Skill Cost per Level Relevant Stat Description Specializations
Acrobatics 2 Body The ability to perform feats of agility with minimal chance for injury. Includes jumping, flipping, contorting, and reacting quickly. Balance, Flexibility, Jumps, Tumbling
Administration 1 Mind The ability to organise, run, and understand part or all of an
organisation (such as a business, government, or association).
This Skill is also useful for locating new employees.

Accounting, Banking, Criminal, Executive, Fraud, Government, Marketing, Real Estate, Negotiating, Small Business, Stewardship

Animal Training 1 Soul The ability to teach and train animals with an intellect
above that of instinctive insects. An animal usually has a Mind Stat of 1-2.
Any single animal such as dogs,
dolphins, horses, etc.
Archery 2 Body The ability to fire bows or crossbows. Bows, Crossbows
Architecture 1 Mind Knowledge of construction methods, architectural
drafting, etc. A successful use of this Skill can also find
weak points in constructions or help in locating old
structural plans.
Aquatic, Bridges, Fortifications, Small Buildings, Skyscrapers
Area Knowledge 1 Mind Knowledge of the geography and people of a single area
(choose one area) and a specific locale within it. The smaller the area, the more detailed and extensive the character’s
knowledge. This Skill may be assigned multiple times to indicate knowledge of several areas.
One specific locale (city, forest, sea, desert, mountain) within the area
Artisan 1 Average of Body and Soul This Skill represents a character’s ability to work
with a variety of materials to repair or produce useful or aesthetically pleasing objects not electronic or mechanical
in nature.
Bowyer / Fletcher, Carpentry,
Leatherworking, Metalworking,
Plumbing, Pottery, Tailoring, Woodworking
Biological Sciences 2 Mind This field covers scientific knowledge of how living
things function.
Bacteria/Viruses, Botany, Ecology,
Genetics, Physiology, Zoology
Boating 1 Average of Body and Mind The ability to safely operate a watercraft. Hovercraft, Hydrofoils, Large Ships,
Small Boats, Submarines
Burglary 2 Body or Mind The ability to open locks, quietly cut glass, hot-wire
car ignitions, etc.
Breaking-and-Entering, Hot-Wiring,
Safe Cracking
Climbing 1 Body The ability to scale vertical surfaces with or without the
use of specialised climbing equipment.
Natural Surfaces, Poles, Vegetation,
Controlled Breathing 1 Body or Soul The ability to control respiratory functions in order to
maximise breathing efficiency or to perform tricks such as
“playing dead.”
Calm, Cyclic Breathing, Holding
Breath, Slow Heart Rate
Cooking 1 The ability to prepare tasty meals, and find the best ingredients when shopping. Ethnic, Exotic, Fast Food, Gourmet, Home
Cultural Arts 1 Mind Knowledge of aspects of human (or Morro) culture. Archaeology, Rare Object Appraisal,
History, Literature, Nobility, Urban
Demolitions 3 Body or Mind The ability to set explosive charges without getting hurt in the process or inflicting undesired collateral damage. It is
also used for deactivating explosives set by someone else.
Artificial Structures, Bomb Disposal,
Natural Structures, Safe Cracking,
Disguise 2 Body, Mind or Soul The ability to change one’s personal appearance in an attempt to deceive others. Costume, Make-up, Prosthetics
Driving 3 Body or Mind The ability to operate a powered ground vehicle. Skill checks are only necessary in difficult
situations, such as performing vehicular stunts, avoiding hazards, etc.
Car, Big Rig (large tractor/trailer trucks), Motorcycle, Van (includes small trucks), Armored Fighting Vehicle (Tanks, etc)
Electronics 2 Mind The ability to maintain, repair, build, modify (and at
high Levels, design) electronic equipment.
Communications, Consumer Electronics, Robotics, Security, Sensors
Etiquette 1 Mind The knowledge of polite, proper, and inoffensive
behaviour in social settings.
Lower Class, Middle Class, Upper Class
Foreign Culture 1 Mind This reflects knowledge of the history, religion, ethics, and lifestyle of foreign cultures. Select one culture for each Skill Level. One Specific Culture
Forgery 2 Mind The ability to counterfeit documents and papers. Handwriting,
Paper Documents
Gaming 1 Mind, Soul or Body The ability to play various games and simulations well. Board Games,
Gambling/Card Games, Military
Simulations, Role-Playing Games
Gun Combat 5 Attack Combat Value The ability to accurately shoot with a hand-held firearm, and to keep it properly maintained.
Autofire applies to firing bursts of fully automatic fire from any gun, whether it is a small submachine gun, a big assault rifle, or a heavy machine gun. Pistol applies to firing single shots from a handgun. Rifle applies to firing single shots from guns with a shoulder stock, including rifles and shotguns.
Autofire, Pistol, Rifle
Heavy Weapons 5 Attack Combat Value The ability to accurately fire vehicle-mounted or tripod-mounted weapons, such as a tank cannon or
heavy machine gun, and to perform routine maintenance.
Artillery (indirect fire weapons, such as howitzers), Gunnery (heavy machine guns,
tank guns and other vehicle mounted direct-fire weapons), Launchers (rocket, grenade and missile launchers)
Interrogation 2 Mind or Soul The ability to convince someone to provide information
against his or her will. Can also be used to help withhold
information when being questioned by an enemy.
Drugs, Psychological, Physical
Intimidation 2 Body, Mind or Soul The ability to convincingly project a “tough guy” image. A successful check means someone witnessing
your performance is convinced you mean any threats you make. How they react after that will depend on how tough they are themselves in relation to the kind of threat
you present: They may respond with respect, fear, hatred, or amusement.
Business, Political, Street
Languages 1 Mind Reflects an aptitude for languages and their historical
usage. Additionally, a character will be able to speak and
write: 1 (Level 1), 2 (Level 2), 3-4 (Level 3), 5-7 (Level 4),
8-11 (Level 5), or 12-16 (Level 6) foreign languages. A character's native language is free and not included.
Any one language, Braille, Code Language, Lip Reading, Sign
Law 2 Mind Knowledge of legal procedure and practice. Civil, Criminal, Customs, Family,
International, Political
Melee Attack 4 Attack Combat Value The ability to attack effectively with a hand-to-hand weapon. Axe, Baton/Club, Knife, Improvised Weapons (chairs, lamps, ladders, etc.), Polearms (spears, naginata, etc.), Sword, Whips/Chains
Melee Defense 4 Defense Combat Value The ability to defend well
with a melee weapon.
Axe, Baton/Club, Knife, Improvised
Weapons (from the nearby area), Polearms (spears, naginata, etc.), Sword, Whips/Chains
Mechanics 2 Mind or Body The ability to maintain, repair, or build mechanical and
electro mechanical devices. This also includes knowledge
of tool use, welding, etc. Armourer applies to heavy vehicle-mounted weapons while Gunsmith covers personal
weaponry. Use Artisan for archaic weapons.
Aeronautical, Armourer, Automotive,
Gunsmith, Locksmith, Micro, Traps
Medical 2 Mind or Body Knowledge of how to heal the body. A typical general
practitioner would Specialise in Diagnosis, while most police
officers or paramedics Specialise in Emergency Response.
Acupuncture, Dentistry, Diagnosis,
Emergency Response, Homeopathy,
Obstetrics, Pathology, Pharmacy,
Surgery, Veterinary
Military Sciences 3 Mind The character has military-style tactical, staff, or leadership training. Hardware Recognition, Intelligence
Analysis, Logistics, Strategy, Tactics,
Navigation 1 Mind The ability to read maps or use specialised navigation
Air, Road, Sea, Undersea
Occult 8 Mind or Soul Knowledge of the arcane and mystical arts, and their
applications in both historical and modern society.
Astrology, Channelling, Numerology,
Rituals, Spirits, Tarot, Voodoo,
Performing Arts 1 Average of Mind, Body and Soul The ability to perform well before an audience, and to evoke an emotional response through the art form. Comedy, Dance, Drama, Musical
Instrument, Public Speaking, Singing, Fast Talking
Physical Sciences 2 Mind Scientific training in the way the universe works,
including the necessary background knowledge.
Astronomy, Biochemistry, Chemistry,
Engineering, Geology, Mathematics,
Piloting 4 Average of Body and Mind The ability to operate air, Skill checks are normally only necessary
when performing an unusual manoeuvre, avoiding a hazard,
piloting an unfamiliar aircraft, etc.
Heavy Airplane (usually multi-engine), Jet Fighter (very rare), Light Airplane
(usually single-engine), Lighter than Air Craft
Poisons 2 Mind The ability to recognise, concoct, apply, and neutralise a variety of poisons and toxins. Natural, Synthetic
Police Sciences 2 Mind This is the science behind detective work. Ballistics is
the study of the wounds inflicted by projectiles; Criminology
focuses on studies of criminal behaviour and strategies;
Forensics covers evidence gathering (like fingerprints).
Ballistics, Criminology, Forensics
Ranged Defense 3 Defense Combat Value The ability to avoid ranged attacks. This Defense Combat Skill does not enable a character to actually dodge bullets. Rather, it is a combination of situational awareness and tactical movement, as well as
knowing when to keep moving (to present a more difficult target), and when to drop for cover.
Personal (on foot), Air Vehicle, Ground Vehicle, Water Vehicle
Riding 1 Body, Mind or Soul This is the knowledge of how to care for a riding beast, how to saddle, mount, and dismount the animal, how to get it to perform difficult or dangerous manoeuvres safely and without
balking, and how to best pace it for long-distance rides.
By species (Camel, Horse, etc)
Seduction 2 Body or Soul A character with this Skill is adept at exploiting their sex appeal. A successful Skill check will convince another person (usually a NPC)
that the character is genuinely interested in them. Whether
or not the subject actually responds will depend on his or her own romantic inclinations and sexual preferences.
Emotional, Physical, Verbal
Sleight of Hand 2 Body A character with this Skill has superior manual dexterity, greater
than that suggested by his or her Body Stat. This includes the
ability to perform "magic" tricks, palm small objects, cheat
at cards, plant an item on someone, etc.
Card Sharking, Lock Picking, Pick Pocketing, Stage Magic
Social Sciences 1 Mind Understanding of the way people function in society as
well as societal behavioural patterns.
Anthropology, Geography, Politics,
Psychology, Social Work, Sociology,
Stealth 3 Body or Mind The ability to disguise objects or people so that they blend
into their surroundings. This also includes the ability to conceal small objects on one’s person and the ability to move silently.
Camouflage, Concealment, Silent Movement
Street Wise 2 Mind or Soul The knowledge of street activity within a particular region
or city. This is a vital survival Skill for a person on the streets.
Gang Activity, Influential Individuals,
Territorial Divisions (all by region)
Swimming 1 Body The character is skilled at swimming or diving. It's assumed every character can swim even without this skill, unless stated otherwise during plots. Competition, Deep-Sea Diving,
Free Diving, Recreational, Scuba,
Throwing Weapons 4 Attack Combat Value Accurate throwing of weapons or objects to hit a target. Blades, Grenade, Rocks
Unarmed Attack 4 Attack Combat Value The ability to attack without weapons. Strikes, Holds, Throws
Unarmed Defense 4 Defense Combat Value The ability to block
unarmed attacks without
using a weapon.
Strikes, Holds, Throws
Urban Tracking 3 Mind Urban Tracking is the ability to “shadow” someone (or
follow a vehicle in another vehicle) through an industrialised,
populated area or to find certain people in a particular subculture
or environment by asking the right questions.
Academic, Corporate, Residential,
Visual Arts 1 Body, Mind or Soul The ability to produce a work of fine or commercial art
in a particular visual field.
Animation, Carving, Drawing, Flower Arranging, Painting, Photography, Sculpting,
Wilderness Survival 1 Body or Mind The ability to find food and shelter in the outdoors, to
avoid natural hazards, and to identify edible and useful wild
plants and animals.
Aquatic, Arctic, Desert, Forest, Jungle, Mountain, Plains
Wilderness Tracking 1 Body or Mind The ability to successfully trail or track someone or
something while outdoors in a rural or wilderness setting.
Aquatic, Arctic, Desert, Forest, Jungle, Mountain, Plains

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