Physical

Skills which take physical action or require undertaking physical exertion. These are skills where the physical action and precision is important.


Acrobatics

Nimble moves made to avoid dangerous situations, and exerting control of one's body in situations which require swiftness over strength. Acrobatics uses Agility as its ability score.

Cross Uneven / Narrow Surface

Moving across these surfaces which are difficult to maintain one's balance on, moving through these requires you to move at half your movement speed.

Target Number Results
1 >3 ft. wide surface
2 1 - 3 ft. wide surface
3 7 - 11 in. wide surface
4 2 - 6 in. wide surface
6 <2 in. wide surface

Long Jump

Jumping from one area to another horizontally, these sorts of jumps are normally easier to accomplish compared to jumping straight up, especially if you have a running start beforehand. For a long jump the Target Number is set at 1 for 1 hex, and every success thereafter can be spent to increase the distance of the long jump by 1 hex.

High Jump

Vertically jumping straight up, this lets you get off the ground by a couple feet which can be helpful for jumping to be able to reach a ledge you need to clamber up. Jumping up 1 hex is a TN 3 check with every additional hex requiring 3 additional successes to be spent. For example, if you wanted to jump up 3 hexes you'd need to succeed a TN 9 Acrobatics check.

Hop Up

Hopping up onto an object which is up as tall as your waist, this is a TN 2 Acrobatics check and on a failure you end up tripping and falling prone after trying to jump up. A success however makes traversing this a Free Action whereas normally getting up onto a waist-high object requires a Minor Action. For something around the same height as you, you can instead make a TN 4 Acrobatics check to make getting up onto it a Minor Action instead of a Major Action.

Kip Up

By making a TN 4 Acrobatics check you can try to get up from prone in one smooth action, reducing getting up from prone from a Major Action down to a Minor Action.


Athletics

Using your muscles and vitality in order to achieve physical feats. Athletics uses Strength as its ability score.

Heavy Lifting

Text.

Sprint

For running in a straight line without tiring yourself out. Unlike other forms of Athletics checks, Athletics checks made to Sprint use Vitality in place of Strength.

When making a Sprint check the base TN is 2 and you must determine how long you've been sprinting, for every minute continuing to sprint the TN is increased by 1.

Swim

Swimming through water or other liquids, with difficulty determined by how calm or disruptive the water is. Normally, swimming in calm water is a TN 2 Athletics, however rougher waters increase the TN by 2, and stormy waters increases the TN by 2 as well. These two can stack, thus rough and stormy waters increases the TN for a total of 6.

Climb

Climbing up from a wall or other similar surface, the difficulty of climbing is usually determined by how slippery the wall is, how much there is to brace off of, and so on.

Target Number Results
1 Climbing a rope up a wall or a 45 degree slope
2 Rough wall with some handholds
3 Natural rock wall
4 Uneven surface with few or narrow handholds
6 Slippery wall with few handholds
8 Climbing an overhand or ceiling with only sparse handholds

Contortion

Using physical contortion to escape bindings. Contortion uses Agility as its ability score.

Escaping Restraints

Escaping restraints such as being tied up or handcuffs.

Target Number Results
2 Escape hastily/poorly tied rope
4 Escape rusty or poorly maintained handcuffs
6 Escaped tied rope
8 Escape from handcuffs
10 Escape well-fitted and thoroughly checked restraints

Squeezing

Managing to squeeze through tight spaces (such as spaces where your head can fit but your shoulders cannot), this is a TN 6 check for particularly tight fights while for every couple of degrees smaller increases this TN by 2.


Drive

Driving vehicles, particularly land based vehicles such as cars and tanks. It also covers sea vehicles. You needn't make a check for routine piloting and driving, typically only being asked to make checks when something strenuous is called for. Drive uses Agility as its ability score.


Flight

Covers both piloting vehicles for flight (such as planes and helicopters) and also covers control of physical flight. Flight uses Agility as its ability score.

Slow Falling

In order to slow a fall, you must make a check with the TN being determined by the distance being travelled. Typically freefalling involves falling 12 hexes per round. TN is 2 for every 4 hexes travelled.


Hunting

Text. Hunting uses Dexterity as its ability score.


Lockpicking

Picking locks requires special precision. Lockpicking uses Dexterity as its ability score.

Picking Locks

Gaining access to padlocks and other forms of locked doors and devices. Locks come in a variety of difficulty types, modifying the chances of success.

Target Number Results
3 Rudimentary or overly simple
4 Simple
6 Average
8 Advanced
10 Complex

Trap Disarmament

Disabling and preventing a trap from detonating are similar in some aspects to lockpicking, especially in regards to the level of forethought and nimble fingers needed. The TN of this check is typically listed on the trap itself, as the "Disarm TN". If you would fail this Disarm TN by 2 or more successes the device is tripped and activates.

Sabotage Device

Sabotaging something so it won't work right after a little while of usage. When sabotaged, the device will act normally for 1d4 minutes before breaking down and succumbing to the subtle (or not-so-subtle) damage you've caused. Difficulty is determined by the difficulty of the device being sabotaged.

Target Number Results
1 Overly simple
2 Simple
4 Average
6 Advanced
8 Complex
10 Overly complex

Jam Lock

Instead of attempting to open a lock for it to be usable you can instead choose to jam the lock so nobody can get in short of breaking the lock or the door (if any). Doing this is a roll which sets the TN for anyone attempting to open the lock which they must beat (typically using a Strength roll or a Athletics roll). This sets the Strength TN needed to force the door open by your Jam Lock result. Unfortunately by jamming a lock however, both them and you need to force the door open if you want to start opening it again, otherwise it'll remain stuck.


Perform

Performing a sort of action, typically one which is used to make money as part of a profession. Perform uses Agility as its ability score.


Ride

Taking charge and riding a mount, riding is typically called upon when taking specific actions with your mount rather than every time you wish to move with your mount, similar to vehicles. Ride uses Agility as its ability score.

Fast Mount

Getting on your mount as a Minor Action instead of a Major Action. Doing this is a TN 4 Ride check.

Remain Seated

If you've been hit while you're mounted, you must make a check to remain mounted upon your steed lest you fall off of it and land prone. This check is equal to TN 2 + the damage dealt to you (if any) by the attack.

Leap

Coaxing your mount to leap over an obstacle while riding ahead, and is done as part of the steed's Movement action. The TN of this check is 2 for every half hex worth of height being leapt over. Thus jumping over a height of 1 hex (~ 5 feet) is TN 4, while a height of 2 hexes (10 feet) is double that at TN 8.

Stand on Mount

A tricky and risky maneuver to pull, standing on a mount is typically done to reach something high above the mount such as a ledge to grab onto while riding atop it. Doing this requires a Ride or alternatively an Acrobatics to maintain balance and be able to climb atop the mount without falling. The TN of this check is 6 base, with rough terrain potentially increasing the check.


Rope Use

Usage of rope. This includes as a lasso, as a tie, and as a method of swinging. Rope Use uses Dexterity as its ability score.

Lasso Animal/Object

By throwing an open noose at an animal, person, or object within 3 hexes of you you're able to try and force it nearer to you (or in the case of an item, into your hands). Against stationary objects, this is a TN 4 check if you haven't made a Movement action this turn, and is a TN 8 if you have. Against animals and people it requires this check to be made against their Avoid.

Objects successfully lassoed can be pulled to your hand after a successful check with a Minor Action while animals and people successfully hit by the lasso can be pulled 1 hex closer to you as a Minor Action.

Swing From

Similar to lassoing you can attempt to toss your rope at a surface to hook onto so you may use it as an improvised rope between two points. This is a TN 4 check, and on a failure of 4 or more, you believe the rope to be stable only to find out after the fact upon trying to use it.


Sneaking

Using stealth, especially in the cases of hiding yourself or remaining quiet. Sneaking uses Agility as its ability score.

Hide

This is a direct opposed check against the Sight of anyone attempting to see you. Characters who have no reason to be looking for you while you're hiding grant you a +1 die bonus to your Sneaking check to remain hidden.

Use Another For Cover

When near someone larger and bulkier than you, you can attempt to hide behind them for cover. Doing this requires you to be adjacent and facing the back of a creature much larger than yourself. On a successful check against their opposed Sight checks. You may move at your full speed by increasing the TN of this check by 2, however normally people are only able to move half their Movement while sneaking.

Remain Quiet

This is a Sneaking check made specifically against an opponent's Hearing. More often than not, when Hide checks are being made, Remain Quiet is also part of this roll however this usage is separated for cases where direct line of sight cannot be established but sound could tip the enemy off to your presence.


Trickery

Hand tricks, typically those relating to being quick and nimble with one's fingers or usage of misdirection to distract from what they're truly doing. Trickery uses Dexterity as its ability score.

Feinting

When in combat you may wish to give the enemy the impression you're about to attack, making them flinch or react when you really aren't. A feint is a Trickery attempt made against the Grit of the target, and on a successful hit against Grit, the target is inflicted with Moderate Flat-Footed until the end of your turn. Doing this is a Minor Action.

Drawing Hidden Item or Weapon

If you have a weapon or item tucked away just out of eyesight, pulling it out rapidly or without someone even noticing is important for making use of such hidden items without making a huge scene when drawing them. This is a Minor Action, and is a Trickery attempt versus an opposed Sight, and on a successful check the opponent doesn't see that a weapon has been drawn.

Hide Item or Weapon

Hiding an object on your person with the hopes it won't be found is relatively easy for anyone to pull off, but only the pros know how to make it so it's not found even when searched. This is a check with the TN determined by how large the item is compared to yourself. TNs given below are examples of item/weapon size differences, with the size assumption being that a human is hiding these items on themselves. Larger creatures can potentially hide larger items on themselves.

Target Number Results
1 Hiding a coin or button
2 Hiding a knife or small book
3 Hiding a long knife or pistol
4 Hiding a book or large pistol (ex. 'hand cannons')
6 Hiding a large handheld object such as a portable radio
8 Hiding an object which can be carried but is bulky (ex. a chair)
12 Hiding an object which is almost as large as you are

Take Item or Weapon Unnoticed

Taking something unnoticed from another individual is not only risky but difficult to do, typically requiring some form of distraction in order to do without causing suspicion. This is a Trickery check being made against the individual's Avoid, and on a successful check the item/weapon is taken from them, regardless of whether they notice or not. After the Trickery is rolled, the individual rolls a Sight or Touch check with the TN being your Trickery result, and on a successful check they notice if the item has been taken or that you tried to lift the item from them (if you failed).

Take Action Unnoticed

By choosing to take an action unnoticed you (typically) are attempting to do something without drawing suspicion to yourself as you do so, such as kicking the leg from someone's chair out as you walk by, or by inconspicuously sticking someone with a needle tipped with a transmitted disease while you walk by.

This is a check made against the individual's Sight (if you would be visible), Hearing (if you could be heard doing it), or Touch (if you're attempting to touch/harm them unnoticed), and is an opposed roll against your Trickery roll. If you deal any form of damage to them directly (such as from attempting to jab them with a needle unnoticed) they receive a +4 die bonus to the Touch check to notice you.

Onlookers can only make a Sight check against your roll, and unless they are expressly looking for suspicious occurrences your roll is treated as 1 higher for the purpose of them attempting to beat it with their Sight check.

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