Spoiler: Skills (so many)
Show
- Accounting - understanding of accountancy procedures; reveals the financial functioning of a business or a person.
- Anthropology - identify and understand an individual's or culture's way of life through observation
- Appraise - estimate the value of a particular item, including the quality, material used, and workmanship.
- Archeology - allows dating and identifying artifacts from past cultures as well as detecting fakes
- Arts/Crafts (you have this one, but you may pick it up again for a different art/craft) - allows the creation, making, or repair of an item which could be artistic (painting, singing, etc...) or craft-related (woodworking, cookery, etc...). Each one requires its own choice.
- Charm - physical attraction, seduction, flattery, or simply warmth of personality.
- Climb - climb trees, walls, and other vertical surfaces with or without ropes or climbing gear.
- Disguise - used whenever you wish to appear to be someone other than whom you are.
- Dodge - allows one to instinctively evade blows, thrown missiles, and so forth.
- Drive Auto - drive a car or light truck, make ordinary maneuvers, and cope with ordinary vehicle problems.
- Electrical Repair - repair or reconfigure electrical equipment, such as auto ignitions, electric motors, fuse boxes, and burglar alarms.
- Fast Talk - specifically limited to verbal trickery, deception, and misdirection, such as bamboozling a bouncer to let you inside a club, getting someone to sign a form they haven't read, making a policeman look the other way, and so on.
- Fighting (Brawl) - one's skill in melee combat. There are also different specializations such as Sword, Axe, Spear, or Whip, which each require their own choice (if not picking Brawl).
- Firearms - covers all manner of firearms, as well as bows and crossbows. There are different specializations including Handguns, Rifles/Shotguns, Bows, and Crossbows. Each one is it's own skill.
- First Aid - emergency medical care, not for diseases (see Medicine).
- History - recall a historical detail or event, the significance of a country, city, region, or person, as pertinent.
- Intimidate - browbeating or making verbal threats to get your way.
- Other Language (you have this one, but you may pick another one) - Knowledge (ability to understand, speak, read, and write) of a language that's not your own. Each language is its own choice.
- Own Language - Knowledge of your own language (presumably English)
- Law - represents the chance of knowing pertinent law, precedent, legal maneuvers, or court procedure.
- Library Use - Find a piece of information, such as a certain book, newspaper, reference in a library, or a collection of documents (assuming there's information to be found).
- Listen - interpret and understand sound, including overheard conversations, mutters behind a closed door, and whispered words in a cafe.
- Locksmith - open car doors, hotwire autos, jimmy library windows, figure out Chinese puzzle boxes, and penetrate ordinary alarm systems.
- Mechanical Repair - repair a broken machine or create a new one.
- Medicine - diagnose and treat accidents, injuries, diseases, poisonings, etc...
- Natural World (you have this one) - represents the traditional (unscientific) knowledge and personal observation of farmers, fishermen, inspired amateurs, and hobbyists.
- Navigate (you have this one) - take the correct path to a destination, whether in a strange city or the wilderness.
- Occult - recognize occult paraphernalia, words, and concepts, as well as folk traditions; can also identify grimoires of magic and occult codes.
- Operate Heavy Machinery - required to drive and operate a train, steam engine, bulldozer, or other large-scale land machines.
- Persuade (you have this one) - convince a person of a particular idea, concept, or belief through reasoned argument, debate, and discussion (although this does not necessarily have to employ the truth).
- Pilot - allows the safe operation of a boat, aircraft, or dirigible. Each one is its own skill.
- Psychoanalysis - refers to the range of emotional therapies.
- Psychology (you have this one) - perception, common to all humans, to form an idea of another person's motives and character, and detect if a person is lying.
- Ride - applies to saddle horses, donkeys, and mules, granting knowledge of basic care of the riding animal, riding gear, and how to handle the steed at a gallop or on difficult terrain.
- Science - practical and theoretical ability with a science specialty gained from some degree of formalized education and training, although a well-read amateur scientist may also be a possibility. These specializations include: Astronomy, Biology, Botany, Chemistry, Cryptography, Geology, Pharmacy, Physics, Zoology, etc... Each one is its own skill.
- Sleight of Hand - allows the visual covering-up, secreting, or masking of an object or objects, perhaps with debris, cloth, or other illusion-promoting materials.
- Spot Hidden (you have this one) - find a secret door or compartment, notice a hidden intruder, see an inconspicuous clue, recognize a repainted automobile, become aware of ambushers, etc. - an important skill in the armory of an investigator.
- Stealth - when attempting to avoid detection, moving quietly, and hiding without alerting those who might hear or see.
- Survival - expertise required to survive in extreme conditions, such as in desert or arctic conditions, as well as on the sea or in wilderness terrain. Each environment is its own skill.
- Swim - the ability to float and to move through water or other liquid in times of crisis or danger.
- Throw - hit a target with an object.
- Track - follow a person, vehicle, or animal over earth, and through plants.