Contents Previous Next

Strength-Based Skills


Skill Rate: Staggered

Uses: Climbing, swimming, running, and jumping

Jump Make an Athletics check. If you are making a Long Jump, you may jump up to half your check result in squares of your scale, to a maximum of your speed. You do this as part of a move, not as an action in itself. For a High Jump, you jump up to one quarter your check result in squares of your scale. If you do not have a running start (4 m of straight movement before your jump) the DCs are doubled.

Climb As a 4SA, make an Athletics check. The DC is based off of the type of wall you are trying to climb. If you succeed, you move up the wall at a speed of 0.25m. For every point by which you succeed, you can move at an additional +0.25m, to a maximum of your normal speed. You may not make defence rolls (such as block, dodge, or parry) while climbing. All climb checks are at a -2 penalty if one of your hands is holding something or otherwise incapacitated, unless you have the Perch technique.

Running and Chasing: Normally, moving around is dealt with in Chapter Three: Combat. However, when two characters have exactly the same speed, the GM should let them run around for a few rounds, then call for an opposed Athletics check. If the runner wins, he escapes. If the chaser wins, he catches up to the runner. For long overland chases where endurance is more important than speed, use the Fortitude skill instead.


Combo Components:  

  1.   Leaping Charge: [Attack Combo -1]: This combo component can only be included in a combo that also includes Charge. Instead of having to move 6 m before your attack (as per Charge), you must jump (or fall) the same distance. The two combo components stack for Combo Complexity (they each subtract 1 for a total of -2). Creatures of different scale must jump 4 squares of their scale.
  2.   Spring: [Attack combo +1] you may move up to two seconds during your combo. This does not add to the time it takes to use your combo, you can just move while attacking. Attacks may be made at any point along the move, and you can move between attacks. You take a -1/-1 penalty to ranged attacks while making a Spring.
  3.   Rush: [Attack Combo +2] [Requires Spring] You may move at your full speed for the duration of the combo (typically four seconds), but may not run. Otherwise, this functions as Spring. This may not be included in the same combo as Spring.
  4.   Sprint Attack: [Attack Combo +4] [Requires Rush] You may run during your combo. All attacks are made at a -1/-1 penalty (this stacks with the -1 /-1 penalty for ranged attacks from Spring).

Passive Techniques

  1.   Shot on the Run   [Requires Spring] You can ignore the -1/-1 penalty to ranged attacks while making a Spring.
  2.   Nimble Climb: You may dodge while climbing.
  3.   Perch : You may climb leaving one hand free without penalty, which can be used to (among other things) make attacks, make Block checks, cast spells, carry things, etc..
  4.   Rapid Climb : You move at +0.5 squares of your scale (+0.5m for humans) when climbing, to the normal maximum of your speed.
  5.   Sprint: When your character uses the Run action, he moves at 4x speed instead of at 3x speed.
  6.   Fast : [Requires Sprint] . Increase your speed by one half of a square of your scale (+0.5m for humans).


Object to be Climbed



specifically designed to be climbed, easily. No check required unless you have a penalty.

A ladder


Relatively easy to climb

A rope with a wall to brace against or a knotted rope.


A surface with ledges to hold on to and stand on

Very rough cavern wall


Pulling yourself up by your hands

Youére hanging off a cliff


Surface with adequate handholds and footholds

An unknotted rope, or a tree


Uneven surface with some handholds and footholds


Rough surface

Natural stone wall or brick wall


Overhang on a ceiling with handholds but no footholds


Perfectly flat, smooth, vertical surface

-1 modifier

Brace against perpendicular or opposite walls

A chimney or corner

+1 modifier

Surface is wet or slippery

It just rained

Combat Arts

Skill Rate: Fast

Uses: If Weapon skill is for stabbing people, Combat Arts is for stabbing people better


Passive Techniques

  1.   Ambidexterity : Both of your hands are treated as  primary hands. If you have more than two hands, you may gain this technique multiple times. Each time, one additional hand (or hand-like equivalent) becomes a primary hand. You can use standard weapons on primary hands, but only light weapons in off-hands.
  2.   Iron Grip : You can add 1kg times your scale multiplier (1 for humans) to your maximum effort for a Medium Weapon, half that to light weapons, and double it to heavy weapons.
  3.   Quick Draw: You can draw or sheath (or pick up) a weapon or other small object as a 0SA.
  4.   Rapid Charge: The Charge combo component only requires 3m of movement, instead of 6, with this technique. Similarly, Leaping Charge only requires 3m of jump. Creatures of a different scale must move 3 squares of their scale.

Active Techniques:

  1.   Double Throw :   You can throw two weapons from the same hand as a single attack. If it is your off-hand, the two weapons much both add up to be a light weapon, and if it is your primary hand they must add up to be a standard weapon. The two weapons must be of the same type â both shurikens, daggers, etc.. Make one attack roll. If you beat the Target score by one point or more, then you can roll two damage dice as if you hit with two separate attacks. This attack counts as a single attack made with a single weapon, so does not grant an extra attack for Dual Wield.
  2.   Dual Wield : You may use two different weapons for extra attacks. Penalties for range are doubled when you attack with two weapons. Whenever you use a combo, you can gain one additional attack. You decide how many (if you have more attacks from other sources) attacks are made with each weapon, but at least one must come from each. Remember that off-hands can only use light weapons without Ambidexterity. The additional attack is not modified by other combo components (such as Massive Damage, cyclone, lunge, precision strike, etc.)
  3.   Multi Wield : [Requires Dual Wield and either Dexterity 4 or 6 ranks in Weapon Skill] You can attack with a third weapon. You must have some manner of pulling this off (i.e., using Quick Draw (see below) and dropping one weapon in the middle of a combo, having three hands, or attacking once with each hand and adding an unarmed attack). You get one additional attack (on top of the one from dual wielding) for a total of two extra attacks to your combo. At least one attack must be made with each weapon. Ranged attacks still only have double range penalties. This technique may be taken multiple times (the first time it's called triple wield, the second time is called quadruple wield, then quintuple wield, etc.) each time adding another weapon you can make attacks with and granting one bonus attack.
  4.   Titan's Grip: You may wield heavy weapons on one hand (they count as a standard weapon when you do) but you take a -1/-1 Imbalance penalty to all attack rolls made with the weapon when you do so, as well as a -1 Imbalance Penalty to defence rolls (such as parrying) made with the weapon.
  5.   Implausible Weapon Wielder: You can use a super heavy weapon (that is, up to double as massive as a heavy weapon) without resting it on anything. You take a -1/-1 Imbalance penalty to all attack and defence rolls made with the weapon.

Axe Combat Tree: All of the following require Axe proficiency

  1.   Rampage:   [Requires 4 ranks in Weapon Skill] If while rolling for damage, you roll a kill (meet or beat the target's Tougfhness) you may make one additional attack against an enemy in reach ä your axe keeps going right through the first enemy into the second one. This attack must be with the same weapon and uses all the same bonuses as the first attack. The original attack must have been made with a weapon in the Axe family.

Example: Unusual Dual Wielding Combinations

When you think about using two weapons, you're probably picturing someone with a pistol or knife in each hand. Those are only the most obvious ways to do it â however, with a little creativity, anything starts to look like a viable extra weapon! For example, you could use:

  1.   A rifle and underslung grenade launcher
  2.   A crossbow with a bayonet
  3.   Both ends of a staff or spear
  4.   A two-handed sword and a kick
  5.   A punch and a kick
  6.   A punch from your left and right hand
  7.   A longsword and a shield bash
  8.   A shotgun, and then the butt of the same shotgun (it counts as separate weapons when used in this manner)
  9.   A turret mounted tank cannon and coaxial machine gun
  10.   That same tank cannon and a kick to the face of a ninja who snuck up behind you
  11.   A kick and an enemy you picked up using Grab and Throw, in the Wrestle skill.
  12.   A carried and shoulder-mounted weapon in a Mech

Also, remember that with Quick Draw you can draw weapons in the middle of a combo, and just because a weapon is heavy doesn't mean that it takes both hands to carry â just to attack with. So you could viably attack someone with a single greatsword in both hands, let go of it with your left, quick draw a dagger, and stab someone behind you with it.

The attacks don't have to both be melee or both be ranged, either â that dagger could be thrown across the room at another attacker.

Things get even more fun with Improvised Weapon Proficiency or Impale.

Dual Wield gives an incentive for characters to add a little variety to their attacks, making combats that much more interesting.

Blade Combat Tree: All of the following require Blade proficiency

  1.   Riposte : [Requires 4 ranks in Weapon Skill] on a successful Parry defence roll, you get a single free melee attack against the person who attacked you. Your parry must have been done with a weapon in the Blades family, and the free attack must be done with that same weapon.
  2.   Dis-Arm : [Requires 4 ranks in Weapon Skill] If you score a "kill" on damage with a Blade on a called shot, the hand, limb, etc. in question is severed entirely.
  3.   Elegance:   [Requires 6 ranks in Weapon Skill, Weapon Finesse] You may use the Weapon Finesse technique with Standard Weapons, so long as they are in the Blade family. Normally you can only use it with Light weapons.

Blunt Combat Tree: All of the following require Blunt proficiency

  1.   Shock : [Requires 4 ranks in Weapon Skill] While using a weapon in the Blunt family, one target per combo that you hit must make a fortitude check (DC equals the damage you dealt) or be stunned for two seconds.
  2.   Rush : [Requires 4 ranks in Weapon Skill] If you deal a wound with a weapon in the Blunt family, you may move your target one square of your scale (not your target's) in any direction. If your target collides with a solid object, he takes damage as if he had fallen twice the distance. You may only move an individual target once in this manner per round

Spear Combat Tree:   All of the following require Spear proficiency

  1.   Short Haft : [Requires 4 ranks in Weapon Skill] While using a weapon in the spear family, you may threaten and attack targets one step closer than your weapon's typical reach. For example, with a shortspear (Which has a reach of Standard) you may attack enemies that are Standard or Close. When combined with the Lunge technique, you may attack targets that are Close, Standard, or Long.
  2.   Always Ready : [Requires 4 ranks in Weapon Skill] As an immediate 4SA, you may use a combo or single attack against a foe who has moved more than 4 squares. This attack is resolved before the target's charge.

Unarmed Combat Tree: All of the following require Martial Arts proficiency

  1.   Living Weapon:   [Requires 4 ranks in Weapon Skill, Dual Wield, Ambidexterity] You may use a third limb as a weapon. For example, you could attack with both arms and kick with one leg, gaining two bonus attacks with Dual Wield. Normally, you can only use two limbs.
  2.   Skilled Martial Arts: Your Unarmed Attack deals 1d4 damage instead of 1d4-1.
  3.   Combat Martial Arts:   [Requires Skilled Martial Arts] Your Unarmed Attack increases in damage by one die (typically becoming d6's), and you may deal lethal or non-lethal damage with it.
  4.   Advanced Martial Arts:   [Requires 4 ranks in Weapon Skill, Combat Martial Arts] Your Unarmed Attack increases in damage by an additional die (typically becoming a d8).
  5.   Stunning Fist : [Attack Combo +1] [Requires Martial Arts proficiency] One target (that you choose) who was wounded by an Unarmed Attack in this combo must make a fortitude check (DC equals the damage dealt by your attack) or be Staggered for one round.

Firearms Combat Tree:   All of the following require Firearms proficiency

  1.   Five Rounds Rapid : With this technique, you do not increase range penalties for firing on Auto while concentrating fire.
  2.   Strafe: When firing an Automatic weapon, instead of firing at a spherical area, you can fire in a line of the same scale.

Weapon Skill

Skill Rate: Staggered

Uses: Whenever you make an attack roll in melee, you use your weapon skill modifier. Your weapon skill bonus is similarly added to the DC to block attacks made with your melee attacks. So, with a +2 Weapon Skill bonus, you get +2 to melee attack rolls and your attacks have a DC of 6 to defend against. A higher weapon skill modifier increases your chances of hitting the target in addition to increasing your maximum combo complexity

Parrying : Every rank in Weapon Skill grants you one additional parry defence roll per round. See Defence Rolls in the Combat chapter for more information

To parry, you need a weapon with which you are proficient. If you are proficient with unarmed combat, you need a hand free. Natural weapons do allow you to parry.

Without special training, you cannot Parry a ranged attack (such as a bullet, arrow, or ranged spell). Without special weapons, you canét generally parry energy-based attacks (such as many spells, fire breath, plasma and laser guns, and beam swords) Parry cannot be used against area attacks. As Parry is based on a Dexterity-based skill, mobility penalties apply.


Combo Components:

  1.   Brace : [Attack Combo -1] This combo can only be used in melee against targets who moved more than 4 squares of your scale this turn, such as if the enemy is charging you.
  2.   Cyclone : [Attack combo +4] You may make one melee attack against every enemy in reach. All attacks must be made at the same time â you cannot move during your combo to attack everyone standing in a line, for example. The combined number of attacks made as a result of Cyclone may not exceed your ranks in Weapon Skill (minimum 2).
  3.   Mad Cyclone : [Requires Cyclone] [Attack Combo +8] Similar to Cyclone, you may make an attack against everyone in reach. However, you may do so while moving (such as with Spring or while riding on a moving mount) to attack everyone you pass. The combined number of attacks may not exceed double your ranks in Weapon Skill.
  4.   Extra Attack [Attack combo +2]: You gain one additional attack in your combo. You may add this component multiple times, each time making another attack.
  5.   Flat of the Blade: [Attack Combo + 0]: You deal nonlethal damage with melee weapons in this combo without suffering the usual penalty. You may not do lethal damage with any attacks in this combo.
  6.   Impale : [Attack Combo +1] If you succeed on a melee attack that deals a wound in this combo, you leave your weapon stabbing in the enemy. The attack must be made with a slashing or piercing weapon (or another weapon with GM permission). The target takes an additional wound that cannot be healed without first  removing the weapon, which takes as much time as it would to draw the same weapon.
  7.   Knockback : [Attack combo +2] Once in this combo, you may send an opponent which you hit with an attack flying backwards. You may move your target one square of your scale (not your target's) in any direction. If your target collides with a solid object, he takes damage as if he had fallen twice the distance. You may only move an individual target once in this manner per round. You can add this component multiple times to the same combo, each time knocking another creature that you hit backwards.
  8.   Lunge [Attack combo +1]: you increase your reach by one step for the purposes of this combo (Close to Standard to Long to Long 2, etc.) This increase in reach is variable â that is, you can still attack enemies that are in the unmodified reach area.
  9.   Mighty Strike : [Attack Combo +1 or more] Your melee attacks in this combo deal one higher die of damage (d4-1->d4->d6->d8->d10->d12). Attacks that already do d12 damage deal +1 damage. You may add this component multiple times, its effects stack. Each time you add it, however, it costs one more combo complexity point than the last time. So the first damage increase is combo complexity +1, two is complexity +3, three is +6, etc.
  10.   Opportunist : [Attack Combo +5] Combos with the Opportunist component may be used with the Nick technique to attack in one second.
  11.   Precision Strike: [Attack combo +1] For the purposes of attacks in this combo, reduce the target bonus for called shots to one specific area by 1 point. For example, one could add Precision strike (Head) and reduce the +3 target bonus to heads to only +2. This component may be included multiple times, each time selecting a different specific area.

Dirty Fighter Combat Tree: All of the following techniques require the Extra Attack technique and proficiency with a unarmed attacks.

  1.   Punch :   [Requires 2 ranks in Weapon Skill] [Attack Combo +2]: For all purposes, this is treated as an Attack or Extra attack component, except that it must be made unarmed. If the punch hits, one other attack you made this combo may be rerolled. You must use the second result. If you have no hands, or your hands or arms are otherwise disabled (such as through a called shot) then Punch has no effect. This component may be added multiple times to the same combo, each time making another Punch. Make sure you designate which die is making the Punch (using a separate colour is a good idea) so you know for sure which one hit. If you have a claw, smash, or similar natural attack; or are wearing gauntlets or using a punch dagger, Punch made me used with that weapon.
  2.   Kick:   [Requires 4 ranks in Weapon Skill] [Attack Combo +2] For all purposes, this is treated as an Attack or Extra attack component, except that it must be made unarmed. If you have no feet, or your feet or legs are otherwise disabled (such as through a called shot) then Kick has no effect. If the Kick hits, you may reroll one damage die you make this combo. This component may be added multiple times to the same combo, each time making another Kick. Make sure you designate which die is making the Kick attack.
  3.   Head-to-head Combat : [Requires 4 ranks in Weapon Skill] [Attack Combo +2] For all purposes, this is treated as an Attack or Extra attack component, except that it must be made unarmed. You try to hit your target with a headbutt. You get a -1/-1 penalty to this attack unless it is made as part of a Charge or while wrestling the enemy. If you hit, the target must make a fortitude check (DC = Damage dealt, even if you didnét wound the target) or be Stunned for one second. Head-to-Head Combat may be used while Pinned, with the One Inch Punch technique. If you havenét got a head (and are somehow still alive) you canét use Head-to-head combat. If you have horns or some other headbutt natural attack, you can use that attack in place of an unarmed one.

Street Fighter Component Tree: All of the following techniques require proficiency with unarmed attacks.

  1.   Blind : [Attack Combo +1] To use this component, you must have a loose cloth item in your hand (or available to grab with Quick Draw or similar). Such an item could be a cape or cloak (even one worn), a scarf, a napkin, a handkerchief, a flag, etc.. You toss or fling the item in the enemy's face (either in ranged or melee - if ranged, treat is as a thrown weapon with a range increment of one square).  If you succeed your attack, the target is blind against anything else you do in this combo. You may add multiple Blind components to the same combo, but multiple successes on a single target do not increase the penalty.
  2.   Face Slap : [Attack Combo +1] You slap your opponent upside the head, briefly disorienting him. Make an unarmed attack as a called shot to the target's head. This attack deals no damage, instead, a successful hit imposes a -1 penalty to any defence rolls made against other attacks in this combo. Multiple penalties from multiple Face Slaps do not stack. This combo component can be added multiple times to the same combo, each time making another Face Slap attempt at the same or a different enemy. Targets can defend against a Face Slap as if it were a normal attack.
  3.   Kneecap : [Attack Combo +3] Make an unarmed called shot to your target's leg. If you succeed, make a damage roll opposed by your target's fortitude check. If you beat the check, the target is not wounded, but instead falls to a crouching position and is stunned for 1d6 seconds. Multiple Kneecap components can be added to the same combo, but only the first successful kneecap has any effect on any one creature.
  4.   Throat Jab : [Attack Combo +1] You jab your opponent in the throat with your hand, giving him trouble breathing and, more importantly, preventing him from speaking. Make an unarmed attack roll as a called shot to the target's neck (a Critical Area), but do not roll for damage. Instead, if your attack hits, your target cannot speak until the beginning of your next turn. This includes  calling for help and casting spells with Verbal components, among other things. This combo component may be added multiple times to the same combo, each time making another attempt against the same or a different enemy. Multiple Throat Jabs against the same enemy do not increase the effect. Targets can defend against a Throat Jab as if it were a regular attack.
  5.   Wind : [Attack Combo +1] You hit your target in the stomach, forcing the air out of his lungs. Make an unarmed attack against your target, but do not roll for damage.  If you succeed, your target must make a fortitude check (DC=4+your weapon skill modifier). Failure means he is Staggered on his next turn, and he can't breathe or speak until he is no longer Staggered. Further, if he was holding his breath, he loses the air he had. This is useful if you plan on strangling him or throwing him into a lake immediately afterwards. Multiple Wind components can be added to the same combo, each time allowing you to try again against the same enemy or another.

Passive Techniques:

  1.   Lightning Parry:   [Requires 10 ranks in Weapon Skill] You may parry ranged attacks.

Active Techniques:

  1.   Controlled Fighting: If you are using a light weapon and one hand is free, you get one additional parry per round.
  2.   Nick: You can make a single attack in one second. You cannot use this technique if you make any other attacks in your turn. If you have a combo that includes Opportunist, you can use that combo as your Nick attack.
  3.   Slice: Once per round, after making a successful parry you may make a free attack against the weapon you just parried. The attack must be made with the weapon you used to make the parry.
  4.   Weapon Finesse: You may add your dexterity to damage instead of your strength with Light weapons, or those with the "Finesse" special. However, you apply mobility penalties to your attack bonus when you do so.


Skill Rate: Staggered

Uses: Wrestling enemies, throwing them, disarming them, etc.

Size Modifier: Add your scale to your wrestle modifier

Strength Modifier: For every three points of strength you have over 3, you add +1 to your wrestle modifier. So, you get +1 at strength 6, +2 at strength 9, etc..
Hold : Make an opposed Wrestle Check against an enemy in reach as a 4SA. If you succeed, you prevent the target from moving, casting spells which require a free hand, or attacking until your next turn. This requires at least one free hand, which is used to hold the creature. You can carry a held character and move with him, but (probably) the added weight will slow you down. See the Encumbrance rules for more information. Held characters can't make block or parry defence rolls, but can dodge with a -1 penalty. Less common defence rolls can be made or not made with GM discretion, unless otherwise specified.

Force Feed: As a 2SA, you can make an opposed Wrestle check against a Held foe. If you succeed, the target ingests whatever food/poison/potion or similar is in your hand.


Combo Components:

  1.   Grab : [Attack Combo +1] You can try to use Hold on someone as a part of this combo. You may add this component multiple times, each time making another Hold attempt. Normally, grabbing a target takes a 4SA.
  2.   Throw [Attack Combo +1, Requires Grab ]: You can toss a held opponent. You can throw the character one square of your scale per point of Strength you have. So, a human with strength 4 can throw someone up to 4m away. If they collide with a hard surface (such as a wall or another person), they take 1d6 + your strength score in bludgeoning damage. If the surface is particularly hazardous, the GM may add circumstantial damage using the falling damage chart as a guideline. If you throw them off an edge or something similar, they may take falling damage as well. You can try to throw an enemy at another one. Thrown targets land prone unless they succeed on a DC 8 acrobatics check. You may add the Throw component multiple times, each time throwing an additional Held creature. Targets that are thrown are obviously no longer considered held by you. If you throw your target through another characterés occupied space, they might collide. Both characters can make a defence roll (generally speaking, parry and block would be impossible in this situation) with a DC equal to 4 + your Wrestle modifier. Both characters take 1d4 + your strength score of damage in the event of a collision.
  3.   Curbstomp: [Attack Combo +2, Requires Grab ] You can try to bash a Held opponent into the floor (if he is prone) or a wall or enemy (or similar object or creature) within your natural reach (if there is one). If you try to bash him against an inanimate immobile object, you do not need to make an attack roll â so it is strongly recommended that you use a called shot to the head. The target takes 1d6 + your strength in bludgeoning damage. If you try to bash him into a creature, you must make a normal melee attack roll against the second creature as if attacking with a heavy weapon. If you hit , both creatures take 1d6  + your strength score. The creature remains Held after you use this, so you may follow it up with a throw or another use of this component. You may add this component multiple times to a combo, each time against the same or different Held creature.
  4.   Trip [Attack Combo +1] Adds a Trip attempt to the combo. Make an opposed Wrestle check against one target in reach. If you succeed, they are knocked prone. Adding multiple Trips to a combo results in multiple Trip attempts. Trip has a default range of Close, but you may use a weapon's reach if that weapon has the Trip Special. If you successfully trip a rider, he is unhorsed.
  5.   Disarm [Attack Combo +1] Adds a Disarm attempt to the combo. Make an opposed wrestle check with a target in reach. Success means the target drops their weapon. Some weapons allow you to make Disarm attempts with them, in this case use the weaponés reach and your Weapon Skill or Wrestle modifier, whichever is higher. This component may be added multiple times to the combo, each time allowing you to make another Disarm attempt. The defender can use his Wrestle modifier or his Weapon Skill modifier, whichever is higher.

Special Throw Options:

For whatever reason, one thing that varies widely between different moods and atmospheres in movies, TV shows, and novels is how effective it is to throw someone across a room. As such, here are some optional rules for differing takes on throws in the Semiautomagic game:

Less Lethal Throws: For more realistic games, throws can be easily de-powered as follows: simply subtract a point of damage for each square the character was thrown before colliding with an obstacle.

More Lethal Throws: Throwing can be a problem because ités damage isnét based off of weapons or technology, so in a futuristic campaign, a throw is useless against a heavily armoured opponent. This can be remedied either by using the More Detailed Armour special rule found in Appendix C, or by increasing the damage die to a d8 or even d10.

More Realistic Throws: Realistically, unless a person has super strength (which is hardly realistic to begin with) a human canét throw a human very far at all. So, you can try decreasing the range to a single square.

These optional throw variants are a visible way to change the tone of your campaign from a more cinematic feel to a gritty, realistic one.

Passive Techniques:

  1.   Pin : Held Targets may not attack or cast spells unless they don't require a free hand.
  2.   Suffocate : You can prevent anyone you are Holding from breathing or speaking (including casting spells with a vocal component or calling for help).

Active Techniques:

  1.   Curse You Treacherous   Dagger : If you succeed in an opposed wrestle check against a target in reach, you may use a weapon he is holding as you were wielding it. You make this check as part of an attack.
  2.   Foothold : [Requires Pin]   If you are standing up and your target is prone, you can use Hold against them using only your feet, leaving both of your hands free.
  3.   Hostile   Cover : You may use anyone Held as Heavy Cover against ranged attacks. See Cover in Chapter 3: Combat for more information.
  4.   One Inch Punch: You may make unarmed attacks while Held, but you must succeed on an opposed Wrestle check made as part of the attack.
  5.   Bloody Wrestler:   [Requires One Inch Punch] You may use light weapons while Held, but you must succeed on an opposed Wrestle check made as part of the attack.


Skill Rate: Staggered

Uses: You are a particularly scrawny individual. This has no penalty other than the fact that if you put ranks in this, you probably didnét put them in, say, Combat Arts or Weapon Skill. On the plus side, your enemies donét register you as a threat and may not take you seriously enough to really try and hurt you.


Passive Techniques:

  1.   Mass Scrawny:   [Requires Scrawny] When you use Scrawny, it affects all who can see you. Make one Feebleness check and apply it to the Will of anyone who can see you.
  2.   Pitiful Flinch: [Requires Scrawny] : You can use Scrawny as a 1 second immediate action.
  3.   Wiry:   [Requires Scrawny, Strength of 3+] You decrease the penalty from your Strength score to Scrawny checks by one point. You may take this multiple times, and its effects stack, but never reduce the penalty to lower than -2.
  4.   Extra Scrawny: [Requires Scrawny, 2 ranks in Feebleness] If you succeed in a Scrawny check, you add an additional +1 Target to your target score. You may take this multiple times, to a maximum of one-half of your Feebleness bonus. Its effects stack.
  5.   Size Down: When other creatures use the Size Up technique against you, you subtract your ranks in this skill from the CR they think you have. See the Perception skill for more about Size Up.

Active Techniques:

  1.   Scrawny: You can make a special Feebleness skill check as a 1 second action against one target who can see you. The DC is equal to their Will. You subtract your Strength and triple your Scale from your Scrawny check, but add +3 to make up for that. If you succeed, you are treated as having +1 Target against attacks made by them. This is because they are not really trying to hit you as much as they could, because you appear so unthreatening.

Creatures immune to Morale effects are immune to Scrawny.

If your target sees you do anything that causes a Wound or morale penalty or Kill anything , the target is immune to your use of Scrawny until your bonus increases, or they somehow forget.

If you are visibly armed, you take a penalty based on the heaviest weapon. The penalty is -1 for a light weapon, -2 for a standard weapon, and -3 for a heavy weapon. If you are carrying a superheavy weapon, the target is immune to Scrawny.

Contents Previous Next