The ability to bypass mechanical and electronic locks. Focuses may include: Battle, Electronics, Cortex, Alliance, Browncoats, Earth-that-Was, Computers, Languages, Medicine, Bombardier, Biology, Chemistry and so on.Ĭharacters don’t need a skill for common knowledge but rather make a Smarts roll assuming it makes sense that a character would know about a topic. The player can choose a focus and the skill may be taken multiple times with different focus areas. This is a catch-all skill that must have a focus of some sort, such as Knowledge (Cortex) or Knowledge (Browncoats). To get info from people, use the Streetwise skill. It is a Test of Wills against an opponent’s Spirit.Ī character skilled in the use of investigation can make good use of libraries, Cortex terminals, newspapers, morgues, or other written sources of information. The art of frightening an opponent with sheer force of will, veiled or overt threats, or just really big guns. See the Game Rules section for more info. Healing is the art of stopping Wound, treating injuries and caring for a Wounded person over time. A player may cheat and add a bonus (+1 or +2) to his roll, but if the skill die is ever a 1, he is caught. A roll of 6 versus 3 pays three times the stakes. The lowest total pays the highest the difference in rolls, the next lowest the second highest and so on. Each participant agrees on the stakes (such as 1 Platinum) and makes a Gambling roll. Useful from saloons to army barracks, this skill simulates about half an hour of gambling without having to roll for every hand of cards or throw of the dice. Modifiers include climbing equipment (+ 2), scarce handholds (-2) or slippery surfaces (-2).Īs with boating, but applying to common ground vehicles.įighting covers all hand-to-hand attacks, whether with fists, swords, axes, or martial arts. In more stressful situations, the player makes a Climbing roll and ascends a number of inches equal to half his Strength die type (+ 2" on a Raise). No roll is needed to ascend ladders or trees with lots of limbs unless the GM feels it’s appropriate. This also covers the knowledge of common tasks associated with it (e.g. An example could include a character who always uses pistols and revolvers wielding a machine gun, or a fighter pilot operating a huge cruise liner with the Piloting skill.Ĭharacters with this skill can handle most any boats or ships. In these cases, a penalty of -2 applies to all a hero’s rolls with that skill in that element for a few days or hours of intensive use. Skills are very broad for ease of play, but sometimes it’s appropriate to emphasize when a character is out of his element. It is equal to 2 plus half your character’s Vigour die type. Anything over it causes Shaken or Wounds. Toughness is your hero’s damage threshold. It is the target number to be hit in melee combat. Parry is equal to 2 plus half your Fighting die type (that’s 2 without the Fighting skill), plus any bonuses (or penalties) from weapons and armour. Pace is how face your character moves in a standard combat round. It’s 0 unless you have Hindrances or Edges that modify it, and the value is added to Persuasion and Streetwise rolls. Vigour represents endurance, resistance to disease, poisons, or toxins, and how much pain and physical damage a hero can shake off.Ĭharisma is a measure of your character’s appearance, manner, and general likeability. Strength is also used to generate your warrior’s damage in hand-to-hand combat. Strength is raw physical power and general fitness. Spirit is very important as it helps your character recover from Shaken. Spirit reflects inner wisdom and willpower. Smarts is a measure of how well your character knows his world and culture, how well he thinks on his feet, and mental agility. Agility is your hero’s nimbleness, quickness and dexterity.
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