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Skills

The following outlines the rules for using Skills in Anime d20.

Contents

Skill Points and Skill Ranks

Characters have a number of Skill Points based on their class Levels, as outlined in the class descriptions. Depending on a character’s class, some Skills are “class Skills” and some Skills are “cross-class Skills.” For non-combat Skills, cross-class Skills require 2 Skill Points per Rank while class Skills require 1 Skill Point per Rank. For combat Skills, the cost is tripled to 6 and 3 Skill Points, respectively.

If the GM desires, the maximum number of Ranks a character can have in a class Skill is equal to that character’s Rank +3 (a common limit in many d20 System games). The maximum Rank a character can have in a cross-class Skill is half that number (round down). Optionally, the GM can add the Skill’s relevant Ability Score modifier to this maximum Skill Rank for the character. Of course, the Game Master can also ignore these limitations (and possibly develop his or her own Skill Rank maximums).

Using Skills

When a character uses a Skill, the character makes a Skill check to see how well the character performs the action. The higher the result on the character’s Skill check, the more successful the attempt. Based on the circumstances, the character’s result must match or exceed a particular number (called a DC, or Difficulty Class) to use the Skill successfully. The harder the task, the higher the number the character needs to roll.

Skill Description Format

Relevant Ability

This is the Ability modifier that most often applies to the Skill check. If two (or more) Abilities are listed, it indicates that different Abilities may be relevant, depending on the situation. The GM should select the one most appropriate to the circumstances. For example, the Pilot Skill has the Relevant Ability: Intelligence or Dexterity. When a character attempts to pilot a large cruise ship, the GM should require a Skill check using the Intelligence modifier – the character’s knowledge of the boat’s controls are more important when driving such a massive ship. When the character hops into a small ski boat, however, his or her Dexterity is more important and thus the GM should require a Skill check using the Dexterity modifier instead of the Intelligence Modifier.

Specializations (Optional Rule)

A selection of Specializations is provided. When a character gains a new Skill, he or she may select one Specialization for free. Any time the character makes a Skill check (a character attempting to balance on a thin ledge using Acrobatics: Balance, for example), the character gains a +1 bonus to his or her Skill check. With GM permission, players may select a Specialization that is not listed if it fits with their character concept. Also, GMs may allow characters to gain two additional Specializations for a particular Skill by paying the normal cost associated with gaining a Rank in that Skill.

Description

The Skill name line is followed by a general description of what using the Skill represents.

Combat Feats and Anime d20

To provide more player options and better reflect common elements in anime shows, Anime d20 replaces several combat Feats with combat Skills. The three weapon proficiency Feats (Exotic, Martial, and Simple) have been eliminated, indicating that all characters are proficient with all weapons, and thus do not suffer the -4 attack penalty. Additionally, the Weapon Focus Feat (which gives a +1 with a specific weapon) has been removed in favor of combat Skills that can provide much greater attack bonuses. As a result, Anime d20 characters who specialize in combat prowess by assigning many combat Skills can become much more deadly in battle than standard d20 characters.

If you prefer to use combat Feats from the standard d20 System instead, simply remove the combat Skills option from Anime d20 and make the appropriate Feats available to characters once again.

Table 7-1: Class and Cross Class Skills
Table: Special Defense
Adventurer Dynamic Sorcerer Giant Robot Gun Bunny Hot Rod Magical Girl Martial Artist Mecha Pilot Monster Trainer Sentai Member Tech Genius
Balance o x x o x o o x o x x o o x x
Bluff o x x o o x x x o x x x o x x
Climb o x x o x x o x o x x x x x x
Computer Use o x o x x x x o x x x x x o o
Concentration o o x x x x x x x x x x x x x
Controlled Breathing o x x x x x o x o x o x o x x
Craft o x x x x x o x x x o x x o x
Decipher Script o x x x x x x x x x x x x o o
Demolitions o x x o x x x o x x x x x x o
Diplomacy o o x x x x x x x x o o x o x
Disable Device o x x x o x x x x o x x x x o
Disguise o x x x x x x x o x x x o x x
Drive o x o x o x x o x x x x x x o
Escape Artist o x x x x x o x o x x x o x x
Forgery o x x x x x x x o x x x x x x
Gamble o x x o o x x x x o x x x o x
Gather Information o x x o x x x x o x o x o x x
Handle Animal o x x x x x x x x o x x x x x
Hide o x x x x x x x o x x x o x x
Intimidate o x x o x x x x o x o x x x x
Investigate o x x o o x x x x x x x x x x
Jump o x x o x o o x o x x o o x x
Knowledge (Arcane) o o x x x o x x x x x x x x x
Knowledge (Architecture) o x x x x x x x o x x x x o x
Knowledge (Area) o x x x o x x x o x x x x o x
Knowledge (Biological Sciences) o x x x x x x x x o x x x o x
Knowledge (Business) o x x x x x x x x x x x x o x
Knowledge (Cultural Arts) o x x x x o o x x x o x o o x
Knowledge (Domestic Arts) o x x x x x x x x x o x x o x
Knowledge (Electronics) o x o x x x x o x x x x x x o
Knowledge (Foreign Culture) o o x x x x x x x x o x o o x
Knowledge (Law) o x x x x x x o x x x x x o x
Knowledge (Mechanics) o x o x o x x o x x x x x x o
Knowledge (Military Sciences) o x o x x x x o x x x x x x x
Knowledge (Nature) o x x x x x x x x o x x x o x
Adventurer Sorcerer Dynamic Giant Robot Gun Bunny Hot Rod Magical Girl Martial Artist Mecha Pilot Ninja Monster Trainer Samurai Sentai Member Shapechanger Student Tech Genius
Knowledge (Occult) o o x x x o o x o x x o x x x
Knowledge (Physical Sciences) o x x x x x x x x x x x x o o
Knowledge (Police Sciences) o x o o o x x o x x x x x x x
Knowledge (Religion) o o x x x x x x x x o x x o x
Knowledge (Social Sciences) o x x x x x x x x x o x x o x
Knowledge (Streetwise) o o x x x x x x o x o x x x x
Listen o x x o x x o x o x o x x x x
Medical o x x x x x o x x o x x x x x
Move Silently o x x x x x o x o x x x o x x
Navigate o x x x o x x o x x x x x x x
Open Lock o x x x x x x x o x x x x x x
Perform o x x x x o o x x x o o x o x
Pick Pocket o x x x x x o x o x x x x x x
Pilot o x x x o x x o x x x x x x x
Poisons o x x x x x x x o x x x x x x
Power Usage o x x x x o x x x x x o x x x
Power lifting o x o o x x x x x x x x o x x
Profession o o x x x o x x x x x x x o o
Read Lips o x x o o x x x o x x x x x x
Repair o x o x o x x o x x x x x x o
Research o o x x x x x x x x x x x o o
Ride o x x x o x x x x x o x x x x
Search o x x x x x o x o x o x x x x
Seduction o x x o o x x x x x x x o x x
Sense Motive o x x o o x o x o x o x o x x
Sleight of Hand o o x x x x x x o x x x o x x
Speak Languages o o o o o o o o o o o o o o o
Sports o x x o x o x x x x x x x o x
Spot o o x o o o o o o x o o o x x
Survival o x x x x x x x o x o x x x x
Swim o x x x x o x x x x x x x o x
Tumble o x x x x o o x o x x o x x x
Use Rope o x x x x x x x o x x x x x x
Wilderness Lore o x x x x x x x o x x x x x x
Wilderness Tracking o x x x x x x x o x o x x x x
Archery x x x o x o x x o x o x x x x
Gun Combat x x x o o x x x x x x x x x x
Heavy Weapons x x o x x x x o x x x x x x x
Melee Attack x x o x o x o x o x o o x x x
Melee Defense x x x x x x o x x x o o x x x
Ranged Defense x x x o x o x o x x x x x x x
Special Ranged Attack x o o x x o o o x x x x x x x
Thrown Weapons x x x x x o x x o x x x x x x
Unarmed Attack x x o x o x o x o x x x x x x
Unarmed Defense x x o x o x o x o x x x x x x

General Skills

Balance

Relevant Ability: Dexterity

Specializations: Shaking Surface, Slippery Surface, Tightrope

The ability to maintain balance under adverse conditions.

Bluff

Relevant Ability: Charisma

Specializations: Acting, Fast-talk, Misdirection, Misleading Body Language

The ability to make the untrue seem plausible.

Climb

Relevant Ability: Strength

Specializations: Natural Surfaces, Poles, Ropes, Vegetation, Walls

The ability to scale vertical surfaces with or without the use of specialized climbing equipment.

Computer Use

Relevant Ability: Intelligence

Specializations: Artificial Intelligence, Databases, Intrusion/Security, Networks, Programming

Practical knowledge of computer use. Computer engineering (hardware) is covered by Knowledge: Electronics.

Concentration

Relevant Ability: Constitution

Specializations: Clearing One’s Mind, Magic Focus, Single Minded

The ability to ignore distractions and interference when focusing on a task.

Controlled Breathing

Relevant Ability: Constitution

Specializations: Cyclic Breathing, Holding Breath, Slow Heart Rate

The ability to control respiratory functions in order to maximize breathing efficiency or to perform tricks such as “playing dead.”

Craft

Relevant Ability: Intelligence

Specializations: Carpentry, Leatherworking, Metalworking, Plumbing, Tailoring, Woodworking

This Skill represents a character’s ability to work with a variety of materials to repair or produce useful or aesthetically pleasing objects not electronic or mechanical in nature.

Decipher Script

Relevant Ability: Intelligence

Specializations: Ancient Languages, Code Cracking, Hieroglyphics, Runes

The ability to decipher texts either foreign to the character or encoded.

Demolitions

Relevant Ability: Intelligence

Specializations: Artificial Structures, Bomb Disposal, Natural Structures, Safe Cracking, Underwater

The ability to set explosive charges without getting hurt in the process or inflicting undesired collateral damage. It is also used for deactivating explosives set by someone else.

Diplomacy

Relevant Ability: Charisma

Specializations: Etiquette, Social Grace, Heraldry, Negotiation

The knowledge concerning the proper way to interact during social situations, and negotiations, including rules of conduct and persuasion.

Disable Device

Relevant Ability: Intelligence Specializations: Jamming, By Passing, Traps

The ability to circumvent traps, jam mechanical devices, by pass securities.

Disguise

Relevant Ability: Charisma

Specializations: Costume, Dialects, Impersonation, Make-up, Prosthetics

The ability to change one’s personal appearance and/or demeanor in an attempt to deceive others.

Drive

Relevant Ability: Dexterity or Intelligence

Specializations: Big Rig (large tractor/trailer trucks), Car, Motorcycle, Small Truck (vans, pick-ups, hi-cubes)

The ability to operate a powered ground vehicle. Skill checks are only necessary in difficult situations such as performing vehicular stunts, avoiding hazards, etc.

Escape Artist

Relevant Ability: Dexterity

Specializations: Grappling, Restraints, Tight Spaces

The ability to escape restraints and grips of opponents, or squeeze through tight spaces.

Forgery

Relevant Ability: Intelligence

Specializations: Detection, Electronic Documents, Handwriting, Paper Documents

The ability to counterfeit documents and papers or to identify forgeries. This Skill can be used in conjunction with the Computer Use Skill.

Gamble

Relevant Ability: Wisdom

Specializations: Card Games, Computer Games, Dice Games, Strategy, Role Playing

The ability to play various games (including betting strategies) well.

Gather Information

Relevant Ability: Charisma

Specializations: Contacts, Gossip, Rumor-mongering

The ability to find out information about an area, from the day-to-day events to specific pieces of information.

Handle Animal

Relevant Ability: Charisma

Specializations: Any single animal such as dogs, dolphins, horses, etc.

The ability to teach and train animals with an intellect above that of instinctive insects. An animal usually has an Intelligence of 1-3.

Hide

Relevant Ability: Dexterity

Specializations: Concealment, Skulking, Tailing

The ability to hide from detection.

Intimidation

Relevant Ability: Charisma

Specializations: Business, Interrogation, Political, Psychological, Street

The ability to convincingly project a “tough guy” image through verbal and body language. A successful check means someone witnessing your performance is convinced you mean any threats you make. How they react after that will depend on how tough they are themselves in relation to the kind of threat you present – they may respond with respect, fear, hatred, or amusement.

Investigate

Relevant Ability: Intelligence

Specializations: Government, Police, Underworld

The ability to track a piece of information or person through red tape and electronic media.

Jump

Relevant Ability: Strength Specializations: Long, High, Pole Vault

The ability to jump well and consistently. A character can normally jump about 6 feet forward or 3 feel up/back (double range with a running start). This Skill increases the character’s maximum horizontal distance by +1 foot for every two Skill ranks. This modifier is doubled for running starts and halved for vertical or backwards jumps.

Knowledge: Arcane

Relevant Ability: Intelligence

Specializations: Arcane Symbols, Magic, Rituals, Spells

Knowledge of magic, its history, and basics of how it works.

Knowledge: Architecture

Relevant Ability: Intelligence

Specializations: Aquatic, Bridges, Fortifications, Small Buildings, Skyscrapers

Knowledge of construction methods, architectural drafting, etc. A successful use of this Skill can also find weak points in constructions or help in locating old structural plans.

Knowledge: Area

Relevant Stat: Intelligence

Specializations: One specific area (city, village, forest, sea, etc.)

This Skill reflects knowledge of the geography and people of a single area. The smaller the area, the more detailed and extensive the character’s knowledge. This Skill may be assigned multiple times to indicate knowledge of several areas.

Knowledge: Biological Sciences

Relevant Ability: Intelligence

Specializations: Bacteria/Viruses, Botany, Ecology, Genetics, Physiology, Zoology

This field covers scientific knowledge of how living things function.

Knowledge: Business

Relevant Ability: Intelligence

Specializations: Accounting, Banking, Executive, Fraud, Government, Marketing, Small Business

The ability to organize, run, and understand part or all of an organization (such as a business, government, or association).

Knowledge: Cultural Arts

Relevant Ability: Intelligence

Specializations: Archeology, Art Appraisal, History, Literature, Urban Legends

Knowledge of aspects of human culture (or another species’ culture).

Knowledge: Domestic Arts

Relevant Ability: Intelligence

Specializations: Cleaning, Cooking, Decorating, Home Budgeting

The ability to efficiently organize and run a domestic household.

Knowledge: Electronics

Relevant Ability: Intelligence

Specializations: Communications, Computers, Consumer Electronics, Robotics, Security, Sensors

The ability to maintain, repair, build, modify (and at high Ranks, design) electronic equipment.

Knowledge: Foreign Culture

Relevant Ability: Intelligence Specializations: One Specific Culture

Reflects knowledge of the history, religion, ethics, and lifestyle of one or more foreign countries or cultures. Each Rank in this Skill provides familiarity with a distinct culture (a Specialization). Thus, multiple Specializations may be listed for Foreign Culture depending on the Skill Rank.

Knowledge: Law

Relevant Ability: Intelligence

Specializations: Civil, Criminal, Customs, Family, International, Political

Knowledge of legal procedure and practice. GMs may assume that anyone with Rank 6 or more has a license to practice law. All Specializations, except International, are specific to one country or region only (for example, “Japanese Criminal Law”).

Knowledge: Mechanics

Relevant Ability: Intelligence

Specializations: Aeronautical, Armorer, Automotive, Gunsmith, Locksmith, Micro, Traps

The ability to maintain, repair, or build mechanical and electro-mechanical devices. This also includes knowledge of tool use, welding, etc. Armorer applies to heavy vehicle-mounted weapons while Gunsmith covers personal weaponry. Use Artisan for archaic weapons.

Knowledge: Military Sciences

Relevant Ability: Intelligence

Specializations: Hardware Recognition, Intelligence Analysis, Logistics, Strategy, Tactics, Teamwork

The character has military-style tactical, staff, or leadership training. In addition, SWAT (or other tactical police units) often includes individuals who pick up similar Skills (and often recruit ex-military personnel).

Knowledge: Nature

Relevant Ability: Intelligence

Specializations: Animals, Cycles, Plants, Seasons, Weather

Knowledge of the interactions of the natural world.

Knowledge: Occult

Relevant Ability: Intelligence

Specializations: Astrology, Channeling, Numerology, Rituals, Spirits, Tarot, Voodoo, Witchcraft

Knowledge of the arcane and mystical arts, and their applications in both historical and modern society.

Knowledge: Physical Sciences

Relevant Ability: Intelligence

Specializations: Astronomy, Biochemistry, Chemistry, Engineering, Mathematics, Physics

Scientific training in the way the universe works, including the necessary background knowledge.

Knowledge: Police Sciences

Relevant Ability: Intelligence

Specializations: Ballistics, Criminology, Forensics

This is the science behind detective work. Ballistics is the study of the wounds inflicted by projectiles; criminology focuses on studies of criminal behavior and strategies; forensics covers evidence gathering (including hair-and-fiber, fingerprint and DNA-based identification techniques).

Knowledge: Religion

Relevant Ability: Intelligence

Specializations: One Specific Religion (Buddhism, Christianity, Muslim, Satanism, etc.)

The knowledge of how current and historical religions and mythology worked.

Knowledge: Social Sciences

Relevant Ability: Intelligence

Specializations: Anthropology, Geography, Politics, Psychology, Social Work, Sociology, Theology

Understanding of the way people function in society as well as societal behavioral patterns.

Knowledge: Streetwise

Relevant Ability: Intelligence

Specializations: Gang Activity, Influential Individuals, Territorial Divisions (all by region)

The knowledge of street activity within a particular region or city. This is a vital survival Skill for a person on the streets.

Listen

Relevant Ability: Wisdom

Specializations: Background Noise, Eavesdropping, Rural, Urban

The ability to listen attentively or to perceive unusual or out of place noises.

Medical

Relevant Ability: Wisdom

Specializations: Acupuncture, Dentistry, Diagnosis, Emergency Response, Homeopathy, Pathology, Pharmacy, Surgery, Veterinary

Knowledge of how to heal the body. GMs may assume that anyone with Rank 6 or more has a license to practice medicine. A typical general practitioner would Specialize in Diagnosis, while most police officers or paramedics Specialize in Emergency Response.

Move Silently

Relevant Ability: Dexterity Specializations: Soft Step, Rural, Urban

The ability to move without being detected audibly.

Navigate

Relevant Ability: Intelligence

Specializations: Air, Highway, Sea, Space, Urban, Wilderness

The ability to read maps or use specialized navigation equipment. The Navigate Skill will help a character find the fastest/safest route to a destination.

Open Lock

Relevant Ability: Dexterity

Specializations: Combination, Electronic, Padlocks, Puzzle Lock

The ability to open locking devices.

Perform

Relevant Ability: Charisma

Specializations: Comedy, Dance, Drama, Music, Public Speaking, Singing, Fast Talking

The ability to perform well before an audience, and to evoke an emotional response through the art form.

Pick Pocket

Relevant Ability: Dexterity

Specializations: Palm, Legerdemain, Lift Object

The ability to make a small object disappear without notice.

Pilot

Relevant Ability: Dexterity or Intelligence

Specializations: Heavy Airplane (usually multi-engine), Helicopter, Hovercraft, Jet Fighter, Large Ships, Light Airplane (usually single-engine), Lighter than Air Craft, Small Boats, Spacecraft, Submarines

The ability to operate air, water or space vehicles. Skill checks are normally only necessary when performing an unusual maneuver, avoiding a hazard, piloting an unfamiliar aircraft, etc.

Poisons

Relevant Ability: Intelligence Specializations: Alien, Natural, Synthetic

The ability to recognize, concoct, apply, and neutralize a variety of poisons and toxins.

Power Usage

Relevant Ability: Based on Power’s Relevant Ability Specializations: One specific Power only

Unlike other Skills, Power Usage only offers a bonus to any check for the use of one specific Power. To receive a bonus on multiple Powers, this Skill must be assigned multiple times, once for each Power. The Skill is useful to a character who may not have a high ability (such as Intelligence) that is associated with one of his or her Powers (such as Mind Control or Telepathy). When the character must make a check for the specific Power, the Power Usage Skill adds a bonus as though the check is actually a Skill check.

Power lifting

Relevant Ability: Strength

Specializations: Bulky Objects, Free Weights, Humans, Moving Objects, Small Objects (Hand-Held)

The ability to perform feats of strength with minimal chance for injury. This includes lifting or pushing heavy objects, stopping objects in motion, and supporting large masses.

Profession

Relevant Ability: Wisdom

Specializations: One Specific Profession (Bookkeeper, Cook, Driver, Farmer, Miner, Sailor, Writer, etc.)

The character is trained in a specific form of livelihood.

Read Lips

Relevant Ability: Intelligence

Specializations: Crowded Places, Distance, Sub Vocalization

This allows a character to understood what is being said by reading lips.

Repair

Relevant Ability: Intelligence

Specializations: Mechanics, Computerized, Electronics

The ability to carry out permanent or temporary repairs to equipment.

Research

Relevant Ability: Intelligence Specializations: Legal, Historical, Scientific

This Skill allows a character to locate difficult to find pieces of data by searching journals, the web, and other media.

Ride

Relevant Ability: Dexterity

Specializations: One Specific Species (Camel, Horse, Tiger, etc.).

This is the knowledge of how to care for a riding beast, how to saddle, mount, and dismount the animal, how to get it to perform difficult or dangerous maneuvers safely and without balking, and how to best pace it for long distance rides.

Search

Relevant Ability: Intelligence

Specializations: Compartments, Detail Work, Irregularities

This Skill allows the character to find hidden or concealed objects.

Seduction

Relevant Ability: Charisma Specializations: Alien, Female, Male

A character with this Skill is adept at exploiting their sex appeal. A successful Skill check will convince another person that the character is genuinely interested in them. Whether or not the subject actually responds will depend on his or her own romantic inclinations and sexual preference.

Sense Motive

Relevant Ability: Wisdom

Specializations: Body Language, Mannerisms, Speech

This represents the knowledge of determining when a person is not being honest or forth coming.

Sleight of Hand

Relevant Ability: Dexterity

Specializations: Card Sharking, Fine Manipulation, Stage Magic

A character with this Skill has superior manual dexterity, greater than that suggested by his or her Dexterity score. This includes the ability to perform “magic” tricks, palm small objects, cheat at cards, plant an item on someone, etc.

Speak Languages

Relevant Ability: Intelligence

Specializations: Any One Language, Braille, Code Language, Sign Language

This Skill reflects an aptitude for languages and their historical usage. Additionally, a character will be able to speak and write one foreign Language for each Rank in this Skill. Thus, multiple Specializations will be listed for Languages – the first is the character’s native language(s), while the others are foreign languages.

Sports

Relevant Ability: Strength, Dexterity, or Constitution

Specializations: Baseball, Basketball, Cricket, Football, Hockey, Volleyball, etc.

The ability to play well in a team or individual sporting event with specialized rules.

Spot

Relevant Ability: Wisdom

Specializations: Ambush, Movement, Tailing

This the ability to locate people or creature trying to hide their presence.

Survival

Relevant Ability: Wisdom

Specializations: Aquatic, Arctic, Desert, Wilderness, Urban

The ability to survive in harsh environments.

Swim

Relevant Ability: Strength

Specializations: Competition, Deep-Sea Diving, Free Diving, Scuba, Snorkeling

The character is skilled at swimming or diving. The GM may assume that any character in a modern setting (or perhaps any setting) can swim even without this Skill.

Tumble

Relevant Ability: Dexterity

Specializations: Dive, Flip, Roll, Somersault

The character is skilled at acrobatic tumbling and flips.

Use Rope

Relevant Ability: Dexterity

Specializations: Knots, Handling Loads, Securing

This Skill allows a character to adeptly use rope for any number of purposes.

Wilderness Lore

Relevant Ability: Wisdom

Specializations: Guide, Hunting, Identification, Natural Hazards

The character is familiar with local wilderness areas. The character can find subsistence for him or herself and others and avoid natural dangers.

Wilderness Tracking

Relevant Ability: Intelligence or Wisdom

Specializations: Aquatic, Arctic, Desert, Forest, Jungle, Mountain, Plains

The ability to successfully trail or track someone or something while outdoors in a rural or wilderness setting.

Combat Skills

Archery

Relevant Ability: None (Offensive Combat Skill) Specializations: Bow, Crossbow

The ability to accurately shoot with a bow or crossbow.

Gun Combat

Relevant Ability: None (Offensive Combat Skill) Specializations: Auto-fire, Pistol, Rifle

The ability to accurately shoot with a hand-held firearm and to keep it properly maintained. Auto-fire applies to firing bursts of fully automatic fire from any gun, whether it is a small submachine gun, a big assault rifle, or a heavy machine gun. Pistol applies to firing single shots from a handgun. Rifle covers firing single shots from guns with a shoulder stock including rifles and shotguns.

Heavy Weapons

Relevant Ability: None (Offensive Combat Skill)

Specializations: Artillery (indirect fire weapons such as Howitzers), Gunnery (heavy machine guns, tank guns and other vehicle-mounted direct-fire weapons), Launchers (rocket and missile launchers)

The ability to accurately fire vehicle-, shoulder-, or tripod-mounted weapons such as a tank cannon or heavy machine gun, and to perform routine maintenance.

Melee Attack

Relevant Ability: None (Offensive Combat Skill)

Specializations: Axe, Baton/Club, Knife, Improvised Weapons (chairs, lamps, ladders, etc.), Polearms (spears, naginata, etc.), Shield, Sword, Whips/Chains

The ability to attack effectively with a hand-to-hand melee weapon.

Melee Defense

Relevant Ability: None (Defensive Combat Skill)

Specializations: Axe, Baton/Club, Knife, Improvised Weapons, Polearms (spears, naginata, etc.), Shield, Sword, Whips/Chains

The ability to defend well with a hand-to-hand melee weapon.

Ranged Defense

Relevant Ability: None (Defensive Combat Skill)

Specializations: Personal, Air Vehicle, Ground Vehicle, Water Vehicle, Space Vehicle

The ability to avoid ranged attacks, but this does not enable a character to actually dodge bullets. Rather, it is a combination of situational awareness and tactical movement as well as knowing when to keep moving (to present a more difficult target) and when to drop for cover.

Special Ranged Attack

Relevant Ability: None (Offensive Combat Skill) Specializations: One specific Special Attack

This Skill is used for weapons created using the Special Attack Attribute that emanate from the character’s body, rather than a device or weapon. For example, eye beams, fireballs fired from the hand, or sonic blast shot from the mouth would qualify for this Skill use, but a laser gun (Gun Combat Skill) or a deadly boomerang (Thrown Weapon Skill) would not.

Thrown Weapons

Relevant Ability: None (Offensive Combat Skill) Specializations: Blades, Cards, Grenades, Rocks, Shields

The ability to accurately throw weapons or objects at a target.

Unarmed Attack

Relevant Ability: None (Offensive Combat Skill) Specializations: Strikes, Holds, Throws, Grappling

The ability to attack without weapons.

Unarmed Defense

Relevant Ability: None (Defensive Combat Skill) Specializations: Strikes, Holds, Throws, Grappling

The ability to block armed or unarmed melee attacks without using a weapon.