Aerial Combat: Fighting in the sky. You can do it like you were fighting on the ground.
Aeronautics: The science of flight. Your character knows about wind velocity, aerodynamics, speed control, and the harsh effects of gravity.
Animal Handling: Training animals to perform tricks, such as fetching, stealing, jumping, and so forth.
Archaeology: The science of ancient treasures. Your character knows a great deal about paleontology, historical records, and ancient sites.
Archery: Gives proficiency in the use of any sort of projectile weapon that fires arrows.
Architecture: Designing and recognizing designs of buildings and other large structures.
Art: Creating works of art, either for personal gratification or for sale to others. This includes painting, sculpting, and graphics, among other disciplines.
Artillery: Gives proficiency with the handling of really big guns, the kind that's usually mounted to really big vehicles, or superheroes.
Assessment: Your character can tell the difficulty of many tasks and judge the abilities of others.
Astronomy: The science of the stars. Your character can use this skill to pilot a course through the solar system.
Axes: Gives proficiency with battle axes, hatchets, and other chopping weapons.
Biochemistry: The science of life processess of plants and animals. Your character knows about drugs, organic poisons, and diseases of all types.
Biology: The science of living creatures. Your character understands animal and plant taxonomy, can predict the behavior of unknown species, and knows what eats what. Specialities include ichthyology (fish) and ornithology (birds), among many others.
Bionics: The science of replacing living tissue with mechanical constructs. Your character can fashion artificial limbs, prosthetic wings, mechanical organs, and cybernetic intellect-altering tools.
Boating: Piloting any waterbound vehicle, from a jetski to an ocean liner. Also helps in the avoidance of rapids, spotting land, building rafts, and other lift-saving tasks while on water.
Boomerangs: Gives proficiency with small obects that are thrown to inflict damage and then somehow return to the thrower's hand. A character with this skill can catch his or her boomerangs without fear of damage.
Boxing: The sweet science. Boxing applies only when your character uses his or her fists (gloved or bare) to attack.
Brawling: This skill lets your character inflict bloody damage when using fists, claws, teeth, or any other natural attack. These actions--bites, eye gouges, kidney punches, and so on--are generally frowned upon in hero circles.
Chemistry: The science of chemicals. Your character can develop new formulas, develop antidotes for inorganic poisons, and identify chemicals by smell, touch, and taste.
Climbing: Scaling vertical surfaces. Allows your character to at least partially ignore the effects of wind and acrophobia while scaling buildings, trees, cliffs, and other vertical challenges.
Clubs: Gives proficiency with anything from a blackjack to a telephone pole, assuming the character can life it.
Computers: The science of electronic intelligence. Your character can program computers, design computer-run equipment, and control--to a certain extent--artificial intelligences.
Construction: Building things.
Contingent Attack: Your character can make two Agility based attacks at a time, each at half potency.
Criminology: The science of the criminal mind. Your hero can find clues at crime scenes, analyze patterns of criminal behavior, and guess where crimes will occur.
Cryptography: The art of codes. Your character is particularly good at analyzing, solving, and making codes and other puzzles.
Demolitions: Blowing things up with volatile explosives, generally smaller than a cruise missile.
Dimensional Geography: The science of leaving this plane of existance. Your character has catalogued alternate realities and new dimensions.
Disguise: Making yourself look like someone or something else.
Driving: Piloting any landbound vehicle, from a motorcycle to an eighteen-wheeler.
Electronics: The science of electricity. Your character can analyze and build electronic devices, from as small as a vacuum tube to as large as a power plant.
Energy Control: The use of any Intellect-based Control power, except the use of Energy Blasts.
Equestrian: Riding horses and other four-legged beasts, with or without wings.
Escape Artistry: Getting out of dangerous places. Your character can attempt to squeeze through ultra-narrow corridors, squirm out of ropes, and undo handcuffs from behind.
Espionage: The art of spying. An espionage-trained character can notice small clues, operate spy equipment, and tell when someone is on his or her trail.
Fast Exit: Your character can attack physically and move to firing distance before any foe can complete an action that effects your character. But make sure you've properly analyzed the situation, because if any of your opponents have a higher Intellect than you have Agility, then can redirect their attacks to you, and you can't dodge them.
Finance: Capitalism at its finest. Allows your character to survive in the world of big business, and maybe even come out on top.
Flinging: Gives proficiency with throwing any easily hefted object (though "easily" varies from character to character). This skill can turn playing cards and feathers into lethal projectiles and is good for tossing grenades.
Gadgetry: Disassembling something mechanical in order to make something else.
Garrotes: Gives proficiency with strangling cords, piano wires, and even bare-handed choking. Allows your character to begin strangling his or her opponent after a successful hit.
Genetics: The science of genes. Your character understands mutations, the effects of radiation on cellular matter, and even new life forms.
Geology: The science of the Earth. Your character comprehends volcanic activity, the geology of the surrounding land, and types of rocks and minerals. He or she may also use equipment for finding oil and predicting earthquakes.
Hammers: Gives proficiency with objects used for pounding other things. Also helps with other skills such as carpentry.
History: The science of humanity's past. Your character knows of lessons from past events that may have an impact on the modern day. If the character is transported back in time, he or she can pass for a native of the past time period.
Hyper-Breath: Blowing real hard to knock people over. This feat can be performed only by those with 11+ Strength.
Intimidation: Terrifying someone into doing or saying what your character wants.
Journalism: The reporter's art. Your character has skill with and access to many sources of information. He or she can find out pretty much anything that's at least semi-public knowledgy within a day.
Knives: Gives proficiency with objects that are small, sharp, and easily concealed, from daggers to hypodermics.
Law: The workings of the legal system. Your character has an extensive background in the law of the United States or some other jurisdiction.
Law Enforcement: Cops, robbers, and other interested parties. In addition to familiarity with police agencies, the character may legally carry a gun and make arrests if active in law enforcement.
Leadership: Keeping a team together and focused on goals.
Linguistics: The science of words. Your character can understand at least the basics of any terrestrial language, and may even comprehend some alien languages.
Lore: The science of studying a culture. Your character must pick a group of people to study (Incans, Deviants, Kree, etc.). Your character then has a basic grasp of nearly all of that culture's knowledge.
Manipulation: Getting people to do what you want without letting them know it. This includes scheming, seduction, and other such machinations.
Marksmanship: Gives proficiency with modern personal firearms of all types--handguns, rifles, shotguns, submachine guns, including laser, stun, and concussion varieties.
Martial Arts: The art of fluid combat. Like Brawling, only less bloody. Also allows your character to take less damage from falling and catch projectiles thrown at him or her, negating impact damage.
Martial Arts Weapons: Gives proficiency with a catchall group of weapons that includes the shuriken, sai, nunchaku, and oriental swords and daggers, including the katana and wakizashi.
Mechanics: The science of machinery. Your character has an intuitive understanding of how inorganic parts come together to make machines work.
Medicine: The science of health. Your character knows complex medical procedures, from first aid to surgery. Your character also can perform medical treatments that will help heal serious wounds, but these ministrations cannot take place during fights.
Meditation: Concentrating so intense that it focuses mental powers.
Mental Control: The use of all Willpower-based nonsensory powers.
Mesmerism: Low-grade mind control. Allows your character to gain information and implant post-hypnotic suggestions. Thralls won't act counter to their own desires. A hypnotic command fades a few hours after it is given.
Military: Understanding of the armed services. Your character may lead troops and develop military strategies.
Mythology: The study of classical myths, which may seem all too real in a world where Thor, Hercules, and Dracula walk the earth. Your character should treat this like a Lore skill above when considering either a real-world or purely fictional culture.
Natural Weapons: Gives proficiency with claws, quills, horns, teeth, and the like.
Observation: The use of all Willpower-based sensory powers, plus a general ability to tell when something is interesting or out of place.
Occult: The study of mystical practices. Your hero learns of magical societies, antiquities, runes, and forgotten lore. This skill is required if the character wants to create magical items.
Oceanography: The science of the seas. Your character knows how currents work, the complexities of depth, the patterns of marine life, and the dangers of pollution to the ecosystems.
Performing: Acting, singing, dance, mime, broadcasting, stripteasing, or any other form of performance entertainment.
Photography: Shutterbugging for fun or progfit.
Photographic Memory: An amazing skill which allows the character to remember anything he or she saw or learned.
Physics: The science of physcial laws. Your character understands spatial geometry, flight, light and sound, and the motions of planets and stars.
Piloting: Working knowledge of most 20th century aircraft. Even in a small spaceship, your character has an intuitive understanding of which flashing light is the accelerator and which is the brake.
Politics: The art of oration and political strategy. This skill aids in dealing with the complexities of bureaucracy.
Psychiatry: The science of the human mind. Your character can tell if an individual is under mental control. The character may be able to heal emotional scars and fractured psyches, given time.
Radiology: The science of radiation. Your character understands the different kinds of radiation, including its careful handling and the dangers of its effects on humans.
Repair: Repair and modification of items, but not the building of new items.
Ricochet: Gives proficiency with the bouncing of a weapon off one target and into another. Allows your character to hit two targets with a single attack, dealing half damage to each. Also allows your character to launch a surprise attack by bouncing a weapon off something behind the target. This skill can be used with some powers, such as Energy Blast and Web-Slinging.
Robotics: The science of robots. Your character can make and dismantle unintelligent servitors with complex programming. A character with this skill can even rewire a robot programmed for evil into one with only servile intentions (temporarily, at least).
Scientific Genius: This dedication to science over all other pursuits applies only if the character has an Intellect of 8 or more and an Intellect code of A, and an X code in all other Skill Levels. This allows the character to start with up to 8 Intellect skills with the word science in italics in their descriptions. Scientific geniuses have no limit to their number of skills, as long as all of them are sciences.
Shields: Normally defensive, shields can also be thrown. With this, your character can to that.
Skating: Twirling and dashing with wheels or blades on or under your feet. This also covers the use of skateboards.
Skiing: Launching yourself down snowy mountains or across water at high speeds.
Sleight of Hand: Stage magic. Your character can make small items appear and disappear by a combination of misdirection and swift, fluid gestures. Can also be used to pick someone's pocket.
Slings: Gives proficiency with anything spun to inflict damage, from a staff sling to a bullroarer.
Sociology: The science of human interaction. A character with this skill can predict how a person or group of people will react to an event with some accuracy.
Sonic Slam: Smashing the ground or one's fists together to produce a sound wave. This feat can be performed only by those with an 11+ Strength.
Spacecraft: The science of building space transports. Your character understands how spaceships work and how to repair them.
Spears: Gives proficiency with long, sharp, and painful pole weapons. Your character can use this skill for throwing or stabbing with javelins, tent poles, and anything else shaftlike.
Super-Physiology: The science of super powers. This specialized skill allows the character to gauge a superbeing's power intensities and work to reduce or enhance those power levels over time.
Surfing: Hanging ten. Generally, this is done on water, but you never know.
Survival: Dealing with the rigors of outdoor life. Your character can use this skill any time he or she is faced with natural challenges, such as frigid cold, desert heat, starvation, and loss of direction.
Swords: Gives proficiency with any long-bladed weapon, from an epee to a scythe. You may also choose to forgo attacking and parry with a sword.
Taunting: Cracking wise in combat, to the detriment of easily irritated opponents. If enraged, the opponent cannot make surprise attacks.
Teaching: Passing on one's wisdom to others.
Temporal Mechanics: The science of time travel. Your character understands the flow of time, temporal paradox, and the dynamics of the space-time continuum. Another rare skill, this may allow the construction of machines that allow transport through time.
Thievery: Picking pockets, moving stealthily, and opening locks of all sorts. Also helps with securing locks and making locks and keys.
Tracking: Following prey through any environs. Distractions--rivers, perfume, factories, crowds, and so forth--may force your character to lose the track.
Trance: Meditation so deep that the outside world seems to slip away. Your character may enter a trance which slows body functions to such a level that he or she may be assumed dead. A character with trance reduces the need for food and water to a minimum level, and may heal serious wounds in days.
Trivia: A mishmash of specialized knowledge. Your character has one or more subjects in which he or she is an acknowledged expert. This can be anything: old movies, military history, sports, rock music, comic books, you name it.
Weapon Systems: The science of complex machinery. Your character can build and dismantle high-powered guns and guidance systems.
Whips: Gives proficiency with anything that's cracked to inflict damage on or entangle a target.
Wrestling: The gentle art of holding on and never letting go. This skill can be used only if your hero is using bare hands. Also allows you to grapple a foe whose Strength is less than yours after a successful hit.
Writing: Expressing oneself in, um, one's, well, you know.