Assessment: He can tell the difficulty of many tasks and judge the abilities of others. If you take a full exchange to analyze a person or task, He can learn the difficulty of a task or one ability or intensity score about an individual.
Biochemistry: The science of life processes of plants and animals. You know about drugs, organic poisons, and diseases of all types.
Biology: The science of living creatures. You understand animal and plant taxonomy, can predict the behavior of unknown species, and know what eats what. Specialties include entemology (insects), ichthyology (fish) and ornithology (birds), among many others.
Chemistry: The science of chemicals. He can develop new formulas, develop antidotes for inorganic poisons, and identify chemicals by their smell, touch, and taste.
Computer Operation: The art of computer operation. While He can 't program or design a computer, Character X does know how to use a computer efficiently.
Criminology: The science of the criminal mind. He can find clues at crime scenes, analyze patterns of criminal behavior, and guess where crimes will occur.
Cryptography: The art of codes. You are particularly good at analyzing, solving, and making codes and other puzzles.
Electronics: The science of electricity. He can analyze and build electronic devices, from as small as a vacuum tube to as large as a power plant.
Espionage: The art of spying. He can notice small clues, operate spy equipment, and tell when someone is on your trail.
History: The science of humanity's past. You know of lessons from past events that may have an impact on the modern day. If you are transported back in time, He can pass for a native of the past time period.
Languages: The science of languages. He can understand at least one additional language to that of your native tongue; CharacterX can speak X, Y and X.
Law: The workings of the legal system. You have an extensive background in the law of the United States or some other jurisdiction. You may reduce the difficulty for a client who is in danger of being convicted of a crime.
Lore: The science of studying a culture. You must pick a group of people to study (Incans, Siberian Tribes, Mole People, etc.). You then have a basic grasp of nearly all of that culture's knowledge.
Mathematics: The science of the measurement, properties, and relationships of quantities, using numbers and symbols, geometry, and various abstract constructs. Mathematics is very broadly divided into foundations, algebra, analysis, geometry, and applied mathematics.
Mechanics: The science of machinery. You have an intuitive understanding of how parts come together to make machines work.
Medicine: The science of health. You know complex medical procedures, from first aid to surgery. He can make an average Intellect action to restore a card or the value of a random card in Health to a combatant who fell unconscious during the previous exchange. He can also perform medical treatments that will help heal serious wounds, but these cannot be performed during combat.
Metallurgy: The science of metals and their properties at both the bulk and atomic levels. You know how to extract metals from their ores, purify and alloy metals, and create useful objects from metals.
Meteorology: The science of atmospheric phenomena, especially weather and weather conditions.
Mythology: The study of classical myths, which may seem all too real in a world where Thor, Hercules, and Dracula walk the earth. You should treat this like the Lore skill above when considering either a real-world or purely fictional culture.
Occult: The study of mystical practices. You know about magical societies, antiquities, runes, and forgotten lore. This skill is required to create magic items.
Philosophy: The science of the nature of things, generally the fundamental beliefs as they come to be conceptualized and formulated, based on logical reasoning rather than empirical methods. It compromises logic, ethics, aesthetics, metaphysics, and epistemology. This skill also includes theology, the study of the nature of God, His relationship with humanity and with the world, and religious truths.
Physics: The science of physical laws. You understand spatial geometry, flight, light and sound, and the motions of planets and stars.
Radiology: The science of radiation. You understand the different kinds of radiation, including its careful handling and the dangers of its effects on humans.
Research:
Sociology: The science of human interaction. He can predict how a person or group of people will react to an event with some accuracy.
Super-Physiology: The science of super powers. This specialized skill allows you to (roughly) gauge a superbeing's power intensities and work to reduce or enhance those power levels over time.
Weapon Systems: The science of complex weaponry. He can build and dismantle high-powered guns and guidance systems.
Acrobatics: Gymnastic movement. He can tumble, swing from ropes, walk across thin beams, and leap through windows. You reduce the difficulty when trying to lessen damage from falls and dodging attacks, if you have sufficient room to move acrobatically.
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. You 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.
Blind Fighting: He can counterattack in hand to hand combat with no negative modifiers for being unable to see your opponent, provided they attack you first.
Combat: Martial Arts: He can use your 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. He can also reduce the difficulty to reduce damage from falling. If you don't attack, He can reduce the difficulty rating to catch any thrown object He can lift, negating impact damage.
Combat: Thrown Weapons: Throwing any easily hefted object (though "easily" varies depending on Strength). This skill can turn playing cards and feathers into lethal projectiles and is good for tossing grenades.
Escape Artistry: Getting out of dangerous places. He can reduce the difficulty to squeeze through ultra-narrow corridors, squirm out of ropes, and undo handcuffs from behind.
Gadgetry: Disassembling something mechanical in order to make something else. This skill reduces the difficulty of the creation of any item if a suitable item is available for dismantling.
Lockpicking: Opening locks of all sorts. He can also reduce the difficulty in securing locks and making locks and keys.
Repair: Repair and modification of items, but not the building of new items.
Brawling: This skill lets you inflict bloody damage when using fists, claws, teeth, or any other natural attack. If you 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.
Intimidation: Terrifying someone into doing or saying what you want. Make an average Willpower (Willpower) action against an individual, and if successful, the individual does what you want, at least temporarily.
Law Enforcement: Cops, robbers, and other interested parties. In addition to familiarity with police agencies, you may legally carry a gun and make arrests if active in law enforcement.
Leadership: Keeping a team together and focused on goals. If a leader makes an average Willpower action, all allied characters gain +1 on all actions. But once this inspiration is triggered, if the leader stops leading (leaves or is knocked out, for example), all allies suffer 1 on all actions until the leader returns.
Mental Control: The use of all non-sensory powers that have Willpower trump suits.
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.
Resist Domination: You reduce the difficulty to avoid or resist mental attacks by one level.
Survival: Dealing with the rigors of outdoor life. He can use this skill any time you are faced with natural challenges, such as frigid cold, desert heat, starvation, and loss of direction.
Teaching: Passing your wisdom on to others. If another character is interested in using a response bonus to gain a skill (see Self-Improvement on page 54), a teacher who knows that skill can help the character justify the gaining of the skill. |