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Chapter 6: Skills


[ | Rolling Skills | Expert Skills | How Weapon Skills Work | Choosing Skills | Creative | Engineering | Espionage | Mystical | Physical | Pilotry | Science | Technical | Technology | Weapons (Melee) | Weapons (Ranged) | Wilderness | ]

Choosing Skills

The skills you choose for your character will determine a lot about who he is and where he is going. Be certain to select the skills you believe emphasize the idea behind your character. If a particular skill is a very important part of your character's life, consider buying talents and bonuses to round it out and add some depth.

Expert Performance

All skills have a listed Expert Performance. There may be other ways to use a skill expertly; negotiate it with the GM given the current situation and the player's own wishes. Here are some common ways to handle expert performance:
  • Pieces of art or other creative endeavours have +(X*4)% to Charm onlookers.
  • Performing a skill to outwit or outmaneuver others usually gives +X to a stat or -X to a stat/combat roll on victims for the scene.
  • You might get +(X*5)% to resist something you've encountered with that skill before.
If a performance ever says X/2, round up. If a skill ever says to "combine" with another skill, choose the lesser skill level of the two different skills and then roll.

Skill List

The skills listed here are meant as a generic reference. All world books will take this skill list and make changes or add new skills to it. In other words, be familiar with the changes your world book has made to this section before making a character. All skills are listed with an Ancient, Modern, and Future description. Choose the description that suits your world book. Some skills simply do not exist in certain time periods (ex. energy weapons in the past); your world book will make it clear what is available and what is not in their setting.

Most skills have 2 or 3 listed Bonuses which may be purchased for an additional 10 experience spent on the skill. You may only purchase a Bonus for every 4 levels in that skill. You may not take a bonus more than once.

If you feel a skill is missing, send it in to us and we'll consider the details with you. In the meantime, it's between you and your GM.

Technical
  • Archaeology
  • Business
  • Culture
  • Economics
  • History
  • Language
  • Law
  • Military
  • Politics
  • Psychology
  • Research
  • Teaching
Science
  • Architecture
  • Biology
  • Chemistry
  • Earth Sciences
  • Investigation
  • Mathematics
  • Medical Response
  • Medical Surgery
  • Ocean Sciences
  • Physics
  • Veterinary Medicine
Wilderness
  • Agriculture
  • Animals
  • Artisan
  • Botany
  • Carpentry
  • Fishing
  • Hunting
  • Masonry
  • Navigation
  • Tailoring
Physical
  • Acrobatics/Gymnastics
  • Aerial Sports
  • Athletics
  • Climbing
  • Dancing
  • Extreme Sports
  • Kinetics
  • Massage
  • Running
  • Swimming
Creative
  • Coitus
  • Cooking
  • Fashion
  • Gaming
  • Literature
  • Singing
  • Theatre
  • Play Instrument
  • Visual Arts
  • Writing
Espionage
  • Crime
  • Disguise
  • Escape
  • Forgery
  • Interrogation
  • Sleight of Hand
  • Stealth
  • Subterfuge
  • Tactics
  • Tracking
Technology
  • Communications
  • Computer Operations
  • Electronics
  • Genetics
  • Hardware
  • Robotics
  • Television
  • Security
Mystical
  • Ancient Language
  • Meditation
  • Mystical Practices
  • Occultism
  • Philosophy
  • Theology
Engineering
  • Armoursmith
  • Demolitions
  • Fuel Cells
  • Gunsmith
  • Key/Toolsmith
  • Machinery
  • Metallurgy
  • Warfare
  • Weaponsmith
Pilotry
  • Boating
  • Chariot
  • Driving
  • Flying
  • Heavy Machinery
  • Military
  • Motor Sports
  • Spaceflight
Melee Weapons
  • One-Handed Strike
  • Two-Handed Strike
  • Dagger
  • Chain
  • Polearm
  • Staff
  • Whip
  • Shield
Ranged Weapons
  • Archery
  • Assault
  • Handgun
  • Heavy Weapon
  • Rifle
  • Shotgun
  • Throwing
  • Turret
Copyright (©) 2006 by Charles Roy and Michael Vendittelli. Chaos Fantasy System created by Charles Roy and Michael Vendittelli.