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Skills
  • Titles in boldface are skill-group categories. Examples of specific skills are given in the skill descriptions.
  • Titles in italics are cooperative skills.
Acting
Animal Handling
Appraisal
Build
Climbing
Computer
Connections
Contortionism
Demolitions
Disguise
Electronics
Evasion
First Aid
Fist Fighting
Forgery
Gymnastics
Hypnosis
Initiative
Interrogation
Language
Leaping
Legerdemain
Listening
Lock Picking
Lore
Lying
Martial Arts
Mechanics
Medicine
Navigation
Paramedic
Parry
Persuasion
Profession
Resolve
Resources
Running
Science
Security
Stamina
Stealth
Surgery
Surveillance
Survival
Swimming
Throwing
Tracking
Transport
Ventriloquism
Weapon
Wrestling

Acting
TYPE: PsyDIF: Resistance
TIME: Narrator FiatDTN: Second Nature
RANGE: TouchAREA: Self

DESCRIPTION: This skill allows a hero to alter their mode of speech, facial expressions, habits and mannerisms in order to alter their appearance to others. In some cases, acting may be used simply to convince someone of an untrue emotion (use lying cooperatively). In other cases, acting may be used to convince someone that the hero is someone they are not. This may be a general type of individual (guard, cop, gang-member, etc) or impersonating a specific individual which is much more difficult.

Acting is always passively resisted by listening and surveillance, and modified by both the actor's relationship to the character, and the relationship of individuals actively or passively resisting the acting skill. An individual who is suspect of the actor may actively resist the acting skill with either sense skill.

VICTORIES: +1 success bonus to disguise per victory

FUMBLES: -1 success penalty to disguise per fumble

OVERKILL: Important people start asking you important questions, or you develop a reputation as the character portrayed (typecast).


Animal Handling
TYPE: PsyDIF: Resistance
TIME: Weeks/ActionsDTN: Life
RANGE: MetersAREA: Individual

DESCRIPTION: Animal handling is used to train and command animals. Animal handling will teach an animal anything from house-training to jumping through flaming hoops at higher levels of proficiency. A separate skill must be developed for each type of animal. Examples include dog training, dolphin training, elephant training, falconry, horse breaking, and lion taming.

For each command the handler wishes to train the animal to perform, a separate animal handling skill roll must be made. Animal handling is passively resisted by the animal's resolve skill. If the given command is particularly uncomfortable or dangerous for the animal, it will actively resist training. Once the animal has been properly trained to follow the command, it will do so when commanded. If the animal senses danger or similar reasons for avoiding the given task, another animal handling skill roll may be required. Weeks are required to train an animal, however, once trained, giving the animal a command requires only actions time.

VICTORIES: The animal becomes very protective of the trainer and receives a +1 level bonus to resolve skill while obeying them.

FUMBLES: The animal becomes delusional as a result of poor training.


Appraisal
TYPE: PsyDIF: Narrator Fiat
TIME: MinutesDTN: Instant
RANGE: TouchAREA: Obj. / Ind.

DESCRIPTION: Appraisal allows a hero to determine an object's general state of repair, locate any specific damage to it, and estimate its fair market value. Appraisal may also be applied to specific species of animals, and is usually included in animal handling, electronics and mechanics skill groups.

Build
TYPE: PhDIF: Narrator Fiat
TIME: Narrator FiatDTN: Narrator Fiat
RANGE: TouchAREA: Self

DESCRIPTION: This skill represents a hero's brute physical strength, and determines the amount of physical injury a hero can withstand before dying. Build skill also helps to determine a hero's mass, and the effects of mass difficulty abilities used on them. The Narrator may occasionally require a build skill roll to perform certain feats, such as attempting to break ropes or chains, bend bars, or open a door which has been barred or barricaded.

Climbing
TYPE: Ph, PsyDIF: Narrator Fiat
TIME: RoundsDTN: Total Commitment
RANGE: MetersAREA: Self

DESCRIPTION: Climbing skill is used to scale a cliff face, stone wall, or even a ceiling. Outside of fight-scenes, climbing an entire cliff face, etc. is accomplished with a single typical skill roll, just as any other feat. The smoother the surface is, the harder it will be to climb.

During a fight scene, climbing functions just like any other normal movement skill, requiring no skill rolls, although penalties will slow the climber. Any fumbles rolled for evasion or other skills while climbing indicates a loss of footing. The player should be allowed a parry skill roll to prevent the hero from falling altogether by grabbing onto something else on the way down, though the hero may suffer injury from this last-ditch effort.


Computer
TYPE: PsyDIF: Narrator Fiat
TIME: Narrator FiatDTN: Committed
RANGE: TouchAREA: Object

DESCRIPTION: Computer skill encompasses three distinct skills. These are operation, programming and security. A computer electronics skill must be used to design, build, modify, maintain or repair the hardware of a computer, and may be included in a computer skill group, as well as computer appraisal. Any one computer skill may be used to perform feats associated with the other skills with a maximum skill level equal to the skill's passive resistance value. Computer programming and security may not be attempted with less than two levels of skill, or three levels in either of the other two computer skills.

Computer operation allows a hero to understand the basics of how to operate a computer. This assumes that the hero understands the language of the individual who designed it as well. With computer operation, a hero is able to run, copy, move or delete programs and files, and use peripheral devices like printers, scanners, modems and cameras. Computer operation is particularly helpful when attempting to glean specific or esoteric information from a computer.

Computer programming allows a hero to have an intimate understanding of the inner workings of a computer’s software, essentially, its mind. Computer programming allows a hero to design or modify programs for any purpose. A program can be overridden or bypassed by passively resisting with computer security or programming skill. Programs may be reverse engineered by actively resisting with programming skill.

Computer security allows a hero to know the specifics of how computers communicate, and how they secure information from prying eyes. Computer security can be used to install, run and maintain security software, but is more often used for criminal activities, more commonly called 'hacking'. Computer security is particularly useful when attempting to glean actively protected information from a computer. Computer security is passively resisted by programming and computer security, or actively resisted by computer security.

VICTORIES: You locate a serendipitous bit of information.

FUMBLES: 1. The computer "crashes" and is unusable for several minutes while it "reboots". You must start your work over from the beginning.

2-3. The computer you are working on is infected with a virus. Many of the programs and files on it may be damaged and or destroyed.


Connections
TYPE: Psy, SocDIF: Narrator Fiat
TIME: Narrator FiatDTN: Instant
RANGE: 3 KilometersAREA: Globe

DESCRIPTION: Connections provides a hero with friends, contacts or blackmail victims in any one particular social, political or professional circle. Some examples include medical, legal, Mafia, Yakuza, military, scientific, sports, media, political, or business connections. Any hero with a professional skill will almost certainly have connections in their professional circle, although this is not a prerequisite. These connections will help the hero locate information, cut through red tape and pull strings when dealing with the given group of people.
VICTORIES: Your connections provide you with additional information or services which are particularly helpful.

FUMBLES: Your connections either wittingly or unwittingly turn informant on you, providing important information about your whereabouts and activities to the wrong people.


Contortionism
TYPE: Ph, PsyDIF: Narrator Fiat
TIME: Narrator FiatDTN: Instant
RANGE: TouchAREA: Self

DESCRIPTION: Contortionism is used to free oneself from ropes, chains, manacles and straight jackets. Contortionists often accomplish this task by pulling certain joints out of their sockets. Contortionism is also used to fit into and through spaces smaller than the hero's bulk.

Demolitions
TYPE: PsyDIF: Narrator Fiat
TIME: Narrator FiatDTN: Instant
RANGE: TouchAREA: Object

DESCRIPTION: Demolitions skill is used in the placing, arming, disarming and detonating of explosive devices, and at higher levels may be used to hide or conceal the devices, set special triggers for remote or delayed charges, and shape the charge to determine its effects very specifically. Standard demolitions is used to blow up bridges, buildings, railroads, etc. Aquatic and space demolitions must be developed by any hero who wishes to use explosives under water, or in the vacuum of space. Various other types of demolitions skills may also be developed, or necessary at the Narrator's discretion.
VICTORIES: 1+: Increase or decrease the bomb's damage by 20% per victory.

FUMBLES: 1: The delay time on the bomb's fuse is reduced by one time level per fumble, on the relative definitions table.


Disguise
TYPE: Ph, PsyDIF: Resistance
TIME: Narrator FiatDTN: Instant
RANGE: TouchAREA: Individual

DESCRIPTION: Disguise is used when a hero attempts to make himself or anyone else appear to be someone they are not. This skill is resisted by surveillance, and or other senses. Whichever sense is used, each level of range beyond meters applies a one-level success penalty to resist the disguise. This skill is further modified by the extent of the disguise (two humans attempting to disguise themselves as a horse would be extremely difficult). A victory with this skill roll may allow the resisting individual to recognize and identify the disguised hero.

Disguise is modified by both the hero's relationship to the disguise and the relationship of individuals who are passively or actively resisting the disguise. Thus, an individual who is a cop or spends a significant amount of time around cops is more likely to spot someone impersonating a cop. If the hero attempts to disguise themselves as a famous person, the individual's reputation will passively resist the disguise.

VICTORIES: +1 bonus to acting skill rolls per victory while wearing the disguise.

FUMBLES: -1 penalty to acting skill rolls per fumble while wearing the disguise.

OVERKILL: People stop you to ask you questions that you don't have the answers to. Important questions with complicated answers.


Electronics
TYPE: PsyDIF: Narrator Fiat
TIME: Narrator FiatDTN: Instant
RANGE: TouchAREA: Object

DESCRIPTION: Electronics is used to build, maintain, modify and repair electronic devices such as toaster ovens, telephones, video cameras, alarms, computers, etc. As a society’s technology develops, electronics skill becomes much more useful, and in some circumstances, almost required. A separate electronics skill must be defined for each type of electronics. Some typical categories include general, audiovisual (AV; TV's, VCR's, PA's and other sound-systems), aviation, computer, fiber-optics, marine, microwave, radio and telephone electronics. Any specific category may be used in an attempt to work on another type of electronic device with a penalty applied by the Narrator. Typically this will reduce the character's electronics skill level to its passive resistance value. Many forms of electronics may not be attempted with less than two levels of skill, or three levels of a related electronics skill.
VICTORIES: You are able to modify the device to improve its function, or add a previously nonexistent function.

FUMBLES: 1: The device sustains one level of functional damage.

2: You forget to unplug the device and sustain one level of fatigue from an electrical shock.

3: The device catches fire.


Evasion
TYPE: Ph, PsyDIF: Variable
TIME: ActionsDTN: Instant
RANGE: TouchAREA: Self

DESCRIPTION: Evasion is used to dodge attacks during fight scenes. A minimum of one level of initiative must be allotted for each weapon, and or opponent to be evaded during a given round. The evasion skill is applied as resistance to the aggressive skill roll.

First Aid
TYPE: PsyDIF: Narrator Fiat
TIME: RoundsDTN: Instant
RANGE: TouchAREA: Individual

DESCRIPTION: First aid is used to bandage wounds, stop bleeding, rouse unconscious individuals and bind crippling injuries to prevent further aggravation. The Narrator must determine the difficulty in many cases.
VICTORIES: The subject heals from one level of fatigue per victory.

FUMBLES: The subject sustains one additional level of fatigue per fumble.


Fist Fighting
TYPE: Ph, PsyDIF: Resistance
TIME: ActionsDTN: Instant
RANGE: TouchAREA: Obj. / Ind.

DESCRIPTION: Fist fighting is defined as any form of unarmed combat such as boxing, karate, savate, fisticuffs, etc., which involves mainly punching and or kicking. Fist fighting applies only to attacks made with the hero's bare hands or feet, or with weapons such as fist-loads. Some weapons such as fist loads and brass knuckles may apply bonuses and or options to fist fighting skill. Fist fighting normally has a damage value equal to the passive resistance value of the individual's build skill. This may be increased or decreased by one per +2/-2 option applied to the fist fighting skill.
VICTORIES: The target is knocked off-ballance, stunned, loses consciousness or sustains a dislocated joint.

FUMBLES: +1 difficulty penalty to your next evasion, parry or weapon skill roll per fumble.

OVERKILL: If there are witnesses to the attack, other skilled fighters seek you out to have a "worthy adversary".

If the target is alive, they may be killed instantly, leaving kin or law enforcers to seek the hero's punishment, dependant upon the story.


Forgery
TYPE: PsyDIF: Narrator Fiat
TIME: Narrator FiatDTN: Instant
RANGE: TouchAREA: Object

DESCRIPTION: Forgery allows a hero to make accurate replicas of documents and handwriting. Each type of document, for example, drivers license, police badge, military ID, weapon license, etc., represents a separate skill. The individual performing the forgery must also have the appropriate materials on hand, such as lamination, etc. A hero may attempt to make a replica of a similar document with a penalty dependent upon how different the two documents are. Forgery is passively resisted by surveillance, or actively resisted by appropriate appraisal, science, or professional skills. Thus, a banker is much more likely to spot a counterfeit bill.

Handwriting forgery is a single skill, although, the hero must have a sample of the handwriting to study, or have studied it intensively over a period of days. If the hero has not taken the time to study the handwriting intensively, the Narrator should apply a penalty to the skill roll.

Counterfeiting of coins and or bills is also considered a separate forgery skill for each type of currency, i.e., U.S. Dollars, German Marks, etc. Counterfeiting requires extensive equipment, including a press or mint to be performed effectively.

OVERKILL: If a badge is created, other members of the organization start asking you questions that you don't know the answers to.

If currency is created, you flood the market with the counterfeit currency and its value drops over the course of the next few months.


Gymnastics
TYPE: Ph, PsyDIF: Narrator Fiat
TIME: Narrator FiatDTN: Total Commitment
RANGE: TouchAREA: Self
DESCRIPTION: Gymnastics allows a character to perform incredible feats of jumping, swinging and tumbling. This skill is most appropriate for characters who are circus members, Olympic athletes, and skilled superheroes.
VICTORIES: 1-3: You receive a +1/+3 bonus to your next gymnastics, evasion, parry, fighting or weapon skill roll.
FUMBLES: 1-3: You receive a -1/-3 penalty to your next gymnastics, evasion, parry, fighting or weapon skill roll.

Hypnosis
TYPE: PsyDIF: Special
TIME: MinutesDTN: Instant
RANGE: TouchAREA: Individual

DESCRIPTION: Hypnosis allows a hero to place a willing subject into a trance-like state in which they are highly susceptible to the power of suggestion. Hypnosis may not be attempted with less than two levels of skill, and the subject absolutely must be willing. In this state, thoughts and memories may be moved between the conscious and subconscious. If the subject is told to forget the events of a posthypnotic trance they will force it into their subconscious, although suggestions will still affect them until they are told to disregard them in another posthypnotic trance.

Posthypnotic suggestions cause individuals to perform certain tasks when given a particular stimulus, once they are out of the trance. The subject of a posthypnotic suggestion acts as if under the influence of a compulsion, delusion or phobia of two levels per net success of the hypnosis skill roll. If the subject has opposing disposition, codes of conduct, compulsions, delusions or phobias, these elements of the individual's psyche will resist the suggestion.

VICTORIES: One or more mental flaws are decreased by one level per victory, for a duration of one day per victory.

FUMBLES: One or more mental flaws are increased by one level per fumble, for a duration of one day per fumble.

OVERKILL: The subject becomes suicidally devoted to the posthypnotic suggestion, and will take no regard of his own safety or the safety of others to perform the given task.


Initiative
TYPE: Ph, PsyDIF: Narrator Fiat
TIME: Not ApplicableDTN: Instant
RANGE: NilAREA: Self

DESCRIPTION: Initiative skill is used during fight scenes to determine who acts first, and often, who lives longest. During a round of a fight-scene a hero's initiative skill will apply bonuses to their actions and allow them to perform more actions in a given round. Typically, no skill rolls are made for initiative skill, although the Narrator may decide that one is necessary in certain situations. In this case, initiative skill rolls would typically resist each other.

Supernatural Reflexes {2!}: Initiative is a measure of an individual's reflexes and ability to think quickly. In some genres you find individuals who are capable of much greater speed. The initiative skill's duration may be increased on the relative definitions table just as the duration of any other ability, increasing its karma value with a +3 option per level of increase. The duration of the initiative skill determines the maximum increment of time which may be affected by the hero's initiative skill, dividing the amount of time required for time consuming feats (greater than actions time) by the passive resistance value of the heroe's initiative skill. For instance, an individual with six levels of initiative with minutes duration could perform feats of rounds or minutes time in half the normally required time with no penalty.

If a feat of rounds time requires fewer rounds than the passive resistance value of the hero's initiative skill with rounds or greater duration, the hero may perform the given feat with three initiative levels per round normally required. This time is not divided by the passive resistance value of the hero's initiative skill as is done for feats of greater than actions time.

EXAMPLE: Reloading a revolver normally requires one round of time. The hero Blur has six levels of initiative with rounds time. Since the passive resistance value of Blur's initiative skill (6/3=2) is greater than the number of rounds required (2>1) Blur may reload the revolver with three actions. If reloading the revolver had required more than one round, Blur would have had to reload the weapon in half the normal number of rounds. So if reloading the weapon had required two rounds normally, Blur could have reloaded it in one round, or in two rounds if it normally required three or four rounds to reload.
Supernatural reflexes do not affect the hero's movement abilities or inate gifts (abilities not provided by a prop or other outside source). Standard skills such as mechanics and electronics may be affected. Furthermore the Narrator should place restrictions on the effectiveness of increased initiative based on the inherent physical limitations of the individual's environment. For instance, an individual waiting to catch a falling person or object might be able to run around and do lots of other things before the object or person reached the ground, but could not increase the speed at which they fell. If filling a pool with water requires a given amount of time with a particular size and type of hoze, the hero can not fill the pool any faster with the given tools.

Interrogation
TYPE: PsyDIF: Resistance
TIME: MinutesDTN: Instant
RANGE: VoiceAREA: Individual

DESCRIPTION: Interrogation skill is used to evaluate the reactions of an individual being questioned. This is done by listening carefully to an individual's choice of words and tone of voice, watching their hands and eyes, and observing other gestures and changes in manner. This skill allows a hero to determine how much an individual is telling them, whether or not they are lying, and sometimes, what they are not saying. Interrogation is passively or actively resisted by lying skill. An interrogation skill roll should be made for each question asked, increasing the possibility of both victories and fumbles with increased questions. Interrogation is also modified by the hero's relationship to the subject.
VICTORIES: You succeed in determining some or all of what the subject of your interrogation knows, yet is not telling you.

FUMBLES: The subject realizes that you are pumping them for information.


Language
TYPE: PsyDIF: Narrator Fiat
TIME: Narrator FiatDTN: Second Nature
RANGE: TouchAREA: Self

DESCRIPTION: Language skills allow heroes to speak, read and write languages, including their native language. A hero is not automatically one-hundred percent proficient in their native language. Certainly a writer would be more proficient than someone who dropped out of school. An individual raised by wild animals may not have a native language at all. While the range of the language skill is touch, the skill is applicable to any written or spoken language the hero can sense. Note that listening and surveillance skills are similarly defined.

It is not until the invention of the printing press that literacy becomes common. The Narrator must decide in a fantasy or early historical series, if a true written language exists, and if the printing press has been invented. Any language skill which a hero is not literate with receives a -5 option for a fantasy or historical setting, -10 for a modern (or time-travelling) series, or -15 for a post-modern setting. Blind heroes receive the normal options to their language skills for not being able to read even if Braille or a similar technology doesn't exist.

Sign languages allow individuals who are hearing impaired to communicate. A separate skill must be developed for each sign language. The written version of a sign-language may or may not correspond to the written variation of another spoken language, with the normal rules for literacy.

Speed reading is not considered a language skill, as a hero who can speed-read can perform this task with any language they can read normally. All heroes who are literate read about five pages per minute, per level of their speed reading skill, which defaults to level one. Speed reading will allow an individual to learn the important points of a book, but not technical detail or obscure or trivial information, placing a one level penalty on the hero's language skill per level of speed-reading skill applied.


Leaping
TYPE: Ph, PsyDIF: Range
TIME: VariableDTN: Instant
RANGE: MetersAREA: Self

DESCRIPTION: Leaping skill improves both the hero's horizontal and vertical leap. Once a hero is in the air, they will be incapable of changing their direction or speed until they land. The committed duration may not be reduced to improve the skill level. A vertical leap suffers a skill level penalty equal to the passive resistance value of the leaping skill. A running leap (running one round prior to the leap) receives a skill level bonus equal to the running skill's passive resistance value. While leaping skill determines the maximum distance of a leap, a gymnastics skill roll is required to determine the accuracy of the leap, and whether or not the individual lands gracefully on their feet, or sprawls to the ground in a rolling heap. The gymnastics skill roll is not affected by the committed duration of the leaping skill.

Some heroes may have incredible leaping skills, making them capable of leaping over entire buildings, perhaps even entire cities. In this case, the duration of the leap is measured in rounds, determined by finding the length of the leap on the falling table. Once the hero reaches the ground, impact damage is calculated normally against the hero, and any object or individual he may land on.


Legerdemain
TYPE: PsyDIF: Mass +2
TIME: RoundsDTN: Instant
RANGE: TouchAREA: Object

DESCRIPTION: Legerdemain encompasses three distinct skills, including concealment, pilfering and sleight of hand. Concealment allows a hero to hide objects on their person. Pilfering is used to remove objects from others without their knowledge. Sleight of hand is used to palm items to perform card tricks and other parlor magic and mundane illusions. Though the basic difficulty for legerdemain skills is Mass +2, an individual may passively resist these skills with surveillance or actively resist them with identical legerdemain skills. Actively resisting concealment or sleight of hand requires frisking (or otherwise actively searching) an individual. Strip-searching an individual will produce much better results regardless of the hero's skill, although it is often not an option. The Narrator should apply other bonuses and penalties to legerdemain skills, such as making pilfering easier in crowded areas, etc.

Listening
TYPE: Ph, PsyDIF: Narrator Fiat
TIME: ActionsDTN: Second Nature
RANGE: MetersAREA: Self

DESCRIPTION: Listening skill is used to hear people and events in the distance, behind doors, etc. Listening is a rather subjective skill. In most cases no skill roll is necessary (listening to an open conversation in the same room). In some cases, a listener is able to distinguish very specific things about a sound (identifying a speaker by the sound of their voice), while in other circumstances the listener may be lucky to merely know what the sound is (identifying a strange sound in a dark room).

Listening Modifiers
ConditionModifier
Background Noise+1 to 5
Disguising Voice+1 to 3
Distant+1 to 3
Distinctive Sound-1 to 3
Obstructed+1 to 3
Whispering+1
Listening skill has touch range and difficulty based on range. This indicates that the hero can sense any sound which touches them, with the difficulty for the skill being based upon the range of the sound, rather than the range of the listening skill. A hero with listening skill with meters range would be able to hear sounds on the opposite side of a sound-proofed barrier. In addition, listening skill is not 'maintained' with second nature duration unless it is being used to actively resist stealth or other phenomena. Listening skill used passively is not considered to be 'maintained' with any duration. Listening is a partially discriminate, active sense.

A hero's listening skill is used as passive resistance against other individual's stealth skill. If the player becomes suspicious, the hero may listen carefully by making a skill roll. This skill roll is made against the difficulty (known only by the Narrator) for range between the two individuals, adding the scale modifier as a difficulty bonus for the listener, and the stealth skill roll as active resistance. Locating an individual in this fashion will not give the hero an immediate knowledge of the exact location of the subject, although it will let them know that someone (or thing) is present, and give them a general idea of the whereabouts of the noise's source.

The listening modifiers table shows some common difficulty (and or success) modifiers for the listening skill. What follows are descriptions of common uses of the listening skill and their suggested difficulties.

Identify Sound (2): This difficulty allows the hero to identify only the type of sound, i.e., people speaking, a train, cars, etc. This difficulty will also often tell the listener what direction the sound is coming from, relative to the listener (in front of, behind, etc). Modifiers for background noise, distance and obstructions will affect this difficulty.

Eavesdropping (3): This difficulty allows the hero to hear and understand (if they speak the appropriate language) other people's private conversations.

Identify Speaker (4): This difficulty allows the listener to determine who is speaking by the sound of their voice. If the speaker is intentionally disguising their voice, there is a -1 to -3 success penalty dependant upon how they are achieving the disguise. If the disguised voice is achieved through acting skill, the acting skill is used as resistance to the listening skill roll. Apply a +1 to +3 success bonus to recognize a speaker with a distinctive voice or a reputation.

Identify Movement (5): This difficulty allows the hero to identify the direction in which the source of a sound is moving, either toward or away from the listener. Apply a +1 difficulty modifier to distinguish between four compass directions (north, south, east or west), or +3 to distinguish between eight compass directions (northwest, southwest, northeast, southeast).

Identify Number (6): This difficulty allows the hero to distinguish the number of individuals speaking, horses running, vehicles, etc. Identify number can't give the listener an exact number, but it can give them an estimate. The range estimates may be found by reading down the bulk column of the scale table. p. 37: Scale

Identify Source (7): This difficulty allows the hero to identify the specific source of a non-speech sound. For instance, this difficulty would allow the hero to distinguish the size of a vehicle's engine, or the caliber of a firearm by its sound. Apply a -1 to -3 difficulty modifier for less drastic discrepancies (identifying the difference between an economy car and a freight truck) or for a hero with constant exposure to the sound (a mechanic could more easily distinguish the size of an engine by sound).


Lock Picking
TYPE: PsyDIF: Narrator Fiat
TIME: RoundsDTN: Instant
RANGE: TouchAREA: Object

DESCRIPTION: Lock picking skill is used to open conventional mechanical locks. Electronic locks must be opened with electronics skill. While lock picks are not required to perform this skill, they are neither expensive nor heavy and the hero suffers a penalty without them. Key locks, and combination locks each require a separate skill, and even the combination locks on safes require different "safe-cracking" skill. Lock picking skills are often included in security skill groups.
VICTORIES: You are able to create a master key for this lock so you may open it without lock picking skill whenever you wish. This typically has no effect on other locks of the same type as they keys usually vary.

FUMBLES: You break a lock-pick, etc., making the lock unusable until it is repaired.

OVERKILL: Someone saw you pick the lock and was so inspired by your skill that they either wish to become your apprentice or attempt to kidnap you or someone important to you in an attempt to force you into doing a job for them.


Lore
TYPE: PsyDIF: Narrator Fiat
TIME: Narrator FiatDTN: Instant
RANGE: TouchAREA: Self

DESCRIPTION: Lore skills represent an individual's practical or impractical knowledge which can not be categorized as a part of another skill. Common lore skills include etiquette, history and geography. Each type of lore must be defined, though it may be as broad or as narrow as the player desires. There are obviously areas of overlap in lore skills, for instance, an individual will skill in world-history will know something of the events of any single country which have effected the world as a whole. Low levels of a lore skill indicates an individual's understanding of what most people with the given lore skill consider the most significant pieces of knowledge in a given category. As an individual's lore skill increases, their knowledge encompasses more esoteric knowledge and little known facts. Lore skills may often (with the Narrator's approval) be used cooperatively with many other kinds of skills, such as acting, appraisal, connections, persuasion, profession, science.

Lying
TYPE: PsyDIF: Resistance
TIME: MinutesDTN: Second Nature
RANGE: TouchAREA: Self

DESCRIPTION: Lying is in a sense a form of acting, used to convince others of statements which are false. This skill may be used either as a passive, or active resistance to interrogation. Often, an individual has no reason to believe that they are being interrogated, and so they won't actively resist with their lying skill, using a casual lie which is passively resistant. If a hero uses a lie to actively coerce an individual into a particular course of action (persuasion), lying is either actively or passively resisted by interrogation.
VICTORIES: You receive a +1 bonus per victory to your next acting or persuasion skill roll.

FUMBLES: You receive a -1 penalty per fumble to your next acting or persuasion skill roll.

OVERKILL: The subject makes undesirable assumptions based on the hero's lies, although they still don't know the truth of the matter.


Martial Arts
TYPE: Ph, PsyDIF: Mass
TIME: ActionsDTN: Instant
RANGE: Touch/MetersAREA: Individual

DESCRIPTION: Martial arts skill represents the sweeps, flips and throws of judo, kung-fu and other martial arts. While the difficulty for a martial arts skill roll is mass, the target of this skill may actively resist with their own martial arts skill, substituting a skill roll for the normal mass difficulty if the result of the roll is greater. The subject of this skill is thrown one pace (the martial artist's scale in meters) per net success of the skill roll. Injury caused by martial arts is sustained in the manner of injury from a fall. If the player wishes to create a hero with other types of martial arts which are primarily offensive styles, or the ability to hold their opponents, they should choose either fist fighting or wrestling skill respectively.
VICTORIES: You receive a +1 bonus per victory to your next fighting, weapon, parry or evasion skill roll.

FUMBLES: You receive a -1 penalty per fumble to your next fighting, parry or evasion skill roll.

OVERKILL: You throw your target farther than you expected, into someone or something important.


Mechanics
TYPE: PsyDIF: Narrator Fiat
TIME: HoursDTN: Instant
RANGE: TouchAREA: Object

DESCRIPTION: Mechanics skill is used to build and repair mechanical devices such as cars, boats, airplanes, and robots. A separate mechanics skill must be defined for each type of machine. Tools are not required for these skills, although, without them, little may be accomplished. Several basic types of mechanics have been defined. These include, aircraft, automotive, hovercraft, robotics, spacecraft and submersible mechanics. The Narrator and the players may define other mechanics skills as appropriate. One mechanics skill may be used on another type of machine with a skill level penalty applied by the Narrator, usually reducing a mechanics skill to its passive resistance value. Many types of mechanics may not be attempted with less than two levels of skill, or three levels of a related mechanics skill.

Just as a living creature sustains injury and fatigue, mechanical objects sustain damage. The difficulty to repair a machine is four plus the scale modifier, with the net success being the number of fatigue levels repaired. A mechanics skill roll with a +3 difficulty modifier may reduce one level of damage a machine has sustained to a number of levels of fatigue equal to its build skill level. Fortunately, since most machines are rather large and difficult to repair alone, mechanics is a cooperative skill.

VICTORIES: You make a minor modification which improves the machine's function, or adds a previously nonexistent function.

FUMBLES: One level of functional damage is caused per fumble, the device is slightly impaired in its effectiveness, a minor system is crippled, or the mechanic is injured.


Medicine
TYPE: PsyDIF: Narrator Fiat
TIME: HoursDTN: Instant
RANGE: TouchAREA: Individual

DESCRIPTION: This skill is used to diagnose and treat poisons, diseases, and other internal distresses of various species. Medicine is specific to species, therefore, a separate skill must be defined for each species.

Navigation
TYPE: PsyDIF: Range
TIME: MinutesDTN: Second Nature
RANGE: TouchAREA: Self

DESCRIPTION: Navigation skills are used to find ones way on long journeys. There are several types of navigation and a separate skill must be developed for each. These include submersible, marine, land, urban, subterranean, flight, interplanetary and interstellar navigation. If navigation is being performed in an unfamiliar locale, such as a part of the world the hero has never traveled to, or a planet the hero has never been on, the Narrator should apply a penalty to the skill roll. Note that navigation skills are not cooperative.
VICTORIES: 1-3: You succeed in avoiding any hazardous areas between your origin and destination.
FUMBLES: 1-3: You navigate your way into big trouble.

Paramedic
TYPE: PsyDIF: Narrator Fiat
TIME: RoundsDTN: Instant
RANGE: TouchAREA: Individual

DESCRIPTION: Paramedic skill allows a hero to perform CPR and other life saving techniques. When an individual has died, a hero with paramedic skill may make a skill roll against a difficulty of six, plus one per level by which the subject's scale differs from the hero's. The Narrator must determine if paramedic skill is even applicable, and apply modifiers to the skill roll. For instance, someone who's died of a heart-attack may usually be revived, while a head wound may be incurable. If the individual died from internal injuries, chest wounds, blood loss, etc, first aid and or emergency surgery may also be necessary to prevent further injury.

Parry
TYPE: Ph, PsyDIF: Resistance
TIME: ActionsDTN: Instant
RANGE: TouchAREA: Self

DESCRIPTION: Parry skill is used to deflect attacks of various types. Some weapons, and all shields provide bonuses to a hero’s parry skill. At least one level of initiative must be allotted to each weapon and or opponent to be parried. The parry skill is then used as passive or active resistance against the opponent's fighting or weapon skill roll. A parry may be made with a shield, a weapon, an arm, or any other object. If the arm is armored, the hero will automatically gain the benefit of its protection.

Persuasion
TYPE: PsyDIF: Resistance
TIME: MinutesDTN: Instant
RANGE: MetersAREA: Narrator Fiat

DESCRIPTION: Persuasion skill is used to convince others that the hero knows best. Con artists often use persuasion to attain wealth, among other things. Persuasion may be purchased in several flavors including bargaining, bribery, chicanery, diplomacy, intimidation, leadership, seduction and general persuasion. The Narrator may choose to allow additional breeds of persuasion at her leisure. While it is possible to persuade an individual with any variety of this skill (including general persuasion), the more specific varieties of persuasion will make certain individuals easier and certain other individuals harder to persuade.

Persuasion is passively or actively resisted by interrogation, codes of conduct, compulsions, delusions and phobias. The Narrator may or may not elect to apply passive, and or active resistance cooperatively. Persuasion is also modified by the hero's relationship to the subject.The Narrator should apply additional modifiers based on the subject's disposition, the type of persuasion used, the clarity of the hero's reasoning, etc.

NOTE: A persuasion skill roll may not be made against a hero. Attempts to do so will fail by default. Persuasion is only viable against villains and extras (including allies, but not including dependants).

VICTORIES: The subject not only does what you want them to, but performs other helpful actions as well.

FUMBLES: The subject makes an assumption based on your line of reasoning, and selects an undesirable course based on this assumption.

OVERKILL: The subject makes an assumption based on your line of reasoning, and persuades others to perform undesirable acts based upon these assumptions.

Leadership: The individual will disregard their own safety, as well as the safety of anyone else around them to perform the acts they are commanded to perform, and will actively resist any subsequent commands until they have succeeded with the first, or died in the attempt.

Seduction: The subject of the seduction skill roll becomes so enamored with you that you must struggle to avoid them. They will always show up at the most inopportune moments, and are impervious to any further attempts to persuade them. They will ignore threats, saying "you don't really mean that". Nothing short of bodily harm may keep them away from you!


Profession
These skills represent a wide variety of possibilities. Professional skills help heroes find jobs and achieve recognition in their field of expertise. Professions include journalism, physician, merchant, stock broker, etc. Each profession requires a separate skill. Connections, and or history skills are often included in profession skill groups. The Narrator may allow other skills in profession skill groups at her leisure.

Resolve
TYPE: PsyDIF: Resistance
TIME: MinutesDTN: Second Nature
RANGE: TouchAREA: Self

DESCRIPTION: Resolve is used to resist the affects of fear, psychic abilities and certain forms of magic and other mental and psychic phenomena. Heroes who are exposed to situations which instill fear in them for prolonged periods of time will develop greater resistance to their fear of the given circumstance, adding bonuses to their resolve skill. The same may or may not be true of long term exposure to other mental and or psychic phenomena.

A hero may actively resist any phenomena they are aware of, such as fear, etc. Undetected phenomena, such as subtle psychic abilities may be no more than passively resisted. The results of using the resolve skill as resistance last for several minutes before another skill roll may be necessary. Active resistance may be improved by reducing the skill's duration.

{1} The Narrator may allow a hero to be created with no resolve skill. This hero is completely incapable of and untouchable by mind-affecting phenomena. A psychic ability which affect's the hero's physical form will be unhindered, although any attempt to use psychic abilities to affect the hero's knowledge, thoughts, memories, etc, will meet with utter failure. In fact, abilities which sense these or other mental features will not detect the hero. A hero with no resolve skill is neither at a significant advantage or loss since they are just as incapable of benefiting from these effects as they are incapable of suffering from them.

VICTORIES: Any comrades present receive a +1 level bonus to their resolve skills per victory.

FUMBLES: 1: You are afraid to confront the source of the resisted phenomena and may not make any aggressive moves toward it.

2: You are extremely fearful and may not perform any actions other than to speak, defend yourself or flee with normal penalties to skills, including language. Movement skills receive no penalties.

3: Flee in a random direction with no penalty to movement skills.

4+: Feint for one round, plus one additional round for each fumble after the fourth. When you awake, you must make another resolve skill roll to resist the phenomena if it remains.


Resources
TYPE: SocDIF: Nil
TIME: MonthsDTN: Instant
RANGE: TouchAREA: Self

DESCRIPTION: A characters resources skill determines the amount of money they receive to purchase equipment at the beginning of the game, as well as the amount of money they receive as income per month. These are extra moneys after food, shelter and clothing have all been paid for.
OVERKILL: A rival is put out of business. One or more of their employees hold you personally responsible. You may be the target of slander, theft, or murder.

Running
TYPE: PhDIF: Narrator Fiat
TIME: RoundsDTN: Second Nature
RANGE: 3 MetersAREA: Self

DESCRIPTION: Running skill rolls are only made outside of fight scenes, with difficulties determined by the Narrator. During a fight scene, a hero may run up to one pace (scale in meters) per level of their running skill, per round. Remember that this ability may receive a skill-level bonus by temporarily reducing its duration.

Science
TYPE: PsyDIF: Narrator Fiat
TIME: Narrator FiatDTN: Narrator Fiat
RANGE: Narrator FiatAREA: Narrator Fiat

DESCRIPTION: Science skills are used to unravel the mysteries of the universe. A separate skill must be developed for each science. Some common science skills include archaeology, biology, chemistry, and physics. Mathematical theory would be classified as a lore skill. More specific skills such as biochemistry, astrophysics, thermodynamics, botany, zoology, etc., provide greater ability with more specific subjects. In some worlds, there may even be a science to the workings of magic. The heart of a science skill, what sets it apart from lore is the ability to perform practical experiments to answer to questions, the evidence of which may then be applied to create new technology. One science skill may be used to work with similar sciences and technologies with a penalty applied by the Narrator. Many types of scientific experimentation may not be attempted without a minimum of two levels of skill, or three levels of skill in a related science.
VICTORIES: You glean some useful information from your experiments, quite by accident.
FUMBLES: Samples, equipment, supplies, notes/records and or people are damaged/injured and or destroyed in the experimentation process.

Security
TYPE: PsyDIF: Variable
TIME: Narrator FiatDTN: Instant
RANGE: TouchAREA: Object

Security Ordinance
Security TypeDifficulty
Primitive Traps2
Audio/Video (AV)3
Lasers4
Motion Detectors5
Artificial Intelligence6
Force Fields7
Relativistic Security8
DESCRIPTION: Security skill is used to install, locate and circumvent security systems such as booby traps and alarms. Security may be learned by anyone, however, there are several types, and a separate skill must be developed for each. The Narrator must determine what types of security devices are available (if any) in a given series or story. Lock picking skills are often included in security skill groups.

The difficulty for this skill is based on the devices being affected. The table on this page shows the difficulty for a given type of security. A hero may attempt to use a security skill on a different type of security one level up or down on this table with their security skill reduced to its passive resistance value. For instance, a hero with six levels of AV-security skill would be able to use two levels against primative traps or lasers. Security skill may not be attempted on anything more difficult than lasers with less than two levels of the appropriate security skill, or three levels of a closely related security skill.

When a hero installs, or modifies a security device, the player must describe the device, where it is to be installed, how it is set off, what it does and how, and how the hero will override or avoid it. A skill roll must be made to install it, with difficulty modified by the size, scope and complexity of the device. Another individual may notice the device by using their security or surveillance skills as passive resistance. Disarming or bypassing a security device requires the use of security skill as active resistance.


Stamina
TYPE: BioDIF: Narrator Fiat
TIME: See DescriptionDTN: Narrator Fiat
RANGE: TouchAREA: Self

DESCRIPTION: This skill determine's a hero's physical endurance and general state of health and wellbeing. As a measure of endurance, it determines the length of time a hero can exert themselves before suffering from fatigue. During prolonged mild exertion (hiking) the hero will suffer one level of fatigue in a number of hours equal to their stamina skill level. During prolonged periods of moderate exertion (jogging or climbing), this is increased to one level in a number of hours equal to the passive resistance value of their stamina skill. During extreme exertion (ditch digging), this is increased to one level of fatigue in a number of minutes equal to ten times the hero's stamina skill level.

{1} A hero may be designed with no stamina skill. While the hero will not gain any karma for not having stamina, they will not be able to heal naturally from injury. Any fatigue and or injuries sustained must be cured via another conscious and labor intensive skill, such as a form of mechanics, or the hero must have a gift which heals injury caused to their body. An individual with no stamina skill will not need to eat sleep or breathe, and biological abilities and phenomena such as alcohol, drugs and toxins will not affect them whether the effects are harmful or beneficial. A hero with no stamina which still requires food and or sleep (such as a vampire) may be created by making the character with allergies, physical dependancies and or vulnerabilities to specific biological phenomena.


Stealth
TYPE: Ph, PsyDIF: Resistance
TIME: RoundsDTN: Second Nature
RANGE: TouchAREA: Self

DESCRIPTION: Stealth is used to walk silently, sneak and hide. Stealth is resisted by surveillance, and or listening. Stealth is a skill group category, with each type of terrain representing a separate stealth skill. Common examples include arctic, desert, forest, indoor, subterranean, urban and swamp. One stealth skill may be used in any other environment with a skill level penalty determined by the Narrator, based on the amount of difference between the skill's native environment, and the environment in question.

The scale modifier should be applied to the difficulty of any stealth skill roll, making it easier to sneak up on someone much larger than yourself, and much harder to sneak up on someone much smaller than yourself. The Narrator should also place bonuses and penalties on this skill based upon immediate circumstance, such as the amount of environmental camouflage, etc.

VICTORIES: You are noticed by a third party who may help you, whether you are aware of or elicit their aid or not.

FUMBLES: You are noticed by a third party who may attempt to use information about your current activities against you either now or at a later date.


Surgery
TYPE: PsyDIF: Narrator Fiat
TIME: Narrator FiatDTN: Instant
RANGE: TouchAREA: Individual

DESCRIPTION: The surgery skill is used to remove foreign objects which are deeply embedded in an individual, repair ruptured major-arteries and internal organs, etc. Sometimes, surgery is used to place reinforcements in broken bones or simply replace them with plastic, although usually, bones are simply reset and immobilized with the use of medicine skill so that they can heal normally.

Surgery is not only specific to species, but specific to type as well. Brain surgery on a human being is rather a lot different than a simple extraction or arterial repair, etc... Each type of surgery on each species requires its own skill. One surgery skill may be used to perform other types of surgery or surgery on other species with penalties applied by the Narrator.


Surveillance
TYPE: Ph, PsyDIF: Narrator Fiat
TIME: Narrator FiatDTN: Second Nature
RANGE: TouchAREA: Self / 90 degrees

DESCRIPTION: Surveillance skill is used to see things on the horizon, find clues at the scene of a crime and perform other feats of eyesight. Surveillance skill is also used to resist stealth and other skills. Players should note that surveillance skill is a targeting, discriminate sense.

A hero may search an area with surveillance skill if they think they might find something. In this event, the player makes a skill roll against the difficulty for range or area of effect, whichever is greatest. The scale modifier for the target of this skill should be applied for this skill roll, either as a difficulty penalty if the hero knows what they are looking for, or a success penalty if they don't. This is the only event in which the surveillance skill is used as active resistance.

VICTORIES: You notice something extra.

FUMBLES: You miss something both important and obvious...

OVERKILL: You notice several bits of important information and several potentially dangerous red-herrings. The hero (and player) will not know which is which.


Survival
TYPE: PsyDIF: Narrator Fiat
TIME: DaysDTN: Second Nature
RANGE: TouchAREA: Self

DESCRIPTION: Survival skill helps a hero find food and shelter in the wilds. A separate skill must be defined for each type of environment. Some common survival skills include arctic, desert, tropical, woodland and swamp survival. Hoboes as well become quite proficient at urban survival. A survival skill must be made each day to determine whether or not the hero is capable of finding enough food, water, shelter, and any other items necessary for their survival in the given environment. The difficulty for survival skill rolls is usually three, although the Narrator may apply modifiers for particularly forgiving, or harsh environments, or for individuals who are forced to use their survival skill for the survival of more than one person.

Swimming
TYPE: Ph, PsyDIF: Narrator Fiat
TIME: RoundsDTN: Total Commitment
RANGE: 3 MetersAREA: Self

DESCRIPTION: Swimming skill is used to move in water. During a fight scene, a hero may move three paces (scale in meters) per level of swimming skill per round. This skill receives a skill-level bonus for swimming with, or penalty for swimming against a current. A swimmer may remain stationary, however, they must continue to use the skill to remain at the water's surface. Outside of fight-scenes, swimming is handled with skill rolls like any other skill.

Throwing
TYPE: Ph, PsyDIF: Range
TIME: ActionsDTN: Instant
RANGE: MetersAREA: Object

DESCRIPTION: Many different things may be thrown, however, the skill used to throw each type of object is different. For example, the skill used to throw a frisbee or disk is very different than the skill used to throw a baseball, although baseball throwing may be the same skill used to throw a grenade. The Narrator may require a hero catching a thrown object to use the same throwing skill, or parry skill to do so.

The maximum range an object may be thrown is determined by dividing the hero's mass by the mass of the object, and multiplying the result by the throwing skill in meters. The throwing skill roll is used to determine the accuracy of the throw, with it's difficulty based on the range to the target. The hero's mass, however, is not included when calculating the range to the target.


Tracking
TYPE: PsyDIF: Time
TIME: See BelowDTN: Second Nature
RANGE: See BelowAREA: Self

DESCRIPTION: Tracking skill allows a hero to follow animals (or vehicles, or anything else that may move), accurately based on the minuscule evidence of their effect on the environment around them. Appraisal will allow the tracker to determine the subject's mass, state of health or repair, etc, based on this same information, though at only passive-resistance skill level. A separate tracking skill must be developed for each variety of creature (or vehicle, etc.). Some common examples include, woodland mammals, people, fish, avians, automobiles, naval vessels, aircraft, and spacecraft. This last form of tracking requires highly sophisticated sensing equipment to be effective as it is performed in the vacuum of space with little light and no atmosphere. There is an unlimited range over which a creature, etc. may be tracked, however, the tracker must be able to locate the tracks with an at least partially discriminate sense. The time and difficulty required to find a subject being tracked is based on the amount of time passed since the subject left the area the tracker is currently in.

Transport
TYPE: PhDIF: Narrator Fiat
TIME: RoundsDTN: Committed
RANGE: TouchAREA: Obj. / Ind.

DESCRIPTION: Transport skills are used to ride beasts of burden (horses or other animals) or motorcycles, drive land vehicles, or pilot aerial or naval vessels. Each type of animal, cycle, or other vehicle requires a separate skill. One transport skill may be used to operate a similar transport with a penalty applied by the Narrator.

Battle-riding is a standard transport skill which allows a hero to ride a beast of burden using only their legs to command the animal. This leaves their hands and the rest of their body free to perform other feats and increases the duration of the riding skill to constant. No option is applied to the skill value since the animal must be like trained.


Ventriloquism
TYPE: Ph, PsyDIF: Resistance
TIME: RoundsDTN: Constant
RANGE: TouchAREA: Self

DESCRIPTION: Ventriloquism skill allows a character to speak without moving his lips. His throat will still vibrate and characters with high listening and surveillance skills may be able to determine the true source of the sound, however, most individuals can be fooled into thinking that the sound has come from another location. Ventriloquism is passively or actively resisted by either listening or surveillance. A ventriloquist may impersonate someone through use of the acting skill while projecting their voice, however, their acting skill may not exceed it's passive resistance value while their voice is projected. Ventriloquism may not be reduced below committed duration.
VICTORIES: 1-3: The penalty for combining impersonation and ventriloquism is reduced by 1-3 levels.
FUMBLES: 1-3: The penalty for combining impersonation and ventriloquism is increased by 1-3 levels.

Weapon
TYPE: Ph, PsyDIF: Range
TIME: ActionsDTN: Instant
RANGE: TouchAREA: Object

DESCRIPTION: A weapon skill allows a hero to utilize tools designed specifically for destruction. This skill has a range of touch and an object area indicating that it allows the hero to utilize a weapon (object) in their grasp (touch). The maximum range of the weapon's effect depends upon the weapon, as does the difficulty for the skill roll. All conventional weapons have a time of actions, instant duration, and an object or individual area of effect. The specifics of any weapon depend upon the particular weapon, however, a hero with one weapon skill may attempt to use a weapon of similar construction with a penalty applied by the Narrator.
VICTORIES: +1 bonus to your next fighting, weapon, evasion, or parry skill roll per victory.

FUMBLES: 1-2: Arrow breaks/gun jams/weapon dropped/bladed weapon lodges in target or other object, etc.

3+: Attack strikes innocent bystander, hero, explosive substance (automotive gas-tank), etc...

OVERKILL: If there are witnesses to the attack, others skilled with your weapon seek you out to have a "worthy adversary".

If the target is alive, they may be killed instantly, leaving relatives to seek revenge on the hero, (or law enforcers to seek the hero's punishment, dependant upon the law of the land).


Wrestling
TYPE: Ph, PsyDIF: Mass
TIME: ActionsDTN: Committed
RANGE: TouchAREA: Individual

DESCRIPTION: Wrestling allows a hero to hold a subject in any of a number of methods which prevent their movement. While the difficulty for wrestling skill is mass, it may be actively resisted by the target's wrestling skill, substituting the wrestling skill roll for the mass difficulty only if it is greater. A wrestling hold has a committed duration, while an escape from one of these holds is instant.

Wrestling skill is not normally used to cause significant injury to an opponent. A wrestler may choose, however, to use leverage and sheer strength to crush an opponent, causing injury each round the hold is maintained as injury is inflicted by fist fighting skill. Wrestling will almost always cause less injury due to its difficulty being much greater than the difficulty of fist fighting skill.



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