Skills
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This page lists all the skills for this game, their cost, and a short description.
Each skill is ranked from 1 to 6.
Each level adds 1 to the characters roll.
Cost in Skill Points per level of skill.
Cost based on how valuable in Superhero genre

General Skills

 
Skill

Cost

Description
Acrobatics

4

 
Animal Training

1

 
Architecture

2

 
Artisan

2

 
Bilogical Sciences

3

 
Boating

1

 
Burglary

4

 
Business Management

2

 
Computers

4

 
Controlled Breathing

2

 
Cooking

1

 
Cultural Arts

1

 
Demolitions

3

 
Disguise

3

 
Driving

2

 
Electronics

3

 
Forgery

2

 
Gaming

1

 
Interrogation

4

 
Intimidation

5

 
Law

3

 
Linguistics

1

 
Magical Theory

3

 
Mechanics

2

 
Medical

3

 
Military Sciences

2

 
Navigation

2

 
Performing Arts

1

 
Physical Sciences

3

 
Piloting

2

 
Poisons

2

 
Police Sciences

4

 
Riding

1

 
Seduction

2

 
Sleight of Hand

2

 
Social Sciences

2

 
Sports

1

 
Stealth

4

 
Swimming

1

 
Technomancy Theory

3

Must take the Technomancy Attribute to even learn this skill.
Urban Tracking

4

 
Visual Arts

1

 
Wilderness Survival

2

 
Wilderness Tracking

2

 
Writing

1

 
<Unique Skill>

1-6

 

Combat Skills

 
Skill

Cost

Description
Archery

4

 
Gun Combat

4

 
Heavy Weapons

2

 
Melee Attack

4

 
Melee Defense

4

 
Power Attack

5

 
Psychic Attack

5

 
Psychic Defense

5

 
Ranged Defense

5

 
Thrown Weapons

4

 
Unarmed Attack

5

 
Unarmed Defense

5

 

New/Modified Skills

Power Attack

 

 
Relevent Stat: ACV
Specilizations: Fire,
The ability to attack with innate ranged physical attacks.
Psychic Attack

 

 
Relevent Stat: Soul or Mind
Specilizations: Emotions, Memory, Thoughts, Pain, Insanity, <other>
The ability to attack or invade the psyche.
Psychic Defense

 

 
Relevent Stat: Soul
Specilizations: Emotions, Memory, Thoughts, Pain, Insults, Instnity, <other>
The ability to protect the psyche from harm or intrusion.
Magical Theory

 

 
Relevent Stat: Mind
Specilizations: Dimensions, Fire, Summoning, Necromancy, <other>
The ability to protect the psyche from harm or intrusion.
Technomancy Theory

 

 
Relevent Stat: Mind
Specilizations: Soul in the Machine, Magic Battery, <other>
The knowledge of combining magic and technology. The advantage of science is that anyone can use it but magic is not bound by the laws of the physical world. Technomancy allows the creation of devices that anyone can use, but that bend or break scientific laws.