Skill Detail:
Physical

These skills typically require physical effort. Some may require special training before they can be taken.

Animal Handling

Cost: 2x
Modifiers: Willpower
Description:

Animal handling is the character's ability to train and control domestic animals. Using this skill, the character can also tame and train wild animals and creatures.

50 TAVCalm a panicked pack animal.
WIL AV + 40Calm a trained attack animal.
WIL AV + 60Calm a wild non-predatory animal.
WIL AV + 80Calm a wild, predatory animal.
70 TAVTrain a domestic animal to perform a simple task.
90 TAVTrain a domestic animal to perform a complex task.
WIL AV + 90Tame a wild animal.
90 TAVTrain a tamed wild animal to perform a simple task.
110 TAVTrain a tamed wild animal to perform a complex task.

A simple task is easy to perform for the animal and uses its natural talents in a way the animal can understand. An animal may only know 5 simple tasks for each point of REA (a dog has 2 or 3 points). An animal can only learn 2 complex tasks for each point of REA. Complex tasks are any task that takes more than a minute and has multiple objectives (such as training a monkey to sneak into a house and steal gems and other shiny objects). All simple and complex tasks must be approved with the game keeper.

Archery

Cost: 3x
Modifiers: Agility
Restrictions: Until the character has fired 5 practice shots with a specific bow, she suffers a -20 AV penalty to all shots fired.
Description:Archery is a character's ability to use a short bow, long bow, recurve bow, or composite bow. A character must practice with any new bow in order to get used to its pull, range, and accuracy.

Bowyer/Fletcher

Cost: 2x
Modifiers: Reasoning
Restrictions: In order to use this skill, the character must possess at least one rank of the skill.
Description:A boyer/fletcher is a craftsman of bows, arrows, crossbows, and crossbow bolts. More details regarding the creation of bows, crossbows, arrows, and bolts can be found in an appendix.

Brawling DEPRICATED

Cost: 2x
Modifiers: Agility
Description:

Brawling is a representation of a character's unarmed combat skills. Skill checks are made against the difficulty of moves chosen by the character during combat.

This skill has been replaced by the Melee Combat skill.

Climbing

Cost: 1x
Modifiers: Agility. Armor and size (large or small) can also affect this skill
Description:

This is a character's ability to climb sheer surfaces. A successful climb check indicates that the character can move approximately 2 to 3 times her height up the surface. A failed check indicates that the character makes no progress but does not fall. Failing a roll by 30 or more points indicates that the character has fallen. Armor mobility penalties apply to the use of this skill. It is impossible to climb a perfectly smooth surface without handholds or a rope anchored at the top.

10 TAVSteep slope, knotted rope and wall, woven rope or chain meshing.
30 TAVRope and wall, knotted rope, (ship riggings).
50 TAVWall with numerous handholds, a decent climbing tree.
70 TAVWall with adequate handholds and some footing.
90 TAVRough wall, few handholds. Adequate handholds with a reversed incline.
110 TAVFew handholds, those that are there are small or crumbling.
130 TAVOverhangs.
150 TAVAlmost imperceptible hand holds. Bordering in impossible.
+20 AVUsing climbing gear.
-20 AVSlippery surface.

Disarm/Create Trap

Cost: 2x
Modifiers: Reasoning
Restrictions: Success means that the target either believes the story and does not act unfavorably towards the story because it isn't that important to them. Failure means the target senses something is wrong or that they catch on to the story.
Description:

Disarming and creating traps is representative of limited knowledge of various machinery, clockwork, and magical forms. It also refers to a character's ability to perform sabotage effectively. Creating, disarming, and sabotaging can take a significant amount of time, depending upon the situation and desired effects.

30 TAVSabotage simple machinery, jam a door or lock, sabotage a wagon axle.
50 TAVSafely trip a simple trap, subtlety sabotage simple machinery or an axle.
70 TAVSafely trip a complex trap, create a simple non-lethal trap, subtlety sabotage complex machinery.
90 TAVSafely trip an very complex trap, create a complex trap, subtlety sabotage very complex machinery.
110 TAVSafely trip an elaborate trap, create a very complex trap, subtlety sabotage elaborate machinery.
130 TAVSafely trip an very elaborate trap, create a elaborate trap, subtlety sabotage very elaborate machinery.
150+ TAVSafely trip a wickedly elaborate trap, create a very elaborate trap.

Dodge

Cost: 2x
Modifiers: Reflexes
Description:Dodging is the ability to avoid injury due to attacks, some traps, explosions, etc. The rules for dodging are detailed more in the section on combat. Use of the dodge skill counts as a major action.

Driving

Cost: 1x
Modifiers: Reflexes
Description:Test

Fast Draw

Cost: 3x
Modifiers: Reflexes. Armor penalties apply to the use of this skill.
Description:

The character has learned the art of pulling a weapon in a pinch. This skill is used primarily by gunfighters and assassins.Fast draw has several effects on the character in combat.

  • The character receives a +1 bonus to initiative per level of Fast Draw on the first round of combat if the character is not surprised and his enemies do not have their weapons drawn.
  • If the character is caught by surprise without a weapon drawn or a combat stance set, the character can make a Fast Draw(Opponent's Reflexes + 50) test. Normally, surprised characters automatically go last in a round without rolling initiative. Success indicates that the character was able to react fast enough that he gets to roll initiative as normal.
  • Normally, drawing a weapon counts as a major action. If a successful fast draw skill test is made (diff 100), the character can draw a single handed weapon as a free action. Drawing a two-handed weapon in this fashion requires a Fast Draw(120) test. Drawing two single handed weapons as a free action requires a Fast Draw(140) test.
  • In a duel with ranged weapons, opposed Fast Draw checks determine who shoots first instead of standard initiative.

First Aid

Cost: 1x
Modifiers: Reasoning
Restrictions: Bludgeon damage and damage suffered from poisoning, drowning, etc., is not treatable through the use of immediate care. Using this skill without possessing any ranks of this skill imposes a -20 penalty to any skill checks.
Description:

The character is capable of performing essential first aid upon injured individual. First aid is also used to stabilize severe wounds that can get worse. First Aid takes several minutes to perform, thus it is usually impossible to perform First Aid during the heat of battle. More information is given in the chapter on Health and Damage.

Immediate Care: LW70 TAV
Immediate Care: MW90 TAV
Immediate Care: SW110 TAV
Stabilize LW:30 TAV
Stabilize MW:50 TAV
Stabilize SW:70 TAV
Self Care and Treatment:+20 TAV

Immediate Care: Immediate care must be performed within five minutes of injury. In the case of combat injuries, a recipient of immediate care can only benefit from one successful use of immediate care. Immediate care will heal a number of LW, MW, or SW equal to 1/3, 1/4, or 1/6 (rounded up) of the medic's skill respectively. As a matter of game balance, only one type of damage can be healed in this manner. Only damage suffered from the immediate combat or injury can be healed, so any extra healing is ignored.

Stabilize Wounds: Wound damage needs to be stabilized before it can begin healing. Usually this is important only for SW damage. If the character makes a successful First Aid check on a wounded individual to stabilize the wounds, she adds 1/2 of her first aid AV to the recipient's stabilization CON check.

Medicine: If the character also possesses the Medicine skill, the character's Medicine rank can be added to the character's First Aid rank when determining how much damage can be healed by immediate care.

Forgery

Cost: 2x
Modifiers: Reasoning
Restrictions: In some circumstances, the character may fail this skill and not be aware of it. If that possibility exists, the game keeper should roll the skill check for the player instead.
Description:

Forgery is used to create fake documents and letters. A forged document is handled differently from other skills. A document will have a rating determined by the skill roll modified by circumstances listed below. The Game Keeper will roll a 1d100 plus the AV value minus any modifiers of the forger's skill to determine the quality of the document.

10 AVSimple form with handwriting not specific to any one individual.
-40 AVForging a simple form without using an example form or without having sufficient knowledge concerning their creation and purpose.
-20 AVForging a specific signature. Impossible without a sample signature.
-50 AVForging a longer document in the handwriting of a particular person. Requires a sizable sample of handwriting in order to get the proper feel of how the person writes.

When the document is observed, the reader must make a check with their own Forgery or Investigations skill (whichever is higher) against the quality of the forged document. Some modifiers that may affect the reader's check are indicated below. If the reader's check fails by 20 or more points, the reader has no idea that the document is a fake. If the check fails by less than 20 points, the document is mildly suspicious to the reader but is otherwise acceptable. If the reader makes his check by less than 20 points, he will detect something wrong with the document, perhaps requiring more information or a confirmation. If the reader makes his or her check by more than 20 points, the document is immediately recognized as a fake. The following modifiers assume that the reader is scrutinizing the document carefully.

-10 AVReader simply skims over the document.
-10 AVHandwriting unknown to reader.
±0 AVHandwriting is familiar to reader.
+10 AVHandwriting is intimately familiar.
-10 AVThe reader is unfamiliar with that kind of documentation or paperwork.
±0 AVThe reader is somewhat familiar with that kind of documentation or paperwork.
+10 AVThe reader is intimately familiar with that kind of documentation or paperwork.

Gunsmith

Cost: 2x
Modifiers: Reasoning
Description:Gunsmiths are capable of maintaining, creating, and outfitting guns of all types, in addition to having just enough alchemal knowledge to create gunpowder. Additional information regarding gunsmithing is detailed in Advanced Skill Use chapter.

Gymnastics

Cost: 2x
Modifiers: Agility. Armor penalties also apply.
Description:

The gymnastics skill is often used by circus performer and acrobats. The skill has a couple of uses that are good for adventuring. The other use of this skill will let the character use his or her gymnastics skill in place of her dodge skill in combat.

+25 TAVIgnore damage from a fall or impact. Ignore 1d6 points of falling damage for each additional +25 TAV.
70 TAVEvasive maneuvers: Character gains a +20 DR against melee attacks and a +40 DR against ranged attacks targeted towards him. Counts as a major action in combat, costs 1 STAM. Failure means character falls prone.
100 TAVEvasive maneuvers: As above, +30 DR vs. melee, +50 DR vs. ranged attacks. 2 STAM.
130 TAVEvasive maneuvers: As above, +40 DR vs. melee, +60 DR vs. ranged attacks, 3 STAM.

This skill can also be used in a fashion similar to the performance skill.

Hide

Cost: 2x
Modifiers: Special: Agility adjustment, negative value of SIZ adjustment.
Pre-requisites Use of this skill generally requires that appropriate cover be present which the character can use to hide or conceal themselves or the objects they wish to hide.
Description:

This skill is used to hide and conceal the character and objects. When the character is attempting to hide, she should roll a Hide test opposed by the Spot test of anyone looking for her. The adjustment for hide is determined by differently than most skills. Both size and agility affect a character's ability to hide effectively.

  • Agility adjustment.
  • Negative value of SIZ adjustment.

Lighting, multiple observers, or clothing can assist or hinder a character's attempt to hide. Sneaking through a trash-laden alleyway at night is much easier than sneaking across an open field in broad daylight. Noticing a creature that is attempting to hide requires a successful Spot skill check that exceeds the character's own stealth attempts.

ConditionBonus/Penalty
Appropriate colored clothing+5 to +20 AV
Carrying a light source-5 to -100 AV
Lighting, dark; Fog, heavy+20 AV
Lighting, dim; Fog, light+10 AV
No cover-100 AV
Light cover-40 AV
Moderate coverNo penalty/bonus
Good cover+10 to +20 AV
Complete cover+30 to +40 AV
Below are some examples of some types of cover and how they apply to the hide skill.
  • No cover: The character literally has no place to hide.
  • Light cover: Hiding around a corner while trying to peak, hiding in a doorway (not behind a door), hiding behind something shorter or narrower than oneself, light foliage, hiding under a single blanket in a bed.
  • Moderate cover: Moderate foliage with small gaps, a pile of blankets or clothing, hiding behind a door on the hinge side, hiding behind something approximately the same size as oneself.
  • Good cover: Dense foliage with few gaps, a very large pile of blankets or clothing, hiding behind something larger than oneself.
  • Complete cover: Hiding in an enclosed space, hiding behind a much larger object that does not allow any line of site from most angles.

Hunting/Fishing

Cost: 1x
Modifiers: Reasoning or Perception
Description:

Hunting/Fishing indicates that the character knows how to find game and fish. Difficulty of hunting and fishing is dependent upon several things. The frequency of hunting or fishing tests should depend on the area and type of game sought, but the most frequent tests should be no quicker than 1 hour. On average, hunting tests should be allowed twice per day, and fishing tests 4 times per day. Success indicates that the character found some game or caught some fish.

50 TAVThe character is willing to hunt anything acceptable.
70 TAVThe character is looking for a class of game: e.g. small game, big game, trophy game.
90 TAVThe character is looking for a specific species: e.g. Elk, deer, bear, unicorn, etc.
+10 TAVNear large population center
+20 TAVArea is over hunted
+X DiffThat type of animal is rare in this region. The difficulty will vary with rarity.
-20 TAVArea is overpopulated with that species or type of animal.
-20 TAVThe character is intimately familiar with hunting in that area (at the Game Keeper's discretion).
+20 TAV or upCharacter does not have a fishing pole, line, spear, or other acceptable fishing implement. Some fish are nearly impossible to catch without proper equipment.

Intimidation

Cost: 2x
Modifiers: Special
Restrictions: It is important to remember that successful Intimidation does not mean the victim is forced to comply with the intimidator's will. Intimidation can change or affect outcomes of social interactions, but it is not mind control.
Description:

Intimidation is the skill of forcing others to back down or even possibly do things against their will. Frequent use of this skill probably won't make the character any friends, whether the character uses social intimidation or physical intimidation. Intimidation tests are opposed checks versus the target's Resist Mental skill. The character adjusts the Intimidation roll according the situation. Strength or Size for physical situations, Willpower or Reasoning for more subtle and social situations. In any given intimidation situation, the target may receive bonuses for possessing special skills, knowledge, or combat prowess. For example, a powerful mage, although physically weak and frail, would be easily intimidated if it weren't for the fact that he has the confidence that his magic can handle most situations for him, thus giving him some bonuses. As a general rule, give a character or target a +1 AV bonus for each rank of any skill that may help them in a particular situation, but only if the target is aware of those skills in some fashion. In the case of combat skills, use only the character's or target's highest combat skill, not all combat skills added together. Other factors to take into consideration are outnumbering, odds, and repercussions. A guard who knows that he will be executed for violating his post is more likely to take his chances with a group of adventurers than a bar room bully will.

Lock Picking

Cost: 2x
Modifiers: Reasoning
Description:

Lock picking is the ability to pick locks, finesse combo locks, and solve puzzle locks. Lock picking attempts always take at least 3 rounds (1/2 minute) or longer. Picking a lock requires that the character make a skill test against the quality of the lock. This skill also applies to modern campaigns for some of the more advanced electronic locks, though those types of locks require the appropriate type of equipment in order to pick.

Melee Weapon

Cost: 2x
Modifiers: Agility
Description:

This skill is actually a collection of sub-skills. When taken, the character selects one melee weapon in which they are specialized in. Each different type of weapon is its own skill. Thus, Light Club, Battle Axe, Bladed Staff, Long sword and Dagger are each their own skill, requiring points to be spent on each.

Synergy Skills: If a character has Melee Weapon skills in two very similar weapons (such as two different sword types), the two skills are synergetic to each other.

Related Skills: Weapon Group: Melee

Move Silently

Cost: 2x
Modifiers: Special. Armor penalties apply.
Description:

This skill is used when a character attempts to move silently and avoid being heard or noticed by hearing or creatures with tremorsense. When attempting to use this skill, the character rolls a Move Silently test opposed by any potential listeners' Listen skill. Both Size and Agility adjust a character's ability to move silently.

  • Agility adjustment.
  • Negative value of SIZ adjustment.

A character's ability to move silently can be hindered or assisted by armor, ground conditions, and background noise.

-5 to -30 AVCreaky Floors
-20 AVGravel
-10 AVWearing hard boots or footwear
+10 AVNoiseless Footing (soft carpet)
+10 AVLight background noise (talking)
+20 AVModerate background noise (wind, running water)
+40 AVLoud background noise (machinery, waterfall, combat noises, etc.)
-variableArmor penalties.

Proficiency: Automatic Handguns

Cost: 30 Exp or 6 Skill Points
Modifiers: Agility
Description:

A character's handgun skill represents his or her accuracy with fully automatic handguns. As with other ranged weapons, the first several shots with a new gun are at a +20 TAV until the character gets a feel for the weapon's aim. It is typically recommended that the Ranged Weapon Group: Ranged skill be taken instead if a character plans on using both automatic and non-automatic weapons.

Handguns are now treated as a weapon proficiency tied to the Aim skill. The cost of this proficiency is 30 Experience or 6 Skill Points.

Proficiency: Automatic Rifles

Cost: 30 Exp or 6 Skill points
Modifiers: Agility
Description:

This skill represents a characters abilities when firing a rifle in fully automatic mode. As with other ranged weapons, the first several shots with a new gun are with a -20 AV until the character gets a feel for the weapon's aim. It is typically recommended that the Ranged Weapon Group: Ranged skill be taken instead if a character plans on using both automatic and non-automatic weapons.

Rifles are now treated as a weapon proficiency tied to the Aim skill. The cost of this proficiency is 30 Experience or 6 Skill Points.

Proficiency: Crossbow

Cost: 30 Experience or 6 Skill Points
Modifiers: Perception
Description:

The character is familiar with the use of crossbows. Unless a character is familiar with a particular crossbow, some practice is required to adjust to that weapon's aim, range, and shot strength. Until the character has fired 10 shots with a specific crossbow to get a feel for it, she suffers a -20 AV to all shots fired.

Crossbows are now treated as a weapon proficiency tied to the Aim skill. The cost of this proficiency is 30 Experience or 6 Skill Points.

Proficiency: Handgun

Cost: 3x
Modifiers: Agility
Description:

A character's handgun skill represents his or her accuracy with percussion cap pistols, revolvers, and semi-automatic weapons. As with other ranged weapons, the first several shots with a new gun are at a +20 TAV until the character gets a feel for the weapon's aim.

Handguns are now treated as a weapon proficiency tied to the Aim skill. The cost of this proficiency is 30 Experience or 6 Skill Points.

Proficiency: Martial Arts

Cost: 80 Experience or 6 Skill Points at character creation.
Modifiers: Agility
Description:

The character has studied one or more refined unarmed fighting techniques. Although the skill is more difficult to learn than brawling, it allows characters to perform combat skills and maneuvers with easier difficulty levels, and allows a few exclusive moves. For more details, read the section on unarmed combat.

This skill has been replaced as an 40 pt Melee Combat proficiency with special time and dedication based requirements. Learning the proficiency in game requires an instructor and 2 months worth of time per rank of Melee Combat skill.

Proficiency: Rifles

Cost: 3x
Modifiers: Perception
Description:

This is actually a collection of skills which represent a character's skill with various types of rifles: The percussion cap, the shotgun, lever-action, bolt-action, and semi-automatic rifles. This skill does not apply to automatic rifles or any kind of single-handed firearm. As with other ranged weapons, the first several shots with a new gun are with a -20 AV until the character gets a feel for the weapon's aim.

Rifles are now treated as a weapon proficiency tied to the Aim skill. The cost of this proficiency is 30 Experience or 6 Skill Points.

Proficiency: Throw

Cost: N/A
Modifiers: Agility.
Restrictions: The generic throw skill can only reach a maximum of 16 ranks. If specialized there is no limit.
Description:

Throw is a character's ability to accurately throw an object. The difficulty of the object or weapon being thrown varies by weapon type.

This skill can be taken as either a generic throw skill or specialized to throw a type of object. As a generic throw skill, the skill only applies to rocks, balls, spears, javelins, knives (balanced), balanced axes (balanced), hammers (balanced), and other small objects with reasonable density and shape to allow easy throwing. Weapons that are not balanced properly for throwing, swords impose a -60 AV penalty to the attack roll.

Some exotic weapons such as boomerangs, bola, weighted nets, etc., require that the character specialize their throwing skill. It is also possible to specialize in more common items such as knives, spears, shot put, etc.

This skill is now treated as a proficiency.

Shou Spirit Way

Cost: 4x (normal) or 3x for Shou
Modifiers: Spirit
Restrictions: Any non-Shou character that takes this skill must spend and earn 4x times the number of skill points and experience points to advance the Shou Spirit Way skill.
Description:

This is a special martial art that the Shou have developed. In addition to being a martial art (the details of that are in the section concerning unarmed combat), the Shou Spirit way allows the character to summon inner strength by using special, almost magical abilities.

This skill effectively replaces the Melee Combat skill and does not require the character take a Martial Arts proficiency.

Siege Weapons

Cost: 2x
Modifiers: Reasoning
Description:

The character is trained how to operate various siege weapons and how to target them. Most siege weapons are not accurate enough to hit small targets, so a -80 AV difficulty applies to all attacks that are targeted against specific targets.

Sleight of Hand

Cost: 2x
Modifiers: Agility. Armor penalties apply.
Description:

Sleight of hand is the ability to make quick, subtle, undetected hand and body movements. Often these skills are used for purpose of entertaining, such as performing card tricks and shell games. The other common use of this skill is theft. Cutting purses, picking pockets, and filching things without being seen.

50 TAVPalm a coin sized object.
70 TAVFilch a knife, perform a variety card tricks, rig shell games.
90 TAVRemove an item off of a person, such as cutting purse strings or removing a small weapon from a belt.
130 TAVRemove a concealed item from a person, such as a purse hidden under clothing.

Regardless of whether or not the character succeeds at getting the object, the target will get to roll a Spot, Street Savvy, Investigations, or Determine Motivation check (whichever skill is the highest or appropriate at the time). If the results are higher than the trickster's results, the attempt is noticed. This does mean that it is possible to succeed in pick-pocketing something yet also be caught in the process.

Smithing

Cost: 2x
Modifiers: Reasoning
Description:

The character is capable of functioning as a blacksmith, armorer, or weaponsmith. Which type of function must be specified by the player when the skill is taken. More details on this skill are found in the Advanced Skill Use chapter.

Speed Load

Cost: 2x
Modifiers: Agility
Description:

The character has practiced loading guns (and repeating crossbows) in an effort to be as quick as possible. When in combat, a speed load check must be made every time the character reloads a gun or repeating crossbow (bows and standard crossbows do not require this skill). Reloading is considered to be a full round engrossing action. Attempting to swap a speedload cylinder requires two major actions or a full round.

When reloading rimfire or center fire revolvers, chambered rifles, or repeating crossbows, roll this skill to determine the number of rounds that are reloaded during that round of combat. Match the result to the number of rounds successfully loaded that round.

1 round:20 TAV
2 rounds:30 TAV
3 rounds:50 TAV
4 rounds:70 TAV
5 rounds:100 TAV
6 rounds:130 TAV
7 rounds:160 TAV
8 rounds:200 TAV
Clip/Magazine:90 TAV
Speed load cylinder:110 TAV
Percussion cap and ball:100 TAV

Swim

Cost: 1x
Modifiers: Strength. Armor penalties are doubled.
Description:This skill measures a characters relative skill while swimming.
20 TAVStill water
30 TAVSlow current
40 TAVmoderate current, choppy water
60 TAVswift current, rough water
80 TAVdangerous current, rapids, extremely rough water
100 TAVvery high waves
150 TAVwhirlpool
+40 AVattempting to float or drift only
-variouswearing armor or carrying heavy weight

Weapon Group: Melee

Cost: 4x
Modifiers: Agility
Description:

By taking the weapon group skill, the character has learned a group weapons instead of just focusing on a single weapon. While the skill is more expensive, the diversity is useful because the character has much more flexibility. Some sample groups are included here.

  • Common Swords: Sabers, Long swords, short swords, broad swords, bastard swords.
  • Heavy swords: Broad sword, Claymore, Falchion, Great Sword, Nadochi.
  • Light Swords: Long swords, short swords, saber, rapier, wakizashi, cane sword.
  • Exotic Blades: Scimitar, Falchion, Nadochi, Katana, Wakizashi, Tulwar
  • Axes: Wood Axe, Battle Axe, Hatchet, Great axe, Halberd.
  • Pole weapons: Staff, pike, spear, naginata, bayonet, all pole-arms.
  • Bludgeons: Staff, Light Mace, Heavy Mace, Hammers (non-sledgehammer), Light and Medium Clubs, Crowbar, Cane, Morning star.
  • Primitive Set: War Hammer, Hatchet, Spear, Long Spear, Clubs (light and medium), Maces and Morning Stars
  • Dwarven Military Set: Battle Axe, Hatchet, War Hammer, Short Sword, Light mace, Bayonet, Short Spear, Pike
  • Common Military Set: Light mace, Heavy mace, Short Sword, Long Sword, Footman's Pick, Bayonet, Short Spear, Pike
  • Martial Arts Set: Kama, Naginata, Nunchaku, Staff, Chain
  • Shou Set: Scimitar, Falchion, Staff, Tulwar, War Claws, Knives and Daggers.
  • Woodland Set: Short sword, knives, hand axe, wood axe, spear, staff.

Weapon Group: Ranged

Cost: 4x
Modifiers: Agility or Perception (based on weapon)
Description:

By taking a ranged weapon group skill, the character has learned a group weapons instead of just focusing on a single group of weapons, such as standard or fully automatic weapons. While the skill is more expensive, the diversity is useful because the character has much more flexibility.

  • Bows/Crossbows: Enables the character to proficiently use both bows and crossbows with equal skill. Bows use Agility as the primary adjusting skill and crossbows use perception.
  • All Handguns: Enables the character to proficiently use both standard and fully automatic modes in handguns. Uses Agility for all adjustments.
  • All Rifles: Enables the character to proficiently use all rifles in both standard and fully automatic modes. Using a rifle in standard single-shot mode uses Perception while full-auto mode uses agility.

Weapon Systems

Cost: 2x
Modifiers: Reasoning
Description:This represents a character's skill and knowledge base when operating advanced weaponry systems including rocket arrays, missile defense systems, remote guns, unmanned weapon platforms, etc.

Weapons Group: Simple

Cost: 3x
Modifiers: Agility
Restrictions: Due to the unfocused and diverse variety of weapons associated with this skill, it can not be raised above a rank 16. Other weapon group skills do not have this limitation.
Description:

The character is proficient with the use of simple, common weapons and using some tools as improvised weapons. The staff, light and medium clubs, light maces, crowbars, daggers, knives, bayonets, small hammers, and shovels are all included in this skill. This skill can also be used to pistol whip or strike with the stock of a rifle in melee.

Other weapons, such as swords, rapiers, sabers, axes, and other weapons are NOT included in this skill.