Physical Skills

Detailed SkillSkill技能A learned ability. Attribute + Skill makes most dice pools. descriptions:

Note that these descriptions all assume Natural EssenceNatural Essence自然本质The Essence of things that exist naturally in the real world..

Note that for weapons (pistols, swords, and so on), the SpecialtySpecialty专业A focus within a Skill that gives a specialty bonus on related rolls. is the specific weapon; there is no "BladeBlade白刃The Skill for fighting with swords and other melee weapons. attack" or "BrawlBrawl肉搏The Skill for fighting unarmed or with fist weapons. attack" Specialty (for throwing, see below).


AthleticsAthletics运动Walking, running, jumping, throwing weapons, and athletics of every kind.: walking, running, jumping, throwing weapons, and athletics of every kind.

Common uses and Specialties:

Thrown weapon attacks: DEXDexterity敏捷Agility, coordination, and physical reflexes. Abbreviated DEX in checks. + Athletics (Light Throwing WeaponsLight Throwing Weapon轻投掷武器Made for throwing: +1 DP equipment bonus on thrown attacks.), DEX + Athletics (Throwing Weapons), or STRStrength力量Muscle power and explosive force. Abbreviated STR in checks. + Athletics (Heavy Throwing WeaponsHeavy Throwing Weapon重投掷武器Thrown attacks use Strength as the key Attribute.)

See the Battle Rules page.

Reflex savesReflex save反射豁免The save to avoid area attacks and similar effects.:

Reflex roll: DEX + Athletics (Self-Protection)

Note that because self-protection is a human instinct, a character without the Self-Protection Specialty does not suffer the no-Specialty penalty on Reflex saves.

Ray attacks:

Ray attack: DEX + Athletics (Rays)

This usually can't be gained through Natural Essence; it usually comes from supernatural abilities. See the matching ability for its effects.

Breath attacks:

Breath attack: DEX + Athletics (Breath)

This usually can't be gained through Natural Essence; it usually comes from supernatural abilities. See the matching ability for its effects.

Shooting:

Energy: DEX + Athletics (Shooting)

This usually can't be gained through Natural Essence; it usually comes from supernatural abilities. See the matching ability for its effects.

An Athletics Specialty called "Energy Shooting" in some resourcesresource资源Anything that can be exchanged for: bloodlines, augmentations, titles, items, and more. is this Specialty.

Tumbling: DEX + Athletics (Tumbling) or STR + Athletics (Tumbling)

See the Battle Rules page.

Balance:

Balance: DEX + Athletics (Balance)

Description: this lets a character keep their balance on a tightrope, a narrow beam, a rock ledge, or uneven ground.

Balance rolls are affected by the Armor PenaltyArmor Penalty盔甲减值[Armor Penalty X]: how much the armor hampers Base Defense and speed.: each point of Armor Penalty costs 1 DP on Balance rolls.

Action: none. A Balance roll doesn't take an action; it is part of another action or a reaction to a situation.

Use: the character can walk on unsteady ground.

On a success, the character can move across that ground at half normal speed for 1 round.

If the successessuccesses成功数The number of dice showing 8 or higher in a roll. are at least double the DCdifficulty难度The number of successes a roll needs; DC for short., the character can move across that ground at normal speed for 1 round.

On a failure, the character cannot move for 1 round.

On a failure with fewer successes than half the DC (rounded down), the character falls.

The DC depends on the surface:

Narrow surfaceDCRough groundDC adjustment
30-40 cmDC 1Slippery or icyDC +1
10-30 cmDC 2Obstructed (dense rubble, natural ground)DC +1
Under 10 cmDC 3Sloped or angledDC +1

If you are attacked on a turnturn回合One character's moment to act within a round. in which you failed a Balance roll, you are flat-footedflat-footed措手不及Caught unready; usually unable to use defense bonuses. at the UnrankedUnranked无支线The lowest power grade, below D-Rank. Talents, flaws, and basic combat effects count as Unranked. level. And if the attack hits, you must make another DEX + Athletics (Balance) roll; on a failure, you fall.

Also, when double-moving or charging, you must pass two rolls.

Jumping:

Jumping: STR + Athletics (Jumping)

Description: this lets a character leap over pits and fences, reach low-hanging branches, or jump up to reach things.

Jumping rolls are affected by the Armor Penalty: each point of Armor Penalty costs 2 DP on Jumping rolls.

Action: none. A Jumping roll is included in movement, as part of a move actionmove action移动动作Moving, or anything that takes as long.. If the character runs out of speed partway through a jump, their next action (a standard actionstandard action标准动作Your main action, such as an attack or using an ability., or the next turn's move action, and so on) must be spent finishing the jump with the remaining movement.

Jumping rolls depend directly on the character's speed; this is usually called a running start.

Before jumping, a character can first move in a straight line. For every meter moved, they gain a 1 DP enhancement bonusenhancement bonus增强加值A bonus from something that boosts an Attribute or item, like a +2 belt of Strength. on the jump that follows, up to their Strength.

Without a running start, the final successes on the Jumping roll are halved.

When the rules or resources say "your jump counts as having a running start" or similar, it means the character's final successes on Jumping rolls are not halved even without a running start.

The distance jumped counts toward the maximum distance moved in 1 round.

For example: a character can move 20 meters per round. They take a 15-meter run-up and jump 3 meters, so they still have 2 meters left to move.

If that character jumps 5 meters, they reach exactly the maximum distance of one move action and stop.

If that character jumps 10 meters, they exceed the maximum distance of one move action. If they still have a standard action that turn, it must be downgraded to a move action to keep resolving the movement. Otherwise, the character loses their next round's move action to finish the jump, and is airborne in the meantime.

Of course, before jumping, the character can judge where they will land; generally any creature with IntelligenceIntelligence智力Knowledge, memory, and reasoning. Abbreviated INT in checks. 2 or more can do this. If the character does, they first make an INTIntelligence智力Knowledge, memory, and reasoning. Abbreviated INT in checks. + Athletics (Jumping) roll: each success lets them give up 1 success on the Jumping roll to adjust the distance.

There are three kinds of jump: high jumps, long jumps, and jumping down.

High jump: a vertical jump, to reach something or grab something above.

Height jumped: 0.4 meters x successes.

Long jump: a horizontal jump, across a chasm, a stream, the gap between buildings, and so on. At the highest point of a long jump, the character is (distance jumped / 4) above the ground.

Distance jumped: 1.6 meters x successes.

Jumping down: use the falling rules.

Climbing:

Climbing: STR + Athletics (Climbing)

Use: this lets a character climb cliffs, buildings, ropes, and so on.

Climbing rolls are affected by the Armor Penalty: each point of Armor Penalty costs 1 DP on Climbing rolls.

Action: climbing is a kind of movement. It usually counts as part of a move action, which means it can be combined with other movement into one move action. Each climb is resolved separately.

For example, a character climbs 3 meters up a tree, jumps 2 meters to another tree, and climbs 3 more meters. Their move action covers 10 meters, so it includes all of this, but since there are 2 climbs, each needs its own roll.

As a special rule, stopping yourself while falling or catching a falling target doesn't count as an action. This means you can catch a falling target outside your turn, but it requires an immediate actionimmediate action反射动作A reaction you can take outside your turn. It needs a specific ability..

Use: the character can move on slopes, walls, other inclined surfaces, trees, and rock faces.

On a success, the character can move at 1/4 of their base speed for 1 round.

If the successes are at least double the DC, the character can move at 1/2 of their base speed for 1 round.

On a failure, the character cannot move for 1 round.

On a failure with fewer successes than half the DC (rounded down), the character falls.

The following circumstances give bonusesbonus加值A modifier that adds to a pool or value. Bonuses of the same type usually don't stack; use the highest. or penaltiespenalty减值A modifier that subtracts from a pool or value.:

SurfaceDCSpecial circumstanceDC adjustment
Rope, ladder, or similarDC 1Two parallel walls to brace againstDC -2
Only a few handholds, such as a railingDC 2Two walls at right angles to brace againstDC -1
Hands only: natural wall, ropeDC 3Slippery surfaceDC +1
Vertical uneven surface, brick wallDC 4
Feet dangling, hands only, with handholdsDC 5
Flat, completely smooth surfaceDC 10
Feet dangling, no handholds, completely smoothDC 20

A climbing creature has to hold its position, so it loses its Dodge DefenseDodge Defense闪避防御Defense from getting out of the way. and cannot parryparry格挡Blocking an attack with a weapon or shield. A weapon tagged [Parry X] adds X shield bonus when parrying..

Climbing usually takes both hands, but clinging to a surface only takes one, so the character can free a hand for one-handed actions.

Special:

A character with a climb speed can move on any surface without rolling.

A character with spider climbspider climb蛛行术Walking on walls and ceilings like a spider. can move normally at base land speed on any solid surface without rolling, loses no defense, and can parry as normal.

If a character takes damage while climbing, they must make a Climbing roll at that climb's DC; on a failure, they fall from where they are.

A character can carve handholds or footholds into some surfaces, given suitable tools or abilities. Once modified, the surface counts as having handholds, and its DC changes according to the table above.

Stopping yourself while falling:

Make a Climbing roll at double the DC needed to climb there.

Catching a falling target:

First, the character must make a melee Brawl touch attacktouch attack接触攻击An attack that only needs to touch the target, ignoring armor. against the falling target. On a hit, they have grabbed the target. On a failure, they miss, and the target keeps falling.

Then make a Climbing roll with the DC increased by 2. On a success, the character holds the target and steadies themselves. On a failure, they caught the target but couldn't hold on, and the target keeps falling.

If you fail this roll with fewer successes than half the total DC, you and the target both keep falling.

Also, if catching the target brings you to full load, this Climbing roll automatically fails.

Escape:

Escape: DEX + Athletics (Escape)

This lets a character slip bonds, break free of a grapplegrapple擒抱Seizing and holding an opponent., squeeze through tight spaces, and so on.

Action: escaping physical restraints such as ropes or shackles is a 1-minute roll. Escaping a grapple or pin is a standard action. Squeezing through a tight space depends on how long the space is. For escaping certain special resources, see each resource.

Use: the character can escape restraints, bonds, grapples, and pins.

Escape DCs are generally set by this table:

SituationDC
Grapple or pinAn opposedopposed roll对抗A roll whose DC is the opponent's successes, like racing someone or shoving them aside. grapple roll against the grappler; see the grapple rules
Net or deviceThe device lists its escape DC; some locked ones require a LarcenyLarceny手上功夫Defeating security, picking locks, picking pockets, and other sleight of hand. (Lockpicking) roll
Tight spaceDC 6
Tied with ropeAn opposed binding roll against the binder; see the binding rules
Certain special spells or abilitiesThe spell or ability lists its DC

A tight space is one the character's head fits through but their shoulders don't. A character cannot pass through a space their head doesn't fit through.

If you try to escape while being watched, make a DEX + Larceny (Pickpocketing) roll, opposed by the watcher's PERPerception感知Noticing your surroundings, spotting changes, and picking out details quickly; also insight and intuition. Abbreviated PER in checks. + InvestigationInvestigation调查Spotting clues and details others miss. (Spotting) roll; on a failure, you are noticed.

Swimming:

Swimming: STR + Athletics (Swimming)

This lets land creatures without underwater movement swim, dive, and move underwater.

Underwater is extremely hostile to most characters: most can't breathe underwater, let alone move freely there.

Underwater terrain is less varied than terrain on land, but the seabed has many unusual features, and one area may combine many kinds of terrain.

Swimming rolls are affected by the Armor Penalty: each point of Armor Penalty costs 3 DP on Swimming rolls.

Action: swimming is a kind of movement. It usually counts as part of a move action, which means it can be combined with other movement into one move action.

Use: the character can move underwater.

On a success, the character can move at 1/4 of their base speed, with clumsy mobilitymobility机动性How nimble a mode of movement like flight is: perfect, good, average, clumsy, or none. underwater (as if flying).

If the successes are at least double the DC, the character can move at 1/2 of their base speed, with good mobility underwater (as if flying).

On a failure, the character cannot move for 1 round and loses their Base DefenseBase Defense基础防御A character's basic defense without gear. and Dodge Defense.

On a failure with fewer successes than half the DC (rounded down), the character sinks below the surface, loses all actions, and loses their Base Defense, Dodge Defense, and Parry DefenseParry Defense格挡防御Defense from parrying..

A character who has sunk below the surface follows the suffocation (drowning) rules.

Note: an ability that lets you breathe underwater doesn't let you move freely underwater. You still need Swimming rolls.

Water conditionsDCCircumstanceDC adjustment
CalmDC 2Holding position or swimming against a slow currentDC +3
RoughDC 3Holding position or swimming against rapidsDC doubled, then +3
StormyDC 4

Water terrain falls into two kinds:

Still water: any river flowing at under 5 meters per round counts as still water, including ordinary rivers, lakes, seas, and so on. Here, only a normal Swimming roll is needed; the current doesn't affect the character.

Flowing water: fast-moving currents. Only a river flowing at more than 6 meters per round counts as flowing water. There are two kinds:

Slow current: a river flowing at 6-25 meters per round. A character swimming against it or holding position loses 4 successes on Swimming rolls. On a success, resolve the swim from the result; on a failure, they are swept away.

Rapids: a river flowing at more than 25 meters per round. A character swimming against it or holding position has their Swimming successes halved, then loses 3 more. On a success, resolve the swim from the result; on a failure, they are swept away.

Swept away: the character is forced to move in the direction of the current at the current's speed. If the water is rapids, on their next turn the target must make a STR + Athletics (Swimming) roll as a standard action, losing half their successes, against DC 3. On a success, they steady themselves; otherwise, they automatically lose their whole turn and keep being swept away.

For every hour spent swimming, the character must make a Fortitude roll at DC 4. On a failure, they take fatigue points equal to the difference. These points add up and can lead to devastating consequences. The DC rises by 1 every 2 hours.


BrawlBrawl肉搏The Skill for fighting unarmed or with fist weapons.: fighting without weapons: punches, kicks, martial arts of all kinds.

Common uses and Specialties:

Brawl attacks: see the Battle Rules page for the rules.

Attacking with the hands as natural weaponsnatural weapon天生武器A weapon that is part of the body: claws, fangs, horns.: STR + Brawl (Hands)

Note that, because of differences between versions, every Brawl move in the resources that strikes with the arms or hands (such as palms, fists, claws, or elbows) uses the "Hands" Specialty.

Attacking with the feet as natural weapons: STR + Brawl (Legs)

Note that, because of differences between versions, every Brawl move in the resources that strikes with the legs or below (such as legs, kicks, or feet) uses the "Legs" Specialty.

Attacking with teeth, wings, or other extra natural weapons: STR + Brawl (matching body part)

Example 1: attacking with teeth: STR + Brawl (Teeth)

Example 2: attacking with wings: STR + Brawl (Wings)

Example 3: attacking with tentacles: STR + Brawl (Tentacles)

Example 4: attacking with a tail: STR + Brawl (Tail)

Brawl grapple:

Grapple: STR + Brawl (Grappling)

See the Battle Rules page for the rules.

Brawl bull rush:

Bull rush: STR + Brawl (Bull Rush)

See the Battle Rules page for the rules.

Brawl trip:

Trip: STR + Brawl (Trip)

See the Battle Rules page for the rules.

Called shots:

Brawl attack: STR + Brawl (Called Shot)

This Specialty is unusual: instead of adding to your DPdice pool骰池How many d10s a roll uses, usually Attribute + Skill + modifiers. Written DP., it ignores 1 point of the called-shot penalty. It also works together with other Specialties.

For example: you make a STR + Brawl (Hands, Called Shot) attack, striking at the target's eyes with your hands. You gain both the 1 DP specialty bonusspecialty bonus专业加值A bonus from a Skill Specialty. from the "Hands" Specialty and ignore 1 point of the penalty for targeting the eyes.

As a special rule: some abilities or resources change your specialty bonus from 1 DP to something else. This doesn't affect the "Called Shot" Specialty.

Brawl parry:

This is a defensive action and needs no roll.

This Specialty is unusual: instead of adding to your DP, it gives you 1 extra point of Parry Defense when you parry.

As a special rule: some abilities or resources change your specialty bonus from 1 DP to something else. In that case, the extra Parry Defense from this Specialty changes from 1 to the matching value.


DriveDrive驾驶Driving vehicles of all kinds, including ramming and chases.: driving vehicles of all kinds, including ramming, chases, and the like. It doesn't fully mean you can switch effortlessly between a tank and a Lotus sports car; that shows up as circumstance penalties.

Common uses and Specialties:

For how to operate vehicles, see the Vehicle Rules. Only vehicle Specialties are listed here.

By vehicle type, the Specialties needed fall into three kinds:

Light vehicles: needs the "Light Vehicles" Specialty.

Heavy vehicles: needs the "Heavy Vehicles" Specialty.

Humanoid robots: needs the "Mecha" Specialty.

Some vehicles may have special Specialty requirements, such as "EVA" or "Gundam". These must be met separately, and all of them must be met to avoid the no-Specialty penalty.


FirearmsFirearms枪械Using, maintaining, and repairing guns, from pistols to heavy machine guns.: using, maintaining, and repairing guns of all kinds, from pistols to heavy machine guns.

Common uses and Specialties:

Firearms attacks: see the Battle Rules page for the rules.

Because guns have their own "item categories", their Specialties follow those categories one by one.

Firearms attack with a pistol: DEX + Firearms (Pistols)

Firearms attack with a machine gun: DEX + Firearms (Machine Guns)

Firearms attack with a rifle: DEX + Firearms (Rifles)

Firearms attack with artillery: INT + Firearms (Artillery)

Firearms attack with a crossbow: DEX + Firearms (Crossbows)

Firearms aimingaim瞄准Spending actions to line up a shot for a better hit.:

This Specialty is unusual: instead of adding to your DP, it lets you aim faster.

When you aim, your first round of aiming counts as 2 rounds, meaning your first round adds 1 to your rounds of aiming.

Note that only your first round of aiming counts as 2; later rounds are unaffected.

As a special rule: some abilities or resources change your specialty bonus from 1 DP to something else. This doesn't affect the "Firearms Aiming" Specialty.

Called shots:

Firearms attack: DEX + Firearms (Called Shot)

This Specialty is unusual: instead of adding to your DP, it ignores 1 point of the called-shot penalty. It also works together with other Specialties.

For example: you make a DEX + Firearms (Pistols, Called Shot) attack, shooting at the target's eyes with a pistol. You gain both the 1 DP specialty bonus from the "Pistols" Specialty and ignore 1 point of the penalty for targeting the eyes.

As a special rule: some abilities or resources change your specialty bonus from 1 DP to something else. This doesn't affect the "Called Shot" Specialty.

Firearms parry:

This is a defensive action and needs no roll.

This Specialty is unusual. Normally, when you parry while holding a gun, you use your Blade parry.

So normally this Specialty does nothing. But if you have any ability that lets you parry with your Firearms rating, this Specialty gives you 1 extra point of Parry Defense when you parry with Firearms.

As a special rule: some abilities or resources change your specialty bonus from 1 DP to something else. In that case, the extra Parry Defense from this Specialty changes from 1 to the matching value.


Larceny: everything from defeating security systems to picking locks to picking pockets.

Common uses and Specialties:

Lockpicking:

INT + Larceny (Lockpicking)

This Specialty helps you open locks with keyholes and keys.

Note that lockpicking with this Specialty requires suitable tools at hand (chisels, crowbars, key blanks, wire, and so on).

The time needed is usually written on the lock; if not, it is a full-round actionfull-round action整轮动作A move action and a standard action combined..

The lockpicking DC is usually written on the lock.

Besides this basic use, you can also use this Skill to disarm traps or tamper with a device.

That includes getting into the device, or starting it, or making it work normally for a short time and then fail or break after a while (usually 1d4 rounds or minutes after use).

Action: the time a disabling roll takes depends on the task. Disabling a simple device takes one round, a full-round action. A more complex device takes 1d4 or 2d4 rounds.

On a success, you change the device's state as you intended.

On a failure, the device keeps working as originally set.

On a failure with fewer successes than half the DC (rounded down), there may be bad consequences, such as a damaged lock, a triggered trap, or an unusable car, as the STStoryteller主持人The person who runs the game and speaks for the world; ST for short. decides.

Task difficultyExampleDCTime
Simple taskJamming a lockDC 11 round
Harder taskSabotaging a car engineDC 21d4 rounds
Difficult taskStarting a car without a keyDC 32d4 rounds
Nearly impossible taskOpening a bank vault door with precision toolsDC 101d4 minutes

Note: this Skill can't open electronic locks, fingerprint locks, iris locks, or devices controlled by a ComputerComputer电脑Using computers, their systems, and software..

Pickpocketing:

DEX + Larceny (Pickpocketing)

This Specialty lets you steal other people's belongings.

Action: usually a standard action. But you can choose to take a 5 DP penalty to make the DEX + Larceny (Pickpocketing) roll as a free actionfree action自由动作An action that takes almost no time, like speaking a few words..

Use: the character can quietly take other people's things.

SituationDCCircumstanceDC adjustment
UnattendedDC 2Item of SizeSize体积How big a creature or object is. It affects reach and some rolls. 1DC +1
Stealing from someone's personDC 4Item of Size 2DC +2
And so onAnd so on

If the item is larger than half your own Size or half the target's Size, all successes on your Pickpocketing roll are halved.

If the item is larger than your own Size or the target's Size, your Pickpocketing automatically fails.

If the item is something the target is holding, or armor, a helmet, shoes, or gloves they are wearing, your Pickpocketing automatically fails.

When you make this roll, every character who could notice it may make a PER + Investigation (Spotting) roll to catch you in the act. Their roll doesn't hinder your action; it only shows whether they notice.

If you currently have a high anti-detectiondetection侦测Becoming aware that something is there. level and the target cannot detect or locate you, the target can still use this roll to notice that something is missing, but even on a success, they won't know you took it.

Note: whether or not you succeed, if the target's PER + Investigation (Spotting) roll beats yours, the target still notices something odd about what you did.

(Also: the ST may stop you from stealing from teammates without needing a reason.)

Concealing items:

INT + Larceny (Concealment)

This Specialty lets you hide things you don't want seen on your person, to carry them somewhere.

Action: since you have to hide the item in advance, this takes a standard action. But you can choose to take a 5 DP penalty to make the roll as a free action (DEX + Larceny (Concealment)).

Use: hide an item or target on your person.

Make an INT + Larceny (Concealment) roll and note the successes.

When someone searches you or looks for the item, they make a PER + Investigation (Searching/Spotting) roll. If their successes equal or exceed yours, they find what you've hidden.

Item sizeModifier
Size under 1Roll +1 extra successextra success附加成功Bonus successes from high Attributes, Skills, and other sources. They only add to a roll that already succeeded.
Size 1None
Size 2Roll -1 success
Size 3Roll -2 successes
And so on
Searcher touches your bodySearcher's roll +2 extra successes

If the item is larger than half your own Size, all successes on your Concealment roll are halved.

If the item is larger than your own Size, your Concealment roll automatically fails.

But if you have any ability like "you can hide XX items of Size X or less on your person", you ignore the Size requirements and Size modifiers above.

Binding:

INT + Larceny (Binding)

See the binding rules for details.


StealthStealth隐藏Hiding and moving unseen.: moving, tracking, and hiding without being noticed.

Common uses and Specialties:

Hiding:

DEX + Stealth (Hiding)

See the Detection and Locating page for the rules.

Hiding rolls are affected by the Armor Penalty: each point of Armor Penalty costs 1 DP on Hiding rolls.

Action: hiding is usually a move action.

Use: duck behind cover or concealment so others can't find you.

To hide, you need cover or concealment.

Successful hiding counts as an Unranked, Natural Essence means of avoiding detection.

If other characters are already watching you, you can't hide, unless you can distract them and there is somewhere nearby to hide, or you get behind cover where they can't see your position.

Sneaking:

DEX + Stealth (Sneaking)

This Skill lets you approach a target silently, or slip away unnoticed.

Sneaking rolls are affected by the Armor Penalty: each point of Armor Penalty costs 2 DP on Sneaking rolls.

Action: sneaking is a kind of movement. It usually counts as part of a move action, which means it can be combined with other movement into one move action.

Use: move quietly so others don't notice you.

Sneaking is aimed at particular targets, so when sneaking, you choose one or more targets, or a direction to sneak in.

As with hiding, you generally can't sneak while a target is watching you.

Your Sneaking roll is opposed by the target's PER + Investigation (Listening) and PER + Investigation (Spotting). If you win, you sneak successfully; otherwise you fail.

A target you are sneaking past may oppose you again at the start of each round while you are within its detection range.

While sneaking, your base movement speed is halved. If you don't halve it, your Sneaking successes are halved.

Some environments make sneaking harder; see the Environment Rules.

When a sneaking character successfully acts against a target, the target is flat-footed; this is a Natural Essence, Unranked flat-footed. If it is the first round of combat, the sneaking character has successfully ambushed and enters a surprise round. If several sneaking characters act together and can perceive each other, they all enter the surprise round.


SurvivalSurvival求生Living off the land, finding food and shelter, resisting poison and disease, and tracking.: living outdoors, including finding food and shelter and avoiding wild animals, as well as resisting poison and disease, and tracking.

Common uses and Specialties:

Wilderness survival:

PER + Survival (Wilderness Survival)

This Skill lets you follow trails, hunt in the wild, guide a group safely across an ice field, tell whether an owlbear lives nearby, predict the weather, or avoid natural hazards such as quicksand.

Action: varies. A single Survival roll may take hours or a whole day. A Survival roll to find tracks takes at least a full-round action, and possibly longer.

In the wild, you roll separately for each task. Tasks in the wild that usually need rolls include:

Wilderness taskDCTimeCost
Find north, south, east, and westDC 11 full roundNone
Avoid a man-eating bog or quicksandDC 2Passive rollNone
Forecast the weather within 24 hoursDC 31 full roundNone
Lead the way, give directionsDC 310 minutesLost on a failure
Find food and water1 portion per successA whole dayHalf speed all day
+2 DP to Fortitude rolls against bad weather (building a fire for warmth)1 person per success1d4 hoursHalf speed for the duration

Fortitude savesFortitude save强韧豁免The save against poison, disease, and other effects on the body.:

Fortitude roll: STAStamina耐力Health, toughness, and metabolism; the ability to withstand injury and illness. Abbreviated STA in checks. + Survival (Self-Protection)

Note that because self-protection is a human instinct, a character without the "Self-Protection" Specialty does not suffer the no-Specialty penalty on Fortitude saves.

Tracking:

PER + Survival (Tracking)

You can follow a target's trail.

Action: none.

Use: tracking others.

When tracking, you make a PER + Survival (Tracking) roll every 2,000 meters. On a success you can keep tracking; otherwise the tracking fails.

Also, as the ST decides, whenever the trail becomes hard to read (covered by other tracks, deliberately erased, doubled back, or unclear), you must make a new PER + Survival (Tracking) roll.

Normally, tracks are only left on the ground, so you can only track while on the ground.

A flying creature leaves hardly any trail.

While tracking, your base movement speed is halved. If you don't halve it, your Tracking successes are halved.

Adjust your Tracking DC for the following:

GroundDCSizeDC adjustmentConditionsDC adjustment
Very soft ground (snow)DC 1Size 1DC +2Every 5 more people trackedDC -1
Soft ground (mud)DC 2Size 2-3DC +1Every 5 days since the trail was leftDC +1
Firm ground (grass)DC 3Size 4-6DC unchangedEvery 5 hours of rain since the trail was leftDC +1
Hard ground (rock)DC 4Size 7-10DC -1Target deliberately hiding its trail (half speed)DC +1
Size 11-15DC -2Dim lightDC +1
And so onAnd so onFog or rainDC +2
Covered by fresh snow (or earth)DC +2
DarknessDC +5

Blade: using everything from swords to clubs, spears, and lances.

Common uses and Specialties:

Blade attacks: see the Battle Rules page for the rules.

Because bladed weapons have their own "item categories", their Specialties follow those categories one by one.

Blade attack with a longsword: STR + Blade (Longswords)

Blade attack with a heavy sword: STR + Blade (Heavy Swords)

Blade attack with a thrusting sword: STR + Blade (Thrusting Swords)

Blade attack with a war fan: STR + Blade (Fans)

Called shots:

Blade attack: STR + Blade (Called Shot)

This Specialty is unusual: instead of adding to your DP, it ignores 1 point of the called-shot penalty. It also works together with other Specialties.

For example: you make a STR + Blade (Longswords, Called Shot) attack, striking at the target's eyes with a longsword. You gain both the 1 DP specialty bonus from the "Longswords" Specialty and ignore 1 point of the penalty for targeting the eyes.

As a special rule: some abilities or resources change your specialty bonus from 1 DP to something else. This doesn't affect the "Called Shot" Specialty.

Blade parry:

This is a defensive action and needs no roll.

This Specialty is unusual: instead of adding to your DP, it gives you 1 extra point of Parry Defense when you parry using your Blade rating.

As a special rule: some abilities or resources change your specialty bonus from 1 DP to something else. In that case, the extra Parry Defense from this Specialty changes from 1 to the matching value.


ArcheryArchery弓箭Shooting with bows.: using bows, including shooting with them.

Common uses and Specialties:

Archery attacks: see the Battle Rules page for the rules.

Archery attack: DEX + Archery (Bows)

Archery aiming:

This Specialty is unusual: instead of adding to your DP, it lets you aim faster.

When you aim, your first round of aiming counts as 2 rounds, meaning your first round adds 1 to your rounds of aiming.

Note that only your first round of aiming counts as 2; later rounds are unaffected.

As a special rule: some abilities or resources change your specialty bonus from 1 DP to something else. This doesn't affect the "Archery Aiming" Specialty.

Called shots:

Archery attack: DEX + Archery (Called Shot)

This Specialty is unusual: instead of adding to your DP, it ignores 1 point of the called-shot penalty. It also works together with other Specialties.

For example: you make a DEX + Archery (Bows, Called Shot) attack, shooting at the target's eyes with a bow. You gain both the 1 DP specialty bonus from the "Bows" Specialty and ignore 1 point of the penalty for targeting the eyes.

As a special rule: some abilities or resources change your specialty bonus from 1 DP to something else. This doesn't affect the "Called Shot" Specialty.

Archery parry:

This is a defensive action and needs no roll.

This Specialty is unusual. Normally, when you parry while holding a bow, you use your Blade parry.

So normally this Specialty does nothing. But if you have any ability that lets you parry with your Archery rating, this Specialty gives you 1 extra point of Parry Defense when you parry with Archery.

As a special rule: some abilities or resources change your specialty bonus from 1 DP to something else. In that case, the extra Parry Defense from this Specialty changes from 1 to the matching value.