Acrobatics: Gymnastic movement. can tumble, swing from ropes, walk across thin beams, and leap through windows. reduce the difficulty when trying to lessen damage from falls and dodging attacks, if have sufficient room to move acrobatically. (+1R to Dex)
Ambidexterity: can use tools and weapons with either hand at no penalty (normally +1 level of difficulty for using off-hand). (+1R to Dex)
Animal Handling:Training animals to perform stunts. may reduce the difficulty to teach a trick that an animal is capable of, such as fetching, stealing, jumping, and so forth. Additionally, understands the basics of how to groom, feed, and otherwise tend to a horse; as well as how to ride one with a fair amount of skill. ( +1R Int)
Assessment: can tell the difficulty of many tasks and judge the abilities of others. If take a full exchange to analyze a person or task, can learn the difficulty of a task or one ability or intensity score about an individual. (+1R to Int)
Athletics: Playing a sport(s), including, but not limited to, baseball, basketball, cricket, football, jai alai, lacrosse, rugby, soccer, softball, tennis, various track and field events, and volleyball. also have knowledge of injuries and first aid and may make a challenging Agility action to restore a card or the value of a random card in Health to a combatant who fell unconscious during the previous exchange. (+1R to Dex)
Blind Fighting: can counterattack in hand to hand combat with no negative modifiers for being unable to see opponent, provided they attack first. (+1R to Dex)
Climbing: Scaling vertical surfaces. can reduce the difficulty when resisting wind and acrophobia while scaling buildings, trees, cliffs, and other vertical challenges. ( +2R Str)
Combat Style (Aerial): Fighting in the sky. can use Agility instead of Strength to attack while flying. can also use Agility instead of Intellect for declaration order during aerial combat. (+1R to Dex)
Combat Style (Brawling): This skill lets inflict damage when using fists, claws, teeth, or any other natural attack. If reduce a foe to 0 cards or 0 Health this way, the foe goes comatose. These actions (bites, eye gouges, kidney punches, and so on) are generally frowned upon in heroic circles. (+1R to Dex, Str +2R dam)
Combat Style (Martial Arts): can use Agility instead of Strength to attack. This changes the attack's trump suit to Agility as well and damage is based off the action total as usual. can also reduce the difficulty to reduce damage from falling. If don't attack, can reduce the difficulty rating to catch any thrown object can lift, negating impact damage. (+1R to Dex, +1R to Strn)
Combat Style (Streetfighting): This skill lets use the environment to there advantage when involved in combat situations. If reduces a foe to 0 body this way, the foe goes comatose. These actions (bites, eye gouges, kidney punches, and so on) are generally frowned upon in heroic circles. (+1R to Dex, Str +2R dam)
Combat Style (Wrestling): are proficient in the applying of holds. It includes familiar types of wrestling as well as the sumo forms of the art. (+2R to Strn)
Combat Style (Underwater): Fighting underwater. may use Agility instead of Strength to attack while underwater. can use Agility instead of Intellect for declaration order during underwater combat. In addition, when trying to dodge attacks, under water, can reduce the difficulty by one level. (+1R to Dex)
Disguise: Making self look like someone or something else. (+1R to Dex)
Direction Sense: are never lost, always know where north is, and can orient self easily without any external cues. ( +1R Will)
Double Jointed: can bend limbs and joints far more than most people. can fit into any space equal to half height and width and actions involving flexibility (like Escape Artistry) are one level easier for .
Driving: Piloting any landbound vehicle, from a motorcycle to an eighteen-wheeler. (+1R to Dex)
Equestrian: Riding horses and other four-legged beasts, with or without wings. can use Agility to control the mount and perform tricks (see Animal Handling). (+1R to Dex)
Espionage: The art of spying. have been trained in espionage and infiltration. notice small clues, operate spy equipment, and tell when someone is on trail. (+1R to Int)
Escape Artistry: Getting out of dangerous places. can reduce the difficulty to squeeze through ultra-narrow corridors, squirm out of ropes, and undo handcuffs from behind. (+1R to Dex)
Fast Exit: can attack physically and move to firing distance before any foe can complete an action that affects . But make sure 've properly analyzed the situation, because if even one of the opponents has an Intellect higher than Agility, any of opponents can redirect actions toward , and can't dodge any of them. (+1R to Dex)
Intimidation: Terrifying someone into doing or saying what want. Make an average Willpower (Willpower) action against an individual, and if successful, the individual does what want, at least temporarily. ( +1R Will)
Jumping: Jumping, whether standing, running, high, triple, or even pole-vaulting. can reduce the difficulty when jumping or trying to lessen damage from jumping downwards (that is, a planned and controlled fall). This skill generally gives character the equivalent of Leaping at an intensity equal to Strength divided by four (rounded down). ( +2R Str)
Languages: The art of speaking additional languages. (+1R to Int)
Lockpicking: Opening locks of all sorts. can also reduce the difficulty in securing locks and making locks and keys. (+1R to Dex)
Mesmerism: Low-grade mind control. If succeeds in an average Willpower (Willpower) action, can gain information and implant post-hypnotic suggestions. Thralls won't act counter to their own nature. A hypnotic command fades a few hours after it is given. ( +1R Will)
Mythology: The study of classical myths, which may seem all too real in a world where Thor, Hercules, and Dracula walk the earth. should treat this like the Lore skill above when considering either a real-world or purely fictional culture.
Negotiation: The art of resolving disputes and/or reaching agreements between two or more parties. (+1R to Int)
Observation: The use of all sensory powers with Willpower trump suits, plus a general ability to tell when something is interesting or out of place.
Occult: The study of mystical practices. know about magical societies, antiquities, runes, and forgotten lore. This skill is required to create magic items. (+1R to Int)
Performing: Acting, singing, dance, mime, broadcasting, striptease, or any other form of performance entertainment. can attempt an average Willpower (Willpower) action to distract someone from their intended action for one exchange. ( +1R Will)
Resist Domination: reduce the difficulty to avoid or resist mental attacks by one level. ( +1R Will)
Seduction: The art of using ones sensuality and sexuality to manipulate another. ( +1R Inf)
Skating: Moving gracefully and quickly with wheels or blades on or under own feet. This also covers the use of skateboards. (+1R to Dex)
Skiing: Launching down snowy mountains or across water at high speeds. (+1R to Dex)
Sleight of Hand: Stage magic. can make small items appear and disappear by a combination of misdirection and swift, fluid gestures. can also use this skill to pick someone's pocket by making an average Agility (Intellect) action. (+1R to Dex)
Stealth: The art and science of avoiding detection. is awareness of their body, of their body's movements and most importantly of it's limits. This understanding allows them to move with the utmost care and silence, and also to freeze stock-still in a concealing shadow when necessary in an effort to avoid detection. Likewise, can also prowl about rooftops and the like; high-technology electronic systems and some superpowers and heightened senses, however, will negate this ability. (+1R to Dex, +1R Int)
Streetwise: The art of living and surviving on the mean streets. knows how to handle themselves on the streets and when dealing with low lifes and undesirables. knows who to or not to approach, how to identify gang signs, etc.
Survival: Dealing with the rigors of outdoor life. can use this skill any time are faced with natural challenges, such as frigid cold, desert heat, starvation, and loss of direction. ( +1R Will)
Tactics: If take a full exchange to analyze an ongoing or anticipated combat situation and are able to share insights with allies, and all allies gain a +4 to all actions in their first exchange and a +2 to all actions in their second exchange. Not all allies need to attack at the same time to gain this benefit some may hold themselves in reserve and still receive the bonuses on their first exchange, rather than on the exchange that others first engage in combat. (+1R to Int)
Taunting: Cracking wise in combat, to the detriment of easily irritated opponents. If spend at least one exchange talking up a storm (and must roleplay it), can attempt an average Willpower (Willpower) action to cause an opponent to attack immediately. When so enraged, the opponent cannot make surprise attacks or use any skills to modify the difficulty of the attack. ( +1R Will)
Weapon Style (Atlantean): A catchall for tridents, nets, and other weapons typically used by underwater races like the Atlanteans. (+1R to Dex, Str +2R dam)
Weapon Style (Blunt): Anything from a blackjack to a telephone pole, assuming can lift it. can reduce the difficulty when throwing the club or staff. (+1R to Dex, Str +2R dam)
Weapon Style (Archery): Using of any sort of projectile weapon that fires arrows (bows or crossbows). (+1R to Dex)
Weapon Style (Guns): Modern personal firearms of all types-handguns, rifles, shotguns, submachine guns, including laser, stun, and concussion varieties. (+1R to Dex)
Weapon Style (Sword/edged): Anything from a Sword to the sharp edge of a playing card, assuming can lift it. can reduce the difficulty when throwing the edged object. (+2R to Dex, Str +2R dam)
Weapon Systems: The science of complex weaponry. can build and dismantle high-powered guns and guidance systems. (+1R to Int) |