SKILLS AND ATTRIBUTES
---------------------
Each character has 8 attributes:

Strength
Agility
Stamina
Logic
Knowledge
Charisma
Luck
Build

At character creation, roll 1d100 for each attribute to determine the score.
If the GM wishes, he/she may let the players roll 8 times and distribute the
results as desired among the attributes, or roll 9 times, dropping the lowest
score and distribute the remaining results as desired.

Once that is done, it is time to determine skills. Each attribute has 4 
skills. To determine the value of these skills, divide the attribute score
by 2. This is the number of points you have to distribute among the skills
relating to that attribute.

Whenever the character wishes to perform a difficult action, he/she must
make a skill check. First, decide which skill is most appropriate for the
action in question. Then, the player must roll 1d100 and try to get below the
attribute score, subtracting from the roll the value of the skill. For 
example, I'm trying to pick a lock, so I make a Touchy Stuff check. I have
an Agility of 67, so I have to try to roll under 67. I roll 1d100 and get a
75. My Touchy Stuff skill is 10, so I subtract 10 making the roll a 65. I
succeed. Also, difficulty modifies the roll as well. Here is a chart of 
difficulties and their penalties/bonuses to the *target* roll.

Moronic                 No roll required
Very Easy               +40
Somewhat Easy           +20
Moderate                0
Somewhat Difficult      -20
Very Difficult          -40
Insane                  -60 to -150 depending on action

The following is a list of all the skills and how they are used. Skills are
categorized by attribute.

STRENGTH
--------
Climb - The ability to climb sheer surfaces.
Lift - The ability to lift and carry heavy objects.
Jump - Determines how high the character can jump. Each point equals one foot.
Damage - Determines physical combat damage. Every 4 points gives +1 to all 
         damage the character deals by way of physical attack.

AGILITY
-------
Prowl - The ability to move undetectably.
Combat - The character's bonus to combat rolls such as strike, parry, but not
         dodge. Entangle and all other rolls are included.
Acrobatics - The ability to do acrobatic manuvers. Also determines dodge 
             bonus.
Touchy Stuff - The ability to perform actions requiring manual dexterity.

STAMINA
-------
Swim - The ability to move underwater. Also determines the number of rounds
       the character can hold his/her breath.
Run - The ability to run fast. Running speed is 5 km/h +1 km/h for every 2
      points.
Endurance - The ability to sustain physical exertion for prolonged periods of
            time.
Resistance - The character's resistance to pain, fatigue, hunger, etc.

BUILD
-----
Recovery - The speed at which the character recovers from damage. Recovery
           rate is 1 HP/hr for every 4 points. Less than 4 points is 
           1 HP / 2 hrs.
Toughness - The character's resistance to damage. Every 4 points gives -1 to
            all damage taken by the character.
Immunity - Determines the character's immunity to things like poison and
           toxic gas.
Hit Points - Determines how much damage the character can take before falling
             unconscious. Scores below 1 for this skill are considered equal
             to 1.

LOGIC
-----
Decipher - The ability to figure things out, like codes or strange languages.
Wit - The ability to think fast.
Construct - Determines how well the character can construct devices.
Science - Determines the character's skill in scientific thinking.

KNOWLEDGE
---------
Navigate - The character's sense of direction and ability to recognize 
           landmarks, etc.
Art - The character's knowledge of the arts and magic.
General - The character's knowledge of general facts.
Languages - The languages known by the character. 4 points = +1 language

CHARISMA
--------
Decieve - The ability to convince other people to believe something. Lying,
          disguise, etc.
Charm - Determines the character's skill at attracting the opposite sex.
Lead - The character's ability to lead other people.
Bargain - The character's ability to barter and purchase items for the lowest
          possible price.

LUCK
----
Intuition - Measures the accuracy of the character's "gut feelings".
Will - Measures the character's degree of willpower.
Chance - The character's blind luck, his/her ability to fluke into something.
Awareness - Determines how aware the character is of his/her surroundings.

OTHER SKILLS
------------
This is the category for weapon skills and other user-defined skills. Since
there is no attribute for these skills, the target roll is determined solely
by the difficulty of the action in question.

Moronic                 No roll required
Very Easy               80
Somewhat Easy           60
Moderate                40
Somewhat Difficult      20
Difficult               0
Insane                  -20 to -100 depending on action

Points for Other Skills: After determining all the normal attributes and 
skills, the character gets 1d100 extra points to be placed in any skills. 
This includes Other Skills.

Here is the list of Other Skills all characters start with:

Blade - The character's skill with bladed weapons such as swords and knives.
        Each point gives +1 to combat with that weapon.
Ranged - The character's skill with triggerless ranged weapons such as bows
         and shurikens. Each point gives +1 to combat with that weapon.
Chain - The character's skill with chain weapons such as nunchucks and whips.
        Each point gives +1 to combat with that weapon.
Guns - The character's skill with triggered weapons such as crossbows and 
       guns. Each point gives +1 to combat with that weapon.
Polearms - The character's skill with long, pole-like weapons such as staffs
           and spears. Each point gives +1 to combat with that weapon.
Hand to Hand - The character's skill with bare fists, punches and kicks.
               Each point gives +1 to combat with that weapon.

If there is a skill needed for the campaign, or a skill which the player just
plain wants to have, just write it in wherever you can find room and put
points into it in the same way you would put points into the weapon skills.

    Source: geocities.com/The_Anime_RPG