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Skill rolls are d6 + Skill. A Skill roll may be Skill vs #, Skill vs Skill, or Skill vs Trait. Skills start at 0. Trait scores are the maximum limit for their Skills. Skills have Specialties which equal the Skill by default but can increase independently.

Agility Skills

Acrobatics

Gymnastic prowess. Acrobatics(Dodge) /2 = REF.

(Dodge)

Fast. Roll vs ATK. -3 for each DEF roll after the first until your next turn.

[1]:Prone.

(Jump)

#6. Distance = Speed/3 if Walking, Speed if Running. [1]:1DMG & Prone.

(Tumble)

Fast. # = d6DMG/3yds.

S:Fall DMG/2.

[1]:+d6DMG.

Projectile

Ranged fighting techniques. See Combat.

[1]:Broke.

(Archery)

Roll vs DEF. [1]:Arrow lost.

(Throw)

Roll vs DEF. RNG:S.

[1]:Weapon lost.

Stealth

1/rnd. Roll vs Perception. +3 if Prone.

[1]:Detected.

(Creep)

Slowly sneak at Speed/2. +3 Stealth.

(Hide)

Motionless in shadows. +6 Stealth.

(Prowl)

Sneak at Speed. Default Stealth score.

Trick

Skills of manual dexterity. 1/rnd.

(Feint)

Fast. Roll vs B.

S:Target uses REF against you for 1rnd.

F:You use REF for 1rnd

(Lockpick)

Needs tools. Takes d6mins. # by lock.

[1]:Jam.

(Steal)

Roll vs Perception.

[1]:Detected.

(Trap)

# by Trap to set or disarm. Takes d6rnds.

[1]:Trap goes off on you.


Brains Skills

Build

Make items from junk Parts. Takes minimum 6hrs. Costs d6+3 Parts. Base #15.

[1]:Parts ruined.

(Customize)

#9. Takes 6hrs. Costs d6 Parts. Maximum 2 cusomizations per item.

[1]:Item broken.

Weapon Customizations
  • +1 ATK, DMG, or +25% RNG
  • -1 Size category
  • Add a Weapon Property
Armor Customizations
  • +1 AR, CR, or FR
  • -1 Size category
  • +1 Camouflage or Unarmed DMG
Vehicle Customizations
  • +5HP, +3AR, or +5DMG
  • +10yds (+7mph) Speed
  • +2 Tread
  • +25% MPG
  • +50% Tank
  • +2 or +40lbs Capacity

(Repair)

Fix broken items. #12. Takes 6hrs. Costs d6 Parts. +3 with item Parts.

[1]:Parts ruined.

Chemistry

Costs d6 Chemicals. Takes 6hrs.

(Bombs)

#6. 1yd Blast, d6FDMG. +1 Chemical cost and +3# for +1yd Blast or +d6FDMG.

[1]:Bomb explodes.

(Drugs)

Make a Drug. # by Drug.

[1]:d6DMG to user.

Medicine

# = total DMG. Needs Medical GEAR.

(Diagnose)

Determine status. 1min. +1 next Medicine roll.

(First-Aid)

Stops Bleeding. 1min/DMG.

[1]:1DMG to location.

(Surgery)

+1HP to one location. 1/wound per location.
5min/DMG.

[1]:d6DMG and Bleeding.

(Treat)

Roll with patient Recovery, take best result.
Takes 6hrs. See Healthcare in Ch:11.

Perception

All senses. -1 per 20yds away.

[1]:Confused.

(Alertness)

Fast. Default Perception = Perception score.

(Loot)

# by Area, see Ch:10.

S:1 roll on MGL.

[1]:1DMG.

(Search)

1/rnd. Roll vs Stealth or Trick.

(Track)

1/hr. Roll vs Stealth or Survival.

(Wake)

Fast. #6 to wake. -1 all rolls for 1min.


Constitution Skills

Climb

Speed/2. # varies. Base = #6+1/min. Takes your action.

[1]:Fall. Climb #15 to catch yourself.

(Rappel)

Speed x2. Descent only. Need a rope.

Melee

Hand-to-hand combat. See Combat.

[1]:Broke.

(Unarmed)

Roll vs DEF. Unarmed DMG = DMG Mod.

(Block)

Fast. Roll vs ATK. -3 for each DEF roll after
the first until your next turn. -6 vs PATKs.
Cannot Block guns.

Survival

Primitive skills for living outdoors.

(Forage)

Takes 6hrs. #9. Find d6 Food.

[1]:Take d6DMG.

(Kindle)

#9. Takes d6mins. Start a small fire.

(Navigate)

1/day. #9. +1mph Travel on course.

[1]:Lost.

(Preserve)

#12. Takes 6hrs. Food lasts 6 days.

[1]:Spoiled.

Swim

Speed/4. # varies. Base = #6+1/min. 1rnd.

[1]:Sink 1yd/rnd, Suffocating.

(Dive)

Speed/2. #9 to swim underwater.


Demeanor Skills

Entertain

Any performance that captivates an audience.

(Distract)

Roll vs B.

S:Target uses REF and -3 Perception for 1rnd.

[1]:You use REF for 1rnd.

(Inspire)

1/day only. d6mins. # = Comrades. Each Comrade
gets back 1 Luck.

[1]:You lose 1 Luck.

Leadership

There can be only one “Team Leader” at a time.

(Coordinate)

1rnd. Describe a specific task. All Comrades
get +1 to any roll to accomplish that task.

(Encourage)

Fast. # = Comrade's D. +d6 to a single roll by
that Comrade outside of combat.

[1]:-d6 penalty.

(Intimidate)

Fast. Roll vs D. Target takes a penalty to any
roll against you = your D/2 for 1hr.

[1]:+3 to any roll vs you for 1hr.

(Plan)

6hrs. # = 3 + Comrades.

S:+d6 Comrade Skills if followed. Roll once to set the bonus for the entire Plan.

[1]:-d6 Comrade Skills.

Socialize

1/person/hr. Roll vs D. Takes d6mins.

(Discern)

GM rolls vs Socialize(Persuade) to detect lie.

(Inquire)

S:Target gives truthful information.

[1]:Target gives false information.

(Persuade)

S:Target's Attitude improves 1 step.

[1]:Target's Attitude worsens 1 step.

Tame

Fast. 1/rnd. Roll vs animal's D if domesticated
or Dx2 if wild.

[1]:Animal runs or attacks you.

(Calm)

S:Relax animal.

[1]:Animal flees or attacks you.

(Ride)

S:Mount obeys.

[1]:Thrown off, take d6 fall DMG. Roll for Location.

(Train)

# = D. Takes 6hrs. Animals can learn Commands = their Bx3. Commands must be a single word.

Commands

Description
Attack MATK against a designated target.
Creep Stealth(Creep) roll to move very quietly.
Distract Entertain(Distract) to draw attention.
Entertain Entertain(Inspire) to amuse an audience.
Guard Stays in place and Attacks if strangers approach.
Hide Stealth(Hide) until further notice.
Hunt Hunting roll using pet's Skills.
Patrol Walk a circuit in a particular area to keep watch.
Run Run from the area. Stay's close if you also Run.
Search Perception(Search) roll for a certain thing.
Stay Maintains current position until further notice.
Track Perception(Track) roll for a certain target.