P.P.
Physical Prowess (P.P.): shows the degree of dexterity and agility of the character.
P.P. of of 16 or higher provides a bonus to Strike, and Parry and Dodge:
Strike / Parry / Dodge:
- 16 = +1
- 17 = +1
- 18 = +2
- 19 = +2
- 20 = +3
- 21 = +3
- 22 = +4
- 23 = +4
- 24 = +5
- 25 = +5
- 26 = +6
- 27 = +6
- 28 = +7
- 29 = +7
- 30 = +8
A character with a low P.P. has poor hand-eye coordination, is
graceless, tends to handle things roughly, is a clumsy klutz, and walks
like an elephant (heavy footsteps).
P.P. of 5, 6, or 7 have the following modifiers:-
- -1 Initiative.
- -2 Strike, Parry, Dodge, Disarm, Entangle, Pull Punch, and Roll with Impact.
- -15% penalty on skills that require a high level of manual dexterity or grace (mechanics, electronics, Gymnastics, Forgery, Pick Pockets, Palming, Prowl, Dance, etc.)
- -5% penalty on all other manual dexterity skills.
P.P. of 3 or 4 have the following modifiers:-
- -3 Initiative.
- Half all bonuses to: Strike, Parry, Dodge, Disarm, Entangle, Pull Punch, and Roll with Impact.
- -25% penalty on skills that require a high level of manual dexterity or grace (mechanics, electronics, Gymnastics, Forgery, Pick Pockets, Palming, Prowl, Dance, etc.)
- -10% penalty on all other manual dexterity skills.
P.P. of 1 or 2 have the following modifiers:-
- -5 Initiative.
- No bonuses to: Strike, Parry, Dodge, Disarm, Entangle, Pull Punch, and Roll with Impact.
- Drops weapon on natural 1-4 to strike.
- Drops whatever is in hand when startled or fails Save vs Horror.
- Trips on natural roll of 1-4 when trying to Dodge (lose Initiative and 1 melee attack).
- Can not perform skills that require a high level of manual dexterity or grace (mechanics, electronics, Gymnastics, Forgery, Pick Pockets, Palming, Prowl, Dance, etc.)
- -20% penalty on all other manual dexterity skills (includes: Bicycling, horsemanship, pilot, Climb, Running, and Swimming).