Fighter Skills

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Skills

Archery; Simple; None
The skill required to use bows, longbows, and compound bows (crossbows use ranged weapon skill). Without this skill, you may use a bow by defaulting to the ranged weapon skill at one half (round down).

Automatics; Simple; None
The Automatics skill covers a specific subset of firearms larger than handheld pistols but smaller than rifles. This category includes submachine guns and other fully automatic carbines. Without this skill, you may use a bow by defaulting to the ranged weapon skill at one half (round down).

Blades; Simple; None
The skill includes the use of all handheld slashing and stabbing weapons. You can use a range of edged weapons including daggers, swords, and axes. Without this skill, you may use these weapons by defaulting to the melee weapon skill at one half (round down).

Clubs; Simple; None
Clubs governs the use of all hand-held bludgeoning instruments. With this skill you can turn any blunt item, be it a baseball bat, crutch, or mace, into a weapon. Without this skill, you may use these weapons by defaulting to the melee weapon skill at one half (round down).

Fencing; Hard; H,M,F
The skill of using rapiers, sabers, and katana in combat. In general, these weapons do greater damage than a regular sword. Without this skill, you may use these weapons by defaulting to the melee weapon skill at one half (round down).

Demolitions; Hard; H,M,F
The skill of knowing how to use explosives, including placement, fuses, etc. Also used to defuse and disarm the same. There is no default for this skill.

Heavy Weapon; Simple; H,M,F
The skill of using any bazookas, personal missile launchers, energy and other cannons, machine guns, etc. Without this skill, you may use these weapons by defaulting to the ranged weapon skill at one half (round down).

Longarms; Simple; H,M,F
The skill is for firing extended-barrel weapons such as sporting rifles and sniper rifles. This grouping also includes weapons like shotguns that are designed to be braced against the shoulder. Without this skill, you may use these weapons by defaulting to the ranged weapon skill at one half (round down).

Martial Arts; Hard; None
The knowledge of a specialized fighting form (karate, judo, boxing, savate, wrestling, etc.). Martial art are harder to learn than hand to hand skills, but do one damage level higher than normal. (Serious becomes Critical, for example).

Martial Arts Weapons; Hard; None
The knowledge of how to use specific weapons related to a martial art, such as sai, tonfa, nunchaku, etc. Without this skill, you may use these weapons by defaulting to the melee weapon skill at one third (round down).

Pistols; Simple; H, M, F
This skill category includes all types of handheld pistols, including tasers, single-shots, semi-automatics, and revolvers. Without this skill, you may use these weapons by defaulting to the ranged weapon skill at one half (round down).

Polearms; Simple; None
The skill of using any long-hafted weapon, including spear (for stabbing), pikes, naginata, staves, etc. Without this skill, you may use these weapons by defaulting to the melee weapon skill at one third (round down).

Thrown Weapons; Simple; None
This broad-based attack skill that can be used for any handheld item that is thrown by the
user as a weapon. Without this skill, you may use a bow by defaulting to the ranged weapon skill at one half (round down).

Vehicle Weapons; Simple; H,M,F
The skill of using any vehicle-mounted weapon whether on planes, ground vehicles, ships, spacecraft, etc. Includes energy cannons, missile launchers, ballistae, cannons, machine guns, death rays, etc. If it can be put on a vehicle, you can use it (assuming you can make an understanding technology check for something unfamiliar). There are no defaults for this skill; if you don’t have it, you don’t use it.

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Skills

Fighter Skills

Dream Park Belwin