Skills

 

 

            The next thing for you to do is to decide which skills you want.  Skills are more specific than stats.  They are arguably the most important part of the game, and most definitely the most important part of this book, because they not only tell you what your character is good at but give you a starting point for the many actions you can do while role-playing through your adventure.

 

            You’ll start off with 18 Character Points (CP) to spend on skills, and once again the Gamemaster may adjust this number if s/he thinks it will make it more appropriate for a particular character.  You’ll notice that different skills cost varying amounts of CP to raise to the next level.

 

            Virtually every skill has a Base Stat which shows what kind of abilities are needed to do it well.  Unless there’s a note to tell you otherwise, the Level of the skill is the number of dice you roll (plus one Wild Die), and on top of that you add the Base Stat to whatever dice roll comes up.

 

 

Specializations

 

            If you feel that you absolutely must be more specific about a spell than it’s listed, you can choose to specialize it if you want.  First, approve your specialization with the GM.  Then, write it down on your character sheet under the skill it’s a specialization of.  Raising this specialization by itself costs half as much as the skill does (round up when you get a fraction, unless you raise by more than one level at a time).  Raising the regular skill will inherently raise the specialization, also.

 

            For instance, say you want your character to earn the Knowledge skill of “Eras” at level 1, but would like to specify that the Middle Ages is the era he’s studied the most.  You might write this down:

 

            Eras:  Level 1

                 Middle Ages:  Level 3

 

            The “Eras” skill normally costs 1 CP, so earning it at Level 1 would cost 1 CP while raising a Middle Ages specialty up two more levels would only cost 1 CP instead of 2.  (Whether you have to earn a skill at Level 1 before you can specialize in a certain area of that skill is the GM’s call)

 

 

 

Skill List

 

            This next part of the skills section lists most of the skill you’re likely to need during the game.  Don’t feel limited by them, though.  The story is yours, and therefore you should be free to use, create, and change and skills you want to.  Some skills have descriptions of how they can be used at different levels just as a convenience to you; the skills without these descriptions work similarly.  Hopefully they’ll be simple enough that you’ll find using them self-explanatory.

 

 

 

Regular Melee    Cost: 2

 

Type: Learned Skill

Base Stat: Agility

 

 

Learning this skill will give you skills in all sorts of small- to medium-sized weaponry.  It’s mostly used for swords, but with it you can also fight effectively with knives, rods, small maces, and basically any type of weapon that is treated as an extension of your forearm.

 

To use:

When a character fights with a regular melee weapon, it usually requires two rolls.  The first roll is to decide whether the blow hits the target it was intended for (“To Hit”); the second determines how much damage it inflicts (“To Damage”).  This will be explained in depth in the Combat section, but for now we’ll describe what stats and skills are important when using weapon skills.  To hit,  you roll the number of dice equal to your Regular Melee skill and add it to your Agility.  To damage, you roll your weapon’s damage level and add it to your Strength.

 

Possible Specializations:

Sword

Short Axe/Spear

Staff/Mace

 

Level 1: Has just started learning about hand-to-hand combat; usually only supports a companion.

Level 2: Quite promising and moderately skilled. Good at one-on-one.

Level 3: Has reached an advanced level of fighting; can take on several people at once.

Level 4: A fantastic fighter.  Can fight off  a dozen average fighters at once.

 

 

Heavy Melee    Cost: 2

 

Type: Learned Skill

Base Stat: Agility

 

 

Many anime characters don’t like limiting themselves to weapons that weigh less than a small person!  Heavy Melee works just the same as Regular Melee (roll skill to hit, roll Strength + Weapon to damage), but it’s only used for weaponry that the requires the wielder to put the full force of their body into the attack. This could be a battleaxe, a very large club, a naginata, a heavy spear, or even a claymoore.  A character who uses these kinds of weapons must also have fairly high strength, or he or she may have an even harder time fighting because of their weapon’s weight.

 

Possible Specializations:

            Bastard Sword (any big sword)

            Battleaxe/Long Spear

            Heavy Mace/Club

 

Level 1: Finds it difficult to hit things, but capable of a pretty good attack.

Level 2: Gets in a good thrashing most of the time, but has weak spots.

Level 3: Easily gets around the size of their weapon to deliver multiple crushing blows.

Level 4: Who needs multiple attacks — hit them all in one swing!

 

 

Martial Arts   Cost: 3

Type: Learned Skill

Base Stat: Agility

 

 

Evade   Cost: 1

Type: Natural Skill

Base Stat: Agility

 

 

Aim   Cost: 1

 

Type: Natural Skill

Base Stat: Perception

 

 

Aim is the skill used whenever eyeballing a target is absolutely necessary.  Firing bows and guns are good uses of the Aim skill.  Since Aim relies heavily on a character’s senses, their “to hit” roll uses Perception. Damage, on the other hand, is based on their reflexes and coordination, so when damaging add your Agility to the Weapon’s roll.

 

Possible Specializations:

Bow and Arrow

Gun

 

Level 1: Can hit a moving target if given enough time to let off several shots.

Level 2: Usually able to hit a nearby moving target or a target that’s several hundred feet away.

Level 3: Can hit targets from far away or under changing conditions.

Level 4: Can hit a bird in the forest on a foggy day!

 

 

Throw   Cost: 1

 

Type: Learned Skill

Base Stat: Perception

 

 

Timing and coordination are especially important with throwing weapons.  Throw is used specifically for small thrown projectiles, i.e. knives, throwing stars, and bolas, and in addition any Regular Melee weapon or lightweight item you decide to throw.  Rolling for thrown weapon attacks works the same as Aiming, but the skill is a little different.  Throw also governs the use of rope-like weapons such as whips and grappling hooks.

 

 

Possible Specializations:

            Knives/Throwing Stars (also called “Shuriken”)

            Discus/Boomerang

            Whip/Chain

 

Level 1: Gets the weapon spinning properly, but misses quite a lot.

Level 2: Can regularly hit within 2 feet of where they’re aiming if thrown one at a time.

Level 3: Rarely misses anything within their throwing distance unless it’s moving.

Level 4: Accurately picks out and hits multiple nearby targets at once.

 

 

Lift ‘n’ Toss   Cost: 1

 

Type: Natural Skill

Base Stat: Strength

 

 

Lift ‘n’ Toss is unlike Throw because it’s used for simply picking up and heaving objects as hard as you can.  Both hitting and damaging are determined with Strength, but it’s easier to dodge than other attacks.

 

Level 1: Can throw rocks bigger than their fist.

Level 2: Could swing a heavy bookbag hard enough to knock someone over.

Level 3: Could toss your computer at you with one arm.

Level 4: Don’t get her angry or she might pick up that boulder over there and drop it on your face!

 

 

Boxing   Cost: 2

Type: Natural Skill

Base Stat: Strength

 

 

Squash   Cost: 2

 

Type: Natural Skill

Base Stat: Strength

 

“Squash” is for using the full force of one’s body to bulldoze over someone or something.  You’re free to use any part of the body you want as long as all force is put into the blow.  (Squash can also be used similarly to “Bonk” — imagine a beefy warrior who is always accidentally squishing his friends!)

 

 

Level 1: Can trip you if you’re not paying attention.

Level 2: One good hit will knock a large person over.

Level 3: Could pin a weight-lifter to the wall.

Level 4: Just get out of the way!!

 

 

Bonk  Cost: 1

 

Type: Natural Skill

Base Stat: Vitality

Ever seen what happens when a little anime schoolgirl gets really angry at a seven-foot tall 300 lb. bad guy?  It would probably involve something like a mallet to the head, a jab to the gut, or even a running headbutt, beating the stuffing out of the unlucky recipient.  And he didn’t even see it coming!

 

Bonk is the silly alternative to fair fighting.  It rolls just like regular combat, except the Bonker rolls his or her Bonk skill and the Bonked defends by rolling his or her Vitality or Strength stat, whichever is higher.  If both sides are angry at eachother and simultaneously try to Bonk one another, they each roll their Bonk skill against the other, and a Bonk fight may ensue (you know — dust clouds, big yellow stars, punctuation flying everywhere, etc).  Some bickersome characters tend to do this to other party members!

 

Damage is done the same as regular damage, except that no one can really be truly injured from a good Bonking.  They’re just put out for several rounds.  Being “Stunned” and “Losing Balance” are the same, but instead of getting hurt:

* at Damage Level 2 the victim is unable to do anything for two rounds (or about 10 seconds);

* at Damage Level 3 they’re put out for a good four rounds (or about 25 seconds);

* and at Damage Level 4 instead of being mortally wounded they’ll be knocked unconscious for anywhere up to five minutes or so, at the GM’s discretion.

 

Level 1: Capable of delivering an especially nasty slap to the face or elbow to the ribs.

Level 2: A little firebrand who is knowing for knocking people over when angry.

Level 3: Indignantly beats characters to a pulp when embarrassed, and then sits on their head.

Level 4: Knocks people upside the head and they fly to the moon, disappearing in a tiny twinkle.

 

 

A note to the GM about Bonk:

Bonking is for games that are a little on the silly side.  If you’re the GM and are aiming for a game that is more serious, such as a Martial Arts Drama or Deep Horror, you may want to keep players from using this ability and others like it.  In fact, it may be better to encourage them not to even play the types of characters who would excel in skills such as Bonk in the first place, to prevent the problem from coming up.  Also, if you want a big, buff humorous character who simply doesn’t know his own strength, try “Squash” instead.

 

 

Big Chance   Cost: 1

 

Type: Natural Skill

Base Stat: Vitality

 

You know what happens when a character does something completely outrageous in a tight spot; so crazy that it makes all their companions nearly have a heart attack?  Well that character is just very good at taking huge chances. ^_^  Big chances may have a hefty payoff, or they may fail completely and leave the character in a real bind.

 

Rolling a Big Chance:

First, the player should declare that their character is going to take a Big Chance on their upcoming roll.  This is a free action, so you can do it whenever you want, but the player has to think up a good reason why what they’re doing is a big chance.  The easiest times to take a big chance are when an enemy is caught unawares and isn’t expecting the character to do something, or when the character is trying to accomplish a difficult task in a big rush.

 

When all is agreed and it’s time to roll for that action, first you roll the Big Chance skill.  The wild die doesn’t act normally for this roll.  If it comes up as a 4, 5, or 6, you add the entire roll (wild die and Vitality stat included) to the character’s next roll. If the wild die comes up as a 1, 2, or 3, you subtract the entire roll from the character’s next roll.

 

Success could mean a huge comeback for the party, failure could put everyone in a very bad spot.  However, the GM is encouraged not to let a failed Big Chance kill a character off, unless s/he was knowingly doing something that was extremely dangerous to life and limb (i.e. attacking a 20-foot tall demonic necromancer who knew it was coming).

 

Big Chance not raised any levels: Character can take 1 Big Chance per adventure.

Level 1: Character can take 2 Big Chances per adventure.

Level 2: Character can take 3 Big Chances per adventure.

Level 3: Character can take 4 Big Chances per adventure.

Level 4: Character can take 5 Big Chances per adventure.

 

 

Recovery   Cost: 3

 

Type: Natural Skill

Base Stat: Vitality

 

Recovery is a very important skill, especially in battle. It measures a character’s ability to bounce back after being injured.  It’s an action just like any other, except that in battle you can’t do it in conjunction with multiple actions during the round, and the difficulty doubles.  Also, in battle if your character reaches Hurt, Fallen, or Fatal Wound, they can only recover one damage level without further help.

 

Recovery:                                                                                 Difficulty:

 

Recovering fully from Lost Balance                                         Easy  (6-10)

Recovering from Hurt back to Lost Balance                            Challenging  (11-15)

Recovering from Fallen back to Hurt                                      Difficult  (16-20)

Recovering from Fatal Wound back to Fallen                        Extremely Difficult  (21-25)

 

 

Operate   Cost: 2

 

Type: Learned Skill

Base Stat: Technical

 

Operate is all about piloting, aiming, and otherwise working machinery, inventions, and other complicated devices.  Use it to fight with any mechanical weapon more complicated than a gun.

 

 

Invent/Modify   Cost: 2

Type: Learned Skill

Base Stat: Technical

 

 

Build/Repair   Cost: 2

Type: Learned Skill

Base Stat: Technical

 

 

Sabotage   Cost: 2

Type: Natural Skill

Base Stat: Technical

 

 

Eras   Cost: 1

Type: Natural Skill

Base Stat: Knowledge

 

Knowledge about the timeline of the Blue Crescent.  Specializations are up to you; they can include certain types of knowledge — such as cultural, mythological, and legendary — specific eras, or specific regions.

 

 

Disguise   Cost: 2

Type: Natural Skill

Base Stat: Knowledge

 

Magic

Type: Learned Skill

Base Stat: Knowledge

 

(If you want to learn magic, skip ahead to the Magic section to learn how to use it.)

 

 

Con   Cost: 2

Type: Natural Skill

Base Stat: Perception

 

 

Distraction   Cost: 1

Type: Natural Skill

Base Stat: Perception

 

 

Sneak   Cost: 2

Type: Natural Skill

Base Stat: Perception

 

 

Thievery   Cost: 2

Type: Natural Skill

Base Stat: Agility

 

 

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