BackAXES
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.
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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.
WHIPS
Anything that's cracked to inflict damage on or entangle a target.
This skill lets the hero snag an object that's within firing distance
on an average strength (agility) action. If this
is an opponent, the whip entangles the opponent as a contingent
action. The opponent can make an average Strength (strength) action to break free on the next exchange.