Acrobatics
This skill hones athletic agility and balance. You are trained in a variety of fast and flexible moves
involving both your feet and hands. This skill also covers gymnastics (movement over difficult terrain)
and all inherent motions.
Similar to the Armour skill, the GM may decide to cancel penalties in combat related to awkwardness.
Whereas doing a backflip can be dangerous, one sufficiently skilled in Acrobatics
has no penalty to perform the maneuver. A good rule is every 3 or 4 levels in this skill removes one
such combat penalty.
Example: An opponent comes from behind and you're face-down in quicksand. You want to dodge and encircle the opponent. The
GM figures this is all worth at least three penalties (the sand, the encircling, attacking blind.) Your skill is level 8.
The GM decides to cancel two penalties, but that Acrobatics does not help fighting an unseen opponent.
Talents
- Balancing on thin lines (tightropes.)
- Swinging (ropes, rings, etc.)
- Flipping and somersaulting.
Perks
- +1 Agility.
- +1 Dodge.
- +1 Gambit.
Expert Performance
- For every 3 or 4 levels in this skill, you cancel one penalty resulting from restricted movement or awkward maneuvers this scene.
- Rolling will often be related to Pace when moving over difficult terrain (like cliffs and ropes.)
Aerial Sports
This skill involves the knowledge and ability to accurately carry out aerial maneuvers. Whether
it's hang-gliding, parachuting, or any other sport involving high winds, you can properly handle yourself.
Even with just the basic skill, you can at least tumble properly from a great height.
This skill is not available in Ancient settings. It would be mostly unchanged between Modern and
Future settings. This skill is also used for piloting hand-operated flying machines.
Talents
- Hang-gliding.
- Parachuting.
- Paragliding.
Perks
- +1 Agility.
- +1 Strength.
- +2 Ki.
Expert Performance
- You move X*2 kph faster or slower during aerial maneuvers.
- X*10% chance to recover 1 Chakra when finished a particularly tense jump.
Athletics
This is similar to the gaming skill, but instead represents your physical training for
various physical competitions. Normally these competitions present a ball and rules of play.
You know how to effectively train and the tricks to styles of play. A Media skill would
know the history and stats of all popular sports (with Talents for each sport.)
Similar to Acrobatics, every 3 or 4 levels in Athletics can cancel penalties related to
exhaustion and stress. If you are suffering from hunger, fatigue, worn-out arms, this skill
makes you last just a little longer.
Talents
Perks
- Your Work is +20 minutes/seconds.
- +1 Strike.
- +1 Prevent.
Expert Performance
- +X to "combat" rolls for the purposes of a game. Normal combat bonuses do not apply
to the sport; use this bonus only to play the game out.
- Add the Quality of all teammates together. Whichever team has the highest Quality wins this period or round.
Use this to avoid explicitly playing out the game.
Climbing
You know how to safely move over incredibly difficult terrain. You're familiar with climbing gear
and know how to use ropes safely for tying and climbing. Hiking tough terrain, climbing mountains and
trees, sidling a ledge, it all falls into this skill.
When fighting from a precarious position (hanging off a cliff, sidling a ledge, or hugging the roof of a
vehicle), every 3 or 4 levels of this skill may cancel a penalty at the GM's discretion.
Talents
- Hiking.
- Scaling.
- Rappeling.
Perks
- +1 Gambit.
- Climbing or hiking at half speed will never make you tired.
- You move at Climbing speed over difficult terrain without penalty.
Expert Performance
- +X Speed for climbing speed.
- Others being helped to climb have X/2 rerolls for climbing.
Dancing
This skill covers the knowledge of certain styles, what works well together, and
general improvisation for dances. The bulk of this skill is your experience in moving your
body. If you encounter a style you haven't seen, you'll pick it up pretty quickly.
Combined with Acrobatics, you can pull off some absolutely stunning maneuvers on the stage.
This skill might sometimes be effective in canceling combat penalties, similar to Acrobatics.
Talents
Perks
- +1 Charisma.
- +1 Dodge.
- +1 Stamina.
Expert Performance
- +X Charm while dancing to an audience.
- (X*5)% chance to recover 1 Chakra when finished a night of dancing.
Extreme Sports
Whether it is on wheels or skis, you can perform various stunts under extreme conditions.
Mountainbiking, Skateboarding, Waterskiing; all of these sports fall under this skill instead of Athletics.
Even without actual experience in one of these sports, you will pick it up much faster simply by
having this skill. Consider it your knowledge of operating and maintaining personal pedal vehicles
or other such sports. At the highest levels, you can safely perform incredible-looking stunts.
If combat occurs during this activity, then every 3 or 4 levels in this skill could cancel a combat
penalty arising from the activity.
Talents
- Skating.
- Skiing.
- Skateboarding.
- Cycling.
- Mountainbiking.
Perks
- +1 Agility
- +1 Stamina.
- +1 Free dice.
Expert Performance
- You move X kph faster through rugged or closed terrain without penalty.
Kinetics & Nutrition
You have studied the techniques and proper nutrition which go into building the body and maintaining energy.
You know how to stretch, prepare for lifting, how to care for aching muscles, and what food lends itself to
improved performance. At the higher levels, you are experienced in effective training techniques to build
endurance in a student.
This skill may help deal with combat penalties related to exhaustion and pain. Like any skill, every 3 or
4 levels may cancel one penalty with GM's discretion.
Talents
- Endurance Training.
- Weightlifing.
- Nutrition.
Perks
- +1 Strength.
- +1 Stamina.
- +1 Speed.
Expert Performance
- Trainees recover more quickly from injury and develop muscle faster using Pace.
- You have +X/2 Strength or +X/2 Stamina for the next stat check.
Running
You are trained to move over most terrain, running and stopping properly without injury or
worry. This is your practiced ability to simply run.
At the GM's discretion, every 3 or 4 levels in this skill could cancel a combat penalty related
to movement or terrain.
Talents
- Sprinting.
- Jogging.
- Distance Jumping.
Perks
- +1 Speed.
- +1 Speed.
- You can jog for +1 hour and sprint for +1 minute.
Expert Performance
- You have +X*5 to your Work for sprinting and jogging.
- +X to Speed for the purposes of distance jumping.
- +X/2 to Speed checks over tougher terrain.
Swimming
There are many different types of swimming which arise out of the basic techniques. You know how to
float, tread, breathe, and move properly through the water. With these techniques, you can escape currents, dive
properly (and beautifully if combined with Acrobatics), and study the depths of the ocean.
If combat occurs in the water, every 3 or 4 levels of this skill could offset one combat penalty incurred by the
act of swimming. This is at the GM's discretion.
Talents
- Diving.
- Competition Swimming.
Perks
- You have +30 seconds to holding your breath.
- You can dive 20ft deeper without ill effects.
- +2 kph to swimming speed.
Expert Performance
- You can hold your breath for X*3 more seconds if absolutely necessary.
- +X/2 kph to your swimming.
- You can keep up your max swimming speed for X*3 more minutes.