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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
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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. |
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