AXES
Battle axes, hatchets, and other chopping
weapons. Your hero can reduce the difficulty rating when striking with a
battle axe, logging or throwing a hatchet.
BOXING
The sweet science. Boxing applies only if
the hero uses his or her fists (gloved or bare) to attack. If you declare
it, you can divide your hero's total action score between two fist attacks,
the second being a contingent attack.
BRAWLING
This skill lets the hero inflict bloody
damage when using fists, claws, teeth, or any other natural attack. If your
hero reduces a foe to 0 cards or 0 Health this way, the foe goes comatose.
These actions-- bites, eye gouges, kidney punches, and so on--are generally
frowned upon in hero circles.
CLIMBING
Scaling vertical surfaces. Your hero can
reduce the difficulty rating when resisting wind and acrophobia while scaling
buildings, trees, cliffs, and other vertical challenges.
CLUBS
Anything from a blackjack to a telephone
pole assuming the hero can lift it. Your hero can reduce the difficulty rating
when throwing the club or staff.
GARROTES
Strangling cords, piano wires, and even
bare-handed choking. If the hero wounds the target, he or she may make a
contingent action to begin strangulation. This is an average Strength action.
If it succeeds and the target does not damage the hero, the hero inflicts
4 damage points on each exchange thereafter, assuming the strangulation continues.
The stranglehold remains in effect until either the hero lets go or suffers
damage from the target.
HAMMERS
Objects used for pounding things into other
things. Your hero can reduce the difficulty rating for throwing hammers,
plus carpentry and other such actions.
HYPER-BREATH
Blowing really hard to knock people over.
This feat can be performed only by those with an 11+ strength. Your hero
must make an average strength action, and those whom the hero succeeds against
are knocked back and lose their action for the exchange.
KNIVES
Objects that are small, sharp and easily
concealed, from daggers to hypodermics.
MARTIAL ARTS WEAPONS
A catchall for the shuriken, sai, nunchaku,
and oriental swords and daggers, including the katana and wakizashi.
NATURAL WEAPONS
Claws, quills, horns teeth, and the like.
SHIELDS
Normally defensive, shields can also be
thrown. A shield can either absorb its defense bonus in damage from one attack
or to inflict its bonus in damage for one attack in a single exchange, but
not both.
SONIC SLAM
Smashing the ground or one's fist together
to produce a sound wave. This feat can be performed only by those with an
11+ strength. Your hero must make an average strength action, and those whom
the hero succeeds against are disoriented, losing their action for the exchange.
SPEARS
Long, sharp, and painful pole weapons.
Your hero can use this skill for throwing or stabbing with javelins, tent
poles and anything else shaftlike.
SWORDS
Any long-bladed weapon, from an epee to
a scythe. If the hero chooses not to attack, he or she may parry with a sword,
adding the sword's damage bonus to Agility when dodging.