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- Jump to: Strength Based Skills
Chapter 4: Skills
Choosing Skill Categories
If you need to, see Step 7 under Character Creation to determine how many Skill Categories your character may choose. Then browse over the skills in each of the Categories and see which ones might fit your character.
As mentioned in the Character Creation Chapter, a character needs to have the Basic Skill Category before they can obtain the Advanced Skill Category.
Choose the Skill Categories that you think your character will benefit from. When in doubt, the Basic Dexterity Based Skills are good to take, since they let your character drive or ride - which is always useful.
- See also: Alphabetical Skill List, Associated Skills List
Skill Descriptions
Basic Strength Based Skills
- Climb, Jump, Strength Training 1, Swim
- See also: Advanced Strength Based Skills
Climb
STR
Ronin uses his climb Skill to get up to a 3rd story window.
This Skill allows you to ascend or descend a wall, steep rocky hill or other sloping or vertical surface. Various conditions and equipment can improve your odds.
Determining the difficulty: The GM should consider how steep the incline is, how rough or smooth the surface is (rough is easier), any other available handholds. Ropes, grappling hooks, climbing claws and other equipment can make the task significantly easier. Heavy armour can also increase difficulty.
Success: You can move about 10 feet, or 1/3rd your normal movement; slightly faster for a good success.
Failure: You slip and fall a distance before possibly catching yourself. You fall and slip down 2 feet for every number you missed your DC target number by. Apply 1d10 damage for every 10 feet fallen (Damage Reduction applies 1 half). Then make another climb test. Success means you are able to stop yourself and continue. Further failure means you slip further down.
Retry? Yes, as long as a character hasn’t hurt them selves too much.
Special: Adventurers may use pitons to stop them selves from falling too far. This slows movement, but usually reduces the maximum distance fallen to 10 feet. Damage still applies.
Related: Caymor Climbing Claws (Equipment)
The Feat Athletic adds some natural talent to this Skill.
Jump
STR
Driden uses his jump Skill to leap and grab hold of an overhanging walkway before pulling himself up.
This Skill allows you leap up to grab a hold of something above you, or jump over an obstacle or across an opening.
Determining the difficulty: Grabbing on to something - is it just out of reach or significantly out of reach? Jumping over an obstacle - is it up to the character’s knees, chest, or higher? Can they use their arms and hand to help themselves? Any other equipment? Jumping across an opening - how far is the distance? A short gap or a really long one? In general, is the character running as they make the attempt? Do they have room to run? Heavy armour increases difficulty.
Success: You can use your available movement to cross the gap or reach the height, etc.
Failure while leaping up - you fail to reach to height and may try again next round as the situation permits. Failure while jumping over an obstacle - you trip and possibly hurt yourself. Make a reflex Saving throw with a DC equal to 5 plus the number you failed your jump test by. Success mean you recover and remain their on your feet. Failure means you are prone and take 1d6 damage (DR applies 1 half).
Failing to cross a gap - you don’t quite make it. Maybe you can catch yourself - Make a reflex Saving throw with a DC equal to 5 plus the number you failed your jump test by. Success mean you hold on by your hands and can pull yourself up next round. Failure means you fall, taking falling damage.
The Feat Acrobatic adds some natural talent to this Skill.
Strength Training 1
STR
Jordrak uses Strength Training to give him a bit of an edge in hand to hand combat.
You have diligently focused on exercise and weight lifting.
Rules: This Skill adds a onetime bonus of +1 to your Strength Attribute.
Swim
STR
Omdrio uses the Swim Skill to escape a sinking ship.
This Skill allows you to swim effectively.
Determining the difficulty: The DC should be fairly low, unless the weather is bad. Rough or stormy water can significantly increase the difficulty. Tides, under currents, frigid water, clothing or armour can also make swimming very difficult.
Success: You can move about 10 feet, or 1/3rd your normal movement; slightly faster for a good success.
Failure: You start to go under and start to drown. Each round you fail, take 1d4 damage. Next round you may make another swim test, and possibly recover.
Special: If your character can breathe water, they avoid the damage of downing. Rough water at the surface can still cause some damage, as can the cold.
The Feat Athletic adds some natural talent to this Skill.
Advanced Strength Based Skills
- Lift, Melee Smash, Open, Strength Training 2
- Requires: Basic Strength Based Skills
Lift
STR
Vallroh uses the lift Skill to topple over a huge statue.
This Skill allows a character to use more than just their Strength attribute to lift, budge or carry a heavy object.
Determining the difficulty: The difficulty should remain the same as a normal Strength test. Most DC’s will be between 15 and 25 for very heavy object, depending on how high and far the character is trying to lift it.
Success: The character can budge the object. Better success mean the character can raise the object higher or move further with it.
Failure: You did not move the object. Take 1 point of damage (Damage Reduction does not apply). You may try again as time permits, increasing the DC by 1 for each try.
Melee Smash
STR
Salssavac uses the Melee Smash Skill to add an extra thump to his Gravaton Hammer Attack.
Rules: This Skill allows you to use a Skill Point to add 1d8 damage to a melee damage result, when using a blunt weapon.
Open
STR
Iceblade uses the open Skill to kick in a door.
This Skill helpsyou open a door through force. When trying to knock down a door or something similar, Strength is a good start, but knowing how to use that Strength is better.
Determining the difficulty: The difficulty should remain the same as a normal Strength test. Consider the type of material that the character is trying to force, whether it be wood, stone or metal. (A wooden apartment door would be considered average in difficulty.) Are their any weak points to consider? Is the door reinforced? Does the character have any equipment? A battering ram or crow bar makes the job easier.
Success: Means the door or lid is forced open. It likely would have to be repaired in order to be locked again.
Failure: You did not open the barrier. Take 1 point of damage (Damage Reduction does not apply). You may try again as time permits, increasing the DC by 1 for each try. If you get close to the DC while still failing, the GM may lower the difficulty if the barrier is made of a material that will slowly splinter.
Strength Training 2
STR
Torgon uses Strength Training to push his strength to a level that few will achieve (without the aid of power alterations.)
You have spent many long hours concentrating on intense exercise and weight lifting.
Rules: This Skill adds another onetime bonus of +1 to your Strength Attribute (for a total of +2 when combined with Strength Training 1)
Up Next: Dexterity Based Skills




