Skills and Skill Enhancers


Below is a table listing all of the non-combat skills that you can buy. 3d6 is the roll for all skills to determine if they are successful. Lower is better.

Under "cost" it will often list 2 numbers (example 3/2 or 2/1). The first number stands for how much it costs to buy the skill initially and the second number stands for how much it costs to raise the skill by 1.

Each skill has a related characteristic, which is listed under "char". This characteristic establishes the base or starting value for that skill using the following formula 9 + (char/5). For example, Whisper has a dexterity of 15 and buys the skill stealth. Stealth has a related characteristic of dexterity, so Whisper's base value for stealth would be 12- (this notation meaning 12 or less), based off of the formula 9 + (15/5). If "gen" is listed instead of a characteristic, then it is a general skill and the base is 11-.

As for what levels are good use the following as a guideline.

  • 11- (this notation meaning 11 or less) The character is qualified to get a job with this skill.
  • 12- Routine tasks are easy. Is qualified to assist less skilled people.
  • 14- The character is a master. Easy tasks are a breeze and unusual tasks are not that much trouble.
  • 16- The character is one of the very best in the world. Difficult tasks which give masters pause are routine.
  • 18- The character is one of the greatest masters of this skill in history. Pushes the envelope and develops new uses.
  • 20- Perhaps the greatest master in history.


Skills
Skill Char Cost Description
Acrobatics Dexterity 3/2 Generally allows the character to do flips, tumbles, swing from flagpoles, jump over obstacles, and other tricky moves. In combat a character can gain an OCV bonus by using an acrobatic maneuver to surprise an opponent. GM's call, depending on situation and how much the roll was made by.
Acting Presence 3/2 Just like is sounds. Other skills like disguise and knowledges can help.
Analyze Intelligence 3/2 This skill allows a character to analyze another character's or object's abilities or skills and determine competence, power level, and system. A catagory must be picked each time Analyze is bought. Combat technique, Magic, Agility skills, Computers, Structural integrity, etc. Depending on what you roll you would then get a +1 or +2 bonus on a related roll. The bonus could be for your DCV, roll to find the proper reference in your library about a viewed ritual, hacking into a computer, demolitions of a building, etc.
Animal Handler Presence 2/2 Allows the character to train and generally handle animals. Every 2 points spent buys a category of animal(listed in the Hero book). The 2 points spent to raise the skill roll by one covers all categories. Categories are things like birds, felines(cats), canines(dogs, wolves, foxes), etc.
Autofire Skills N/A varies See Combat Skills
Breakfall Dexterity 3/2 First, a character may use breakfall to stand from a prone or lying down position as a 0 phase action, instead of a half action. Second, a character may use breakfall to take half damage from a fall. Though a -1 penalty to the breakfall roll is given for every 2" fallen. Third, breakfall can be use to cut damage from throws in half. Though a -1 penalty is given for every 2d6 of damage that the throw would have given normally.
Bribery Presence 3/2 Knowing how and who to bribe. Other skills, like persuasion, seduction, and knowleges, can be complementary.
Bugging Intelligence 3/2 A character with this skill knows the best places to plant audio and visual bugging devices, as well as wire taps and other remote sensory devices. Bugging also covers operating those devices and how to sweep or search for them.
Bureaucratics Presence 3/2 A character with this skill knows how to deal with bureaucratic organizations(most companies and all government). How to cut through red tape, who to bribe, and so on.
Climbing Dexterity 3/2 The name says it all.
Combat Driving Dexterity 3/2 Combat Driving applies to all vehicles that operate two dimensionally. This skill allows the character to drive normally under extreme situations.
Combat Piloting Dexterity 3/2 The same as Combat Driving, but for vehicles that operate three dimensionally.
Combat Skill Levels N/A varies See Combat Skills.
Computer Programming Intelligence 3/2 Covers programming computers and hacking into them. Certain skills like cryptography or security systems(computers) can be complimentary.
Concealment Intelligence 3/2 Hiding yourself, someone else, or something else in an unmoving position.
Contortionist Dexterity 3/2 The contortionist skills makes it easier to break free of ropes or whatever bonds, as well as grapples.
Conversation Presence 3/2 A character with conversation can extract information from people through a seemingly normal conversation or just be an entertaining conversationalist. Other skills, such as persuasion, seduction, and high society, can be complimentary.
Cramming N/A 5 Cramming allows a character to gain a 1 point familiarity (8- roll) with a non-combat skill. Several hours is needed, as well as the resources to study. Only one skill can be learned in this way, per adventure, for every 5 points spent in the Cramming skill. After the current adventure is over the knowledge of the skill fades.
Criminology Intelligence 3/2 A character with this skill knows the various techniques, as well as how to use the various technologies that deal with crime scene investigation. Other skills such as streetwise and science skills can be complimentary.
Cryptography Intelligence 3/2 Cryptography allows the character to solve cypers and codes, encrypt or encode messages, and hide messages in ordinary text.
Deduction Intelligence 3/2 Deduction represents the ability to take several facts and leap to an inobvious conclusion. This is a classic detectives skill.
Defense Maneuver N/A varies See Combat Skills.
Demolitions Intelligence 3/2 Blowing up stuff. Making the stuff fall where you want or explode in the direction you want. Other skills such as mechanics or chemistry can be complimentary.
Disguise Intelligence 3/2 Like it sounds. Other skills like acting, mimicry, and knowledge skills can be complimentary.
Electronics Intelligence 3/2 This skill allows the character to identify, understand, build, repair, and rewire electronic devices.
Fast Draw Dexterity 3/2 This skill allows a character to draw a weapon as a 0 phase action, instead of a ½ phase action. Also, if a weapon has clips, that clip maybe changed as a ½ phase action, instead of a full phase.
Forenseic Medicine Intelligence 3/2 This skill allows the character to determine cause of death, how long the individual has been dead, if someone has moved the corpse, and so forth.
Forgery Intelligence 2/2 This skill allows the character to duplicate items. Every two points spent buys a catagory that can be forged. Catagories are things like art objects, documents, money, and so on. The two points spent to give the skill a +1 covers all catagories.
Gambling Intelligence 2/2 Like it sounds. Every two points spent buys one category. Categories are things like dice games, card games, and so on. The 2 points to give the skill a +1 covers all categories.
High Society Presence 3/2 This skill allows a character to properly interact with upper-class culture. They often also know who is who among VIP's.
Interrogation Presence 3/2 A character with this skill knows the methods, both pyschologically and by force, to extract information from someone.
Inventor Intelligence 3/2 This skill represents the spark of creativity needed to create new gadgets and modify old ones in creative ways. The skill itself contains no knowledge. Other skills are needed to supply the hard knowledge.
Knowledge Skill Gen 2/1 This is a very flexible background skill. You can have knowledges of groups, people, places, and things. See Knowledge Skills for more details and suggestions.
Language N/A 1 to 6 1 point is Basic Conversation. 2 points is Fluent Conversation. 3 points is Fluent with proper accent. 4 points you sound like a native. 5 points you sound like a native and can switch between regional dialects. An additional point is required for Literacy. You automatically receive Native Accent with Literacy for your native language.
Lipreading Intelligence 3/2 Like it sounds.
Lockpicking Dexterity 3/2 This skill allows the character to open key, combination, electronic, and magnetic locks using special tools instead of keys. It does not allow the character to bypass alarms, traps and other security devices. See Security Systems for that.
Martial Arts N/A varies See Combat Skills.
Mechanics Intelligence 3/2 This skill allows a character to repair, replace, and build mechanical devices. A Knowledge skill concerning what the character is building or repairing would be complimentary.
Mimicry Intelligence 3/2 This skill allows a character to mimic another persons voice or certain other sounds, perfectly. Not good enough to fool a voice analyzing device though.
Navigation Intelligence 3/2 This skill allows a character to travel without getting lost. The character will know what direction he came from and what direction he are going to and using maps can plot courses. There are actually 4 seperate Navigation skills. Land Navigation, Marine Navigation, Air Navigation, and Space Navigation.
Oratory Presence 3/2 Represents the character's ability to effectively speak to and persuade a large audience. Oratory can also give bonuses to a character attempting a Presence attack on a large group.
Paramedics Intelligence 3/2 Treating injuries and generally just keeping someone alive. Spending one phase and making a successful roll stops bleeding and will save the life of someone who is below 0 Body, but not yet dead, as well as healing them 1 Body. Spending 1 to 5 minutes and making a successful roll heals 2 Body. If the character also has the Professional Skill of Doctor, spends 1 to 5 minutes, and make a successful Paramedics roll, I will allow a healing of 1 more Body, for a total of 3 Body healed. The Doctor skill would be considered complimentary to Paramedics.

I will also double the healing rate of anyone who does bed rest in a clean place or who is under the care of someone with the Professional skill of Doctor. I will triple it if the injured person is able to be in bed rest in a clean place, while under the care of someone with the Professional skill of Doctor.
Persuasion Presence 3/2 To convince an individual of your position or to tell convincing lies.
Professional Skill Gen 2/1 This skill give the character the ability to preform a certain profession or craft. This would cover things like Accoutant, Artist, Carpenter, Dentist, Doctor, Hockey Player, Scientist, Waiter, Zookeeper, and so on.
Riding Dexterity 3/2 The character knows how to ride an animal, typically a horse.
Science Skill Intelligence 2/1 This skill give the character a solid grasp of and working knowledge of a particular field of science. Like Anthropology, Chemistry, Microbiology, Nuclear Physics, Subatomic Physics, Vetinary Medicine, and so on.
Security Systems Intelligence 3/2 This skill allows a character to locate, recognize, evade, and build various types of alarms and traps. Depending on the type of alarm or trap you are dealing with skills like electronics, mechanics, or computer programming could be complimentary. You can also take a 2/1 version of Security Systems(for computers only) to act like a complimentary skill to Computer Programming, for hacking into computer systems.
Seduction Presence 3/2 What it sounds like.
Shadowing Intelligence 3/2 This skill allows the character to follow or watch someone subtly. This can be done on foot or in a vehicle.
Shooting Tricks Dexterity 3/2 This skill allows the character to attempt difficult or advanced shots. Many firearm related Feats require a Shooting Tricks roll.
Sleight of Hand Dexterity 3/2 This skill represents the ability to palm items and fools the eye with quick movements of the hand.
Stealth Dexterity 3/2 A character with this skill can hide in shadows, move silently, and/or avoid detection in combat situations.
Streetwise Presence 3/2 This skill gives the character knowledge of the seamy side of civilization and how to interact with it.
Suvival Intelligence 3/2 This skill allows the character to live off of the land. Survival must be bought with a particular climate. Like desert, artic, jungle, temperate, urban, and so on.
Systems Operation Intelligence 3/2 This skill allows the character to understand how to operate sensing and communication devices. Like radios, radar systems, somar, electronic countermeasures, and so on.
Tactics Intelligence 3/2 A character with Tactics is an expert at individual and small unit tactics. In game play the GM may give you a hint if you make your roll in certain circumstances.
Teamwork Dexterity 3/2 Represents the character's ability to fight well with others in combat. Teamwork is required for a full Coordinated Maneuvers.
Tracking Intelligence 3/2 Like it sounds.
Trading Presence 3/2 This skill represents the character's ability to strike a good bargin with a merchant or customer.
Two-Weapon Fighting N/A 10 See Combat Skills.
Ventiloquism Intelligence 3/2 With this skill a character can make his voice sound as if it is coming from somewhere else.
Weaponsmith Intelligence 2/2 A character with this skill can make, maintain, or repair various types of weapons. Every 2 points spent buys a category of weapon. The 2 points spent to raise the skill roll by one covers all categories. The categories are muscle powered HTH, muscle powered ranged, firearms, missiles and rockets, chemical weapons, biological weapons, incendiary weapons, and energy weapons.
Skill Enhancers
Jack of all Trades Costs 3 points. The character picks up trades and crafts extremely easily. The initial cost of profesional skills is reduced by 1.
Linguist Costs 3 points. Allows the character to learn languages more easily. Reduces the cost of a language by 1 point. The minimum cost for a language is still 1 point, though for 1 point the character could now speak fluently.
Scholar Costs 3 points. Allows the character to learn Knowledge Skills easily. Reduces the initial cost of Knowledge Skills by 1 point. Does not include Area or Cultural Knowledges (See Traveler below)
Scientist Costs 3 points. Allows the character to by Science Skills easily. Reduces the initial cost by 1 point.
Traveler Costs 3 points. The character is adept at picking up knowledges dealing with areas and other cultures. Reduces the intial cost of Area Knowledges, City Knowledges, and Cultural Knowledges by 1 point.
Well-Connected Costs 3 points. The character is extremely skilled at making friends and earning favors. Reduces the cost of a contact by 1 point. 2 favors can be bought for 1 point.