Format 1: Skill is an individual skill range from 0 to 100.
Format 2: Skill has a specaility. Character gains 1/2 skill for other specialities in that skill.
Format 3: Skill have a primary range of 0-100 and a secondary rand of 101-200.
Skill Cost Format Formula Description
Advanced Farming 2 1 WT + DFT + NaturalThis is a reconstructionist Skill dealing with proper farm planning and scientific methods of maximizing production. A successful roll will increase the crop yield multiplier by (0.1) times the Effect Number. A failure will decrease the multiplier by the Effect Number. Critical failure results in the loss of the crop.
Advanced Medical 3 1 WT + DFT + ScientificMedical Doctor related skill. This skill covers the use of injectors and medical kits.
Aerial Recon Interpretation 2 1 WT + Scientific + EstheticA successful use of this Skill allows correct interpretation of aerial reconnaissance photographs and other similar intelligence materials.
Archery 2 3 DFT + WT + CombativeThis Skill governs the use of a bow of any sort. The Basic Chance of Success is modified by the strength of the bow the range of the target the type of arrow being fired and the situation. Bows have no Weapon Damage Multiplier. This is dependant on the type of arrow fired. The Strength Group used to determine the Effect Die rolled is also range dependent. The percentage chance of an arrow hit achieving a Missile Special Effect is equal to the Damage Potential.
Architecture 3 1 WT + Scientific + MechanicalBesides allowing a character to perform the Task of designing structures this Skill allows a character to gauge the structural soundness of a manmade construction
Armorer, Metal 3 1 DFT + WT + MechanicalThis Skill allows the character with the proper tools to produce armor in the same way that a character with Leatherworking Skill produces garments
Armorer, Plastics 3 1 DFT + WT + MechanicalThis Skill allows production of plastic armor.
Automobile Driving 2 1 DFT + WT + MechanicalThis Skill governs the operation of cars and light trucks. Common Interpretation Semi Trucks are Heavy Equipment Driving.
Automobile Mechanic 1 1 DFT + WT + MechanicalThis Skill allows a character to make repairs on cars trucks motorcycles and other land vehicles. Repairs are treated as a Task.
Autoweapon 4 1 DFT + WT + CombativeThis Skill is dealt with in more detail in thesection on guns. It is primarily designed to deal with fixed mount automatic weapons. It also is used to average with the appropriate modern Firearm Skill if the character is using a weapon which has automatic or burst fire capability and is operating it in such a mode.
Aviation Mechanic 3 1 DFT + WT + MechanicalWorking on aircraft.
Basic Research 1 1 WT + WT + ScientificThis Skill represents the character's ability to get information from research materials.
Beast Riding 1 1 DFT + STR + NaturalThis Skill governs the riding and controlling of horses.
Bicycle Riding 1 1 DFT + STR + MechanicalAllows operation and minor repair of bicycles tricycles and mopeds. A character making his Bicycle Riding BCS when under fire may add his Skill score divided by 20 and rounded down to the Combat Dodge Ability acquired for the speed of the vechicle.
Blacksmithing 2 1 DFT + WT + MechanicalThis Skill allows the character to make useful items out Of metal. Each item is treated as a Task and the Gamesmaster must decide on the required amount of raw material and the number of Task Points involved.
Blowgun 2 3 HLH + WT + CombativeA blowgun is a delivery system for darts carrying some kind of drug. Dart damage is calculated for penetration purposes only. Darts will never damage shields. The Effect Die for determing the penetration is based on the users Health Group. The die result is multiplied by the WDM of the dart. If the result is greater than or equal to the Armor Value on the Location hit the substance of the dart will be introduced to the targets system.
Boating 1 1 STR + WT + NaturalThis Skill governs the running of small sail or oar powered vessels. It also serves to allow a character to function as a crew member on a large vessel of the type covered.
Bola 2 3 DFT + WT + CombativeThis weapon system requires 1 Action to prepare and a minimum of 1 Action to windup to toss. For each additional Action spent in windup the range groupings will be modified by a multiplier of .5 per Action to a maximum of 3. Thus after 4 additional Actions of windup the upper limits of all range groupings will be multiplied by 2.
Botany 2 1 WT + Scientific + NaturalThis Skill allows the character to recognize plant life.
Bowyer 2 1 DFT + WT + MechanicalThis Skill allows a character to produce arrows and bows. With the proper materials and equipment the character may in a day produce arrows or work on a bow.
Brawling 1 3 STR + DFT + CombativeThis is unskilled knockdown and dragout style fighting The fighter may strike with a hand and receive a secondary strike or he may strike with a foot and make only the one attack. Hand attacks receive 5 to the Hit Location roll and are considered Short length weapons. Foot attacks receive +5 to the Location roll are regarded as Average length weapons and add the Mass of the fighter to his Strength for determining the Effect Die to be rolled for a successful attack.
Breech Loading Artillery 4 1 DFT + WT + CombativeThis Skill covers serving as a member of a gun crew for a modern style breech loading artillery piece. As with many of the Support weapon Skills it has little place in the standard rules which are designed for mantoman conflict but is included in the Skills listing as a guileline.
Carpentry 1 1 DFT + WT + MechanicalUsing various tools with this Skill the character may build various things of wood. A job should be rated by the Gamesmaster as to how many units of material it will take its Task Value and Period.
Chemistry 2 1 WT + Scientific + NaturalThis Skill is a basic science required for the basic performance with Skills requiring chemical knowledge
Climbing 1 1 STR + DFT + NaturalThis Skill governs the climbing of sheer surfaces or manmade edifices. The rate of climb is the result of a Deftness Group Effect Die roll multiplied by a factor representing the difficulty of the surface. This factor is at the discretion of the Gamesmaster. A Critical Failure on the Basic Chance of Success roll indicates a fall. A normal miss requires another BCS roll with another miss indicating a fall. A successful roll indicates no progress.
Commerce 2 1 WL + WT + CharismaticThis Skill is used in the barter process in attempts to get a better price for either the good offered or those sought. It is averaged with the character's best Skill governing the use of the item sought or offered.

In this case of averaging the modified BCS may not exceed the BCS in Commerce although it may exceed that in the other Skill.

Complex Explosives 2 1 DFT + WT + MechanicalThis Skill is an advanced form of Simple Explosives Skill and operates in the same way but deals with more advanced explosives such as plastic explosives and other such wonders of modern technology.
Computer Design 4 1 WT + Scientific + MechanicalThis Skill allows the character to design computer hardware as a Task.
Computer Science 2 1 WT + Scientific + MechanicalThis skill allows character to use computers
Crossbow 2 3 DFT + WT + CombativeThis skill governs the use of all crossbow type weapons. The Basic Chance of Success is modified by the range to the target the type of bolt being fired and the situation. The Weapon Damage Multiplier is like bows dependent on thc type of bolt being fired. Unlike bows the range and damage done is based on the weapon rather than thecharacter using it. Crossbows have a recoil effect which may affect the users chance of hitting his target. The percentage chance of a bolt hit achieving a Missile Special Effect is equal to the Damage Potential.
Culture, Post-Ruin 2 1 WT + Communicative + EstheticThis Skill represents the character's familiarity with the popular culture.
Culture, Pre-Ruin 2 1 WT + Communicative + EstheticThis Skill represents the character's familiarity with the popular culture.
Decontamination 3 1 WT + DFT + ScientificThis Skill represents the character's ability to cope with decontamiation of persons and things with regard to nuclear biological or chemical contaminants. Proper technique may require equipment. A successful BCS roll will mean that the character knows the proper technique. A second roll and the proper supplies or equipment are necessary to complete the process
Defusing Explosives 2 1 WT + DFT + MechanicalThis skill allows character's to defuse explosives or blow themselves up trying.
Demolitions 2 1 DFT + WT + MechanicalThis Skill governs the placement and use of explosive substances.
Direct Fire Canon 4 1 DFT + WT + CombativeThis Skill is intended to cover such weapons as recoilless rifles antitank artillery and tank main guns.
Dirt Farming 1 1 HLH + DFT + NaturalThis Skill allows a character to raise a crop. Hoes plows gathering equipment and seeds are needed. The basic yield is the character's Wit Group Effect Die roll divided by 2 and rounded to the nearest tenth. This is multiplied by the units of seed in cultivation to get the units of crop.
Distillation 2 1 WT + Mechanical + ScientificThis Skill allows the character to distill alcohol either for consumption by humans of for vehicles.
ECM Operation 2 1 DFT + WT + MechanicalThis Skill allows a character who has access to Electronic Counter Measure equipment
Electrician 2 1 DFT + WT + MechanicalA character with this Skill may perform electrical repairs and rework circuits. Such attempts are Tasks and will be treated as such. Some operations will require tools but the simple tracing of a circuit will not. Thisskill does not include the design of new electrical circuits although it will allow a character to build a new one from a circuit diagram and the proper materials.
Encryption 2 1 WT + Scientific + ScientificDecoding and encoding messages
Fencing 1 3 SPD + DFT + CombativeThis Skill is a refined form of Single Weapon Skill. Its difference from that Skill lies in the Positioning used and the Attributes involved. Fencing Skill operates as an ordinary HTH Combat Skill.
Fermentation 2 1 WT + Natural + NaturalThis Skill allows a character to produce such things as beers wines and meads or preserving food using pickling.
Firearms Repair, Modern 1 1 DFT + WT + MechanicalThis Skill allows a character to restore Durability to firearms given time equipment and parts. It also allows a character to lay down specifications for parts of firearms to be produced using other Skills such as Machining.
Firearms Repair, Primative 1 1 DFT + WT + MechanicalThis Skill functions as the Modern form except that it is used for primitive firearms.
First Aid 2 1 DFT + WT + ScientificThis Skill covers basic medical treatment on an immediate level.
Fishing, Hook 1 2 DFT + WT + NaturalThis Skill allows tne cnaracter to acquire food from the water. The character must be using some form of equipment and will use his BCS for the type in use.
Fishing, Trap 1 2 DFT + WT + NaturalFishing using traps.
Flexible Weapon 1 3 DFT + STR + CombativeThis skill governs the use of flexible and jointed weapons. Some of these weapons are capable of a unique form of attack called Entanglement. It must be stated which type of attack is being made before the attack is resolved.
Foreign Language, (Specify) 1 2 WT + WL + CommunicativeThis is the ability to speak a foreign language.
Foreign Language, English 1 2 WT + WL + CommunicativeThis is the ability to speak a foreign language.
Foreign Language, French 1 2 WT + WL + CommunicativeThis is the ability to speak a foreign language.
Foreign Language, German 1 2 WT + WL + CommunicativeThis is the ability to speak a foreign language.
Foreign Language, Russian 1 2 WT + WL + CommunicativeThis is the ability to speak a foreign language.
Foreign Language, Spanish 1 2 WT + WL + CommunicativeThis is the ability to speak a foreign language.
Gambling 1 1 DFT + WT + CharismaticThis Skill can provide a source of income to the character if he is successful. The Effect Number of the character's roll indicates the multiplier to the base bet if he should win. If he fails his BCS roll the difference between the die roll and his BCS is the multiplier to the base bet used to determine his losses. The character's opponent will also make a Gambling BCS roll. if he makes it the Effect Number will be subtracted from the character's BCS before he rolls. If the opponent fails his roll the difference between the roll and the BCS will be added to the Player Characters BCS before he rolls. Initial equipment for this Skill will be dice or playing cards at the players option.
Grenade Launcher 4 1 DFT + WT + CombativeThis Skill covers the use of such weapons as the M79 grenade launcher and also has an averaging function with such things as rifle grenades.
Handicraft 1 1 DFT + WT + NaturalThis is a grouping of Skills rather than a single Skill. A character will have a specified handicraft such as rope making basket weaving pottery making etc. A character may have more than one Handicraft Skill. The Gamesmaster will adjudicate which Talent is the Governing Talent for a particular Handicraft.
Handloading 2 1 DFT + WT + NaturalThis Skill allows a character to reload spent centerfire cartridges when he has the tools supplies and time necessary
Heavy Equipment Driving 2 1 DFT + WT + MechanicalThis Skill governs the operation of such things as bulldozers cranes and other earthmovers. It also governs the driving of military vehicles such as tanks and armored personnel carriers.
High Technoloy Use 1 1 DFT + WT + MechanicalThis Skill allows the character to deal with highly technological devices that are not covered by a specific Skill
Hunting, Shoot 1 2 DFT + WT + NaturalIn form this Skill operates exactly like Fishing Skill except that it operates in a nonwatery environment.
Hunting, Trap 1 2 DFT + WT + NaturalIn form this Skill operates exactly like Fishing Skill except that it operates in a nonwatery environment.
Internal Combustion Engine 3 1 WT + Scientific + MechanicalThis skill deals with internal combustion engines repair and design.
Interrogation 3 1 WT + WL + CharismaticThis Skill allows a character to interrogate another to get information from him. The Gamesmaster will present the interrogator with conclusions drawn from the information gotten from the subject. A Critical Miss will result in incorrect conclusions being drawn.
Knife 1 3 DFT + SPD + CombativeThis skill is also a specialized form of Single Weapon Skill. It governs the skilled use of short edged weapons which are held in one hand such as knives daggers broken bottles razors and short bayonets. This allows two attacks per turn but not a knife in each hand without two weapon skill. No WDA loss for two attacks with a knife with two weapon three attacks are possible but with loss of WDA (Weapon Defence Ability).
Lab Technique 1 1 DFT + WT + MechanicalThis Skill represents the character's ability to perform functions in a laboratory environment
Laser Techology 4 1 WT + Scientific + MechanicalThis Skill represents the character's understanding of laser technology for the purposes of working with it repairing it or designing it.
Leatherworking 2 1 DFT + WT + Estheticanned hides with a successful BCS roll. A failed roll results in poorlytanned hides. The character may make hides into garments. This requires 1 unit of hide per Location to be covered and has a Task Value equal to the Armor Value on one Location times the number of Locations to be covered.
Literacy (Specify) 1 1 WT + WL + CommunicativeThis Skill governs the reading and writing of a language. When using a book the character must make a Literacy BCS roll to receive any benefits. The language(s) in which the character is literate must be specified.
Lockpicking 2 1 DFT + WT + MechanicalThe name of this Skill explains its nature picking of mechnaical locks.
Longsword 1 3 STR + DFT + CombativeThis Skill governs the use of twohanded edged weapons such as longswords and greatswords. Nonedged weapons such as pipes and staves may also be used but suffer a modification to the BCS of (users point of aim minus 6). Such weapons will have a secondary strike only if they normally do and they are not Extra Long in length.
Machining 2 1 DFT + WT + MechanicalThis Skill is a metalworking Skill allowing a character to produce metal artifacts when using at least a Tool Kit 2. Each artifact will be rated by the Gamesmaster as a Task. This Skill can also govern woodworking with power tools
Magnalock Penetration 2 1 DFT + WT + MechanicalTechnology Use) Magnalocks are locks using cardkeys. They require power to be operative
Marine Mechanic 2 1 DTF + WT + MechanicalThis Skill functions as does Automobile Mechanic except that it deals with vehicles which move on the water.
Masonry 1 1 DFT + DFT + MechanicalThis Skill allows the character to perform such tasks as bricklaying.
Mathematics 2 1 WT + Scientific + MechanicalThis is a basic scientific Skill and is also required if a character is to perform mathematical computations.
Mechanically Generated Power 2 1 WT + Mechanical + ScientificThis Skill represents the character's understanding and familiarity with such things as windmills waterwheels and other devices used to gain mechanical advantage. It also covers his ability to design such devices.
Missile Launcher 4 1 DFT + WT + CombativeThis Skill covers the launching and subsequent control of nonportable missile systems whether for surfacetosurface or surfacetoair systems.
Mortar 4 1 DFT + WT + CombativeThis Skill covers serving as a member of a mortar crew.
Motorcycle Driving 2 1 DFT + WT + MechanicalThis Skill governs the control of motorcycles. It can also be used for controlling mopeds.
Muzzle Loading Artillery 4 1 DFT + WT + CombativeThis Skill covers serving as a crew member for a primitive cannon.
Nunchaku 1 3 DFT + STR + CombativeNunchaku (Frontal) This Skill governs the use of the Nunchaku a short flail. High STR character might be able to use two at the same time.
Nutritionist 2 1 WT + Scientific + NaturalThis Skill allows a character to determine the edibility of foodstuffs. This allows contaminated food to be avoided.
Operational Command 2 1 WT + Combative + ScientificThis Skill is used by the commander of a side in Tactical Level Combat as explained in Book 3. It representstheability to command large groups of men in military endeavors.
Pathology 3 1 WT + WT + ScientificThis is the medical Skill which deals with diseases.
Pharmacy 3 1 WT + DFT + ScientificThis Skill represents the character's knowledge of the techniques necessary to produce particular drugs.
Physics 2 1 WT + Mechanical + ScientificA basic scientific Skill required for advanced techniques
Pilot Fixed Wing 3 1 DFT + WT + MechanicalThis Skill governs the operation and control of fixedwing aircraft.
Pilot, Rotary Wing 3 1 DFT + WT + MechanicalThis Skill governs the operation and control of roterywing aircraft.
Pilot, Sub 3 1 DFT + WT + MechanicalThis Skill governs the operation and control of subs
Pilot, Variable Wing 3 1 DFT + WT + MechanicalThis Skill governs the operation and control of variablewing aircraft.
Pistol, Modern 3 3 DFT + WT + CombativeThis Skill represents the ability to use a pistol.
Pistol, Primitive 3 3 DFT + WT + CombativeThis Skill represents the ability to use a primative (Flintlock)pistol.
Plastic Synthesization 3 1 WT + Scientific + MechanicalThis Skill allows a character with the proper equipment and the raw materials to produce plastic stock.
Plastics Forming 2 1 DFT + WT + MechanicalThis Skill allows a character with the tools and units of plastic stock to produce artifacts of plastic
Polearm 1 3 STR + DFT + CombativePolearm This Skill governs the use of hafted weapons requiring two hands such as halberds spears rifle and bayonet combinations etc. Such weapons are usually allowed a secondary strike known as a butt stroke. Secondary strikes of this type are not allowed to be made into Long Front or Long Side hexes. The butt stroke has a WDM of 1 and does C type damage.
Power Generation, Electrical 3 1 WT + Scientific + MechanicalThis Skill is concerned with the design and operation of power plants to generate electrical energy from fossil fuel or hydroelectric sources.
Power Generation, Nuclear 3 1 WT + Scientific + MechanicalThis Skill is similar to the one above but deals with nuclear energy sources.
Power Generation, Solar 1 1 WT + Scientific + MechanicalThis Skill is similar to those above but deals with solarenergy sources.
Powerboat Driving 2 1 DFT + WT + MechanicalThis Skill governs the control of motorpowered small craft.
Primitive Siege Engine 4 1 WT + DFT + CombativeThis Skill governs the design and employment of such seige engines as catapults rams onagers etc.
Production of Fuel, Hydride 4 1 WT + Scientific + MechanicalThis Skill allows a character with the proper equipment and the raw materials to produce metallic hydrides which release hydrogen to be burned as fuel in certain engines.
Production of Fuel, Petroleum 4 1 WT + Scientific + MechanicalThis Skill allows a character with the proper equipment and the raw materials to produce fuel petroleum.
Radio Communications 2 1 WT + DFT + MechanicalThis Skill represents the character's understanding of the principals and mechanics of radio communication and the devices used in it. Electrician Skill is required to make repairs or build such tools but a character with Electrician Skill must follow the directions of a character with this Skill to do so.
Repair Muscle Powered Vehicles 2 1 DFT + WT + MechanicalCarpentry) This Skill represents the character's knowledge of such things as carts sledges wagons and other such conveyances.
Rifle, Modern 3 3 DFT + WT + CombativeThis Skill represents the ability to use a rifle.
Rifle, Primative 3 3 DFT + WT + CombativeThis Skill represents the ability to use a primative rifle.
Rocket Launcher 4 1 DFT + WT + CombativeThis Skill covers the use of manportable rocket and missile systems such as bazookas LAWS and other portableantitank or antiaircraft guided missiles.
Safecracking 2 1 DFT + WT + MechanicalThis Skill governs the opening of combination locks without having the combination.
Sai 1 3 DFT + STR + CombativeThis Skill governs the use of the Sai a daggershaped nonedged steel rod. This weapon is pointed at the tip and has two long tines curving down from the hilt along the blades. The Sai may be used to Strike doing C type damage with a WDM of 1.7. It may also be used to Thrust with a WDM of 1.2 doing Lethal damage.
Salvage Food 2 1 WT + DFT + ScientificThis Skill allows a character to salvage a portion of contaminated foodstuffs.
SCUBA Diving 2 1 DFT + WT + MechanicalThis Skill governs the use of underwater breathing apparatus.
Seamanship 1 1 HLH + DFT + NaturalThis Skill represents the character's sealegs and his general knowledge of the sea and its ways. For details of the effects of this Skill in Detailed Action Time
Search, Rural 1 2 WT + WT + Naturalsomething significant. It is used for locating a useful item in a pile of junk ascertaining the structural soundness of something like a staircase or a log over a chasm and discovering things which have been hidden.
Search, Urban 1 2 WT + WT + Naturalsomething significant. It is used for locating a useful item in a pile of junk ascertaining the structural soundness of something like a staircase or a log over a chasm and discovering things which have been hidden.
Simple Explosives 2 1 DFT + WT + MechanicalThis Skill functions with respect to producing simple explosives such as TNT nitroglycerine blasting caps etc.
Single Weapon 1 3 STR + DFT + CombativeThis Skill governs the use of one handed weapons in combat. Any weapon designated as onehanded may be used. The user usually has his offhand empty.
Sling 2 3 DFT + WT + CombativeThe sling is a simple sling of David. The rules governing its range and the increase of range by longer windup are the same as for Bola Skill. The WDM that the sling imparts to its bullet will depend on the number of turns spent in windup. A character has an effective upper limit on the numberof turns spent in windup of his Strength Group. This is for purposes of determining the WDM only. It does not apply to range.
Slingshot 2 3 DFT + WT + CombativeThe use of a slingshot
Stealth, Rural 1 2 DFT + WT + Naturalactions quietly. Outside of Detailed Action Time a character may move a distance in meters equal to his Base Action Phase before having to check his Stealth BCS again. In Detailed Action Time the checks are made on each Combat Turn.
Stealth, Urban 1 2 DFT + WT + Naturalactions quietly. Outside of Detailed Action Time a character may move a distance in meters equal to his Base Action Phase before having to check his Stealth BCS again. In Detailed Action Time the checks are made on each Combat Turn.
Strategic Command 2 1 WT + Scientific + CombativeThis Skill is a higher powered version of Operational Command Skill. Allows a character to command large operations effectively.
Survival, Artic 1 1 HLH + WL + NaturalThis Skill represents a character's basic capability to fend for themself in a specified environment
Survival, Desert 1 1 HLH + WL + NaturalThis Skill represents a character's basic capability to fend for themself in a specified environment
Survival, Oceanic 1 1 HLH + WL + NaturalThis Skill represents a character's basic capability to fend for themself in a specified environment
Survival, Rural 1 1 HLH + WL + NaturalThis Skill represents a character's basic capability to fend for themself in a specified environment
Survival, Urban 1 1 HLH + WL + NaturalThis Skill represents a character's basic capability to fend for themself in a specified environment
Swimming 1 1 HLH + STR + NaturalAny character may play in the water but this Skill is used to forestall drowning and to swim in dangerous waters. Details of the effects of Swimming Skill on movement in the water are given on page 32 of Book 1.
Tactics 2 1 WT + Combative + CommunicativeThis Skill allows a character to make observations of the tactical situation causing the Gamesmaster to give the player information regarding thesituation that the player has not figured out for himself. Such things as where the leader is the possible presence of snipers or flanking forces the implications of an observed move on the part of an enemy etc. can be learned. The exact knowledge given out is at the discretion of the Gamesmaster and should be considered ca refu I I y.
Tailor 1 1 DFT + DFT + EstheticThis Skill allows a character to produce garments in Flexible Quiltable materials.
TCP/IP Communciations 1 1 WT + DFT + MechanicalThis Skill allows a character to build or repair computer networks.
Technology Use 1 1 DFT + WT + MechanicalThis is a basic Skill required for most technical Skills.
Telegraphy 2 1 DFT + WT + MechanicalUse of the telegraphy and telegraph related skills.
Telephone Communications 3 1 WT + DFT + MechanicalThis Skill functions as does Radio Communications Skill except that its area of expertise deals with telephone communications.
Televsion Communciation 3 1 WT + DFT + MechanicalThis Skill functions as does Radio Communications Skill except that its area of expertise deals with television communications.
Therapy 3 1 WT + DFT + ScientificThis advanced medical Skill deals with restoration of lost Attribute points and maintenance of current scores.
Throwing 2 3 DFT + WT + CombativeThis Skill represents a trained ability to throw weapons. It is required for the successful throwing of such things as knives small axes and spears but such things as rocks hand grenades and chairs may be thrown without recourse to this Skill. In thelattercaseacharacterwith theskill ismorelikely to hit his target than one without it.
Tonfa 1 3 DFT + STR + CombativeThis Skill governs the use of the Tonfa a weapon resembling a billy club with a short handle at a right angle to the shaft at one end. The user of this Skill is trained in using one or two of the weapons. When using two Tonfa the standard rules for Two Weapon Skill apply. As this is a specialized Skill thecharacter may not useotherweapons in the manner of Two Weapon Skill unless he has that Skill.
Tracking 1 2 WT + Natural + NaturalThis Skill allows a character to follow a trail. A BCS roll must be made at each decision point (anywhere the trail may lead in more than one direction). The older the trail is the harder it will be to follow. The exact difficulty is left to the Gamesmaster. A basic difficulty might be 1 to the baseBCS for every 3 hours that have passed since the trail was made. Trails can also be obscured using this Skill. A successful BCS allows the character to roll the Effect Die for his Wit Group. This result is the negative modifier to the BCS of anyone trying to use Tracking Skill to follow the trail.
Two Weapon 1 3 STR + DFT + CombativeThe user of this Skill holds a onehanded weapon in each of his hands. The weapons allowable due to weight and wieldiness are dependant on the character's Strength
Unarmed Combat 1 3 DFT + SPD + CombativeThis Skill represents a noholdsbarred conglomeration of modern martial arts techniques. There are three different techniques available to the character using this Skill Striking Throwing and Grappling. Both of the character's hands must be free to use the latter two techniques. When fighting an opponent who is using Unarmed Combat Skill or Brawling Skill a character does not receive the Situational Modifier penalties for attacking to a Side or Rear hex or those for prone or kneeling position.
Weapon and Shield 1 3 STR + DFT + CombativeThe user of this Skill holds a onehanded weapon in his favored hand and has a shield on his offhand arm. The character is treated as if he were using two weapons in terms of weapons and shields allowable due to weight and wieldiness. Use twice the Shields ENC value as a weapons Strength Rating for this purpose.
Weaponsmithing, Metal 3 1 DFT + WT + MechanicalThis Skill is the weaponproducing
Weaponsmithing, Wood 3 1 DFT + WT + MechanicalThis Skill governs the making of wooden weapons.
Weaver - Spinner 1 1 DFT + WT + EstheticWith this Skill a character can produce fabric from raw materials. The raw materials are rated by the Gamesmaster in units which will provide a unit of fabric that may then be used with Tailor Skill.
Zero - G Training 3 1 SPD + DFT + NaturalThis Skill is used in a zeroG environment in much the same way that Swimming Skill is used when the character is in water over his head.
Zoology, Post-Ruin 2 2 WT + Scientific + NaturalIt deals with the character's knowledge of animals.
Zoology, Pre-Ruin 2 2 WT + Scientific + NaturalIt deals with the character's knowledge of animals.

Governing Attribute is the first attribute listed on the formula.
Governing Talent is the first or only talent listed.

Aftermath! Game and Data Copyright © 1981 Robert Charrette and Paul Hume     GM Login   Player Login       Changes

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