Optional Rules: Skills

  1. Knowledge
  2. Optional Rules
  3. Base (Headquarters)

Driving: Most characters will have a driving level of d3 plus 1. Characters who are not from Great Britain or North America, or who are under 16 years of age, have a 70% chance of having to divide that score by 6 and then multiply it by (d6-1). Intelligent Robots and Mad Scientists/Eccentric Professors divide their level by 2. Round each of these up.

Combat Skills: Most characters start at level two in each of these skills: fist fighting, clubs, and thrown clubs. Mad Scientists/Eccentric Professors and Intelligent Robots start at level 1. Most characters start at level 1 in Firearms.

Power Use: Characters start at level 2 in Power Use for each power. Mad Scientists/Eccentric Professors start at level 1, if they have a power.

Other Skills: You have a 20% chance of being able to choose an extra skill. This can be rolled until it is missed. The skill’s level is rolled for with the Starting Dice.

Other Skills: You have a 20% chance of being able to choose an extra skill. This can be rolled until it is missed. The skill’s level is rolled for with the Starting Dice.

Skill Starting Dice Skill Starting Dice Skill Starting Dice
1 Acrobatics 3d6 2 Armor Use 3d6
3 Astral Combat d4 4 Awareness 3d6
5 Body Hold d4 6 Body Smash d4
7 Body Throw d4 8 Ciphers/Codes 3d6
9 Combat Skills d4 10 Confidence Art 3d6
11 Contacts 3d6 12 Counterfeiting 3d6
13 Create Optical Illusions 3d6 14 Detection 3d6
15 Discipline 3d6 16 Disguise 3d6
17 Double Action Special 18 Driving 2d6
19 Endurance 3d6 20 Escape Artistry 3d6
21 Evasion 2d4 22 Evading Pursuers 3d6
23 Falling 2d4 24 Forgery 3d6
25 Gesticulation 3d6 26 Hide Objects in Plain Sight 3d6
27 Hide Objects on Body 3d6 28 Hold Breath 3d6
29 Hypnosis 3d6 30 Ignore Damage d4+3
31 Intensive Spells 3d6 32 Interrogation 3d6
33 Inventing 3d6 34 Jumping 3d6
35 Loquacity 3d6 36 Magic Tricks 3d6
37 Maneuverability 3d6 38 Martial Kick d4
39 Martial Punch d4 40 Martial Throw d4
41 Mass Hypnosis 3d6 42 Memory Training 3d6
43 Mind Combat 2d4 44 Nerve Pinch 2d4
45 Opening Locks 3d6 46 Picking Pockets 3d6
47 Power Use d4 48 Quick Change 3d6
49 Quick Draw 3d6 50 Read People 3d6
51 Remote Attack d4 52 Rolling With Attacks 3d6
53 Running 3d6 54 Scaling 3d6
55 Searching 3d6 56 Sex Appeal 3d6
57 Sneak 3d6 58 Special Use Special
59 Teamwork 3d6 60 Tracking 3d6
61 Trailing 3d6 62 Using Incorrect Hand Special
63 Combat Skill d4 64 Weight 3d6
65 Weightlifting 3d6 66 Wizard Block 3d6
67 Wrestling d4
  1. Knowledge
  2. Optional Rules
  3. Base (Headquarters)