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Rules: Skill Descriptions


whitedot.gif (109 bytes) What Follows are the descriptions of each of the skills listed in the skill chart. You will notice that there are some pretty useless if not silly skills included. We included them for two reasons. First, it emphasizes the wide range of skills that can be taken. Second, they sometimes provide an insight into how a skill percentage or skill roll difference can be translated into an actual physical result.

In choosing skills to include in the game, we purposely avoided "player skills". These are skills that should be a function of the player rather than the character. "Combat tactics" would be one of these. It is up to the player to devise plans and tactics. It's not something that should be rolled.

If you decide to make up some of your own skills, use these as a guideline. Take care not to make them too powerful.

Where Tech levels are given in the skill description, this gives the tech level at which the skill appears.

If you are reading these rules for the first time we suggest that you read a few of the skill descriptions and then read the rest of the rules, coming back to the rest of the skills when you have time to browse.

And so, without further ado...

Accountant: The character's chance of "balancing the books". It is also common to use this skill to hide certain imbalances in the books. When attempting to locate intentionally hidden dishonesties in the ledgers, compare the skill roll difference of the accountant who did the hiding to the skill roll difference of the accountant who's looking. Only one chance is allowed. A failure would indicate that the character either sees no error or sees no way to interject an "error".

Acrobat: This represents the character's chance of performing acrobatic feats (back flips, cartwheels, etc.). It is also the character's chance of performing exceptional feats of physical prowess, such as swinging from one vine to another.

Some modifiers are...



Speed Class










Tightrope Walking






Backward Handsprings



Perhaps a more practical use of acrobatics however, is using it to speed up actions in combat. When performing any of the actions listed below (or any other action which the GM deems acrobatic), the time taken to perform that action is reduced one segment for every 10% of the skill roll difference. The resultant time can never be less than one segment. A failure indicates that the normal time must be spent performing the action and a fumble generally implies a fall.

Acrobatic maneuvers include (see the initiative section for the normal speed classes) --

  • Getting into a tree.
  • Getting down from a tree.
  • Getting up from the ground.
  • Jumping onto a table.
  • Jumping over a barrier.
  • Turning.
  • Stopping.
  • Picking up a weapon from the ground.

Feel free to describe the maneuver in any reasonable way you wish. The above actions are accomplished faster not because the character is faster but rather because the character is doing something unusual in order to accomplish the action. For instance, picking up a weapon from the ground becomes diving to the ground and coming up with the weapon hefted. Acrobatics is meant to be a flashy skill.

Actor: This skill, aside from its use on the stage and screen, is the character's ability to deceive another concerning his or her intentions. The skill roll difference generally represents a percentage increase of the chance of the character being believed.

Animal Trainer: This is the skill of training an untrained animal. The character may train one word commands to animals. For each word the command is over one word the trainer suffers 20% penalty from his or her chance. The trainer may train one command to the animal for every 10% the trainer has in his or her skill percentage. This is also the trainer's chance of taming a wild animal. Note that this skill applies to normally trainable animals. Assign penalties to the training of dumb or ferocious animals. Since the trainer must be in the same room/cage as the animal, training man eating tigers could get ugly. It should take about one month to train an animal.

Architect: This is the character's skill at designing large structures. Use the success chart to determine the quality of the design. Fumbles indicate a design that is flawed in some fatal way (the designer forgot to place the toilets, the building may fall down, etc.). Note that the architects skill will operate on the level of the time period of his training and assumes that design tools that he is familiar with are at his disposal. Tech level 1.

Armorer: This is the skill of making armor (imagine that). The quality, of course, is based on the skill roll difference. For every 50% that the skill roll is beaten by, the character may choose to make the armor take one more point of damage or, for every 100%, have an agility minus one less than the norm for that type of armor. This skill applies to medieval armor. Present day or future armor would entail a skill similar to weapon's technician. Tech level 1.

Awareness: This is the character's chance of NOT being surprised by an opponent, becoming aware of an important detail that might have been overlooked, etc. Awareness is what allows Humphrey Bogart to glance in the rear window on a crowded street, and know he's being followed. The skill also applies to a wide variety of situations such as noticing a suspicious crack in the floor.

Bard: The character is a teller of stories, reciter of epic poems, etc. Use success chart to determine quality of performance.

Bionics: The character is skilled at making artificial replicas of organic organs or limbs. The replica is able to operate off the mental impulses of the user. The skill percentage is the chance of the replica operating properly when attached. The basic capabilities of the bionic device should be dependent on the current state of the art with exceptional skill roll differences indicating certain improvements. Tech level 10.

Bowyer: The character's chance of producing a usable bow or crossbow, Skill roll differences of greater than 100% indicate a bow with a weapon accuracy that is increased by 5%. Each additional 20% beyond 100% in the skill roll difference increases the accuracy by 5%. For each percent the skill roll is missed by, reduce the bows accuracy by 1%. Fumbles indicate a bow that is useless. It takes 4 days to produce a bow. Tech level 1.

Baker: The character's skill as a maker of baked goods. Use the success chart to determine the quality of an item. Tech level 1.

Brewer: This is the character's skill as a maker of beers and ales. Use the success chart to determine the quality of the batch. Optionally, this skill also increases the character's charisma in the eyes of others. Tech level 0.

Camouflage: The character subtracts his skill percentage from the chance of an item being spotted. The character may only subtract his full percentage when time is given to do the job. In hurried jobs (less than an hour), the character must roll, and if the roll is made the skill roll difference is subtracted from the item's chance of being spotted. When determining the objects original chance of being spotted the referee should take into consideration such things as the objects size, distance, surroundings, whether or not the object is moving, and the light.

Card Cheat: This is the character's chance of dealing himself or another player a desired hand. Critical means the character is also aware of what the contents of all the other players hands are. Lack of success means the character did not get the hand, and fumbles indicate the character was caught in the attempt. This skill also gives the character a chance to recognize another character's actions as cheating. Other skills could include cheating with dice, roulette wheels etc.

Cartographer: This is the character's chance of making an accurate map of an area without the benefit of an original to copy. For each section mapped the character should roll his percentage, the result indicating the completeness of that section and hence, its worth. This skill could be combined with artistry and/or calligraphy to enhance the value of the final product. Note that the improved surveying methods and tools of higher tech levels will increase the accuracy of the map though the value of the map will be based on the average accuracy of the period. Tech level 1.

Climbing Walls: The character's chance of climbing a wall without rope or grapple. A rough stone wall is considered the base. Minuses may be applied for smoother walls, or wet walls. Some kind of crack or projection is necessary, however small. No one can climb polished marble. Check every ten feet. A miss means the character cannot continue to climb. A fumble implies a fall.

Climbing Mountains: This is a chance of successfully scaling a mountain. Check every fifty yards. This assumes that the part of the mountain being checked for is exceptionally difficult, a section that an inexperienced person would have no chance of scaling. Failure indicates an inability to continue, and a fumble indicates a fall. Different sections of the same mountain could have different modifiers.

Cobbler: The character's skill as a maker of shoes. Use the success chart to determine the quality of the product. Tech level 1.

Communications: The character's chance to locate a previously unknown and faint broadcast, as well as the character's ability to perform simple repairs and maintenance on a communications device. The character must choose which type of communications equipment he will specialize in. (Radio, television, sub-space globnootza carriers , etc.) Tech level 7.

Computer Science: This is a character's chance of successfully gleaning wanted information from a given unfamiliar computer system. A critical success is required to circumvent any security measures that may be implemented. Tech level 8.

Counterfeiting: This is the skill of producing false currency. Depending on the technological level a wide variety of equipment may be neccessary. The skill roll difference indicates the chance that the currency will not be noticed as false. Tech level 1.

Dancer: A character's skill as a dancer. Use success chart to determine the quality of the performance.

Demolitions: The character's percent chance to rig a triggering device properly. Common methods at the character's disposal give the character bonuses to his or her percentage, such as manufactured trigger and timing devices. Missing the percentage indicates that the bomb will not go off when placed, and a fumble indicates, well, let's just say there aren't many old men in the demolitions business. Increase the amount of damage a bomb does to a structure by the percentage of the expert if the placement was chosen by him or her. Tech level 3.

Disguise: This is the character's percent chance of disguising his or her appearance beyond recognition. A disguise kit of some sort is necessary. subtract 50% from the character's disguise chance if the attempt is being made without any sort of kit. Subtract 100% from the character's skill if the character is attempting to look like someone well known to the viewer. note also that looking like a particular person does not mean that the character sounds or acts like that person.

Driver: This is the character's skill behind the wheel of an automobile (or another, specified, type of ground vehicle). The percentage represents the character's chance to perform exceptional feats or control the car in extreme circumstance or unusually high speeds. This skill can also be specified as applying to other land vehicles (tank driver, etc.) In modern times the base for this skill would be 4.

Endurance: This skill represents training to endure long periods of physical exertion (marathon running and swimming). If the character is able to make his skill roll he uses one less fatigue point for that 50 segment period (see Constitution -- fatigue). A critical means he uses 2 less than normal. The roll is made just before the fatigue points are subtracted.

Engineer: The characters chance to design items within a certain field, i.e. aeronautical engineer, electronics engineer, etc. The character must specify the field of engineering he or she is taking. This is also the character's chance to diagnose and repair items within his or her field of endeavor. Tech level depends upon the particular field of engineering being used.

Etiquette: This is the character's understanding of social interaction and rules. The character's etiquette is the character's chance of "smoothing ruffled feathers" in delicate situations, and avoiding unintentional insult. It also applies to the chance of a character being aware of the identity of some notable person in the society and, if possible, the chance that the character has actually met this person.

The sophisticated sound of the name of this skill brings to mind visions of royal courts or the jet set. This is not necessarily the case. A character may choose to apply this skill (instead) to the knowledge of the underworld or simply "the streets".

Extra Language: This is the percent of the language known by the character; ergo the character's percent chance of getting the point of a sentence or paragraph. This includes written forms and spoken forms of the same language. The percent above 100% is the chance of the character speaking the language without a detectable accent. The character must designate a particular language. If there is a reason to get very detailed about what exactly what words the character understands in a sentence then roll for each word.

Farmer: The character's skill as a farmer determines the amount of the original planting that will be brought in at harvest time. Tech level 0.

Fletcher: The character's chance of producing arrows. For every percent the skill roll is missed by reduce the accuracy of the arrows by 1%. For every 20% of the skill roll difference beyond 100% increase the accuracy of the arrows by 5%. It takes about three hours to make an arrow. Tech level 1.

Forgery: The making of false documents. The character must have an original to work from. The skill roll difference indicates the chance that the document will appear valid to any observer. Tech level 1.

Game Designer: This is the character's percent chance of getting thrown out of a bar.

Gold/Silversmith: The character's skill as a worker of soft and precious metals thus increasing their usefulness or value. Use the success chart to determine the quality of the item. Tech level 1.

Hanggliding: This is the character's skill at operating a hangglider. Refers to the character's chance to find updrafts. Every ten minutes roll against character's skill. A successful roll indicates that the character may maintain the same altitude. No success means 100 feet of altitude lost. Criticals allow 100 foot gain. Fumbles indicate a stall and 200 foot altitude loss. Modfiers apply to the character's chance of controlling the hangglider in difficult circumstances i.e., difficult weather (-5% - -50%), while firing a weapon (-20), etc.

Hiding: The character's chance of concealing him- or herself in some form of cover. The character may remain concealed in shadows, bushes, etc. Subtract the awareness of the searcher from the chance of success and, as always, apply appropriate modifiers for the situation.

High Jumping: This skill represents effort spent maximizing ones ability to jump high. For every 5% of the skill roll difference the character may clear an additional inch.

Horsemanship: The character's chance of controlling a horse at top speed, of performing unusual feats on the horse, fighting from it, etc. If the character is hit while on the horse, a skill roll must be made. If it is blown the character will fall off the horse. The skill percentage also indicates the percentage of the horse's speed at which the character may move and still prepare to attack.

Hypnosis: This is the character's chance of hypnotizing a willing subject. If the skill roll is made the subject being hypnotized must roll a D20. To this is added 1 for every 10% of the skill roll difference. If the result is less than or equal to the will of the subject the hypnosis attempt was unsuccessful. Requests that go against the nature of the person will not be followed, and the subject gets another roll against his or her will to see if the hypnosis was canceled by the request. Unwilling subjects may be hypnotized at -100%. Hypnosis will take about 5 minutes.

Jester: The character's chance of staging a successful performance under normal circumstances. Use the success chart to determine the quality of the performance. In modern times this would be known as a stand-up comedian.

Jet Pack: The character's ability to fly using a jet pack. Every ten minutes roll against character's skill. A successful roll indicates that the character is maintaining control. No success means 100 feet of altitude lost. Fumbles indicate a complete loss of control and a 20 foot/segment altitude loss until the the character rolls a critical to regain control. Minus's apply to controlling the jet pack in difficult circumstances i.e., difficult weather (-5 to -70%), while firing a weapon(-40%), etc. This skill assumes Jet Pack technology slightly better than we have today. It's possible that better (more technologically advanced) Jet Packs may provide bonus's.

Jeweler: The character is a maker of fine jewelry. Use the success chart to determine the quality of the product. Tech level 1.

Lawyer: This skill represents both the knowledge of local laws and the character's ability to argue a case convincingly. When deciding the outcome of a case, the lawyers on both sides should make skill rolls. The lawyer with the larger skill roll difference will win the case. The difference between the skill roll differences should represent the court's attitude towards the defendant. A small difference (a close case) may evoke sympathy from the court. Apply modifiers for overwhelming evidence (or lack thereof), particularly henious crimes or local prejudices.

Literacy: This is the degree to which the character can understand the printed word. The percent is the character's percent chance to understand a given sentence. In modern times the base for this skill would be about 15 points.

Long Jump: The art of running long jumps. For every 10% of the skill roll difference the length of the jump is increased 1 foot.

Mason: The character's skill as a builder in stone and brick. Use success chart to determine quality. Tech level 1.

Mechanic: This is the character's chance to diagnose and repair a particular type of mechanical device. He should have the proper equipment and parts the perform the repair. Parts and tools may be improvised with minus's to his chance of success. The base percent assumes that the engine is not actually broken, it just needs to be adjusted or patched in some way. Otherwise, the appropriate replacement parts must be available. If they are not, then minus's will apply based on the importance of the broken part. The mechanic must specialize in a particular sort of mechanical device. Tech level 4.

Medic: The character's chance to tend wounds. This is the character's chance to bind wounds, stop bleeding, and increase healing. Double the healing rate for every 20% of the skill roll difference. (See Damage--Healing). The percentage also indicates the ability of the medic to diagnose diseases and prescribe the proper drug. A critical means the medic has healed an 1 D6 points immediately. A miss indicates lack of success, and a fumble causes the medic to do an additional 1 D6 to the patient (Oops). Only one medic may work on a wound. Square the number of hit points taken by the patient to find the time (in minutes) that proper medical attention will take.

This description applies to 20th century medics. There was a lot of fumbling going on in the 12th century ("Put manure on his wounds. It'll keep the evil spirits out.").

Merchant: This skill represents time spent studying the market values of various products sold in different areas. By successfully rolling his skill percentage, the character will be able to ascertain the fair market price of an item either at his present location,or at whatever location he chooses (that he has knowledge of). Roll for each location.

Mimicry: The character's skill at disguising his or her own voice and gestures. Includes physical and vocal mimicry. Note that this is not the same as disguise skill. This skill enables the character to act and sound like another. Subtract 50% if the character is attempting to sound or act like someone close to the listener.

Miner: The chance of the character to extract minerals from the Earth, or any other planet (assuming they exist). Note that technological tools can increase the efficiency of the mining operation. In this case mining also applies to knowledge of those tools. Tech level 1.

Misdirection: This skill is the character's chance of distracting attention from something he or she does not want a viewer to see. If used in combination with pickpocketing or sleight of hand add the skill roll difference to the character's skill percentage in these other skills. Misdirection conceals an unobtrusive action (i.e. drawing a dagger). More flagrant actions may be attempted with appropriate minus's.

Musician: The character's skill with a particular instrument (character's choice). Use the success chart to determine the quality of the performance.

Navigator: The Character's chance of making his way to a destination in a reasonable amount of time . Critical indicates that the navigator has managed to get to the target place in 10% less than the expected time. If the percentage is missed, the length of time spent traveling is increased by 1% for each number the roll is greater than the percent. A fumble indicates that the navigator is hopelessly lost.

Optionally, where it may be important to know where the characters are at any given time, the following system may be used.

For every 100 units traveled, the GM should make a skill roll for the character. This will determine the error in the heading of the character.


Units Astray

-100 -


-50 to -99


-25 to -49


-1 to -24


0 to 25


26 to 50


51 to 75


76 to 100


101 to 125


126 to 150


150 to 200




The character will go astray the indicated number of units in a random direction.

Bonus's should be given for familiar terrain.

The character should not be told the results of the roll. A critical indicates that the character has recognized some landmark and can figure out exactly where he is.

Note that when using astronomical units you get astronomical errors. But then that’s what navigational computers are for. Add bonus's according to the quality of the computer. Tech level 1.

Orator: Character's skill at swaying audiences with words. Successful roll means the audience regards the point the character is expressing favorably. Criticals indicate that the audience is fervently behind the speaker. Lack of success indicates that the audience is stonily unmoved, and fumbles indicate that the audience has been angered. The referee may apply modifiers for particularly poor settings, such as preaching Communism to the American Legion. The Referee should remember to apply bonuses where the audience is already favorable to the speaker's ideas.

Picking Locks: The character's chance to open a lock without the key or combination. This applies to mechanical locks only. Apply modifiers for unusually difficult locks. Safe cracking is a similar though separate skill. Picking a lock takes 50 segments minus 1 segment for every two points of the skill roll difference. Tech level 2.

Pickpocket: The character's chance to successfully remove an item from another person's pocket (or somewhere else on his person). Reduce the chance for stealing items either unusually large or unusually small. A wallet is just about optimum size. Pickpocketing assumes that the character can touch his mark without attracting undo attention. The mark will get an awareness roll to notice that his pocket is being picked. Subtract the skill roll difference of pickpocket from this chance. A fumble is always noticed and a critical never is.

Pilot: The Character's skill with aircraft. The player should determine whether the skill refers to jet aircraft, propeller driven aircraft, or helicopters. In science fiction scenarios this skill may also apply to space craft. This also forms the character's chance to hit a target with weapons that are fix-mounted on the aircraft.

Pharmacologist: The character's skill at making and administering drugs. Success indicates the drug is as effective as it should be. The types of drugs that may be manufactured are dependent upon the tech level in which the pharmacologist was trained. Fumbles--see Poison. Tech level 3.

Poet: This is a character's chance of producing a moving poem. Use the success chart for the quality of the poem.

Powered Armor: The character's ability to control tech-level 14 powered armor. For each 10% of skill percentage the character may subtract one from the agility minus of the armor. Any agility rolls (for slipping or something) required while wearing powered armor should also require a roll for this skill.

Priest: This skill represents knowledge in a particular religion and the ability to deliver a inspirational sermon or soothing words. Use the performance section of the success chart to determine the quality. Add bonus's if the audience is devoutly religious or penalties to those who are not religious or are of another religion. The adjusted skill roll difference may also be used to determine the percentage of people impressed by the sermon. If the skill roll difference is negative then use it as the percentage of observers angered.

Psychonics: An example of a ultra-high tech skill. Psychonics allows a character to predict the actions of a person in a given situation. This is accomplished by analyzing the person's personality either through a standardized test or by in depth research into the character's past behavior. The skill roll difference will indicate the probability that the prediction will come true. Tech level 12.

Quick Draw: This skill reduces the amount of time spent drawing an item. To find how much time is spent drawing the item, reduce the normal draw time by 1 for every 20% the quick-draw percentage is beaten by. This skill is only useful if the character carries the item in a spot where he or she is familiar with. You can't quick-draw an item if you have to look for it. If the result is a draw-time of 0 or less then it has effectively taken 0 segments to draw the item, and the character may immediately determine initiative for his or her next action. A fumble indicates that the item was dropped. (see INITIATIVE)

Robotics: This represents the character's knowledge of controlling and maintaining robots of his day. This includes knowledge of the various abilities and quirks of the various models. In some cases it may also represent the chance of the character to make a robot do something it wasn't designed for or otherwise wouldn't normally do. Tech level 9.

Sailing: The character's degree of skill with wind-driven boats and ships. The character's percent chance of controlling the craft in dangerous conditions is represented. Lack of success indicates that the craft has gone much off course. Fumbles indicate that the craft has taken severe damage or capsized. Tech level 1.

Scientist: This is the character's mastery of a particular scientific skill, such as chemistry, physics, geology, etc. The character must decide what area of science he or she specializes in, and the percentage is his or her chance to successfully use that science to achieve results or conclusions in whatever area it deals in. See the success chart. Tech level depends upon the particular field of science being used.

Scuba Diving: The character's knowledge of scuba diving equipment and practices. Also his ability to deal with difficult circumstances while scuba diving. Tech level 6.

Security Systems: This skill represents the character's knowledge of electronic security systems. The percentage represents his chance to be familiar enough with a given device to be able to disable it (assuming he can get to it.). Tech level 8.

Sex Appeal: The character's chance of swaying the opposite sex with looks and charm. Critical indicates that the target has fallen in love with the character. Failure indicates "the cold shoulder", and fumbles indicate that the target regards the character as slime.

Singer: The character's chance of pleasing an audience with a rendition of a tune. Use the success chart to measure results.

Skydiving : This skill represents the character's chance of landing where he wants to after jumping out of an airplane. The lower the skill roll difference the closer the character is. A skill roll difference of zero would indicate that the character lands about 50 ft. from where he wanted to. Adjust this by one foot for every skill roll difference point. The unusually sadistic GM could roll a skill roll for the character every time he packs a parachute, a fumble indicating that the 'chute will not open.

Sleight-of-hand: The character's chance to slip something out of his or her own sleeve, drop something without being noticed, etc. Failure indicates that the character is aware that he or she cannot perform the action without being seen, and fumble means the character was caught in the middle of the attempt.

Socioprediction: A high tech skill similar to Psychonics except that this skill predicts the actions of a culture rather than an individual. Here also, the skill roll difference indicates the probablity of a prediction coming true. A prediction may be as far into the future as possible but there is a chance that with time, the parameters of the original equations may change requiring a recalculation. Note that this skill does not make predictions come true (you can't, as a player predict that your character will be voted emperor of the universe and, having made your skill roll, sit around and wait for it to happen). Tech level 12.

Stealth: The ability to move very quietly. Compare the skill roll difference to the awareness skill roll difference of the skeak-ee. The speed at which the character is moving will subtract from his stealth percentage as follows. . .

% of Max. Speed










This skill may also be used perform other actions (such as picking locks or getting into a tree) very quietly.

Swimming: The ability of a character to swim and a measure of the relative speed at which he does so. Normal swimming speed is one-tenth of a character's agility per segment. This speed is increased a percentage equal to the character's skill percentage. This skill is necessary in order to swim at all although one skill point is usually sufficient to allow the character to do so. Also, swimming is pretty tiring. For fatigue purposes just staying afloat uses 2 fatigue points every 50 segments.

Tailor: Character's skill is a manufacturer of cloth items. Use success chart to determine quality of item. Tech level 0.

Tanner: Character's skill as a manufacturer of leather. Use success chart to determine quality of item. Tech level 1.

Tracker: Character's chance of tracking a creature. Subtract 5% for every 12 hours since creature's passing, 10% for every hour of precipitation. Non- success means the trail was lost. Of course, it doesn't take a tracker to follow an elephant in fresh snow. As always apply appropriate modifiers.

Weapon Maker: The character's skill as manufacturer of swords, clubs, axes, lances, etc. Skill roll difference of 100% means the item has +5% to attacker's attack percentage when used. Each 20% beyond this in the skill roll difference means the weapon has an additional +5%. Fumbles indicate a totally worthless product, and lack of success means the weapon has -1% for every point the percentage was missed by. Optionally the character could choose to increase/decrease the speed or damage of a weapon rather than increasing it's accuracy. Tech level 1.

Weapon Technician: This is the character's chance of making or repairing mechanical weapons, This includes, depending on time period, catapults, cannon, guns, artillery weapons, and all beam weapons etc., in science fiction scenarios. The character should choose what type of weapon he or she wishes to specialize in.

Weightlifting: This represents training in lifting extremely heavy weights. It is not an increase in strength so much as as focusing of it for one particular purpose. The character can lift one additional pound over his head for each point of his skill roll difference. Triple the additional weight for a dead lift.


Hand-to-hand: The character's amount of skill in general unarmed combat, i.e. brawling.

One-handed Weapon: The degree of skill the character has with melee weapons held in one hand.

Two-handed Weapon: The degree of skill the character has with melee weapons held in two hands.

Pole-arms: The character's skill with pole-arm weapons.

Wrestling: Unarmed combat involving grappling.

Judo: Like wrestling. But the Judo user has the option of throwing his opponent.

Karate: Oriental unarmed hand-to-hand. The karate user may also kick. The differences between a normal punch, a karate punch, and a karate kick can all be found on the weapons chart.

Fencing: Skill for use with light swords.

Thrown Weapons: Character's skill at throwing accurately

Archery: Skill with use of bow weapons.

Crossbowmanship: Skill with use of crossbows

One-handed Guns: Skill with use of one-handed projectile and beam weapons.

 Two-handed Guns: Skill with use of two-handed projectile and beam weapons.

Heavy Guns: Skill with use of heavy tripod or turret mounted direct-fire guns and beam weapons

Rocketer: Skill with use of rocket launcher weapons.

Artillerist: Skill with use of large indirect fire weapons.

Gunner: The character's skill with large mechanically handled guns (tank guns, anti-aircraft guns, etc.)


Bolo: South American thrown weapon. Critical indicates opponent is immobilized.

Boomerang: Australian Aborigine thrown weapon. If it misses it returns to the thrower, who must make another roll against his or her skill to catch it.

Chakram: Weirdo Arabian throwing weapon. Shaped like a sharp edged donut. Spin it around your finger and throw it. (Somebody thought it was a good idea)

Lasso: Rope with a loop in it. Cowboys and all. You've seen them. Successful roll means the target is looped. Roll a D6 for where. 1=neck, 2-3=abdomen, 4-5=Legs, 6=Arms & Abdomen. Critical means the thrower can choose what part of the target is looped. No Damage.

Mancatcher: Large two-pronged pole-arm. Critical indicates opponent has been caught between prongs on barbs. Additional 1 D4 damage. To escape, opponent must make agility roll. Whether roll is successful or not, another 1 D4 is taken.

Mounted Lance: The well known lance of the knights of old. It's not easy to use, but does deadly damage if the user can handle it.

Nunchaku: Use of oriental weapon nunchuks. Critical indicates opponent has been caught around a leg, an arm, or the neck with nunchuks.

Sai: Oriental dagger-like weapon. If a parry is successful, the user may attempt to hold his opponent's weapon with the sai by rolling a skill roll. If it is successful the character must roll again every segment to maintain the hold on his opponent's weapon. (Similar to the european "Sword Breaker")

Shuriken: Use of small oriental throwing stars.

Sling: Simple sling. Spin it around and throw the rock. With a bit of divine intervention, it can kill a giant.

Whip: Long weapon normally used to beat horses. Critical indicates opponent has been entangled. Handle in the same way as nunchuks.

 Next: Initiative

All Content 1986-2001 Tai-Gear Simulations

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