Agility Skills
CRAFTING
Human ingenuity is what gives birth to machines, weapons, and other useful items, but anyone can screw a lopsided gun sight onto a rifle, or stick nails into a club. A true craftsman uses scraps from artifacts and separates the useful from the rotten. The constructions become more daring, and more useful.
The Manufacturers amongst the Scrappers are the masters of their generation. Their workshops consistently create new technological and mechanical marvels.
ACTION: Enhancing or repairing gear; cannibalizing artifacts; erecting defenses
REACTION: Estimating the value and condition of things; finding weak spots in a building
COMBINATION: >AGI+Dexterity or >CHA+Arts: forging
DEXTERITY
Stealing a key from a Judge’s belt, defusing a booby trap with a length of wire, changing the nanite membrane of an AMSUMO reactor: all this takes a steady hand and a great degree of Dexterity. Those who train their Dexterity can use sleight of hand to make money, pick locks, steal without being seen, or assemble the tiniest mechanisms.
ACTION: Stealing; lock picking with skeleton keys or wire; various tricks (loaded dice, coins, thimblerig, gaming, and tarot cards)
REACTION: Keeping your hands steady; catching throws
COMBINATION: >AGI+Crafting: creating the finest mechanisms
NAVIGATION
Whether on a horse, a Kom, a torpedo boat, or a Surge Tank, handling mounts or vehicles demands foresight and delicacy, as well as good reactions.
With the Navigation Skill, you control your vehicle without losing your bearings in your surroundings. Judges and Jehammedans are masters of mounted combat, Scourgers drive their Koms through difficult terrain and sandy dunes while raining gunfire onto their prey, and the Scrappers careen around the plains of Borca on pieced together vehicles held together with duct tape and prayers. Apocalyptics, on the other hand, thunder across Purgare’s slag deserts on motorbikes. Their Pelicans steer their vessels into safe harbors no matter how high the waves are, before they're refitted and ready to set sail again.
ACTION: Riding and animal handling; piloting motored vehicles or planes; navigating ships; aligning heavy artillery
REACTION: Gauging braking and acceleration paths; judging the condition of a vehicle
COMBINATION: >AGI+Mobility: special maneuvers (e. g. attacking or dodging >INS+Taming: spur a steed to maximum performance
MOBILITY
A sword arcs in from the left. Dodge. Gunfire erupts from the right. Duck. Jump ahead, through the window. Tuck. Roll. Made it.
The bullets fly. Mobility can make an agile enough person almost impossible to hit. He becomes even more nimble and can dodge before danger turns to damage. The higher the Skill rating, the easier he can escape from dangerous situations: getting rid of handcuffs, squirming free of chains, and wriggling out of a stranglehold or through a crack in the wall.
ACTION: Free running; jumping; dodging attacks; acrobatics
REACTION: Escaping from restraints; swimming with or against the tide of a crowd
COMBINATION: >BOD+Brawl: freeing yourself from a clinch or countering strangleholds; > AGI+Stealth: moving unseen
PROJECTILES
Mastering Projectiles—be they crossbows, rifles, or Soul Burners—requires dexterity and precision. The shooter has to learn to gauge his rifle’s recoil and power, and he must pull the bowstring just right to avoid hurting himself when shooting. Pull and spin, aim and fire, reload: a shooter must be familiar with weapons and their characteristics. Jehammedan bow riders, Hellvetic troopers wielding their Trailblazers, Palers with submachine guns, and Judges with muskets all must master their Projectiles Skill or die.
ACTION: Projectile weapon use: bow, crossbow, Judges’ musket, Soul Burner, Fungicide Rifle, blowgun, Spitfire, etc; weapons maintenance
REACTION: Gauging range and characteristics of projectile weapons; gauging distance; finding cover
COMBINATION: >AGI+Mobility: precisely throwing a grenade; > AGI+Navigation: mounted ranged combat; shooting from a moving vehicle
STEALTH
Darkness, half-light, shadows, and other forms of concealment are the Stealth user’s best friends. Under their cover, he can spy, smuggle, and assassinate. Those who rely on Stealth avoid the din of battle and the revealing light of day. They step silently on the ground, and are knowledgeable about the world’s dark nooks and crannies.
ACTION: Hiding; hiding objects; stalking; sneaking; camouflage
REACTION: Gauging a level of sound; controlling heartbeat and breath; feigning death; ducking out of sight
COMBINATION: >BOD+Brawl/Melee: sneak attack; >PSY+Domination: secretly fanning fear and superstition
Remove these ads. Join the Worldbuilders Guild
Comments