Step 6 Natural Skills:

Calculate Avoidance. Avoidance is a skill that is granted to all characters and does not need to be purchased. Avoidance is your ability to reduce incoming damage by moving out of the path of the damage. Avoidance is calculated as Coor + Con + Per / 3 Refer to Step 5 for Crit and Fumble Levels.

Calculate Will. Will is a skill that is granted to all characters and does not need to be purchased. Will is your ability to withstand direct Psychokinetic invasions to your mind. Will is calculated as Men + Men + Con / 3. Refer to Step 5 for Crit and Fumble Levels..

Calculate Initiative. Initiative is a skill that is granted to all characters and does not need to be purchased. When the order of players and non player turns in combat can not be decided by events, players will roll initiative to determine in what order events occur. The initiative score is the CR of the Initiative roll, and is unique in that the CR can have a negative value. Initiative can not crit or fumble. Initiative is calculated as Coor + Per + Exp / 3. Refer to Step 5 for Crit and Fumble Levels.

Calculate Unarmed Combat. If your character has not selected a martial art, she will be granted unarmed combat which is to be placed in the green skill box on the character sheet. A martial art replaces unarmed combat in the same slot, there is no reason to have both a martial art and Unarmed Combat. Unarmed Combat is calculated as Con + Con + Str / 3. Unarmed Combat damage is equal to the CR. Unarmed Combat Crit Bonus Damage is equal to the level of the crit threshold level. Any martial art should be calculated at the rate given with the skill. Martial Art combat damage has a damage multiplier of 2, and bonus damage equal to the Crit threshold. Martial Art Crit Bonus Damage is equal to the skill level.