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.