Roll |
Skill |
Cost |
|
+2 Overall
|
24 |
14- |
Forensic Medicine
|
3 |
14- |
Paramedics
|
3 |
14- |
Navigation (Air, Astral, Dimensional, Land, Marine, Space, Temporal)
|
8 |
|
Scientist
|
3 |
16- |
1)
Science Skill: Biomechanics (5 Active Points)
|
4 |
14- |
2)
Science Skill: Astro Physics (3 Active Points)
|
2 |
14- |
3)
Science Skill: Astronomy (3 Active Points)
|
2 |
14- |
4)
Science Skill: Chemistry (3 Active Points)
|
2 |
14- |
5)
Science Skill: Engineering (3 Active Points)
|
2 |
14- |
6)
Science Skill: Genetics (3 Active Points)
|
2 |
18- |
7)
Science Skill: Lost Technology (7 Active Points)
|
6 |
15- |
8)
Science Skill: Mathematics (4 Active Points)
|
3 |
14- |
9)
Science Skill: Physics (5 Active Points)
|
4 |
15- |
10)
Science Skill: Quantum Mechanics (4 Active Points)
|
3 |
|
Scholar
|
3 |
18- |
1)
KS: Ancient History (7 Active Points)
|
6 |
14- |
2)
KS: Ancient Magicks (5 Active Points)
|
4 |
14- |
3)
KS: Secret History (5 Active Points)
|
4 |
17- |
4)
KS: Superpowers (6 Active Points)
|
5 |
11- |
5)
KS: The Superhuman World (2 Active Points)
|
1 |
14- |
Persuasion
|
3 |
14- |
Security Systems
|
3 |
14- |
Systems Operation
|
3 |
14- |
Tactics
|
3 |
14- |
Teamwork
|
3 |
14- |
Tracking
|
3 |
|
TF: Common Motorized Ground Vehicles, Mecha, Science Fiction & Space Vehicles, Combat Aircraft, Hanggliding, Helicopters, Large Military Ships, Large Planes, Parachuting, Advanced, Parachuting, Basic, SCUBA, Skateboarding, Small Military Ships, Small Planes, Snowmobiles, Submarines, Surfing, Tracked Military Vehicles, Wheeled Military Vehicles
|
21 |
|
WF: Beam Weapons, Emplaced Weapons, Energy Weapons, Small Arms, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons, Vehicle Weapons (group)
|
14 |
17- |
Mechanics
|
9 |
|
Rapid Attack
|
10 |
14- |
Contortionist
|
3 |
14- |
Deduction
|
3 |
14- |
Demolitions
|
3 |
16- |
Electronics
|
7 |
17- |
Inventor
|
9 |
14- |
Acrobatics
|
3 |
14- |
Analyze: Style
|
3 |
14- |
Breakfall
|
3 |
14- |
Combat Piloting
|
3 |
14- |
Computer Programming
|
3 |
|
|
|
Maneuver |
Cost |
+4 HTH Damage Class(es) |
16 |
+2 Ranged Damage Class(es) |
8 |
Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 4d6 NND |
4 |
Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 11d6 Strike, Must Follow Block |
4 |
Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort |
5 |
Grappling Block: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block |
5 |
Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 3 1/2d6 |
4 |
Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
4 |
Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 60 STR vs. Grabs |
4 |
Martial Flash: 1/2 Phase, -1 OCV, -1 DCV, Flash 8d6 |
4 |
Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 11d6 Strike |
4 |
Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 4d6 NND |
4 |
Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 13d6 Strike |
5 |
Reversal: var Phase, -1 OCV, -2 DCV, 60 STR to Escape; Grab Two Limbs |
4 |
Takedown: 1/2 Phase, +1 OCV, +1 DCV, 9d6 Strike; Target Falls |
3 |
Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 9d6 +v/10; FMove |
5 |
|
|
Maneuver |
Phase |
OCV |
DCV |
Effect |
Block |
½ |
+0 |
+0 |
Block HTH Attacks, Abort |
Brace |
0 |
+2 |
½ |
Offset Range Mod only |
Disarm |
½ |
-2 |
+0 |
STR Contest to Disarm |
Dodge |
½ |
-- |
+3 |
Dodge all attacks, Abort |
Grab |
½ |
-1 |
-2 |
Grab 2 limbs for Squeeze, Slam, or Throw |
Grab By |
½ |
-2 |
-2 |
Full Move, Grab Target, +(v/10) to STR |
Haymaker |
½ |
+0 |
-5 |
+1 Segment for +4 DCs to attack |
Move By |
½ |
-2 |
-2 |
Full Move, ((STR/2)+(v/10))d6, take 1/3 damage |
Move Through |
½ |
-v/10 |
-3 |
Full Move, (STR+(v/6))d6, take 1/2 or full damage |
Multiple Attack |
1 |
* |
½ |
Each attack adds -2 OCV |
Set |
1 |
+1 |
+0 |
Aim Ranged attack |
Shove |
½ |
-1 |
-1 |
Push Target 1m per 5 STR used |
Strike |
½ |
+0 |
+0 |
STR or Weapon damage |
Throw |
½ |
+0 |
+0 |
Throw for STR or Weapon damage |
Trip |
½ |
-1 |
-2 |
Target falls prone |
|
|
Interval |
OCV |
0-8m |
0 |
9-16m |
-2 |
17-32m |
-4 |
33-64m |
-6 |
65-125m |
-8 |
126-250m |
-10 |
|
|
Shot |
OCV |
Roll |
Head Shot (Head to Shoulders) |
-4 |
1d6+3 |
High Shot (Head to Vitals) |
-2 |
2d6+1 |
Body Shot (Hands to Legs) |
-1 |
2d6+4 |
Low Shot (Shoulders to Feet) |
-2 |
2d6+7* |
Leg Shot (Vitals to Feet) |
-4 |
1d6+12 |
*Treat 19 as the Feet Location |
|
|
|
|
|
Roll |
Location |
STUN x |
N STUN |
BODY |
OCV |
3-5 |
Head |
x5 |
x2 |
x2 |
-8 |
6 |
Hands |
x1 |
x½ |
x½ |
-6 |
7-8 |
Arms |
x2 |
x½ |
x½ |
-5 |
9 |
Shoulders |
x3 |
x1 |
x1 |
-5 |
10-11 |
Chest |
x3 |
x1 |
x1 |
-3 |
12 |
Stomach |
x4 |
x1½ |
x1 |
-7 |
13 |
Vitals |
x4 |
x1½ |
x1 |
-8 |
14 |
Thighs |
x2 |
x1 |
x1 |
-4 |
15-16 |
Legs |
x2 |
x½ |
x½ |
-6 |
17-18 |
Feet |
x1 |
x½ |
x½ |
-8 |
|
|
|