Generic Skills List

## Understanding Skills

The listing for each skill gives the following information:

* *Name.* The name of the skill. If the skill varies at different tech levels, this will also be shown – e.g., “Blacksmith/TL.”

* *Type.* The variety of skill (mental or physical) and its difficulty (Easy, Average, Hard, or Very Hard).

* *Defaults.* The basic attribute(s) to which the skill defaults if the skill itself is not known – for instance, “DX-6”. If there is more than one possible default, use the one that gives the highest default level.

* *Description.* A brief description of what the skill is used for and when (or how often) to roll. The GM should permit routine tasks to be performed on a straight skill roll; more or less difficult tasks, or adverse or favorable conditions, will result in modifiers to skill – set at the GM’s discretion.

For the skill point cost of raising each level, see Raising Levels.

## List of Generic Skills

### Acrobatics

**(Physical/Hard). DX-6**
This is the ability to perform acrobatic and gymnastic stunts, roll, take falls, and so on. A separate skill roll is required for each trick you attempt.
### Acting

**(Mental/Average). IQ-5**
The ability to counterfeit moods, emotions and voices, and to lie convincingly over a period of time. Roll a Quick Contest versus the IQ of each person you wish to fool.
### Animal Handling

**(Mental/Hard). IQ-6**
This is the ability to train and work with all types of animals. Daily rolls are required when training an animal.
### Area Knowledge

**(Mental/Easy). IQ-4 for area residents only.**
The skill of familiarity with the people, politics, and geography of a given area. Roll for each piece of knowledge required.
### Armoury/TL

**(Mental/Average). IQ-5**
The ability to build and repair weapons and armor at the appropriate tech level. Roll to make, repair, or find a problem with a weapon.
### Artist

**(Mental/Hard). IQ-6**
The ability to draw and paint with both accuracy and beauty. Roll once per work.
### Bard

**(Mental/Average). IQ-5**
The ability to tell stories and to speak extemporaneously. Also called Public Speaking. Roll once per speech or story
### Blacksmith/TL

**(Mental/Average). IQ-5**
​The ability to work nonprecious metals by hand, given the right tools. Roll once per hour of work.
### Boxing

**(Physical/Average). No default**
Formal training in fisticuffs. When you punch, roll against Boxing skill to see if you hit, and add 1/5 of your skill (round down) to damage. You may use your bare hands to parry attacks at 2/3 of Boxing skill (at a penalty of -2 for kicks, -3 for nonthrusting weapons).
### Brawling

**(Physical/Easy). No default**
The skill of unscientific, unarmed combat. When you punch or kick, roll vs. Brawling to hit, and add 1/10 of your skill (round down) to damage. You may parry bare-handed attacks at 2/3 skill.
### Camouflage

**(Mental/Easy). IQ-4**
The ability to use natural material or paints to disguise yourself, you equipment, your position, and so on. Roll once per person, vehicle, or campsite hidden.
### Carpentry

**(Mental/Easy). IQ-4 or DX-4**
The ability to build things out of wood, given the right tools. Roll once per hour of work.
### Climbing

**(Physical/Average). DX-5 or ST-5**
The ability to climb mountains, rock walls, trees, the sides of buildings, and so on. Roll once to start a climb; long climbs may require more rolls
### Cooking

**(Mental/Easy). IQ-4**
The ability to prepare a pleasing meal from basic ingredients. Roll once per meal.
### Criminology/TL

**(Mental/Average). IQ-4**
The study of crime and the criminal mind. Roll to find and interpret clues, guess how criminals might behave, and so on.
### Dancing

**(Physical/Average). DX-5**
The ability to perform dances appropriate to your own culture and learn new dances quickly. Roll once per performance.
### Demolition

**(Mental/Average). IQ-5**
The ability to blow things up with explosives. A Demolition roll is necessary whenever you use explosives.
### Diagnosis/TL

**(Mental/Hard). IQ-6**
The ability to tell what is wrong with a sick or injured person, or what killed a dead person. Roll once per diagnosis.
### Disguise

**(Mental/Average). IQ-5**
The ability to make yourself look like someone else. Roll a Quick Contest of Skills (Disguise vs. IQ) for each person (or group) that your disguise must fool.
### Escape

**(Physical/Hard). DX-6**
The ability to get free from ropes, handcuffs, and similar bonds. The first attempt to escape takes one minute; each subsequent attempt takes 10 minutes
### First Aid

**(Mental/Easy). IQ-5**
The ability to patch up an injury in the field (see p. 28). Roll once per injury.
### Forgery/TL

**(Mental/Hard). IQ-6 or DX-8**
The ability to produce a fake passport, banknote, or similar document. Roll once per forgery.
### Gambling

**(Mental/Average). IQ-5**
The skill of playing games of chance. A successful Gambling roll can tell you if a game is rigged, identify a fellow gambler in a group of strangers, or “estimate the odds” in a tricky situation.
### Hand Weapon

***Assume that P/E weapon skills default to DX-4, P/A ones to DX-5 and P/H ones to DX-6.*** Skills include:
* **Axe/Mace (P/A):** Any short or middle-sized, unbalanced, one-handed weapon, such as an axe, mace, or pick.
* **Blackjack (P/E):** The blackjack or sap. May not parry.
* **Broadsword (P/A):** Any 2- to 4-foot, balanced, one-handed weapon, such as a broadsword or baseball bat.
* **Fencing (P/A):** The rapier, smallsword, and saber. Parry is 2/3 Fencing skill, not 1/2. Your encumbrance must be Light or less to use Fencing.
* **Flail (P/H):** Any unbalanced weapon with the head attached to the handle by chain or rope, such as a flail, morningstar, or nunchaku. Any attempt to block a flail weapon is at -2; any attempt to parry it is at -4, and knives and fencing weapons cannot parry flails at all!
* **Knife (P/E):** Any knife, dagger, or stiletto.
* **Knife Throwing (P/E):** Throwing any throwable knife.
* **Polearm (P/A):** Any very long, unbalanced pole weapon, such as a poleaxe, glaive, or halberd.
* **Shortsword (P/A):** Any balanced, one-handed weapon, 1-2 feet long, such as the shortsword, baton, or billy club.
* **Spear (P/A):** Any sort of spear, javelin, fixed bayonet, pike, or similar long, light, pointed weapon.
* **Staff (P/H):** Any quarterstaff or improvised pole like a quarterstaff, used in two hands. Parry is 2/3 skill, not 1/2.
* **Two-Handed Axe/Mace (P/A):** Any long, unbalanced, two-handed weapon, such as a battleaxe or maul.
* **Two-Handed Sword (P/A):** Any long (4- to 5-foot), balanced, two-handed weapon.

### Holdout

**(Mental/Average). IQ-5**
The skill of concealing items on your person or the persons of others, or finding such hidden items. Roll once per item
### Humanities

**(Mental/Hard). IQ-6**
Each academic “humanity” or “arts” subject (such as History, Literature, Philosophy, or Theology) is a separate Mental/Hard skill that defaults to IQ-6. Roll versus skill to recall references, perform critical analysis, etc.
### Influence Skills

There are several ways to influence others; each is a separate influence skill. A successful roll will result in a good reaction from an NPC. Failure results in a bad reaction (except for Diplomacy, which is always safe). To actually coerce or manipulate an NPC, you must win a Quick Contest of your skill versus his Will. *Methods of influencing others include:*
* **Diplomacy (M/H):** Negotiation and compromise. Defaults to IQ-6.
* **Fast-Talk (M/A):** Lying and deceit. Defaults to IQ-5.
* **Intimidation (M/A):** Threats and violence. Defaults to ST-5.
* **Savoir-Faire (M/E):** Manners and etiquette. Mainly useful in “highsociety” situations. Defaults to IQ-4.
* **Sex Appeal (M/A; based on HT, not IQ):** Vamping and seduction, usually of the opposite sex. Defaults to HT-3.
* **Streetwise (M/A):** Contacts and (usually) subtle intimidation. Only useful in “street” and criminal situations. Defaults to IQ-5.

### Interrogation

**(Mental/Average). IQ-5**
The ability to question a prisoner. To do so, you must win a Contest of Skills: your Interrogation skill vs. the prisoner’s Will.
### Jumping

**(Physical/Easy). No default.**
This is the trained ability to use your strength to its best advantage when you jump. Roll once per jump.
### Karate

**(Physical/Hard). No default**
The skill of trained punching and kicking. When you punch or kick, use Karate skill rather than DX to determine the odds of hitting, and add 1/5 of your skill level (round down) to damage. You may also parry attacks (even weapons) at 2/3 skill. Your encumbrance must be Light or less to use Karate.
### Law

**(Mental/Hard). IQ-6**
A successful Law roll lets you remember, deduce, or figure out the answer to a question about the law. An actual trial is handled as a Quick Contest of Law skills.
### Leadership

**(Mental/Average). ST-5**
The ability to coordinate a group in a dangerous or stressful situation. Roll to lead NPCs into a dangerous situation.
### Lockpicking/TL

**(Mental/Average). IQ-5**
This is the ability to open locks without the key or combination. Each attempt to open a lock requires one minute and a skill roll; cracking a safe may take considerably longer!
### Masonry

**(Physical/Easy). IQ-3**
The ability to build things out of brick or stone, given the right tools. Roll once per hour of work.
### Merchant

**(Mental/Average). IQ-5**
The ability to act as a “trader,” buying and selling merchandise. A successful skill roll lets you judge the value of common goods, locate markets and so on.
### Meteorology

**(Mental/Average). IQ-5**
The study of the weather and the ability to predict it, given the appropriate instruments. Roll once per prediction.
### Missile Weapon

Missile weapons are ranged weapons that launch projectiles, as distinct from thrown weapons. Each general class requires a separate skill; roll against this when attacking.
**P/E skills default to DX-4, P/A ones to DX-5, and P/H ones to DX-6.** Add 1 to your skill for an IQ of 10-11, and 2 for an IQ of 12+, when using any missile weapon skill labeled with “/TL.” *Missile weapon skills include:*
* **Black Powder Weapons/TL (P/E):** Any black-powder weapon, including the musket, pistol, and rifle.
* **Bow (P/H):** The longbow, shortbow and all similar bows, as well as the modern compound bow.
* **Crossbow (P/E):** All types of crossbow, including the “prodd,” which fires pellets rather than bolts.
* **Guns/TL (P/E):** Each type of 20th-century, cartridge-type gunpowder weapon is a separate Guns skill. Types include pistol, rifle, shotgun, and light automatic weapon.
* **Sling (P/H):** The sling and staff sling.

### Musical Instrument

**(Mental/Hard). No default**
The ability to play a musical instrument. Each instrument is a separate version of this skill. Roll once per performance.
### Natural Sciences

**(Mental/Hard). IQ-6**
Each specialty (such as Botany, Chemistry, Geology, Physics, or Zoology) is a separate Mental/Hard skill that defaults to IQ-6. Roll versus skill to recall general knowledge within the field, analyze data, perform lab work, and so on.
### Naturalist

**(Mental/Hard). IQ-6**
A general knowledge of animals and plants, and of nature in its various forms. Roll to identify plants, animals, and so on.
### Navigation/TL

**(Mental/Hard). No default**
Ability to find position by the stars, ocean currents, etc. A successful roll will tell you where you are, at sea, or on land.
### Occultism

**(Mental/Average). IQ-6**
The study of the mysterious and supernatural. Roll to identify each magical or mystical belief or ritual.
### Physician/TL

**(Mental/Hard). IQ-7**
The general professional ability to aid the sick, prescribe drugs and care, etc. This is the skill to use if the GM requires a single roll to test general medical competence or knowledge.
### Pickpocket

**(Physical/Hard). DX-6**
The ability to steal a small object (purse, knife, etc.) from someone’s person. Roll once per theft; if the target is alert, treat this as a Quick Contest vs. the target’s IQ.
### Research

**(Mental/Average). IQ-5**
General skill at library or electronic research. A successful Research roll in an appropriate place of research will let you find a useful piece of data, if that information is to be found.
### Riding

**(Physical/Average). DX-5**
The skill of riding a beast. A different version of this skill must be learned for each animal type. Roll once when the beast is first mounted and again any time a difficult situation is encountered while riding.
### Running

**(Physical/Hard). No default**
This skill is based on HT, not DX. It represents training in sprints and long-distance running. If you have studied this skill, divide your skill level by 8 (don’t round down) and add the result to your Speed for the purpose of calculating your Move score (this affects land movement only).
### Shadowing

**(Mental/Average). IQ-6**
The ability to follow another person through a crowd without being noticed. Roll a Quick Contest of Skill every 10 minutes: your Shadowing vs. the subject’s Vision roll. If you lose, you lose the target – or he spots you
### Shield

**(Physical/Easy). DX-4**
The ability to use a medieval-type shield or police riot shield. The active defense from a shield – your Block score – is equal to half your Shield skill.
### Singing

**(Physical/Easy). HT-4**
Study of this skill is based on HT, not DX. This is the ability to sing in a pleasing fashion. Roll once per performance.
### Social Sciences

**(Mental/Hard). IQ-6**
Each “social science” (e.g., Anthropology, Archaeology, Psychology or Sociology) is a separate Mental/Hard skill that defaults to IQ-6. Roll versus skill to recall general knowledge within the field, identify traits that characterize an individual, culture or society (as applicable), and so on.
### Stealth

**(Physical/Average). IQ-5 or DX-5**
The ability to hide and to move silently. Roll a Quick Contest of Skills between your Stealth and the Hearing roll of anyone you’re trying to hide from.
### Survival

**(Mental/Average). IQ-5**
Ability to “live off the land,” find food and water, avoid hazards, build shelter, etc. A different Survival skill is required for each type of terrain. Roll once per day in a wilderness situation.
### Swimming

**(Physical/Easy). ST-5 or DX-4**
This skill is used both for swimming and for saving a drowning victim. Roll once per swim, dive, or lifesaving attempt.
### Tatics

**(Mental/Hard)**
The ability to outguess the enemy when the fight is man-to-man or in small groups. A successful Tactics roll during a battle will sometimes (GM’s discretion) allow you information about immediate enemy plans.
### Teaching

**(Mental/Average). IQ-5**
The ability to instruct others. The GM may require one or more skill rolls to teach another character a skill.
### Throwing

**(Physical/Hard). No default**
The ability to throw whatever you can pick up. It helps both accuracy (roll against Throwing skill to throw anything you can lift) and distance (add 1/6 of Throwing skill to ST when determining distance). Roll once per throw.
### Throw Weapon

**(Physical/Easy). DX-4**
The ability to throw any one type of throwable weapon. This skill is different for each type of weapon; e.g., Knife Throwing, Axe Throwing, Spear Throwing, and so on.
### Tracking

**(Mental/Average). IQ-5**
The ability to follow a man or animal by its tracks. Make one Tracking roll to pick up the trail, and one further roll for every 5 minutes of travel.
### Traps/TL

**(Mental/Average). IQ-5 or DX-5**
The skill of building and avoiding traps and detection devices. Roll to build, detect, disarm, or reset a trap.
### Writing

**(Mental/Average). IQ-5**
This is the ability to write in a clear and/or entertaining manner. Roll once per article, or daily for long works.
### Gesture

**(Mental/Easy). IQ-4**
The ability to communicate through simple, improvised hand signals. Roll once to communicate each general concept.