Attributes:
Power - Power effects how hard you can hit and how much force you can bring to bear, whether with physical or magical abilities. In many ways, it's a measure of your commitment level. A high power means a 100% commitment to every action. You do not need to use your full power for every action though.
Will - Will involves your ability to resist hardship and keep going. It allows you to continue fighting after serious injuries, and endure the strain of serious spellcasting. Will is about mental endurance.
Fitness - Fitness determines the base for your physical abilities and how much health you have. Will can keep you conscious and fighting, but fitness will keep you alive.
Skills breakdown
Key:
+ General Skills covered by this class. General skills can be used by anyone at a skill level of "Poor". A single point will raise them to mediocre.
- Specialist skills can only be used by characters who have at least one point in the skill, and start at Poor once a point has been spent on them.
-- These abilities are unique in that they can ONLY be purchased by members of this class. They start at terrible, and can never be more than twice as good as their governing class level, and do NOT gain points automatically when gaining a level in this class. Their subskills must also be bought individually, and can never be higher than this skill.
* General Subskills, like General Skills but with a governing skill group.
@ Class Abilities. These subskills are only available to members of this class, and can only be increased through points earned within this class.
+Weapons
@Body
*Blades
*Lance Launchers
*Cannons
+Strength
@Power Strike - A succesful power strike adds levels to damage. A failed power strike reduces chance to hit. Power strike is compared to the enemies defense BEFORE your normal attack is.
*Wrestling
*Weightlifting
+Agility
@Feint - Used in place of a normal attack roll. A succesful feint interrupts the enemies attack and gives them a situational penalty on their next turn. A failed feint simply robs you of the opportunity to deal damage, as feints never do. If your feint fails (and against enemies you didn't feint against) roll a normal combat roll, but with no chance of dealing damage.
*Evasion
*Leaping
+Resilience
@Death Throes - Even after you've taken lethal damage, you may continue fighting until either you fail an attack or choose not to attack.
*Survival - Survival represents your ability to deal with physical hardship, such as injuries and extreme temperature. A succesful survival roll can knock the severity of a wound down one level, though wound penalties DO apply to survival BEFORE such a roll is made.
*Fortitude
-Tactician
@Environmental Manipulation
*Awareness
--Chi Manipulation - Will lost to Chi manipulation returns at the end of the scene
@Boost - Expend a point of will to set one of your dice to a plus, before rolling. You can do this once per point, and a number of times per scene equal to your level in this skill.
@Blast - Expend will to launch a short ranged attack against an enemy, versus the enemies evasion. Each point of will spent increases this attempts success by one level, plus this skill level to determine your skill. The maximum possible injury can not be greater than the amount of will spent.
@Burn - Expend a point of will to: Clear this many points of posion from this character, start a fire, or cause this many standard wounds to a character you are grappling or succesfully touch.
@Pressure Points - Expend a point of will to use this in place of a normal damage role. Instead of dealing damage, they suffer a penalty to all actions for the remaining of the scene equal to your success. Pressure points do stack.
+Drive
@Rumblers - Tanks and other treaded vehicles.
@Rotors - Helicopters and other atmospheric flying craft.
*Rollers - Standard wheeled vehicles, trucks, cars and motorocycles.
*Rakers - Space-based fighter craft.
+Explosives
*Demolitions - Using conventional explosives
*Chemistry - Crafting conventional explosives
*Negaweapons - Using very special explosives
+Equipment
@Exoskels - Magical mech suits
*Seekers - Weaponry that fires magically guided and propelled conventional payloads
*Spellblasters - Weaponry that fires stored magical spells.
+Resilience
@Makeshift - Temporarily ignore damage to this character or a machine they are driving through temporary and ad-hoc repairs. Like first aid, but without the guarantee you'll be better off, and works on machines too!
*Survival
*Fortitude
-Tactician
@Aid Ally
*Awareness
--Presence
@Intimidate
@Draw Fire/Draw Attention
@Inspire - You may loan points of will to your allies
+Agility
*Evasion
*Leaping
+Driving
@Blinkbombers - A special type of unpowered space vehicle built to quickly fuse powerful explosives to an enemy hull or fire powerful short-range heavy spellblasters and then blink to safety. Minimal mass beyond the weapon and life support to allow easier blinking.
*Rakers
*Rollers
-Casting
@Warping
@Blinking
*Spell Detection
--Split
@Shadow Clone - Fight alongside yourself.
@Afterimage - Create a fake copy of an object that is little more than a visual illusion, in the same place as an object. You will then generally want to blink the actual object to another location.
+Focus
*Precision
*Control Spell
+Equipment
@Facets
*Seekers
*Spellblasters
-Casting
@Shaping
@Gemcarving
*Spell Detection
-Medicine
*Stabilize/First Aid
*Surgery
*Extended Care
--Biotinker
@Grafting
@Microbial Manipulation
@Neurotinkering
+Focus
@Trancing
*Precision
*Control Spell
+Equipment
@Blink Engines
@Traction Beams
*Seekers
*Spellblasters
-Casting
@Jamming
@Projecting
*Spell Detection
--Piloting
@Aethercalculus
@Jamhandling
+Resilience
@Perseverance
*Fortitude
*Survival
-Casting
@Evocation
@Enchantment
@Projecting
@Shaping
@Warping
*Spell Detection
--Surge
@Power Surge
@Mana Surge
@Imposing Surge
+Equipment
@Hypertools
*Seekers
*Spellblasters
-Casting
@Spellshaping
*Spell Detection
-Engineering
*Repair
*Tuning
*Construction
*Architecture
-Tactician
@Improvisation
*Awareness
--RuneCrafting
@Blink Engines - The core of a Jamship, but unique in its construction requirements.
@Jamships - Building Jamships and their weaponry.
@Roamers - A name given to all of the various powered vehicles that can be crafted, from Rakers to Rumblers.
@Spellweapons - Seekers and spellblasters
@Negaweapons - The magical equivalent of nuclear bombs
@Utilitools - Hypertools and Prosthetics