiative for the rest of that round.
- Pin/incapacitate on a natural roll of 18, 19 or 20. This means that the wrestler can hold his opponent in such a way that his opponent cannot physically attack or move. However, the character who is using the "pin" hold cannot attack or move without releasing his opponent.
- Crush/squeeze does 1D4 damage per squeeze attack (double damage if 8 to 12 feet/2.4 to 3.6 m tall, and 3D6 damage if larger). Each "squeeze" counts as one melee action/attack.
Wrestling Bonuses:
- +1 to roll with punch, fall or impact.
- +1 to P.S.
- +4D6 to S.D.C.
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