Skills

WEAPON COMBAT SKILLS

Weapon Combat Skills represent skill with specific types of weapons. The types of available weapons are found in the equipment list. The related Discipline is either keyed to STR for medium and large melee weapons; or DEX for small, bow, projectile, and thrown weapons.

See Weapon Tables

UNARMED COMBAT SKILLS

Unarmed Combat Skills include Punching, Grappling, Martial Arts, or MMA. Unskilled fighters are -4 and -2 to attack, with off-hand and good hand, respectively.

Unarmed Combat Proficiencies/specialization (STR or DEX: Striking, Grappling, Mixed Martial Arts)

See Unarmed Combat Tables.

Characters may only gain proficiency in MMA once they have become proficient in all the other two unarmed combat skills (Striking and Grappling). Mixed Martial Arts inflicts lethal damage. Punching and Grappling only do lethal damage when a character holds two skill ranks in them.

*Holds can be maintained from round to round, until they’re broken. All holds inflict 1 point of damage per round, increasing by 1 each round. Holds are broken by a Strength roll as per the Grab rules; or, by a gouge or throw; the assistance of another creature; a successful weapon attack; or a successful matching hold in the case of a MMA opponent (does normal damage, but neither combatant maintains their hold into the next round). Combatants in a hold may only attempt escape once per round. Sub success on Strikes, Chokes and Throws renders victim unconscious, on Locks renders body part broken, roll vs. CON or stun for one round.

USING SKILLS

When your character uses a skill, you make a skill check to see how well he or she does. To make a skill check, roll: 1d20 + skill modifier (Skill modifier = skill rank + ability modifier + miscellaneous modifiers)

This roll works just like an attack roll or a saving throw— the higher the roll, the better. Either you’re trying to match or exceed a certain Difficulty Class (DC), or you’re trying to beat another character’s check result. The harder the task, the higher the number you need to roll.

Circumstances can affect your check. A character who is free to work without distractions can make a careful attempt and avoid simple mistakes. A character who has lots of time can try over and over again, thereby assuring the best outcome. If others help, the character may succeed where otherwise he or she would fail.

Skill Ranks: A character’s number of ranks in a skill is based on how many skill points a character has invested in a skill. Many skills can be used even if the character has no ranks in them; doing this is called making an untrained skill check.

Ability Modifier: The ability modifier used in a skill check is the modifier for the skill’s key ability (the ability associated with the skill’s use). The key ability of each skill is noted in its description.

Miscellaneous Modifiers: Miscellaneous modifiers include racial bonuses, armor check penalties, and bonuses provided by Disciplines, among others.