Character Skill
Abilities
These skills grant a feat or ability to a character as long as
they pay the Exp price to learn them. The Skills listed here help further define
a character ability in Combat or to a Character personally. Bare in mind that
some skills may have requirements for a Skill Ability to work correctly and
therefore the player has to understand the facts and read what is written of the
ability.
Combat
Skills: Skill Name
(Exp Cost in Parenthesis):
Archery
(10 Exp): This
advances your ability in using Bows and Crossbows with a +3 ATR.
Dead
Aim (10 Exp): Advance
training on firing firearms and other range weapon. +3 ATR.
Heavy
Weapons (10 Exp): Weapons
outfitted on tripods, rocket launchers, Inaccurate or Heavy Melee weapons, and
any mounted weapon normally suffer a -8 to ATR. However this skill reduces the
penalty by half and makes the penalty a -4 than a -8. Unless the weapon has a
specific penalty where it cannot be reduced then the bonus is nullified and the
penalty remains.
Improvised
Weapons (10 Exp):
Arial">Articles or items that make a quick weapon normally get a +1 but with
this skill you get a +3 ATR when using them. This can be any generic weapon.
Melee
Weapons (10 Exp):
Arial">All regular Melee weapons that are not large receive a +3 ATR with this
skill.
Melee
Dodge (10 Exp):
Arial">The skill teaches a character to keep moving when in a melee encounter
and grants a +2 to Dodge vs. Melee Attacks.
Range
Dodge (10 Exp):
Arial">The skill teaches the character to be evasive during range battles.
However this does not give a bonus vs. firearms (bullet/grenades/rockets) type
weapons mainly for monster range projectiles and natural range projectiles like
bolts and arrows or hurled weapons.
Thrown
Weapons (10 Exp):
Arial"> You gain a +3 bonus when using thrown weapons for attacks such as
throwing knives, boomerangs, etcetera.
Unarmed
Strikes (10 Exp):
Arial"> With this advance skill you know very well how to battle against
opponents with unarmed attacks. Unarmed dmg now receives a +2 to dmg.
Unarmed
Defense (10 Exp):
Arial"> This skill promotes swift evasive movements and blocking. When attacked
melee by unarmed attacks or a monsters natural weapon. You now gain +3 in
avoiding such attacks.
Combat
Casting (20 Exp):
Arial"> During the combat Phase upon the spell Caster's turn they may choose to
Cast two spells untrained however this skill negates any penalties and allows
them to cast two spells at the same time with out difficulty. However they still
suffer the normal penalties of Spell Casting this skill only negates the
penalties of Combat Casting Untrained. Keep in mind some spells cannot be cast
together and higher level forms of spells whose normal difficulty is exceedingly
high is impossible. Treat this as if making two attacks at once as if the person
possessed Two Weapon Fighting.
True
Magi (50 Exp):
A Magi no longer worries about making pass the Spell Casting difficulty. This
skill negates the difficulty for one round (Those of a Difficulty of 10).
However spells of higher level and strength are still performed as normal (Those
higher than Difficulty of 10). This is useful for those who wish to cast spells
with out worry of surpassing the difficulty of casting spells, scrolls, or
performing Spell Craft required Magical items. This can be done again the
following round but can only be performed once each round. Exp
Parrying
(20 Exp): By
Parrying an attack you must have failed to Dodge the enemy's attack during melee
combat allowing your character a chance to parry. Parrying is the skill that
promotes blocking with your weapon by making a Parrying Check by purchasing
Ranks. If your Parrying score is higher than the attack score the weapon blocks
the attack. On a Critical a character may make a Disarm or a Deflection Check.
If successful the results may end up in disarming the opponent or striking the
opponent with his own weapon. You can also use the Push Skill as a free action
if you are trained in it this is only good if you have these skills and if you
do not you merely block the attack. This can be played as an interrupt action
during some one's multiple attacks. If you are successful further attacks
afterwards are ignored. Each time you raise your parry ability you gain 1 Rank
in the Parry Modifier listed in your Characters Abilities. This skill is useful
for those who strongly work in melee combat or unarmed combat can only use its
modifiers once you have purchased the skill.
Parry
Attack (20 Exp):
Arial">The skill is only useful unarmed or melee merely for the fact the target
must be in melee range to attack you. When you are hit you can make a d20 +Parry
Mod as a Counter Attack. The enemy still gets an Evade but you might get lucky
and nail him one for hitting you. This
can be played as an interrupt action during some one's multiple attacks. If you
are successful further attacks afterwards are ignored.
Push
(20 Exp): This
skill is only good when attack from an opponent has been successfully parried or
blocked during melee combat. When this occurs you may choose to push your
opponent. By doing this you roll a Power Check and make a score. The opponent
then must make a Power Check and score higher than your score or suffer a -4 ATR
- DR vs. you till the next round. This
can be played as an interrupt action during some one's multiple attacks. If you
are successful further attacks afterwards are ignored. This skill can be used
with a melee weapon, unarmed, or with a shield.
Disarm
Technique (20 Exp):
Arial"> A appropriate skill when you wish to unarm your opponent you may do this
skill after a parry and suffer -4 to ATR as a Called Shot to disarm your
opponent. You make a Power Check and make a score. The opponent thus must make
an opposing Power Check and score higher than your score or be disarmed. The
weapon is then thrown into the battle field d8 as Direction d4 spaces from the
target. When not using spaces to represent the disarm roll d8 d4x 5ft for the
distance of how far the weapon was disarmed. For dramatic effects you may roll a
d2 to see if it lands blade first or flat on the ground.
Feint
then Strike (20 Exp): Instead of being attacked then parry you may make an attack
to interrupt your enemy when you have successfully Dodge their attack. This
prevents having to take damage when you can just dodge it and make an attack
that way. This skill can be used to interrupt another targets multi attack if
the target is hit successfully.
Take
Down (20 Exp):
Arial">By making an attack Unarmed or with a Melee weapon you suffer -4 to ATR
but if successful on the hit the Opponent is knocked down. Once Knocked down
they are vulnerable to the Effect of being Grounded or Flat footed. You also
deal dmg as normal when you successfully hit them. This skill can only be used
unarmed or with melee weapons.
Shield
Tackle (20 Exp):
Arial">You must first have a shield in order to use this skill. With your Shield
you make an ATR Roll and try to tackle the person. If successful on the hit the
targets suffers Half of your (Power + 4 dmg + Dmg Bonus if the shield deals Dmg
divided by 2) as Dmg and are knocked down flat on their back. When this occurs
the opponent is considered knock down and vulnerable to attack.
Chase
Attack (20 Exp)
Arial">If you manage to knock down your opponent you can issue an attack
immediately at a -4 ATR. This is helpful right after you have knocked down an
opponent and they are vulnerable. This does not grant multiple attacks but one
attack against a knocked down target.
Two
Weapons (20 Exp):
Arial">A worthy Combat skill for those who wish to battle with two weapons at
the same time. The skill allows you to wield a weapon off hand with out
suffering a -6 to ATR roll and instead reduces your off hand penalty to a -4.
Also Two weapon fighting let's you do both damage from both weapons at the same
time when dmg is done on 1 attack. Though similar combinations are the best for
example two melee weapons or two thrown weapons at the same time are a bit more
effective. One Range and One Melee isn't the best but can be done as long as the
monster is with in melee range and point blank with the range weapon.
Weapon
Clash (20 Exp):
Arial">Another dramatic skill this skill can be performed with a -4 ATR upon an
opponent once you state you are using this technique. When doing so you engage
in a clash of weapons with your opponent pushing each other. A series of three
Power Checks are made first by you then the opponent. The one with the victory
of 2 or more scores disarms their opponent automatically and the opponent then
suffers -4 ATR and DR until their next turn. If a tie happens and both score the
same amount of victories then both suffer the push effect and are at a -4 ATR
and DR till their next turn. Also if the victor is successful he or she may
attempt a disarm to further handicap the opponent.