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Skills and attributes are more closely linked in Fudgescape than in the FPF or other Fudge subsystems.  Skills can only be raised to one level higher than their associated attribute.  If a character tries to use a skill they don't have, use the associated attribute at one level lower. If more than one attribute is listed for a skill, you use the attribute with the lowest level.

For the purposes of Five Point Fudge, skills have been grouped into categories.

Categories-
Agility, Combat, Subterfuge, Education, Mystical, Professional, Rural and Social
Some skills are in more than one category

Difficult skills
Some skills are especially hard to use if untrained.  And if attempting a difficult skill (put in parenthases) when untrained the default is two lower that the associated attribute.

Impossible skills
Some skills cannot be attempted if untrained.  You cannot attempt to use the skill when untrained.  These skills are marked with italics and underlined.

Specialisation
A skill can be specialised if it is too general.  If you attempt a task within the specialisation it is one level easier.  If the task is not, it is one level harder.

Categorical skills
A skill that is classed as (Catagorical) cover a wider area of sub-skills.  When you first choose a categorical skill you must choose which particular sub-skill it applies to.  This is basically an easy way to group like skills.  Learning one cagegorical sub-skill in no way helps or impedes the learing of other sub-skills in that category or other skills.

Mystical Powers
These are listed as skills as they must be developed separately by the follower of the particular religion or way.  They are Impossible Skills that can only be learnt by characters with the Spiritual Gift.  Power category, rather like skill category, lists which particular area the Mystical Power belongs to (ie Delvian Seek, Banik Strykara).  Only one area can be learnt - you must choose what type of spiritual path to follow when you buy the Spiritual gift.  Usually it is the same as your race, but it need not be with GM permission.

 
Skill Listing-
Name of skill
Description of skill
Skill category(ies)
Suggested specialisations
Attribute
Mystical Power Listing-
Name of power
Description of power
Power category(ies)
Suggested specialisations
Attribute

 

 

Fudge Trait Levels

Superb +3
Great +2
Good +1
Fair 0
Mediocre -1
Poor -2
Terrible -3

Five Point Fudge Points Table

Points spent in a category Skills in that category
Broad Focus Narrow Focus
1 3 at Fair
1 at Mediocre
1 at Good
1 at Mediocre
2 2 at Good
4 at Fair
1 at Great
1 at Good
1 at Fair
3 1 at Great
3 at Good
4 at Fair
4 1 at Superb
2 at Great
3 at Good
3 at Fair

FPF General skills point

1 3 at Fair from any two or three categories
 

Categories-
Agility
Combat
Subterfuge
Education
Mystical
Professional
Rural
Social

Skills by Category-

Agility
Acrobatics/Tumbling
Balance
Boating
Climbing
Dancing
Juggling
Jumping
Move Quietly
Riding
Running
Sleight of Hand
Swimming
Throwing
Various Sports

Combat
Artillery
Beam Weapon
Bow
Club/Mace
Crossbow
Demolition
Dodge
Fast Draw
Flail
Gunnery
Knife
Knife Throwing
Lance
Missile Launcher
Mortar
Axe
Sword
Pike
Pistol
Projectile Weapon
Read Opponent
Rifle
Shield
Sling
Spear
Spear Throwing
Staff
Tactics
Two Handed Axe
Two Handed Sword
Unarmed Combat

Subterfuge
Climbing
Detect Lies
Detect Traps
Disarm Traps
Disguise
Find Hidden
Forgery
Infiltrate
Lip Reading
Move Quietly
Pick Locks
Pick Pockets
Poisons
Security Systems
Streetwise
Tailing
Urban Survival
Ventriloquism

Education
Alchemy
Area Knowledge
Astronomy
Botany
Etiquette
Evaluate Goods
First Aid
Geography
Herb Lore
History
Language
Law
Medicine
Meteorology
Mythology
Politics
Religion
Spiritual Lore
Veterinarian
Zoology
 

Mystical
Alchemy
Concentration
Maintain Ego
Meditation
Read Being
Spiritual Awareness
Spiritual Lore

Professional
Accountant
Animal Handling
Animal Training
Artist
Bowyer/Fletcher
Carpentry
Cooking
Counseling
Courtesan
Dancing
Engineer
Farming
Gambling
Jeweler
Leatherwork
Masonry
Merchant
Musician
Peromance
Pottery
Seamanship
Shiphandling
Shopkeeping
Smithing
Tailor
Teamster
Theater

Rural
Boating
Camouflage
Camping
Fishing
Herb Lore
Hide Traces
Huntin
Mapping
Mimic Animal Noises
Move Quietly
Navigation
Observation
Survival
Tracking
Trail Blazing
Woods Lore

Social
Barter/Haggle
Bluff
Con
Etiquette
Fast Talk
Flatter
Flirt
Interrogate
Intimidate
Lie
Oratory
Parley/Negotiate
Persuade
Repartee
Salesmaship
Storytelling

 

Mystical Powers

Alchemy
Knowledge of and the ability to create elixirs and talismans of mystical  power.  Note that mystical devices will not work the same way for all races. 
CAT: Delvian Seek, Traskan Herbology
SPEC: Golems, potions, talismans, alien biology
ATT: Perception, Willpower

Empathy
Share pain and suffering through skin contact. Effectively reduces effects of pain for both.
CAT: Delvian Seek, Banik Strykara, Luxan Orican
SPEC: Particular species
ATT: Charm

Heat Ray
Generate intense damaging heat from the mouth or hands.  Sufficient heat causes an inability to lie in most races
CAT: Scarran Dominance
SPEC: Interrogation
ATT: Strength

Superspeed
Once per day perform any one task using your hands in one hundredth of the time.
CAT: Delvian Seek
SPEC: Professional skill of some sort
ATT: Dexterity

Unity
May mindmeld with any humanoid and share memories. Takes several minutes to perform. A lesser power is the ability to make a combat action and give an orgasm.  Life essence can be transfered to heal
CAT: Delvian Seek
SPEC: Social skill of som sort
ATT: Charm

 
Skills

Acrobatics/Tumbling
Moving your body gracefully and successfully through difficult maneuvers, such as rolls, tumbles, leaps, springing to your feet, etc.
CAT: Professional, Agility
SPEC: Combat acrobatics, catwalk, break fall, aerial acrobatics, equestrian acrobatics
ATT: Dexterity

Acting
This skill normally used to portray an alternate personality and emotions self as another person. Normally, this is used to entertain an audience, but occasionally can be used to misdirect an enemy.
CAT: Professional, Subterfuge, Social
SPEC: Dramatic, infiltration
ATT: Charm

Administration
This is the ability to operate efficiently when dealing with or in a position of authority within a hierarchical organization. This skill would be useful in processing requests through paperwork or a chain of command.
CAT: Professional, Education
SPEC: Military, Corporate, Bureaucracy
ATT: Willpower, Wit

Alchemy
Knowledge of  elixirs and talismans of mystical  power.  Note that mystical devices will not work the same way for all races. 
CAT: Professional, Education
SPEC: Golems, potions, talismans, alien biology
ATT: Perception

Animal Handling (Categorical)
This skill entails the ability to deal with a certain class of wild animals, train or domesticate them, and utilize domesticated ones to perform certain tasks. Ease factors of related tasks would vary widely depending on the trainability of the animals, and not all specializations would be available to all types of animal (e.g., most mammalian herbivores cannot be trained to hunt, falconry is generally not applicable to non-flying creatures, etc.). 
Sub-Skills: Mammalian herbivores, mammalian carnivores, reptilian carnivores, etc.
CAT: Professional, Rural
SPEC: Domesticated, wild, specific tasks or purposes (e.g., falconry, hunting, herding, guard animals, attack animals, household pets.
ATT: Willpower, Charm

(Spiritual Lore)
Knowledge of occult things - otherworldly stories, legends, etc. This is limited to the races and areas you have journeyed in before play begins.
CAT: Mystical, Educational
SPEC: Own race, particular planet(s), spiritual beings, places of power, mystical powers
ATT: Perception, Willpower

Area Knowledge
Knowledge of a given area. The larger the area, the more shallow the knowledge. You must choose a certain area whenever you buy this skill. Suggested areas are - Scarran space, Peacekeeper space, Uncharted territories, Tormented space, The Consortium of Trao, The Hynerian Empire
CAT: Education
SPEC: Certain planet, city or small empire
ATT: Perception

Artist (Categorical)
Artist encompasses a number of skills that allow and individual to make artistic objects and creations.  You must choose a certain type of media whenever you buy this skill.
Sub-Skills: Drawing/Painting, Computer Graphics, Sculpting, Dance, Aromatics, Photography, Cinematography
CAT: Professional, Social
SPEC: Specific media or forms (e.g., cultural dance, slasher movies, watercolor painting.)
ATT: Perception

Astrogation
This is the ability to plot the course of a spacecraft through space.
CAT: Professional, Educational
SPEC: PK Space, Scarran Space, Trao Space, Hynerian Space, Uncharted Territories, Tormented Space.
ATT: Perception

Biomechanics
This is the skill required to maintain and repair a large variety of biomechanical equipment, such as Leviathans. Having this skill is also a good sign of intelligence.
CAT: Professional
SPEC: Leviathans
ATT: Wit

Bribery
Description: This is the skill in offering graft for favors in an appropriate (usually unobtrusive) manner. This is normally thought of as an illicit activities, but in some societies and situations, graft and kickbacks are a perfectly normal and acceptable way of doing business.
CAT: Subterfuge, Social
SPECs: Kickbacks, Political Graft, Specific societies or organizations.
ATT: Charm

Charm
Charm is the ability to interact socially, forming and improving relations with other individuals. This is usually applied on a small scale, only a handful of people at a time at most. Penalties may apply if the character lacks specializations pertinent to the characters’ current situation, or trying to interact with members of an unusual or alien society.
CAT: Social
SPEC: Carousing (interacting in casual social setting), business, flirting (interacting with potential sexual partners), specific societies.
ATT: Charm

Bluff
Misleading people into thinking you will perform an action you have no intention of performing.
CAT: Subterfuge
SPEC: Gambling, games
ATT: Charm

Boating
Small boat handling.
CAT: Agility, Rural
SPEC: Small sail, rowboat
ATT: Strength

Botany
Broad knowledge of plants - their habitats, growing needs, uses, dangers, etc. See Herb Lore, Farming, Basketry, Poisons, etc., for more specific skills.
CAT: Education
SPEC: Particular type of plant
ATT: Perception

(Bowyer/Fletcher)
Making bows and arrows, including harvesting the appropriate material.
CAT: Professional
ATT: Perception

Camouflage
Blending in with your surroundings so you don't stand out. Primarily used in natural settings - use Disguise in urban settings. (However, a case could be made for using Camouflage skill to hide in an alley, for example.)
CAT: Subterfuge
SPEC: Urban, rural, EVA
ATT: Perception

Camping
Similar to Survival, but requires some tools, such as blankets, pots, an axe, a tent, etc. In return, it allows greater comfort and quality of life in the wild.
CAT: Rural
SPEC: Desert, arboreal etc.
ATT: Willpower

Climbing
Climbing, either natural formations such as cliffs and trees, or man-made ones such as stone, brick, etc., (but not sheer) walls.
CAT: Agility
SPEC: Mountaineering, urban
ATT: Dexterity

Con
Making people believe in some plan or product you are pushing.
CAT: Social
SPEC: Trading, politics
ATT: Charm, Wit

Cooking
Preparing tasty and nourishing food.
CAT: Professional
SPEC: Gourmet, deserts
ATT: Perception

Counseling
Comforting the afflicted, restoring good emotional health, helping people through grief, etc.
CAT: Professional
SPEC: Trauma, psychoanalysis
ATT: Charm, Perception

Courtesan
Professional pleasure giving.
CAT: Professional
SPEC: various
ATT: Charm

Computer
This skill involves the general use of computer systems and software to achieve desired results and retrieve information. It does not directly involve repair of computer systems, writing or debugging software, or hardware; these are the province of electronics and engineering (computer) and engineering (electronic) skills.
CAT: Professional, Education
SPEC: Specific applications or operating systems.
ATT: Wit

Culture
This is familiarity with the customs, laws, and mores specific to a culture. Having this skill may prevent penalties when utilizing other interaction skills in the culture, or may allow the player to make judgements about expectations or appropriate behavior for the culture.  You must choose the culture each time you buy this skill
CAT: Education
SPEC: Specific subcultures or social settings within the culture.
ATT: Perception

Dancing
Dancing aesthetically. See Performing.

Demolition
This is the skill required to safely handle and safely and effectively use explosives for a variety of reasons. Most often this is to destroy structures or alter landscape. Other common uses are to perform infrasonic testing, pyrotechnic displays, and thermal boring charges to create shafts for mining.
CAT: Combat. Professional
SPEC: Civil, Landscape, Combat, Pyrotechnics, Infrasonic, Thermal Mining
ATT: Wit

Detect Lies
Telling when someone is lying. Opposed by Lies/Pretense.
CAT: Subterfuge

Detect Traps
Determining if a given area has a trap of some sort set, and what type.
CAT: Subterfuge

Disarm Traps
Deactivating a trap without harm. This may or may not cause noise, however ...
CAT: Subterfuge
ATT: Wit

Disguise
Description: Disguise is the ability to alter one’s appearance and behaviorism so as to appear as someone else. In the simplest form, this could be altering ones garb and mannerisms to appear as a technician. In more complex forms, this is using props and pigments to appear as a completely different person. Acting skill is also useful in pulling of such ruses.
CAT: Subterfuge
SPEC: Imitation of a specific person or type of person, make-up artistry, unobtrusiveness.
ATT: Charm

Dodge
This is the useful ability to avoid being hit in combat. Its use is covered extensively in the chapter on combat.
CAT: Combat, Agility
SPEC: Ranged Weapons, Melee Weapons, Traps, Explosions.
ATT: Dexterity

Electronics
This is the skill required to maintain and repair a large variety of electronic equipment, from computers to beam weapons. Having this skill is also a good sign of intelligence.
CAT: Professional
SPEC: Computers, Beam Weapons, Communications, Sensors, other applications
ATT: Wit

Engineering
Description: Engineering skills are used to design and products and devise technologies. The specifics vary widely by category.  You must choose a particular type of engineering whenever you buy this skill.  Areas such as
Computer Engineering, Electrical Engineering, Mechanical Engineering, Power Systems Engineering, Biomechanical Engineering.
CAT: Education, Professional
SPEC: Specific disciplines within fields, such as: Civil, Structural, Astronautics, Cooling systems (mechanical), Computers, Nanotechnology, Lasers (electronic), Evolutionary programming, specific programming languages (computer), Fusion plants (power systems).

Equipment Operation (Categorical)
These skills represent the training in use of special equipment that requires certain expertise and/or knowledge of procedures to safely or effectively use. 
Sub-Skills: Sensor Operation, Surveillance Equipment, Starship Engineering, 20th century VCR-based chronographs, other special equipment.
CAT: Professional
SPEC: Specific types of equipment in each category, e.g., Starship sensors, Laser-sonic surveillance devices.
ATT: Wit

Evaluate Goods
A general skill to assess the value of something. It won't be as accurate as a specific Professional skill (for example, a Potter will be a better judge of Pottery than someone with this skill), but as a broad skill allows a good general knowledge.
CAT: Professional
ATT: Perception

Farming
Raising crops and/or livestock, and everything associated with that: soil preparation, planting, weeding, tending, harvest, drying, storage, markets, etc.
CAT: Professional

Fast-talk
Convincing someone of something, which, upon reflection, they may realize isn't true. Fast-talk doesn't create lasting belief - see the Con skill for that. Opposed by Reasoning.
CAT: Social

Find Hidden
Locating concealed doors, compartments, catches, etc.
CAT: Subterfuge

First aid
Administering emergency medical treatment knowledgeably.
CAT: Professional

Fishing
Catching fish for food, sale, barter, or sport.
CAT: Rural

Flatter
Making people like you by complimenting them to the point they begin to trust your judgement. Opposed by Willpower.
CAT: Social

Flirt/Vamp
Arousing sexual interest in an appropriate subject, for whatever reason. Opposed by Willpower.
CAT: Social

Forgery
Description: This is the skill needed to manufacture convincing falsified documents that may be required for various purposes, including identification papers, reciepts, security badges, and authorizations of various types.
CAT: Subterfuge
SPEC: Signatures, Computer, ID documents, Receipts, Licences.
ATT: Dexterity

Gaming (Categorical)
These skills represent a knowledge of the rules and strategies of certain games. Some games may have their own specific skills; others may include a variety of related games and have specializations to represent specific games.
Sub-Skills: Card-games (Poker variants), Card-games (Blackjack variants), Role-Playing Games, Dice Games, Wargames
SPEC: Specific games or tight categories of games, e.g., Guild&Empire, Stud Poker, Trichip
ATT: Wit


 

Gunnery
This is skill with crew-served or vehicle mounted weapons, typically ones having a range of 5 or more.
Categories: Missiles, Projectile, Beam Weapons
Limiting Trait: Perception
Specializations: Specific subtypes or mountings: crew-served, starship mounted, particle cannon, railgun.

Gambling: gaming for money. Note that some gambling includes games of skill, and others games of chance - this skill helps largely with the former, and knowledge of the latter, including a good estimate of the odds. Also the ability to cheat at games, and spot cheaters. (Professional)

Geography: broader than Area Knowledge, Geography is the knowledge of general topography, terrain nature, biomes, etc. (Knowledge)

Herb Lore: knowledge of, preparation of, dosage of, and dangers of using herbs as medicinal agents. While it may tell you which herbs to avoid, this skill does not go into specific poisons - see Poisons for that skill. See Botany for a broader knowledge of plants. (Scouting, Knowledge)

Hide Traces: hiding any traces that people or animals used an area. This includes hiding tracks as well as camping areas. (Scouting)

History (Categorical)
Description: This skill includes familiarity with topics concerning the annals of a certain race, region, or organization.
Categories: A given race or interstellar government (e.g., The Guild Protectorate), Megacorp, or major world.
Limiting Trait: Reason
Specializations: A specific topic (Literature, Spaceflight), time period (2300-2400), or region (a small group of related minor worlds or region on a major world.)

Hostile Environs
Description: This skill is experience in the use of techniques and equipment used in hostile environments. This is a singular skill, as use of measures to protect one’s life in one environment is generally similar to another – using a vacc suit on an airless moon isn’t that much different than using vacc suits in deep space. However, while the basic means of protection in different environments is superficially similar, the specific hazards and techniques can be quite different. If a character does not have the appropriate specializations, the GM should assess modest to severe penalties – maneuvering in zero-g is very different from maneuvering in jovian atmospheres.
Limiting Trait: Agility
Specializations: Zero-g, Vacuum, Low-G, High-G, Jovian, Underwater, Iceworld, Hotworld.

Hunting: hunting and killing animals for food, hides, sport, or whatever. (Scouting)

Interrogation
Description: This skill represents the use of inspiring of anxiety in a victim, other psychological methods, or outright torture to obtain and interpret information from an unwilling or unwitting individual, as well as effectively debriefing willing targets.
Limiting Trait: Willpower
Specializations: Torture, Psychological, Debriefing, or against specific target type or race.

Intimidation
Description: This is the use of such methods as daunting appearance, actual or implied violence, and thinly veiled--or vividly described--threats to cause anxiety in an individual or to manipulate their behavior.
Limiting Trait: Charisma or Strength
Specializations: By method (daunting appearance, violent behavior, threats) or target type.

Intrusion
Description: This skill allows the individual to defeat devices and security measures used to restrict their movement or access to certain areas. This includes a wide variety of activities, from safecracking to escape from bindings. Some activities are exceptionally difficult and would require a specialization to perform without penalty.
Limiting Trait: Dexterity
Specializations: Escape Artist, Safecracking, Picking Locks, Disarm Traps, Evade Surveillance, other specific activities.

Investigation
Description: This is skill in a variety of methods that one uses to obtain otherwise unobvious bits of information about a given subject. It does not include forensic investigation.
Limiting Trait: Perception
Specializations: Canvassing, Interviewing, Research.

• Jeweler: making and evaluating jewelry. Includes assessment of gems, gold, silver, etc. (Professional)
• Juggling: juggling anything you can lift. See also Performing. (Athletic)
• Jumping: jumping for distance and accuracy. (Athletic)
 

Knowledge
This is a broad group of skills that describes familiarity the character has with one of a variety of subjects. This may be a scholarly area of study or a simple familiarity such as the familiarity one has with their hometown. More specific categories or might allow the character to make rolls concerning the topic in question with no penalty where a specific question might require penalties for a person with a broader skill. Specific skills fall into more general headings of techniques, people, organizations, places, or things. Example of each category are: feng shuei, acupuncture, horse breeding (techniques), Peacekeeper rules and regs, MegaCorp execs, important scientists (people), Earth slang, AI technology,
Limiting Trait: Reason.
Specializations: Specific areas withing a general area of knowledge, e.g., current Triumvirate figures, the Special Services division of the Patrol, the North American region of Terra.

Language (Categorical)
Description: This is the ability to understand and communicate using a given language. Although one does not need any sort of specialization to speak another language, it is very difficult to learn all of the idioms and inflections that a native speaker of a language uses, and this foreign speakers of a language must make rolls to effectively pass as a native speaker.
Categories: The specific language to be learned.
Limiting Trait: Reason.
Specializations: Specific dialects, idiomatic usage.

Law (Categorical)
Description: These are skills understanding and applying the laws of complex societies. It might be needed to ensure that individuals or organizations are complying with regulations, as well as acting as a barrister in a court setting.
Categories: Specific law-utilizing entities. Where similar laws are applied to a large area but specific variations exist, a broad skill with specializations is warranted. Examples: Triumvirate Interstellar Law, Protectorate Interstellar Law, Corporate Laws (specify), World Law (specify).
Limiting Trait: Reason.
Specializations: Specific areas or subjects. Examples: Protectorate Trade Law, Triumvirate Military Justice.

• Knife Throwing: throwing a knife accurately and with force. (Combat)
• Knot-tying: tying functional and/or ornamental knots for various purposes. [Mediocre] (Athletic)
• Lance: using a lance (a type of hand-held spear used from horseback). Does not include the Riding skill. (Combat)


Leadership
Description: This is the skill required to effectively motivate and inspire subordinates as well as effectively managing their efforts.
Limiting Trait: Charisma
Specializations: Specific settings or applications; Business Management, Military, Network


• Leatherwork: working with leather - includes tanning, preparation, tooling, sewing, etc. (Professional)
• Legal Process: knowledge of legal matters. [Terrible] (Knowledge)
• Legends/Stories: knowledge of legends and stories, either as a source for entertainment, wisdom, or clues to treasure hunting, etc. (Knowledge)
• Lie/Pretense: dissembling your true intentions, origins, or role from others. Opposed by Detect Lies. (Social)
• Lip reading: seeing what people are saying by watching their lips move. (Covert)
• Literacy: reading and writing. (Knowledge, Magic)
• Map Sketching: creating reasonably accurate and readable maps from observation. (Scouting)
• Masonry: working with stone. (Professional)

Mechanic
Description: This is the skill needed to repair and maintain mechanical devices and structures.
Limiting Trait: Reason
Specializations: Specific types of devices: Pumps, Starship Hulls, Plasma Conduits

Medicine
Description: This is the skill needed to maintain the health of living beings, either against mundane adversities and illnesses, or to repair damage caused by trauma to the body. This skill has a wide variety of specializations. A practicing physician would probably have many such specializations as well as a high level in the basic skill.
Limiting Trait: Biology, Physiology
Specializations: Pharmacology, Internal medicine, Physician, Surgery, Physical therapy, Cybernetic Medicine, Health Care / Nursing, Oncology, Paramedic, Neurology, Nanotherapy.

• Merchant: broad knowledge of what it takes to be in the business of selling or trading, either retail or wholesale. (Professional)
• Mimic Animal Noises: making a noise which sounds like a specific animal. (Scouting)
• Move Quietly: moving without attracting attention. Opposed by Perception. (Athletic, Covert, Scouting)

Movement
This skill represents training the character has with their normal racial modes of movement beyond that represented by agility and endurance. Any character can attempt most of these tasks without training, but some may suffer penalties if it is not inherent to their race (such as humans swimming) or be wholly inappropriate for their race (such as flying for humans).
CAT: Agility
SPEC: Jumping, Running, Climbing, Swimming, Flying, Brachiation
ATT: Strength, Endurance


• Musician (each instrument separate): mastery of an instrument (which may be voice). See Performing. (Professional)

Navigation
Description: Where Astrogation refers to plotting movement in 3 (or n-) dimensional environments, Navigation refers to finding one’s way on or near a worlds surface utilizing charts or landmarks.
Limiting Trait: Mathematics
Specializations: Specific environments or techniques: Aerial, Instrument, Sea, Forest.

Observation
Description: This is a “trained eye”, useful in a variety of circumstances where small details may be important. The basic skill should be usable with the character’s perception attribute with no penalties, but having specializations may be important in specific circumstances.
Limiting Trait: Perception
Specializations: Military Scouting, Surveillance, Intelligence, Notice Abnormalities, other specializations by purpose or setting.


• One-handed Axe: using small axes as combat weapons. (Combat)
• One-handed Sword: using any sword designed to be used with one hand. (Combat)
• Oratory: keeping the focus of a group of people through speaking, and attempting to sway them to your point of view. Opposed by group's average Reasoning-1. (Social)
• Parley/Negotiate: reaching a compromise solution. (Social)
• Performing: stage presence - actively entertaining people. You'll need another skill to actually entertain with, such as Juggler, Storyteller, Musician, etc. A musician without the Performing skill may be skilled at producing music, but lacks "audience connection" and won't be as popular as a musician with good Performing skill. (Professional)

Persuasion
Description: While the charm skill allows a character to change the reaction of NPCs towards the character, this skill allows the character to influence one or more NPCs’ views of an idea, concept, or course of action. With this skill, the character change the opinion of an individual or a group concerning the validity and pertinence of a statement or idea.
Limiting Trait: Charisma
Specializations: Fast Talk, Oratory, Essays, Bargaining, Diplomacy, specific settings or targets.

• Pick Locks: opening locks without the correct key. Penalty of -1 with improvised lockpicks. Difficult locks may have an additional penalty. (Covert)
• Pick Pockets: removing items from an individual's pockets, belt, purse, etc., without them noticing it. Opposed by Perception. [Terrible] (Covert)
• Pike: using a very long hand-held spear as a weapon - most useful in formations, especially against cavalry. (Combat)
• Poisons: knowledge, use, preparation, and dosage of various poisons. (Covert)
• Politics/International: knowledge of the international situation in a given area, and of the internal politics of states within that area. May be for a broad area, such the entire known world, or a more focused area, such as Europe. In the latter case, the knowledge is more detailed. (Knowledge)
• Pottery: making pots, plates, bowls, etc., from clay. Includes the ability to assess the value of other potters' work, knowledge of good clay sources, etc. (Professional)

Profession (Categorical)
Description: These are skills or training that one needs to practice certain professions that are not explicitly covered by other skills.
Categories: Specific professions: Accounting, Cook, Secretary, Waiter, Radiologist, Waste Management, Hazard Control, Cashier, Zookeeper.
Limiting Trait: Varies.
Specializations: Specific activities within discipline.

Quick Draw
Description: This is the ability to rapidly bring a weapon to bear in combat. In surprise situations, it may be used to offset penalties to the character’s reaction score. While this usually implies the character using a weapon, a specialty unarmed allows an unarmed character to execute an attack on an enemy before they can bring their weapon to bear.
Limiting Trait: Dexterity
Specializations: Melee weapons (“iajitsu”), Pistols, Longarms, Unarmed

• Read Opponent: roughly estimating a given opponent's skill level in combat. An exceptionally good result may even reveal a particular combat "style," if appropriate for the setting. (Combat)
• Repartee: delivering witty sayings, usually double entendres, which cannot be construed as libelous but carry hidden insults or stings. (Social)

Riding
Description: This skill is usually utilized in riding various beasts of burden, but can also apply to trick riding or riding of vehicles where the character rides externally (e.g., gravbikes) in addition to the vehicle skill.
Limiting Trait: Agility
Specializations: Specific class of riding beast or vehicle, Trick riding, Gravbike, Rodeo-riding

• Running: you practice a lot - better speed than non- runners, as well as distance. (Athletic)
• Salesmanship: selling someone something. Opposed by Willpower. (Social)
• Savoir-Faire: functioning smoothly, without social blunders, in any upper or middle class setting. (Social)

Science (Categorical)
Description: This skill includes the gamut of scientific endeavors. Many of these fields overlap extensively, but consideration should be given by the GM as too when certain science skills can be used in the place of others, and what penalties apply when doing so.
Categories: Mathematics, Physics, Biology, Physiology, Astronomy, Archeology, Genetics, Geology, Planetology, Paleontology, Zoology, Psychology, Sociology.
Limiting Trait: Varies. Most hard sciences require mathematics and/or physics; most life sciences require biology.
Specializations: Specific fields within the broader categories: Astrophysics, Microbiology, Archeology of specific race.

• Seamanship: assisting in any task on a large sailing vessel. (Professional)
• Shady Contacts: knowledge of the underworld, or, in a strange city, at least general underworld habits and likeliest places to contact fences, etc., without offending them. (Covert)
• Shield: using a shield or buckler in combat, both on offense and defense. [Mediocre] (Combat)
• Shiphandling: directing seamen to correctly handle a large sailing ship. Includes piloting and navigation skills. [Terrible] (Professional)
• Shopkeeping: running a shop of some sort - knowledge of basic bookkeeping, sources of materials, rotation of stock, general prices, sales techniques, etc. (Professional)
• Sleight of Hand: manipulating small objects cleverly in your hands so as to conceal what you are actually doing with them. (Athletic)
• Sling: using a sling in combat. [Terrible] (Combat)
• Smithy: working metal into tools, weapons, ornaments, etc. [Terrible] (Professional)
• Spear: using a spear in combat, but not including throwing it accurately or powerfully. (Combat)
• Spear Throwing: throwing a spear powerfully and accurately. (Combat)
• Sports, Various: each sport is a separate skill - hurling, lacrosse, etc. (Athletic)
• Staff: using a staff as a weapon. (Combat)

Stealth
Description: This is the skill required to hide, move unobtrusively, or otherwise avoid detection by other people or security and surveillance devices.
Limiting Trait: Agility.
Specializations: Hiding, Shadowing, Camouflage, Penetrate Security, Evade Surveillance.

• Storytelling: entertaining by recounting stories, either from your past or from other sources. Storytelling without the Performing skill is more likely to be successful in a bar or other personal setting than in a professional setting. (Social)


Streetwise
The skill of the urban poor: where to find free or cheap food, shelter and clothing; what parts of the city to avoid, who not to offend, etc
CAT: Social, Subterfuge
SPEC: Barroom savvy, gangs, fencing, Black Market, Inside information, specific regions or criminal organizations.
ATT: Perception, Charm

Survival
Description: Survival is the skill required to find basic necessities of life in uncivilized or otherwise hostile surroundings.
Limiting Trait: Perception
Specializations: Specific terrain types or activities (foraging, water acquisition), Urban

• Swimming: moving yourself in water without danger of drowning. (Athletic)

Tactics
Description: This is proficiency is effectively utilizing resources and predicting enemy actions in real or simulated combat situations.
Limiting Trait: Reason.
Specializations: Small unit tactics, strategic deployment, single ship, fleet, covert action, other specializations appropriate to application or setting.
 


Trading
This skill is familiarity with the world of free commerce. Includes the ability to assess value of items, find buyers or sellers, and make profitable transactions.
CAT: Professional
SPEC: Appraisal, Bargaining, Speculation, Stock Trading, specializations specific to certain races, regions, or types of items.
ATT: Wit, Charm


• Tactics: knowledge of the best way to arrange a group of warriors so as to take best advantage of the situation, terrain, their skills, etc. Also reading an opposing group's tactical sophistication level. (Combat)
• Tailing: following someone without their noticing. Opposed by Perception. (Covert)
• Tailor: turning cloth into clothes, as well as mending clothing. Can also make other items out of cloth, such as tents. (Professional)
• Teaching: imparting knowledge or skills to others. (Professional)
• Team Acrobatics: working with others trained in this skill to perform acrobatic maneuvers such as stacking, vaulting, trapeze work, etc. (Athletic)
• Teamster: handling an animal or team of animals pulling a wagon, carriage, coach, etc. (Professional)
• Thaumatology: the knowledge of magic spells, results, abilities, etc. Does not require any Magical Ability, nor is it required to perform magic. [No Default] (Knowledge, Magic)
• Theater: the skills and knowledge associated with the theater: acting, directing, management of props, sets, the house, the stage, etc. Not the same as pretending to be someone else offstage - see Lie/Pretense for that skill. (Professional)
• Theology/Myths/Rituals: knowledge of a specific religion's beliefs, dogma, and rituals. It may also be Comparative Theology, in which case the knowledge is broader - covers more than one religion - but shallower. (Knowledge)
• Throwing: throwing things accurately, but not specifically optimized to do damage. That is, it's not a combat skill, though it could be used as one, with -1 to damage-dealing ability. (Athletic)

Tracking
Description: This skill is used to find living beings or other unobvious objects, usually in a wilderness setting, by observing signs of its passage. Note that this does not cover finding a person through research and canvassing; that is the purview of the Investigation skill.
Limiting Trait: Perception
Specializations: Specific setting or applications: urban, hunting.

Trail Blazing: finding an optimum route through wilderness, and marking your trail, either obviously or subtly. (Scouting)
• Two-handed Axe: using any two-handed axe designed as a weapon. (Combat)
• Two-handed Sword: using any two-handed sword as a weapon. (Combat)

Unarmed Combat
Description: This is the ability to hurt someone with your bare hands--or feet, or tentacles, or whatever.
Limiting Trait: Agility
Specializations: Specific Maneuvers or Martial Art styles.

Vehicle (Categorical)
Description: This is the general ability to operate one of a number of vehicles. While some vehicles actually take several people to operate, this skill is the one that applies to primary pilots of the vehicle.
This skill does not include skills in operating supporting or engineering systems associated with the vehicle, or navigation (or astrogation of the vehicle.)
Categories: By vehicle type: aircraft, spacecraft, wheeled vehicle, motorcycle, tracked vehicle, helicopter, ground effect.
Limiting Trait: Dexterity
Specializations: Specific subtype of vehicles or modes of operation: Jet Fighter Aircraft, Spacecraft (Battlecruiser), VTOL operation, Racing Motorcycle, Tank.

Ventriloquism: "throwing your voice" so as to make it sound as if it comes from somewhere else. Also disguising your voice. (Covert)
• Veterinarian: diagnosing and treating animal injuries and diseases. (Knowledge)

Weapons, Heavy (Categorical)
Description: This is the use of weapons that are man portable, but must be fired stationary from a pintle or tripod, or are mounted on Personal Mechanized Unit armor. In most cases, these weapon are RC 5 or 6, but this applies to some railguns and particle cannons of RC 4.
Categories: By weapon type: Missiles, Mortars, Projectile, Beam.
Limiting Trait: Dexterity or Perception.
Specializations: Specific weapon within categories (Railguns) or special modes of use (indirect fire).

Weapon: Melee (Categorical)
Description: This is the skill of using implements in melee combat.
Categories: Cudgels, Swords, Knives, Axes, Staves.
Limiting Trait: Agility
Specializations: Specific weapon types: Tanto (knife), Gladius (sword), Chair (Cudgel)

Weapon: Ranged (Categorical)
Description: This is the skill of using man portable ranged weapons, RC 4 or less.
Categories: Energy Pistol, Energy Longarm, Projectile Pistol, Projectile Longarm, Bows, Crossbows.
Limiting Trait: Dexterity.
Specializations: Specific weapon subtypes: MLA (Railgun) pistols, Laser Rifles, Muzzle-loading rifles, etc.

Weapon: Thrown
Description: This is the ability to use weapons that are hurled by the character without the aid of other devices. This skill is not considered categorical, but some weapon types are bizarre enough that significant penalties should be assessed if the character lacks specialization.
Limiting Trait: Dexterity.
Specializations: Specific weapons: Daggers, Darts, Shuriken, Bolos.

Weather Sense: predicting the weather for the near future. (Knowledge)
• Weaving: spinning yarn from wool or plants, then making cloth from yarn. (Professional)
• Whittling: carving wood into useful or aesthetic shapes. (Athletic)
• Woods Lore: knowledge of woodland animals, plants, cycles, etc. (Scouting)
• Zoology: knowledge of animal behavior, habits, diets, capabilities, etc. (Knowledge)