Body Skills

*ATHLETICS (BODY): encompasses a broad list of physical skills such as acrobatics, sport, climbing, jumping, escaping bonds and running. Armor Check Penalties subtract from this skill.

ADDS-
• Switch Attribute- Prerequisite: Rank 1/ Athletics Skill can be attached to Agility Attribute.

• Focus- Prerequisite: Rank 1/ +2 on Athletics rolls for a limited application of the skill (Lifting, Sports, Jumping, Escape Artist, Climbing, Running, etc.) May be purchased more than once.

• Critical Success- Prerequisite: Rank 1/ On a natural “20” on the Skill check, roll an additional d10 and add it to the total Skill check number.

o Improved Critical- Prerequisite: Rank 3, Critical Success/ On a natural “19-20” on the Skill Check, roll an additional d20 and add it to the total Skill check number.

MELEE WEAPONS (BODY): The Melee Weapons skill encompasses fighting with everything from a broken beer bottle to a giant axe, with knifes, swords, clubs, walking sticks and everything else in between. Even in civilized areas, knifes, clubs, and many other melee weapons are plentiful. Small melee weapons rarely draw comment and are normally not illegal.

ADDS:
• Switch Attribute- Prerequisite: Rank 1/ Melee Weapon Skill can be attached to Agility Attribute.

• Melee Specialist- Prerequisite: Rank 2/ +1 to hit with melee attacks.

o Favored Weapon (To Hit)- Prerequisite: Rank 4, Melee Specialist/ + ½ Rank (round up) to hit with specific type of weapon (1-H Swords, Clubs, Knifes, 2-H Axes, etc.)

o Favored Weapon (To Damage)- Prerequisite: Rank 4, Melee Specialist/ + ½ Rank (round up) to damage with specific type of weapon (1-H Swords, Clubs, Knifes, 2-H Axes, etc.)

• Vulnerable Spot- Prerequisite: Rank 2/ +1 damage to melee attacks.

o Power Strike/Called Shot/Sneak Attack- Prerequisite: Rank 4, Vulnerable Spot/ Add 1 Damage Rank per Degree of Success (each +5 over PD) when attacking with a melee weapon. The maximum DoS is equal to Melee Rank. The total Damage Rank may not exceed 2x normal maximum Rank for that weapon.

• Split Attack- Prerequisite: Rank 4/ 2 melee attacks, split Skill Rank, but add full Attribute to each attack, full round action.

o Imp. Split Attack- Prerequisite: Rank 6/ 3 melee attacks, same as Split Attack.

• Charge- Prerequisite: Rank 2/ +1 damage to melee attack if the character moves at least 4 hexes.

o Imp. Charge- Prerequisite: Charge, Rank 4/ +2 damage to melee attack if the character moves at least 2 hexes.

• Combat Maneuver Focus- Prerequisite: Rank 2/ +2 to any one Combat Maneuver when armed with a Melee weapon. (May be purchased more than once)

o Alternate Critical- Prerequisite: Combat Maneuver Focus, Rank 4/ When a character achieves a possible critical hit with a normal damaging attack (not a Maneuver), instead of rolling to confirm the critical for additional damage, may make a Combat Maneuver check and apply both results (normal damage plus a Trip, for example). Must have the CM Focus Add with the chosen maneuver.

• Expand Critical Range- Prerequisite: Rank 2/ Critical Range is expanded 1 number (usually 19-20)

• Extra Critical Multiplier- Prerequisite: Rank 3/ Critical Damage is improved 1 multiple (usually to x3)

UNARMED (BODY): The art of empty hand fighting, the Unarmed skill can represent anything from boxing to brawling to exotic martial arts. The benefits of fighting unarmed are: the weapons are always available and it is rarely lethal, so the police don’t usually pay much attention to fist fights.

ADDS:
• Switch Attribute- Prerequisite: Rank 1/ Unarmed Skill can be attached to Agility Attribute. Minimum Body prerequisites for other Adds still apply.

• Iron Fist- Prerequisite: Rank 2/ +1 Damage Rank to Unarmed attacks (Skill Rank -1)

o Imp. Iron Fist- Prerequisite: Iron Fist, Rank 4/ +2 Damage Rank to Unarmed attacks (Skill Rank +0)

• Unarmed Specialist- Prerequisite: Rank 2/ +1 to hit with unarmed attacks.

• Heavy Hand- Prerequisite: Skill Rank 2, Body 3/ +1 damage to unarmed attacks.

o Improved Heavy Hand- Prerequisite Rank 4, Body 4, Heavy Hand/ + ½ Body or Unarmed Rank (round up) to Damage rolls with unarmed attacks.

• Split Attack- Prerequisite: Rank 4/ 2 unarmed attacks, split Skill Rank, but add full Attribute to each attack, full round action.

o Imp. Split Attack- Prerequisite: Rank 6/ 3 unarmed attacks, same as Split Attack.

• Charge- Prerequisite: Rank 2/ +1 damage to unarmed attack if the character moves at least 4 hexes.

o Imp. Charge- Prerequisite: Charge, Rank 4/ +2 damage to weapon/unarmed attack if the character moves at least 2 hexes.

• Combat Maneuver Focus- Prerequisite: Rank 2/ +2 to any one Combat Maneuver. (May be purchased more than once)

o Alternate Critical- Prerequisite: Combat Maneuver Focus, Rank 4/ When a character achieves a possible critical hit with a normal damaging attack (not a Maneuver), instead of rolling to confirm the critical for additional damage, may make a Combat Maneuver check and apply both results (normal damage plus a Trip, for example). Must have the CM Focus Add with the chosen maneuver.

• Expand Critical Range- Prerequisite: Rank 2/ Critical Range is expanded 1 number (usually 19-20)

• Extra Critical Multiplier- Prerequisite: Rank 3/ Critical Damage is improved 1 multiple (usually to x3)

Body Skills

Turn of the Century- 1900 Wudsong