ChibiRPG:
MAD SKEELZ
Skill points can be added before the game, or at GM discretion. They act as bonuses on top of the Stat that they're filed under. Some need to work in conjunction with equipment and techniques (Guns for Aimed Weapons, Mechs for Mecha Piloting, Psy Attacks for Psychic Powers).
New skills can be made up by the players for aspects of their character not covered here, but can also be rejected by the GM if they're just excessive.
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BRAINS
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| Advanced Weapons | Use of weapons that don't require skilled hand-eye coordination or physical strength to fire, but do need technical knowledge. | |
| Aimed Weapons | Covers all variety of aimed weapons, including (not not limited to) pistols, rifles, bows, and slingshots. | |
| Bureaucracy / Law | ||
| Computers | ||
| Cooking | ||
| Driving | ||
| Mecha Piloting | ||
| Medicine | You need medical supplies from the equipment list to heal damage; without supplies, the best you can do is 2 points. | |
| Military Tactics | Planning and strategy. Knowedge of military procedures and protocol. | |
| Occult / Arcane Knowledge | ||
| Pilot | ||
| Research / Investigation | ||
| Survival | ||
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BRAWNS
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| Basic Brawling | See 'Fists' in the weapons section | |
| Blunt Weapons | ||
| Breaking Stuff | Note: People don't count. This is stuff that stays still. | |
| Soak | Combat Defense Using sheer brawn to try to shake off damage. Defends against all but Mental attacks. | |
| Intimidation | ||
| Throwing / Lifting Stuff | ||
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MOXIE
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| Dramatic Posing! | (Note: If successful, stuns for one round. Only works once on each enemy! They won't fall for it twice...) | |
| Fast Talk | (Note: Lying can be caught.) | |
| Leadership | ||
| Motivation | ||
| Negotiation | ||
| Seduction | ||
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ZEN
(average for Zen, the advanced mental abilities, is 10.) |
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| Mental Defenses | Combat Defense Used to defend against Mental damage (treat as a Soak roll). | |
| Magical Ability | Requires purchase of learned techniques for use. See the equipment page. | |
| Psychic Powers | Requires purchase of learned techniques for use. See the equipment page. | |
| Meditation | Requires one turn of uninterrupted concentration, character may not attempt a defense other than Soak. A successful roll means either 1.5x damage for Kata/Zen attacks launched immediately after, or 2 Chi regained. | |
| Memory | Used to remember details, or things long-forgotten. | |
| Speed Mathematics | ||
| Speed Computing | (Note: Enhances existing computer skill by letting you do more in one turn at GM's discretion) | |
| Lie Detection | ||
| "Hammerspace" | You must declare what kind of item can be retrieved beforehand -- the GM will judge whether it is acceptable. Said item must be paid for separately. | |
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KATA
(average for Kata, the advanced physical abilities, is 10.) |
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| Martial Arts | Requires purchase of learned techniques for use. See the equipment page. | |
| Block | Combat Defense Used to try to block or deflect Physical and Projectile attacks. | |
| Dodge | Combat Defense Used to get out of the way of an attack. Takes a combat action to use. Does not work against Mental Attack. | |
| Sleight of Hand | ||
| Swordsmanship | Necessary for usage of sword or other bladed weapon. | |
| Stealth | ||
| Gymnastics | ||