Athletic Abilities are General Abilities used to determine Hit Points.
(HP = the sum of your 2 highest athletic abilities.)
Acrobatics - tumbling, leaping and balance. A bonus to all kinds of acrobatic stunts and reducing damage from falling or being thrown.
Climbing - useful for getting around in trees, on mountains and other vertical environments.
Flying - only Rocs have this ability. It determines a character's speed and agility while flying.
Running - improves running speed and efficiency. Helps avoid minor obstacles.
Swimming - improves speed, swimming endurance and diving ability.
Stamina - endurance for all kinds of physical activity and stress.
Strength - muscular power, especially for lifting, pushing, bending, and so on.
Yoga - improves health and flexibility through exersizes that unite the body and mind. Yoga excercizes are often part of magic or martial-arts training. Yoga ability level is added as a defensive bonus against wrench attacks.
Hand to Hand
Your Hand to Hand combat bonus is determined by combining a General Ability (Hand to Hand System or "fighting style") and a Skill (Weapon Proficiency.) See Martial Arts.
Hand to Hand Systems (fighting styles)
Constriction - grappling/sticky style.
Tao Rho - striking/hard style.
Syncrase - manuevering/soft/pushing style.
One Leg Lance - for fighting like a Roc Loyalist
(see Martial Arts for specific details.)
Weapon Proficiencies
Natural Weapons - wrestling, unarmed combat or boxing
Short Weapons - club and knife-like weapons
Long Weapons - staff and spear-like weapons
Flexible Weapons - articulated and soft weapons
Missile Weapons
Marksmanship
This is a general ability that applies to all missile weapons.
Missile Weapon Skills
Throwing - accurately throwing and catching weapons and other objects
Archery - bows except for crossbows
Firearms - directly aimed, trigger-fired weapons (crossbows and most guns)
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