Prism Chapter 7 Catalog

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  (C=SC, S=IP, D=0, U=-25)
  SIM: Bureaucracy:1/4, Mathematics:1/5
This is the skill of keeping books and verifying the accuracy of financial records.

  (C=BO, S=DQ, D=0, U=-25)
  SIM: Contortions:1/5, Jumping:1/3, Tumbling:1/3
This is the ability to perform acrobatic and gymnastic stunts, including forming human pyramids, trapeze swinging, etc.

  (C=AR/SO, S=R, D=+1, U=-15)
  SIM: Comedian:1/3, Storytelling:1/3
This skill allows a character to act, either on a stage or just trying to fool other people.  It also includes lying with a straight face.  It is essential for people using Disguise.

Adrenal Defense
  (C=BO, S=Q, D=+3, U=0)
  SIM: none
This skill replaces DB (Defensive Bonus) for those trained in it.  It is the martial artist's skill of dodging weapons, and assumes the user does not wear armor and is relatively unencumbered and free to move.  Only 2/3 will apply against missile weapons.

Adrenal Strength
  (C=BO, S=S, D=0, U=-25)
  SIM: none
An action's meditation followed by a successful skill roll will allow the character to be able to lift twice as much, or exert twice as much force, as normal.  After each action she must roll again to stay in the trance.

Art copyright  Brennon Guilbeau, used by permissionAircraft Engineering
  (C=SC/CR, S=I, D=0, U=-45)
  SIM: Aircraft Mechanic:1/3, Vehicle Engineering:1/3
This is the skill of designing, analyzing, and building aircraft and spacecraft.

Aircraft Mechanic
  (C=CR, S=IP, D=0, U=-30)
  SIM: Auto Mechanic:1/4, Hovercar Mechanic:1/4
You must specialize this skill by aircraft type: prop-planes, jet planes, helicopters, antigrav-planes, etc.  It is used in diagnosing and repairing problems with these types of aircraft.

  (C=MI/SC, S=I, D=0, U=-35)
  SIM: none
This is the skill of magical chemistry, and particularly of the attempt to accomplish transmutation of elements.  This can, of course, interact with the magic system, so the GM will need to decide how this skill can be used, and modify the stats and similar skills for it; the above description refers to Alchemy as practiced in the Middle Ages (that is, a sham).

  (C=SC/ME, S=I, D=0, U=-25)
  SIM: Biology:1/4, Diagnosis/Triage:1/4, Surgery:1/3, Zoology:1/5
This skill represents knowledge of the structure and workings of the organs of the human body, though not techniques of surgery of any sort.

Animal Training
  (C=OU/SC/CR, S=ED, D=-1, U=-15)
  SIM: Herding:1/3, Zoology:1/4
This skill is used to train animals to perform tricks or learn commands of any sort.  Optional specialization in specific animals or animal types will be very helpful.

Animal Trapping
  (C=OU, S=I, D=0, U=-25)
  SIM: Hunting:1/4, Trapsetting:1/3
This skill is used to set traps to catch animals for food or fur; many such traps can be rigged up out of materials found in the woods, though the whittling and tying necessary for these can be time-consuming.  It is used to determine if the character has caught anything, modified heavily by how many of what kinds of animals are present.

  (C=SC, S=I, D=0, U=-25)
  SIM: Archaeology:1/4, History:1/5
This is the knowledge of human evolution and culture, reflecting knowledge of primitive groups and races of men, their customs and rituals, and how they fit into the tapestry of history.

Antigrav-Plane Piloting
  (C=AI, S=DP, D=-1, U=-20)
  SIM: Hovercar Driving:1/3, Jet-Plane Piloting:1/4
This is the skill used to pilot antigravity aircraft.  Rolls are necessary at takeoff, landing, and during any tricky maneuvers or turbulence.

  (C=SO, S=IP, D=0, U=-20)
  SIM: Jeweler:1/3, Trading:1/3
This is the ability to inspect valuables such as jewelry, rare coins, furs, or perfumes, and estimate their value.  It is essential to Trading to know how valuable the thing you're buying or selling actually is.

  (C=SC, S=I, D=0, U=-25)
  SIM: Anthropology:1/4
This skill represents knowledge of ancient civilizations, excavations, inscriptions, etc.  It may optionally include skill at the techniques of excavation.

  (C=CR, S=I, D=0, U=-30)
  SIM: Mechanical Engineering:1/2
This is the ability to make and analyze the plans of buildings considering their functions.  It can be used to find secret doors or rooms.

Area Knowledge
  (C=SO/SC, S=P, D=-4, U=-25)
  SIM: Area Knowledge (similar or nearby area):1/3
This skill represents the knowledge of an area the character has either lived in or studied, and must be specialized by area.  It would be used to find your way around, give directions, etc.  Almost every character will have Area Knowledge of somewhere!  Usually, a few points are enough to be able to find your way around, and about 15-20 points lets you know what might be in the area.

Armor Donning/Removal
  (C=CO, S=DQ, D=-3, U=-15)
  SIM: Maneuvering in Armor:1/2
This skill is used for trying to get into or out of your armor in a hurry, or in some difficult circumstance.  GMs will not require a roll every time you get into or out of your armor; however, it is very useful for that ambush in the middle of the night, or when you fall off your boat.

Armor Maintenance/Repair
  (C=CO/CR, S=I, D=0, U=-25)
  SIM: Leatherworking:1/3, Sewing:1/3, Smithing:1/3
This skill is used to keep up one's armor, so that time, wear and tear, weather, and beating during normal combat do not reduce it to rust or fragments.  It is also used to try to repair breaks due to extraordinary strikes; in this case it may be necessary to bring it to a smithy, if not a smith.  If a character does not use this skill regularly, his armor may suffer, becoming less effective (that is, the GM will apply a plus to hit it, or in extreme cases change its effective AT).

  (C=AI, S=I, D=+1, U=-20)
  SIM: Hologram Sculpting:1/6, Hyperspace Astrogation:1/2, Navigation:1/3
This skill is used to plot one's course through a solar system, taking gravities of moving planets and moons into account, etc.  It also includes the ability to read solar system star charts and tables.

  (C=SC, S=IP, D=-4, U=-25)
  SIM: Astronomy:1/5
This skill represents knowledge of how the planets and stars affect the fates of men.  It is unlikely to be usable in a practical sense in most campaigns except in some fantasy ones.  It also includes a small amount of knowledge of motions of the planets, stars, and moons.

  (C=SC, S=I, D=0, U=-35)
  SIM: Astrogation:1/3, Astrology:1/6, Hyperspace Astrogation:1/3, Nuclear Physics:1/4
This skill includes knowledge of the skies, the stars, and the planets, including understanding of the composition and evolution of these heavenly bodies.

Athletic Games
  (C=BO/OU, S=SEDQP, D=0, U=variable)
  SIM: other Athletic Games:1/2 or 1/3
This skill must be specialized for specific games or types of games.  It represents knowledge of and skill at any of many physical sports, such as falconry, tennis, or rollerball.  Certain games may also have other similar skills (e.g.  Animal Training for falconry, or Strategy/Tactics for football), or use a different stat combination, etc.  Only a few would fit in the OUTDOOR category (e.g.  falconry).

Auto Driving
  (C=CR, S=P, D=-3, U=-20)
  SIM: Hovercar Driving:1/2, Motorcycle Driving:1/3, Truck Driving:1/2
This is the skill of driving normal automobiles.

Auto Mechanic
  (C=CR, S=IP, D=0, U=-15)
  SIM: Aircraft Mechanic:1/5, Auto Driving:1/5, Hovercar Mechanic:1/3
This skill is used to diagnose and repair problems with automobiles; it may also be used to tune up or soup up a vehicle.

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  (C=CO/SO, S=D, D=+5, U=-40)
  SIM: Subduing:1/4
This skill is used to attack from behind and attempt to do a debilitating attack by taking advantage of surprise.  It can only be done from behind, by surprise, and with an appropriate weapon.  Roll a Moving Maneuver using this SV; use the numerical result for the critical roll, instead of rolling.

Balance Maneuvers
  (C=BO, S=D, D=0, U=0)
  SIM: Tumbling:1/2
This skill allows the character to use her SV as a bonus to moving maneuvers requiring fine balance.

Bicycle Riding
  (C=BO, S=D, D=-4, U=-25)
  SIM: Motorcycle Driving:1/2
This is the skill of piloting a bicycle.  It can also be used for simple bicycle repairs, as can Gadget Repair.

  (C=S , S=I, D=+2, U=-40)
  SIM: Biology:1/3, Chemistry:1/3
This skill represents knowledge of the chemical interactions of organic compounds and how they are involved in the functioning of life.  It is essential to the synthesis of drugs and medicines.

  (C=SC, S=I, D=-1, U=-25)
  SIM: Anatomy/Physiology:1/4, Biochemistry:1/4, Botany:1/4, Ecology:1/5, Genetics/Gengineering:1/4, Zoology:1/4
This represents a very general understanding of a bit of each of the skills listed above as similar skills.  Anyone who wants to know a lot of biology would probably want to study some of the various subfields rather than attempt an intensive study of this generalized skill.

  (C=SC, S=I, D=0, U=-30)
  SIM: Biology:1/3, Ecology:1/3, Herbology:1/3
This skill includes understanding of the structure and function of the parts of plants.  It could be used to help figure out why a plant is dying, to analyze an unfamiliar plant, or to identify and describe a known plant.

  (C=SO, S=I, D=0, U=-20)
  SIM: Diplomacy:1/5, Law:1/4, Politics:1/2
This skill is used to understand the workings of administration.  Skill rolls would be used to get through red tape and run-around and find out or procure something, help obscure some info from someone, or to work well in a bureaucracy.  It can also be useful in filling out forms, and perhaps in cheating at them.

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  (C=CR, S=PR, D=-1, U=-40)
  SIM: Drawing/Painting:1/4, Forgery:1/4
This is the skill of fine lettering, and knowledge of lettering typefaces used through history.

  (C=OU, S=IP, D=+1, U=-30)
  SIM: Disguise:1/5, Stealth:1/4
This is the skill of using paints, dyes, etc.  to make a person or object harder to pick out against his background.  Depending on circumstances, camouflage may hide something completely, or blur its outlines to make it harder to hit.

  (C=CR, S=SD, D=0, U=-10)
  SIM: Architecture:1/2, Mechanical Engineering:1/3, Woodcarving:1/2
This is the skill of making functional, usually large, wooden objects such as cabinets, furniture, wagons, etc.  out of wood, nails, and similar supplies.  See the Woodcarving skill as well.

  (C=CR, S=P, D=0, U=-5)
  SIM: Area Knowledge (appropriate area):1/2, Geology:1/5, Navigation:1/3
This is the skill of making maps.  The quality and accuracy of the result are heavily dependent on the accuracy of the information the cartographer can obtain.

  (C=SC, S=I, D=0, U=-30)
  SIM: Alchemy:1/5, Biochemistry:1/4
This skill concerns the interaction of elements, compounds, and other substances.  Given equipment, a chemist can synthesize and analyze chemicals of many sorts.

  (C=SC, S=I, D=+1, U=-25)
  SIM: Computer Operation:1/5, Mathematics:1/4
This skill is used to break codes, ranging from simple cryptograms to computerized multiple-substitution schemes.  Note that this skill is very difficult unless the codemaker intended the codebreaker to succeed (as in puzzle cryptograms found in magazines); otherwise, it usually takes months of analysis of extensive samples and some guesswork-knowledge of what those samples might be about (based, for instance, on knowledge after the fact of where the enemy attacked after the message was dispatched).  Computerized codes might be easier to break using the Computer Cracking skill (which would decipher the encoding program itself rather than the code).

  (C=SO, S=IP, D=0, U=-20)
  SIM: Acting:1/3, Storytelling:1/3
This is the skill of writing, improvising, and telling jokes, both to crowds and smaller groups.

Art copyright  Lou Frank, used by permissionCommunications Engineering
  (C=SC/CR, S=I, D=-1, U=-25)
  SIM: any Engineering:1/5, Ether Physics:1/3, Sensor Engineering:1/2
This skill allows one to design, analyze, and repair advanced electronic communication systems.  It could also be used to improvise adjustments to communications devices that would allow the user to overcome jamming or interference.

Communications Operation
  (C=SC/CR, S=IP, D=-2, U=-5)
  SIM: Communications Engineering:1/3, Computer Operation:1/4, Sensor Operation:1/3
This is the ability to use advanced communications devices, as well as knowledge of any special signalling used on these (e.g.  CB codes).  It could be used to scan various wavelengths searching for a signal, to pull in and amplify a weak signal, to home in on a beacon, to jam or overcome jamming, and to mask communications, in addition to normal operations.

Computer Cracking
  (C=SC, S=IP, D=+1, U=-45)
  SIM: Computer Operation:1/4, Security Systems Operation:1/3, Research:1/5
This is the ability to bypass computer security, decode coding programs, find and alter inaccessible information, and (if combined with Computer Programming skills) insert new programs into systems programs (including those that thereafter leak data to the programmer, sometimes called "tapeworms").

Computer Engineering
  (C=SC/CR, S=I, D=+1, U=-25)
  SIM: Communications Engineering:1/5, Ether Physics:1/3, Holographics Engineering:1/5
This skill allows the user to analyze, design, repair, modify, upgrade, and build electronic computer circuitry.

Computer Operation
  (C=SC/CR, S=IP, D=-1, U=-10)
  SIM: Computer Engineering:1/3, Computer Cracking:1/2, Computer Programming:1/2, other Operation:1/4
This is the skill of running programs, calling up data, and using applications software.  Depending on the software being used, the Untrained score may be much worse, or much higher -- higher than 0 for extremely user-friendly programs.  Also, in futuristic worlds, the Difficulty Modifier may have dropped to -3 or less (this depends on how much emphasis has been put on compatibility, and how much on innovation).

Computer Programming
  (C=SC/CR, S=I, D=+1, U=-40)
  SIM: Computer Engineering:1/3, Computer Cracking:1/3, Computer Operation:1/5
This is the skill used to create new programs, debug and analyze old programs, upgrade and modify programs, and unify programs into systems.  Depending on the level of technology, there may be a need to learn a variety of computer languages.  Time to program varies widely.

Concealing Weapons
  (C=CO/SO, S=P, D=0, U=-5)
  SIM: none
This skill is used to conceal weapons amongst one's clothes and equipment, and to have them escape notice, both by visual inspection and searching.  It is modified by the size and shape of the weapon.

  (C=BO, S=D, D=0, U=-30)
  SIM: Acrobatics:1/3
This skill is used to escape from bonds, twist free of ropes, and make delicate and difficult maneuvers using one's joints and wrists.

  (C=CR/OU, S=P, D=-2, U=-5)
  SIM: Biochemistry:1/5, Chemistry:1/6
This is the ability to cook, from survival to fine cuisine, including baking, wine tasting, food preparation, and menu planning.

  (C=SO/CR, S=IP, D=0, U=-40)
  SIM: Computer Cracking:1/3*, Forgery:1/2*, Smithing:1/3* (see below)
This is the skill of simulating currency.  In lower technology levels, it is related to Smithing, as it would involve coating cheap metals with expensive ones.  In medium technology levels, it is related to Forgery, as it now involves making extremely accurate copies of paper money.  In higher technology levels, it would be related to Computer Cracking, as it would involve altering computer records.  Only the appropriate skill may be used as a similar skill.

  (C=SC/SO, S=IP, D=0, U=-30)
  SIM: Chemistry:1/6, Streetwise:1/2
This is the study of crime, the criminal mind, and laboratory methods of analyzing clues.  It could be used to outguess a criminal, predict her next move, analyze bullet paths or chemical clues, or interpret clues left by criminals.

  (C=SC/CR, S=I, D=+2, U=-35)
  SIM: Anatomy/Physiology:1/3, Robotics Engineering:1/2, Robotics Mechanic:1/3
This is the skill of analyzing, designing, repairing, and, combined with Surgery, installing robotic prosthetic devices.  When taken to its ultimate, it can be used to create cyborgs.

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  (C=AR/SO, S=D, D=-1, U=-10)
  SIM: Acrobatics:1/3
This is the skill of dancing, from ballroom and ballet through punk and disco.

  (C=SO, S=I, D=0, U=-30)
  SIM: Grenades:1/4, Gunnery:1/5
This is the skill of using and manipulating explosives.  It can be used to improvise explosives, plant bombs, set time fuses, or disarm time fuses.  Used with Trapsetting, it can make land mines and similar explosive traps.

Detect Ambush
  (C=CO/SO, S=P, D=0, U=-5)
  SIM: Detect Traps:1/3
This skill is used to detect hidden persons, upcoming ambushes, and the sounds of people moving.  It can be used to detect an invisible person as well.

Detect Secret Doors/Machinery
  (C=SO, S=IP, D=0, U=-25)
  SIM: Detect Traps:1/3
This is the ability to detect secret doors, sliding walls, and similar large-scale machinery.

Detect Traps
  (C=SO, S=P, D=0, U=-25)
  SIM: Detect Secret Doors/Machinery:1/3
This is the ability to find traps of all levels of sophistication, from simple snares to electronic sensors.

  (C=ME, S=P, D=-1, U=-25)
  SIM: First Aid:1/2, Physician:1/3
This is the skill of analyzing someone to see what is wrong with them, and deciding which of several people, wounds, etc.  are in greater need of medical attention.  It can also be used to determine what killed someone.  A good roll at Diagnosis/Triage will give the character a bonus to subsequent First Aid rolls.

  (C=SO, S=IP, D=+1, U=-25)
  SIM: Acting:1/5, Politics:1/3, Savoir-Faire:1/4
This is knowledge of negotiating, compromising, and striking deals in political situations.  It also includes knowledge of courtly formalities and ways of dealing with nobility, in those cultures where this is appropriate.  See also Savoir-Faire.

  (C=CO, S=DQ, D=+1, U=-30)
  SIM: Weapon skill:1/4
This skill is used to disarm a foe in close melee combat, and requires an appropriate weapon.  Disarming is a static maneuver; the foe gets his DB, parry, and half his remaining OB as a minus to the Disarming skill roll.  Disarming takes an action.  If successful, the GM will determine how far away the opponent's weapon has fallen, and any other effects.

  (C=SO, S=IP, D=0, U=-30)
  SIM: Acting:1/3, Camouflage:1/3
This is the skill of using clothing, personal effects, facial expressions, walking styles, tone of voice, etc.  to appear to be someone else.  It can be used to impersonate someone specific, though this is more difficult and requires Acting skill rolls as well.

Art copyright  Ragnarok PressDiving
  (C=OU/BO, S=DR, D=0, U=-20)
  SIM: Swimming:1/3
Whenever a character falls into water from a significant height, he must make a Diving roll; failure means he probably hit the wrong way, and the GM will determine the effects.

  (C=AR/CR, S=P, D=-1, U=-10)
  SIM: Calligraphy:1/6, Hologram Sculpting:1/4
This skill is used to draw and/or paint two-dimensional pictures of all sorts, using all sorts of materials, from natural dyes on cave walls to digital doodlepads (though most artists have a specialization, such as portraits, watercolors, etc.).  It can be used for artistic expression or to capture an image.

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  (C=SC, S=I, D=0, U=-30)
  SIM: Biology:1/5, Botany:1/4, Genetics/Gengineering:1/4, Zoology:1/4
This represents knowledge of how the systems of nature interact.  It could be used to predict the results of introducing some element into a natural ecosystem, to explain or understand details of how an ecosystem works, or to design, monitor, and maintain an artificial ecosystem.

  (C=SC, S=I, D=0, U=-20)
  SIM: Bureaucracy:1/5, History:1/4, Politics:1/4, Trading:1/4
This represents understanding the theory of currency, exchange, trade, banking, and market mechanics.

Electronics Engineering
  (C=SC/CR, S=I, D=-1, U=-30)
  SIM: Computer Engineering:1/4, Power Supply Engineering:1/4
This skill would be used to design, analyze, and repair comparatively simple or general-purpose electronic devices like digital clocks, telephones, etc.  For more sophisticated devices, see the various Engineering skills elsewhere.

Ether Physics
  (C=SC, S=I, D=+3, U=-50)
  SIM: Quantum Physics:1/4
This is the science of the ether, the method of communication discovered in the early 2030s which revolutionized computer, electronic, and holographic industries.  Ether physics allows a direct, instantaneous, unique link between any two particles, making a communication link with no interference with any other links no matter how many exist; this allows computer components to communicate without wiring, and provides the major breakthrough in 3D holographics; these two factors make computers incredibly more powerful.

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  (C=OU, S=IP, D=-2, U=-35)
  SIM: Botany:1/2, Ecology:1/3, Herbology:1/4
This is the skill of growing plants, whether in large quantities for food, or small sills for decoration.

  (C=CO, S=Q, D=+1, U=-25)
  SIM: Weapon skill:1/5
This skill must be specialized for a specific weapon or weapon type.  It allows the character to make a moving maneuver using this SV on his action.  The percentile score read off the maneuver chart is equal to the percentage of the pushback he cuts off the time normally necessary to draw that weapon.  On a 100 or better, therefore, he may act immediately.  See Appendix D for details on pushbacks.

  (C=SO, S=QIW, D=+1, U=-25)
  SIM: Acting:1/4, Bureaucracy:1/5, Trading:1/2
This is the skill of perverting logic to make something sound persuasive to someone who doesn't have time to really think it through, and thus influence snap decisions on his part.  It is a common skill for salesmen.  A possible specialization would be the Spurious Logic variation, which is usable on computers and very logical people.

  (C=OU/CR, S=PR, D=-2, U=-30)
  SIM: Foraging:1/3, Water/Shelter Finding:1/3
This skill involves gathering good wood, digging a fire pit, and using primitive materials (flint and steel), matches, etc.  to make a fire.  Only a dozen or so points of SV are necessary for the average camper; more than that is useful for lighting fires in the wind or rain, with poor or wet wood, etc.  Those skilled in starting fires in an indoor fireplace may specialize in "indoor" Firestarting; about half their SV will apply to starting fires outdoors.

Art copyright  Gregory Walsh, used by permissionFirst Aid
  (C=ME, S=IP, D=-1, U=-25)
  SIM: Diagnosis/Triage:1/3, Physician:2/3, Surgery:1/2
This is the skill of rendering emergency medical aid to the wounded.  It can be used for the setting of splints, the bandaging of wounds, applying tourniquets, treating shock, partially or totally neutralizing poison, etc.  Higher levels of this skill in appropriate genres would include CPR and artificial respiration.  Using First Aid to stop bleeding can be difficult for heavy bleeding.  Difficulties are +10, 0, -20, -50, -70, and -90, for 1 through 6 hits per round respectively.  First Aid can also be used to reduce the penalty associated with a critical hit by up to 25%, making a character able to move about until better healing or time can be applied.

  (C=OU, S=SQP, D=-2, U=-25)
  SIM: Hunting:1/3
This is the skill of catching fish using net, pole, spear, or whatever technique you know.  It assumes appropriate equipment, so the GM will apply modifiers if you have to improvise.

Flag Signals
  (C=OU, S=IP, D=-1, U=-50)
  SIM: Telegraphy:1/5
This skill is usually used only by ships at sea, and usually only earlier than radio communications.  It is used to communicate with people on other ships by use of different colored and patterned flags, representing letters of the alphabet and symbols.  During these time periods, every ship will have at least one (if not many) person who understands the codes used; knowledge of this is virtually necessary to be a captain, and almost necessary to work on a ship.

  (C=OU/CR, S=D, D=0, U=-25)
  SIM: Weapon (Bow):1/4, Woodcarving:1/3
This is the skill of making arrows, whether in the wild (the OUTDOOR version) or in the shop (the CRAFTS version).  Arrows made to the exact draw length of the user, when used in a bow of the exact draw weight and length of the user, are +5 for that user only; similarly, bows or arrows far off the draw length and weight may be -5 or more, and arrows that are too short are far more likely to fumble dangerously.

  (C=OU, S=IPP, D=-1, U=-20)
  SIM: Botany:1/3, Ecology:1/4, Herbology:1/2, Hunting:1/5, Physician:1/4
This is the skill of scrounging something to eat in the wild; it essentially represents knowing which parts of which plants are edible and which parts are poisonous.  Depending on the background, the GM may require that you specialize in a type of terrain, such as forest, desert, or radioactive wasteland.  A blunder at this skill could cause you to pick a poisonous look-alike (unfortunately very common in the real world) or just an unpalatable one.

Force Field Engineering
  (C=SC/CR, S=I, D=+2, U=-40)
  SIM: Force Field Operation:1/4, Holographics Engineering:1/2
This is the skill of designing, building, analyzing, and repairing force field generators (not available until high technology levels).

Force Field Operation
  (C=SC/CR, S=I, D=0, U=-5)
  SIM: Force Field Engineering:1/2, Holographics Operation:1/2
This skill is used when setting up and maintaining force fields using a force field generator, or adjusting a force field or force shield.

  (C=SO, S=D, D=+1, U=-20)
  SIM: Calligraphy:1/3, Counterfeiting (from appropriate background):1/2, Drawing/Painting:1/3
This skill involves making realistic and believable copies of signatures and official documents.  Without a sample of the handwriting or form being forged, you will be at a -50 penalty.  Forged documents may be detected each time they are inspected, using perception rolls; the success of the forgery modifies these rolls.  This skill can also be used to alter existing documents.

Free Fall Maneuvers
  (C=AI, S=D, D=-1, U=-40)
  SIM: Acrobatics:1/3, Balance Maneuvers:1/3, Tumbling:1/5
This skill is used to make any kind of maneuvers in free fall.  You will also have to make a roll to not become space-sick each time you enter free fall.

Fumble Recovery
  (C=CO/BO, S=DQ, D=0, U=0)
  SIM: Fast-Draw:1/3
This skill must be specialized by weapon type.  Whenever you score a fumble with that weapon type, roll a moving maneuver with this skill's SV; the percentile result is subtracted from your fumble roll.  In the BODY category it can only be trained for martial arts attacks, not for weapons.

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Gadget Repair
  (C=SC/CR, S=IP, D=-1, U=-25)
  SIM: Gadgetry:1/3, Mechanical Engineering:1/4, Trap Disarming:1/3
This skill relates to diagnosing and repairing non-electronic, mechanical gadgets such as clockwork, tumbler locks, wind-up toys, pulley systems, bicycles, etc.

  (C=CR, S=I, D=0, U=-20)
  SIM: Gadget Repair:1/3, Mechanical Engineering:1/4, Trap Disarming:1/3
This is the skill of designing, building, and improvising simple, non-electronic, mechanical devices, such as clockworks, pulley systems, catapults, etc.

  (C=SO, S=IPP, D=0, U=-30)
  SIM: Lie Detection:1/3, Mathematics:1/5
This skill may be specialized for specific games in some scenarios.  It is used whenever your character gambles, to see how he does, and thus includes skill, cheating ability (if used), etc.  It can also be used to detect cheating, determine if a game is "rigged," or estimate odds.  To develop this skill to high levels, you usually have to cheat.  If this concerns you, consider that 50% of all your skill developed after the first 25 points of training consists of cheating techniques, and when you don't want to cheat, don't use that 50%; do this by using an effective SV equal to 25 plus your normal SV, divided by 2.  If you want to learn the skill without learning cheat techniques, just start increasing your Difficulty by 3 instead of 1 when passing cusps.

  (C=SC, S=I, D=+2, U=-45)
  SIM: Biology:1/3, Zoology:1/4
This skill represents understanding of genetics, evolution, and inheritance, as well as genetically inherited traits and diseases.  Earlier in history there isn't much to know about this skill.  At very high levels of scientific advancement, this skill also represents an understanding of genetic engineering (abbreviated gengineering), possibly including cloning.  This can be used to conduct, analyze, and troubleshoot gengineering experiments, and, given much time and resources, engineer human beings.  It is unlikely that gengineering can alter already-developed persons.

  (C=SC, S=I, D=0, U=-25)
  SIM: Ecology:1/5, Smithing:1/5, Stonecarving:1/3
This represents scientific knowledge of the structure and composition of the earth, the properties of different types of rock, the structure of layers and tectonic plates, etc.  It is used to predict location of water or oil deposits based on maps and surveys, and possibly predict or even cause earthquakes at later levels of advancement.

  (C=AR/CR, S=P, D=+1, U=-45)
  SIM: Jeweler:1/4, Smithing:1/5
This is the skill of melting sand into glass, purifying it, and shaping it, into beakers, crystal figurines, or other shapes.

  (C=CO, S=D, D=-2, U=-5)
  SIM: Gunnery:1/3, Throwing:1/2
This skill is used to hit your target with a grenade.  Use a moving maneuver at -30; the resulting percentile score is subtracted from 120 to find the percentage of the distance between you to your target by which you miss.  The direction is usually random.  The same skill is used to throw similar devices such as Molotov cocktails, flasks of Greek fire, etc.

  (C=CO/AI, S=DP, D=-1, U=-25)
  SIM: other Gunnery:1/3
This skill is used for firing weapons mounted on vehicles of any sort.  It must be specialized by weapon type and, in some cases, vehicle type (e.g.  it is different to drop a bomb from a starship in orbit than from a submarine near the ocean bottom).  Firing hand-held weapons not mounted to the vehicle is not Gunnery even if fired from a moving vehicle (e.g.  firing a tommygun from a 1920s streetcar, a crossbow from horseback, or a laser rifle off the back of a moonbuggy).

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  (C=AI, S=D, D=-1, U=-20)
  SIM: Jet-Plane Piloting:1/4, Parachuting:1/3, Prop-Plane Piloting:1/3, Tumbling:1/5
This skill is used to hang-glide or pilot small non-powered aircraft.  Rolls would be necessary to set off (over a cliff or off a plane), to maintain a level keel during turbulence, to land, and to perform precise spot landings.

Helicopter Piloting
  (C=AI, S=DP, D=0, U=-30)
  SIM: Antigrav-Plane Piloting:1/3, Prop-Plane Piloting:1/3, Spaceshuttle Piloting:1/4
This skill is used to take off, land, and fly a helicopter or similar VTOL (Vertical Take-Off and Landing) craft that does not operate by antigravity.

  (C=SC/AR, S=P, D=0, U=-35)
  SIM: Drawing/Painting:1/3, History:1/3
This skill involves the heraldic coats of arms used by medieval knights.  It could be used to recognize a coat of arms, describe one in heraldic terms, answer questions about the jargon or rules, and design a new coat of arms that would be pleasing and/or symbolic while remaining distinct from everyone else's.

  (C=OU/ME, S=IPP, D=+1, U=-45)
  SIM: Botany:1/2, Foraging:1/2, Physician:1/3
This is the skill of finding, recognizing, preparing, and using herbs for healing.  In some game backgrounds, healing herbs will have incredible magical abilities to heal; in others, they will be more in touch with realistic herbs, very useful and possibly lifesaving but not quite so dramatic.  Herbology can also be used to find spices for food (finding food itself falls under the Foraging skill).

  (C=OU, S=W, D=-1, U=-30)
  SIM: Animal Training:1/3, Riding:1/3, Teamster:1/2, Zoology:1/5
This skill is used to control large numbers of animals, especially in a farm or ranch setting.  It could be used to know how a certain type of animal will react to something, especially in a large group.

  (C=OU, S=EEP, D=-2, U=-20)
  SIM: Pathfinding:1/2, Water/Shelter Finding:1/3
This skill is used to walk for long periods of time over diverse terrain, possibly bearing packs.  A good hiker will know how to pack to minimize back strain and maximize endurance; be able to avoid techniques that will wear down the novice earlier; and find ways to cover the most distance (or the most scenic).

  (C=SC, S=I, D=0, U=-25)
  SIM: Anthropology:1/5, Area Knowledge:1/4, Literature:1/4, Politics:1/4
This skill represents knowledge of history and legend; it may be specialized for specific areas (and must be if Area Knowledge is used as a similar skill).  Virtually every character in every background will know something of the history and legend of his home area or nation.

Hit Point Development
  (C=CO/BO, S=E, D=+2 if trained in BODY category or +3 if trained in COMBAT category, U=0)
  SIM: none
This skill allows you to increase the amount of damage you can take; in essence, it increases the number of hit points you have.  Write 25 into the Misc column before calculating your SV in this skill; the SV is also your number of hit points.  You go unconscious when you run out of hit points, and you die when your hit point total equals a negative value equal to twice your Endurance plus 55.

Hologram Sculpting
  (C=AR, S=W, D=0, U=-25)
  SIM: Drawing/Painting:1/3, Holographics Operation:1/5, Stonecarving:1/4
This is the artistic ability to make quality three-dimensional drawings and art, using hologram generators.  It refers specifically to the art of creating pleasing, meaningful, or relevant images, rather than the use of 3D imagery for CAD, charts, maps, diagrams, and other solely practical purposes.

Holographics Engineering
  (C=SC/CR, S=I, D=+1, U=-25)
  SIM: Computer Engineering:1/4, Ether Physics:1/3, Force Field Engineering:1/5, Holographics Operation:1/4
This is the skill of analyzing, designing, building, diagnosing, and repairing hologram generators and computer holographics systems.

Holographics Operation
  (C=SC/CR, S=IP, D=-1, U=-25)
  SIM: Computer Operation:1/3, Force Field Operation:1/3, Hologram Sculpting:1/3, Holographics Engineering:1/2
This is the skill of using computer holographics and hologram generators to create, change, and view 3D images, including CAD images, charts, diagrams, maps, and topography renderings.

Hot-Air Balloon/Zeppelin Piloting
  (C=AI, S=DP, D=0, U=-30)
  SIM: Antigrav-Plane Piloting:1/3, Hang-Gliding:1/3
This skill is used to control and understand the flight patterns of a hot-air balloon or zeppelin; it could also be used to perform repairs or maintenance on one.

  (C=CR, S=EP, D=-4, U=-10)
  SIM: Cooking:1/5
This skill is used to keep house and possessions clean and orderly.  Only the richest or poorest children in most backgrounds will not have learned a bit of this.

Hovercar Driving
  (C=OU, S=D, D=-2, U=-30)
  SIM: Antigrav-Plane Piloting:1/2, Auto Driving:1/2
This skill is used as Auto Driving, but referring to hovercars.

Hovercar Mechanic
  (C=CR, S=IP, D=0, U=-25)
  SIM: Aircraft Mechanic:1/4, Hovercar Driving:1/5
This skill is used as Auto Mechanic, but referring to hovercars.

Art copyright  Doug Beekman, used by permissionHunting
  (C=OU, S=DPP, D=0, U=-30)
  SIM: Foraging:1/5, Water/Shelter Finding:1/4, Zoology:1/5
This skill is used to find game in the wild.  The GM may want to play out the hunt itself and use this skill simply to find a likely target, or she may want to use this skill for the whole process.  The former is, of course, more realistic, and brings one's skill in Stealth, Tracking, and an appropriate weapon into play, but the latter is much quicker and easier.  Finally, this skill is also used to skin, gut, clean, and prepare the animal and meat for cooking.

Hyperdrive Mechanic
  (C=SC/CR, S=IIP, D=+2, U=-40)
  SIM: Aircraft Mechanic:1/5, Quantum Physics:1/3, Spacecraft Mechanic:1/3
This skill is used to analyze and repair hyperdrives and probability drives, and related fuel supplies.

Hyperspace Astrogation
  (C=AI, S=IW, D=+1, U=-30)
  SIM: Astrogation:1/2, Starship Piloting:1/3
This skill is used to plot one's course through hyperspace, to allow re-entry at the desired location.  As it is extremely difficult to be precise, ships usually materialize about 1/3 of a light year from the solar system, in most sci-fi universes, and then move in on impulse drive, for safety's sake.  (Different science fiction backgrounds have different rationalizations but this practice is nearly universal in sci-fi.) At the GM's option, a very good roll might allow the ship to re-enter normal space right above a planet; the penalty for failure might be too extreme in this case...

  (C=MI, S=W, D=+2, U=-35)
  SIM: none
This skill is not magical, but can be trained in the MIND category.  Intended victims use their Resistance stat, plus the absolute value of their Intelligence stat (both high and low intelligences being more resistant to hypnotism), against the skill roll.  (Characters not resisting may add +25 and do not use their Resistance, but Intelligence is still used.) Success puts the victim into a trance; you may then implant suggestions, bring out forgotten memories, cause the victim to fall into a deep sleep, etc.  Hypnotism can be used as a safe, effective anesthetic, helpful for First Aid and Surgery amongst other things.  Failure means the target resisted; you may try again, but each subsequent attempt in the same day is at a cumulative -25.

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  (C=SO, S=IP, D=+1, U=-30)
  SIM: Fast-Talk:1/2, Lie Detection:1/3, Psychology:1/3
This skill is used to extract information from a prisoner.  Prisoners may apply their Resistances to any rolls; in addition, they may also apply Endurance or Intelligence, depending on whether torture is being used.  Torture, or an effective and believable threat of it, will give modifiers up to +30; note that the threat is often more effective than the thing itself, since the target will make more of the threatened torture than it will really be.  Torture may include physical pain, pain inflicted on loved ones or innocent bystanders, extreme frustration, etc.  Note that critical failures will cause the victim to tell a believable and believed lie.

A - B - C - D - E - F - G - H - I - J - L - M - N - P - Q - R - S - T - V - W - X - Y - Z

Jet-Plane Piloting
  (C=AI, S=DIP, D=+1, U=-45)
  SIM: Antigrav-Plane Piloting:1/3, Helicopter Piloting:1/4, Prop-Plane Piloting:1/3, Spaceshuttle Piloting:1/4
This skill is used to take off, land, fly, maneuver through turbulence, and make trick maneuvers with jet aircraft, from small maneuverable fighters to large passenger flights.  For fighter craft, it also is used to keep control after a hit in air-to-air combat.

  (C=CR, S=DR, D=+1, U=-40)
  SIM: Glassblowing:1/4, Smithing:1/3, Stonecarving:1/4
This is the skill of precision gemcutting, necessary to make a rough gem into a finely faceted jewel.  Combined (possibly) with Smithing, it is used to set jewels in settings and craft jewelry.

  (C=BO, S=D, D=-1, U=-40)
  SIM: Acrobatics:1/4, Balance Maneuvers:1/5
This is the ability to juggle several objects of various types.  Only at high proficiencies should one juggle dangerous objects like knives.  Note that juggling odd numbers is much easier for most jugglers than even numbers (in fact, totally different techniques are used).

  (C=BO, S=SD, D=0, U=0)
  SIM: Tumbling:1/2
This skill allows the character to attempt difficult jumps using her SV in this skill as a bonus.

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  (C=SC/AR/SO, S=I, D=variable, U=-50)
  SIM: similar Language:1/3 to 1/6
When training in languages, one must train in spoken, written, and any sign languages separately; these are all similar skills to one another at 1/3, and thus each enhances the others.  Difficulties should range from -6 to 0, with the average human language about -3.  Trade pidgins, Esperanto, etc.  might be -5; Swahili, Navajo, and other extremely difficult languages, -1; alien languages would probably be 0 unless they embody concepts totally foreign to the human mentality, in which case they would be +2 or more and possibly impossible.  One's native language is always at an additional -2 (but during childhood, it uses a special training method).  The SV is usually only used as a subjective idea of how thoroughly the language is known (the average person having about 40-70), but GMs may use it in rolls to understand difficult concepts or perform other extraordinary language-related tasks.  The following gives a comparison of skill values to proficiency levels:

SV Proficiency
5-10 Character understands basic instructions when spoken slowly or read carefully.
10-20 Character can speak/write in simple phrases.
21-30 Character can converse at moderate speeds and write slowly.
31-40 Character understands some idioms, and is losing her accent (and unusual handwriting if the language uses different characters).
41-50 Character speaks/writes like a native but still misses idioms and fumbles over hard phrases and words.
51-60 Character can speak, read, and write language fluently.
61-75 Character has mastered language.
76+ Character would be considered a fine speaker/writer.

  (C=SC/SO, S=I, D=+1, U=-50)
  SIM: Bureaucracy:1/3, Economics:1/4, Politics:1/2, Streetwise:1/3
This is an understanding of the principle, letter, and intent of the law.  It would be used to know what is illegal and what the penalties are for it, to find obscure subclauses and precedents, and to speak as counsel for yourself or another in court or the equivalent.  Almost anyone would know something of the laws of her homeland, if only to know what she should not do (at least in front of policemen, constables, or telescreens).

Art copyright  Robin Wood 1995, used by permissionLeatherworking
  (C=CR, S=D, D=-1, U=-25)
  SIM: Sewing:1/2, Weaving:1/4
This skill involves shaping, cutting, sewing, preparing, dying, tanning, and working leather.  An optional specialization might be shoemaking or armory.  It could be used to fashion or repair backpacks, pouches, quivers, sacks, wineskins, shoes, leather armor, clothing, or anything made of leather.

Lie Detection
  (C=SO, S=P, D=0, U=-20)
  SIM: Acting:1/3, Detect Good/Evil*:1/3, Interrogation:1/2
This skill is used to sense if someone is lying, based on tone of voice, facial expressions, and other clues; it is applied against the target's Acting roll.  If you fail, the GM may tell you that you aren't sure if your target is lying, or she may lie to you about it.  The similar skill Detect Good/Evil is from the Spell Law™ skill described in Appendix A.

  (C=SC, S=I, D=0, U=-30)
  SIM: Anthropology:1/3, History:1/3, relevant Language:1/3, Literature:1/3, Poetry:1/4
Linguistics is the study of the evolution and principles on which languages are based.  It could be used to determine where a language might have originated, determine a person's origin based on his accent, or postulate how one language might be related to another.  It is also essential for deciphering alien languages.

Lip Reading
  (C=SO, S=P, D=0, U=-40)
  SIM: Lie Detection:1/4, Ventriloquism:1/5
This skill allows you to determine what someone is saying by watching their lips move; it is extremely useful both for the deaf and for spies.  A successful roll is necessary for each sentence; blunders can make your target, or bystanders, notice, or give you false information.  If the language is unfamiliar, it is highly unlikely you will be able to lip-read even if you are relaying what you learn to a translator.  Anyone suspecting lipreading can subvocalize or hide their mouths, making lipreading impossible.

  (C=SC/AR, S=I, D=0, U=-45)
  SIM: Acting:1/6, History:1/4, Linguistics:1/4, Poetry:1/2
This is the knowledge of the great books, plays, and prose written throughout history.  It could be used to identify quotations and clues, or to tell something about the culture and history of eras gone by.

  (C=SO, S=DDIP, D=0, U=-25)
  SIM: Gadget Repair:1/3, Gadgetry:1/3, Trap Disarming:1/3
This is the skill of opening locks without key or combination.  It usually requires lockpicks (-25 without them); superior lockpicks can be worth a significant bonus, especially at higher levels of technology.  The Trap Disarming skill will be necessary to detect and disarm any attached trap or alarm first.  Lockpicking can take a minute for simple locks, or longer for vault doors or other complicated locks.

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AT Medieval Modern/Futuristic
Penalty Best SV Penalty Best SV
5 0 0 0 0
6 -20 0 -15 0
7 -40 -10 -40 -10
8 -50 -15 -50 -15
9 -50 -5 -50 -5
10 -70 -10 -55 -10
11 -90 -15 -80 -15
12 -110 -15 -90 -15
13 -70 -10 -50 -5
14 -90 -15 -60 -10
15 -120 -25 -80 -20
16 -130 -25 -90 -25
17 -90 -15 -55 -10
18 -110 -20 -60 -15
19 -150 -35 -85 -20
20 -165 -45 -95 -30
Maneuvering in Armor
  (C=CO, S=SQ, D=variable, U=0)
  SIM: Maneuvering in Armor (different kind):1/4
This skill must be specialized by armor type: Light (D=-3), Rigid/Pliable (D=-3), Chain/Mesh (D=-1), and Plate (D=0).  In Arms Law™, these categories correspond to soft leather, rigid leather, chain, and plate, while in Spacemaster™, they correspond to light body armor, pliable bodysuits, mesh bodysuits, and armored exoskeletons.  In both cases, they match armor types 5-8, 9-12, 13-16, and 17-20.  For other armor types, the GM will decide an armor type that the given armor defends like, and an armor type that it maneuvers like.  The former, along with a possible DB modification the GM assigns, is used in combat.  The latter is used to determine which specialization must be chosen to this skill.  Some advanced tech armor may also serve as a vacc suit, in which case the Vacc Suit skill should also be developed.

When training in this skill, consult the following chart, and apply the listed Penalty to your skill value.  Note that no amount of training can cause your SV to exceed the value given in the Best SV column.  However, it can be useful to train farther, in case later you switch to another armor type in the same specialization that has a higher Penalty.  For example, a character wearing Breastplate and Greaves (AT 18 medieval) has a -110 Penalty to his SV in Maneuvering in Armor: Plate.  He trains until he has a 98 in Training and a +15 in stat bonuses, so normally his SV would be 3 (98+15-110).  However, the Best SV listed for AT 18 medieval is -20, so this is effective SV.  If he later bought a suit of Half Plate (AT 19 medieval) his SV would be -37 (98+15-150).  Your SV in this skill is used as an Armor Penalty in calculating a Total Penalty.

Martial Arts Strikes
  (C=BO, S=SQ, D=0, U=-10)
  SIM: none
This skill must be specialized as one of four different Ranks that must be trained separately.  You must have a higher score in Rank 1 than in Rank 2, a higher score in Rank 2 than in Rank 3, and a higher score in Rank 3 than in Rank 4.  Rank 4 is, of course, the most potent.  Your SV is used as an OB (Offensive Bonus) when making Martial Arts Strikes attacks, or even when simply punching or kicking.

Martial Arts Sweeps
  (C=BO, S=Q, D=0, U=-35)
  SIM: none
This skill must be specialized as one of four different Ranks that must be trained separately.  You must have a higher score in Rank 1 than in Rank 2, a higher score in Rank 2 than in Rank 3, and a higher score in Rank 3 than in Rank 4.  Rank 4 is, of course, the most potent.  Your SV is used as an OB (Offensive Bonus) when making Martial Arts Sweeps attacks, or even when simply trying to knock someone over.

  (C=ME, S=SDP, D=-1, U=-10)
  SIM: Anatomy/Physiology:1/4, Diagnosis/Triage:1/5
This is the skill of using the hands (and sometimes feet) to help soothe and relax sore muscles.  It can help treat minor sprains and strains.  Alternately, the character may specialize in chiropractic; this would help keep muscles and bones working together, and be used similarly.

  (C=SC, S=I, D=0, U=-25)
  SIM: Physics:1/3
There are actually many levels and kinds of mathematics; you may choose to specialize in any number of different types, such as logic, calculus, abstract geometry, topology, etc.  For game purposes, in most games, it is unlikely to matter.  This skill could be used to solve equations and perform complex calculations, especially in combination with a skill in Physics or some other science.  It is an absolute necessity for any serious training in any Physics, Engineering, or Astrogation skills.

Matter Transporter Engineering
  (C=SC/CR, S=I, D=+3, U=-50)
  SIM: Force Field Engineering:1/3, Quantum Physics:1/4
This is the skill of designing, analyzing, building, repairing, and modifying matter transporters (a very high-tech device).

Matter Transporter Operation
  (C=SC, S=IP, D=+1, U=-45)
  SIM: Matter Transporter Engineering:1/3
This skill is necessary to operate a matter transporter with any hope of arriving at the appropriate destination.  As the main difficulty of this skill comes from the fact that the subjects are moving (even if only microscopically), it is at +30 if transporting totally non-moving objects.  Errors can lead to scrambling of signals causing incorrect reassembly (from minor alterations and ripples to total shearing into pieces), or loss of signal (and thus the object being transported), or incorrect targeting (leading to reassembly inside something else and an explosion).  The latter possibility is avoided if transporting to another transporter set to receive.  This skill is so difficult because the slightest error can be so costly, and there are so many opportunities to make these errors.

Mechanical Engineering
  (C=SC, S=I, D=+1, U=-40)
  SIM: Architecture:1/3, Gadgetry:1/4, Physics:1/4, Trapsetting:1/6
This is the skill of designing and analyzing large-scale objects, such as cranes, bridges, tunnels, arches, roadways, etc.  It could be used to determine if a plan, or the actual object, is stable and able to hold a given amount of pressure.  It is also used for smaller mechanical devices such as large household appliances (washing machines, garbage disposal units, etc.).

Medical Electronics Engineering
  (C=SC/ME, S=I, D=+2, U=-25)
  SIM: Cybernetics:1/3
To study this skill, one must have higher values in both Electronics Engineering and an appropriate medical skill (Physician, Surgery, etc.) It is used to analyze, design, build, and repair high-tech devices to supplement the medical profession, such as CAT-scanners, plastiskin dispensers, life support systems, cloning tanks, bionics, etc.  In some cases, the Electronics Engineering skill requirement may be replaced with another Engineering skill (e.g.  Sensor Engineering for CAT-scanners).

Medical Electronics Operation
  (C=ME, S=I, D=0, U=-20)
  SIM: Computer Operation:1/3, Medical Electronics Engineering:1/3
This skill is used to operate the high-tech devices used to supplement the physician, as described under Medical Electronics Engineering.  For some devices, another Operation skill may be used as a similar skill in place of Computer Operation (e.g.  Sensor Operation for CAT-scanners).

  (C=BO/MI, S=W, D=+2, U=-25)
  SIM: Adrenal Strength:1/4, Detect Illusion*:1/4, Detect Psionics*:1/4
This skill allows a character to enter a meditative trance.  Trances are equal to sleep at a rate of three hours for every two hours of trance.  Healing occurs at double the normal rate during trance; similarly, the character can alter his metabolic rate to need less oxygen, appear almost dead, etc.  If a character sets himself something to think about when he enters the trance, he will have an increased chance of having some revelation or correlation come to him during it (GM's discretion, of course).  However, once in the trance, he cannot come out until the time he set before entering has passed.  Sensory deprivation tanks may give significant bonuses to the latter use of meditation.  Some similar skills are found in Appendix A.

  (C=OU/SC, S=IP, D=0, U=-5)
  SIM: Area Knowledge:1/5, Ecology:1/5
This is the study of the patterns of the weather.  When studied as a SCIENCE, it is the study of global weather patterns, often using satellite maps or the equivalent, and other instruments; this technique is more sophisticated but reliant on machinery.  (Of course, at lower technology levels, the scientific background available will not use as much by way of equipment, and will be mostly theoretical.) As an OUTDOOR skill (much more likely to be used at low technology levels) it is just a sense for the weather based on observations of the sky and air combined with practical experience.  It can be used to predict the weather or recognize an oncoming storm, blizzard, etc.

  (C=SO, S=PR, D=+1, U=-45)
  SIM: Acting:1/5, Comedian:1/5
This skill allows a character to imitate the voice of another.  It is essential for using Disguise and Acting together to impersonate someone; it can also be used by itself over the phone, to computer voice recognition systems, or in comedy skits.

  (C=CR, S=SEP, D=+2, U=-15)
  SIM: Stonecarving:1/4
This skill involves knowledge of the techniques of mining and tunneling, including maneuvering through natural tunnels.  It might be used to coordinate carvers to cut a tunnel, set up support timbers, know when a significant danger of collapse exists, and follow a vein or lode of some ore.

Motorcycle Driving
  (C=OU, S=D, D=-1, U=-30)
  SIM: Auto Driving:1/3, Bicycle Riding:1/3, Hovercar Driving:1/4, Riding (horses):1/5
This is the ability to pilot a motorcycle, moped, or scooter.  It is treated just like Auto Driving.

Mountain Climbing
  (C=BO/OU, S=SD, D=+1, U=-30)
  SIM: Treeclimbing:1/4, Wallclimbing:1/2
Use this skill for scaling mountains or slopes, finding the best passage through or over a mountainous area, and using mountain-climbing equipment.

Art copyright  Robin Wood 1997, used by permissionMusic Performance
  (C=AR, S=DW, D=variable, U=-50)
  SIM: Music Performance (similar instrument):1/3, Music Performance (dissimilar instrument):1/5, Singing:1/6
This skill must be specialized for a specific instrument.  It is the ability to play that instrument, as well as the ability to improvise, make up for errors, keep rhythm, and remember songs and chords.

Music Theory
  (C=SC/AR, S=IW, D=+1 if trained as SCIENCE, U=-30)
  SIM: any Music Performance:1/3, Singing:1/3
This is an understanding of the theory of pitch, harmony, melody, and scales, and how compositions fit together.  It also includes a knowledge of the writings employed to record music.  It is not necessary for composing or performing, but is very helpful for the latter and extremely so for the former.

  (C=SC/AR, S=I, D=0, U=-30)
  SIM: History:1/3, Literature:1/3, Theology:1/2
This is a knowledge of myth, legend, and history of magic and ritual.  It could include occultism, the study of the supernatural.  It would also be related to and necessary for an understanding of any great past culture such as the Greek or Babylonian.  Note that a character certainly need not believe in the supernatural to study it.

A - B - C - D - E - F - G - H - I - J - L - M - N - P - Q - R - S - T - V - W - X - Y - Z

  (C=OU, S=IP, D=0, U=-30)
  SIM: Area Knowledge:1/3, Astrogation:1/3, Astronomy:1/2, Cartography:1/5, Pathfinding:1/4
This skill is used to tell where you are on land or sea.  On land, it includes a certain amount of Area Knowledge regarding landmarks, terrain, etc.  (This is, of course, not available at sea.) However, the main aspect of this skill involves very close observation of the stars.  Thus, it requires a relatively clear, unclouded night; cloudiness assesses a penalty, and at sea it may make navigation totally impossible until the clouds break.  Of course, in more advanced societies, there are many other sources of information, such as sonar depth readings, triangulation by beacon, etc.  In these situations, Navigation is the skill of using the various instruments and maps to plot, and find, one's course, and use of the stars is usually totally obviated.

Nuclear Physics
  (C=SC, S=I, D=+2, U=-40)
  SIM: Chemistry:1/5, Ether Physics:1/3, Mathematics:1/6, Physics:1/4, Quantum Physics:1/2
This is the study of the interactions of the subatomic particles that form matter, and the nuclear forces that govern their world; it includes working and theoretical knowledge of the processes involved in nuclear power and nuclear weaponry.  Mathematics is a necessary prerequisite.

A - B - C - D - E - F - G - H - I - J - L - M - N - P - Q - R - S - T - V - W - X - Y - Z

  (C=AI, S=D, D=-2, U=-20)
  SIM: Hang-Gliding:1/3, Hot-Air Balloon/Zeppelin Piloting:1/3
This is the ability to skydive from an airborne platform, use a parachute correctly, and perform a safe landing; it would also be used (if you have enough skill) to make pinpoint landings.

  (C=OU, S=P, D=-1, U=-25)
  SIM: Area Knowledge:1/2, Cartography:1/3, Ecology:1/6, Foraging:1/6, Hiking:1/4, Navigation:1/3
This skill would be used to navigate about in the woods or wilds, with or without a map.  You might use it to find the easiest path to a chosen objective, or to follow a path given on a map.

  (C=SC, S=I, D=+1, U=-10)
  SIM: Psychology:1/4, Theology:1/3
This is the skill of seeking the answers to those questions which are asked for the sake of knowledge and understanding alone.  It can be specialized into one of the major fields of philosophy: logic, epistemology (the theory of knowledge), metaphysics (the study of reality and its interaction with the senses), aesthetics (the study of art and appreciation), or ethics; further subdivisions are endless.  Your skill might reflect any combination of the skills related to the field (finding appropriate questions, metaphors, and proofs) and knowledge of the works of the great philosophers of history.

  (C=AR/CR, S=P, D=-1, U=-10)
  SIM: Drawing/Painting:1/4, Hologram Sculpting:1/4
This represents the ability to take good pictures; not only the ability to operate the various types of equipment (still and moving cameras, lenses, lights, etc.) but also the skill of finding the best arrangement of subjects and the best viewpoint to highlight what you wish to highlight and capture moments, moods, or details on film.

  (C=ME, S=IP, D=+1, U=-25)
  SIM: Diagnosis/Triage:1/4, First Aid:1/4, Herbology:1/4, Surgery:1/2
This is the general skill of determining what is wrong with someone and prescribing the best course of action to remedy it.  In appropriate cultures, this will mean exercise regimens, drugs, surgery, or other things as appropriate.  Herbology may only be used as a similar skill in lower technology levels where herbs were the most potent drugs.  A physician in more modern times might be able to identify and prescribe many different drugs, even those derived from plants, but not find the plants or prepare the drugs in the wild.  In less advanced times, many "physicians" would have almost none of this skill.  Instead, they'd have a lot of skill in what could only be described as superstition; that is, knowledge of procedures that have nothing to do with the sickness, but are generally accepted as treatment, such as leeches, spirit banishment dances, etc.

  (C=SC, S=I, D=+1, U=-45)
  SIM: Chemistry:1/6, Ether Physics:1/5, Nuclear Physics:1/3, Quantum Physics:1/4
This is the study of energy, matter, motion, and forces; having skill at this without a strong skill at Mathematics is virtually impossible.  A Physics skill roll may allow you to calculate the amount of time, force, energy, etc.  it will take for something to happen, or determine the results of some scenario involving rigid bodies in motion.

  (C=SO, S=D, D=0, U=-25)
  SIM: Sleight of Hand:1/3
This is the skill of removing something from someone's pocket, pouch, or clothing, cutting a pursestring, or planting something similarly, without being noticed.  It is very difficult to remove something from an inner pocket, or to remove tightly secured jewelry like rings or bracelets; however, it can be quite easy to remove loose coin purses, dangling necklaces, etc.  It is also much easier to perform this art on drunk, distracted, or sleeping people.  (It is surprising how much a good pickpocket can make of a distraction!) Roll with your SV, subtracting your target's Perceptivity, and adding in modifiers as applied by the GM; success gets one thing, randomly chosen unless you know what you're looking for.  Partial or Near Success leaves you unnoticed, but Failure means you're caught with the thing in your hand; Critical Failure means you're caught even before that!  You may have to make a Streetwise roll to make sure no one else is looking, as well.

Plastics Sculpting
  (C=AR, S=W, D=-1, U=-25)
  SIM: Hologram Sculpting:1/2, Stonecarving:1/3
This is the skill of shaping certain expressive, moldable plastics available in our near future into a sculpture of art.  The style, adopted in our near future, of plastisculpt involves using these plastics in various colors, sometimes bright and sometimes subdued, blending and clashing, to create an art form representing some very concrete thing without using any concretely identifiable forms; thus, it is a puzzle in an art form.  Only abstractions may be used.  Plastisculptures have been made in every size from microscopic to monolithic, and have been a fairly popular art form amongst the art world (though the layman thinks it's just a meaningless piece of plastic swirls).

  (C=CR, S=P, D=-2, U=-20)
  SIM: Aircraft Engineering:1/5, Architecture:1/5, Mechanical Engineering:1/6
This skill involves designing, building, and repairing piping systems of all sorts.

  (C=SC/AR, S=I, D=0, U=-30)
  SIM: Literature:1/2, Writing:1/3
This skill represents either (or both) knowledge of the works of the great poets, or skill at crafting original poetry.  Certain forms of poetry, while sacrificing profundity, will allow your character to improvise rhymes as fast as she can speak them.

Art copyright  Gregory Walsh, used by permissionPoison Manipulation
  (C=OU/SO, S=IP, D=+1, U=-40)
  SIM: First Aid:1/4, Herbology:1/3, Physician:1/3
This skill would be used to manipulate or understand poisons in any way.  Some possible uses include: recognizing poisons on sight, smell, or taste; knowing the appropriate antidote for a poison; estimating the effects of poison on a person; finding poisons or antidotes in the wild or in the drugstore; preparing a weapon with an appropriate weapon poison; prepare wild poisons in useful form; identify a poison by observing its effects; prepare and use antidotes; measure the correct amount of poison to have a desired effect on a person.

Poison Resistance
  (C=ME/SO, S=E, D=variable, U=-50)
  SIM: Poison Manipulation:1/6
This skill represents an extended period of time developing an immunity to a certain poison, and it must be specialized by poison type.  This can be intentional, or it may be accidental due to job situations; also, addicts may have developed resistance to their addictive substances.  The GM will assign the Difficulty Modifier based on how dangerous the substance is (e.g.  alcohol might be a 0 while cyanide would have a difficulty of +4).

  (C=SC/SO, S=I, D=0, U=-35)
  SIM: Acting:1/5, Bureaucracy:1/3, Diplomacy:1/4, Economics:1/4, History:1/3, Law:1/2, Psychology:1/5, Public Speaking:1/5
This skill represents knowledge and understanding of how government works, both the theory and practice.  It could be used to know something of the governmental process, to maneuver within the government to get (for instance) a law passed or vetoed, or even to get into (and stay in) office.

  (C=AR/CR, S=DW, D=0, U=-30)
  SIM: Plastics Sculpting:1/4, Weaving:1/3
This skill is used to make and decorate ceramics and other forms of pottery; it is usually a CRAFTS skill, but can be an ARTS skill if the pottery made is a form of artistic expression as much as or more than a functional object.

Power Supply Engineering
  (C=SC/CR, S=I, D=0, U=-35)
  SIM: Matter Transporter Engineering:1/3, Nuclear Physics:1/2
This is the skill of inventing, designing, building, and repairing power supplies; depending on the state of advancement, this can range from windmills and waterwheels to antimatter fusion pill-batteries.

Probability-Drive Piloting
  (C=AI, S=W, D=+4, U=-50)
  SIM: Hyperspace Astrogation:1/6, Matter Transporter Operation:1/3, Quantum Physics:1/5
This skill involves a highly experimental form of FTL (Faster Than Light) spacecraft drive which alters probabilities to achieve the "nearly impossible" task of exceeding the relativistic "speed limit." (Your GM will tell you if such a drive exists in your campaign.)  The drive is barely understood, and conventional piloting techniques are almost totally useless; in fact, scientists seem to be less successful at correctly using it, while artists and parapsychologists seem to have the most success in tests, much to the consternation of the more scientifically oriented people.  The dangers of the drive stem from the field of extreme improbability that it creates; literally anything can happen, and of course extremely unlikely disasters are almost certain.

Prop-Plane Piloting
  (C=AI, S=D, D=+1, U=-45)
  SIM: Antigrav-Plane Piloting:1/3, Hang-gliding:1/4, Jet-Plane Piloting:1/3
This skill corresponds exactly to Jet-Plane Piloting, except that it is used for planes using propellers, including biplanes and WW II military planes (such as the infamous Japanese Zero).

  (C=SC/SO, S=I, D=+1, U=-25)
  SIM: Criminology/Forensics:1/5, Diplomacy:1/4, Philosophy:1/5, Public Speaking:1/5, Savoir-Faire:1/5, Sociology:1/2, Streetwise:1/5
This skill represents understanding of the workings of the human mind, whether from a scientific standpoint (SCIENCE) or a practical one (SOC/SPY).  The approach determines which of the listed similar skills may be used; only Philosophy and Criminology/Forensics may be used from the SCIENCE approach, while all the others are SOC/SPY similar skills.  A good psychologist may be able to predict the behavior of a subject she knows well; she may also be able to help identify, cure, avoid, or treat mental illnesses.  Psychic powers, whether magic or psionic skills or abilities, can be very helpful.

Public Speaking
  (C=SO, S=IPW, D=-1, U=-35)
  SIM: Diplomacy:1/3, Radio Jockeying:1/3, Streetwise:1/4, Teaching:1/3
This is the ability to make speeches before crowds to convince them of something.  It can be used at strict, formal presentations or street-gang rallies, and no specialization is necessary (though optional specialization is always available).

A - B - C - D - E - F - G - H - I - J - L - M - N - P - Q - R - S - T - V - W - X - Y - Z

Quantum Physics
  (C=SC, S=I, D=+2, U=-50)
  SIM: Ether Physics:1/3, Nuclear Physics:1/4, Philosophy (Metaphysics):1/7, Physics:1/5
This science describes the interaction of subatomic and sub-subatomic particles on the level at which chance has no explanation and matter is a wave's particle-packets.  It is essential for any of the really high-tech engineering skills.

A - B - C - D - E - F - G - H - I - J - L - M - N - P - Q - R - S - T - V - W - X - Y - Z

Radiation Survival
  (C=OU, S=E, D=0, U=-35)
  SIM: Water/Shelter Finding:1/4
This skill is usually learned only by characters who have survived a nuclear holocaust, or lived a certain amount of time in an area significantly contaminated by radiation.  It encompasses recognizing and avoiding the dangers of radiation, finding food and water that is not dangerously radioactive, finding shelter in a radiation desert, and, to a certain extent, a built-up resistance to radiation exposure.  You must make a roll against this skill each day you are in such a radiation-contaminated area to survive without ill effects; circumstances may also require a roll to find food, water, and/or shelter, that is free of radiation.

Radio Jockeying
  (C=SO, S=I, D=-3, U=-10)
  SIM: Public Speaking:1/3
This skill is used much like Public Speaking, but is generally performed over some appropriate communications media.  While common on radio, it is much less common on television (where it might be termed "Announcing"), since Public Speaking would be used for most similar situations on television.

  (C=SC, S=P, D=0, U=-15)
  SIM: Computer Cracking:1/2, Teaching:1/4, Writing:1/3
A character sometimes has to spend some time in a library, database, or other information storehouse, trying to find out about some question or issue.  Use this skill to determine how much the character finds out.  Basically, the GM will make this roll, modified based on how much valuable information is actually hidden in the storehouse, how well indexed it is, how much time the character spends, etc.; the result of the roll determines how much information the GM gives out, as well as how much of it is true.

Reverse Stroke
  (C=CO, S=DQ, D=+1, U=-30)
  SIM: Weapon:1/5
This skill must be specialized by weapon type.  It is the skill of attacking someone behind you, without whirling around to face him.  Whenever you attempt to do so, roll a moving maneuver using this skill's SV; the resulting percentage is multiplied by your SV with your weapon skill to yield the effective OB (Offensive Bonus) you have in this attack.

  (C=OU, S=DW, D=variable, U=variable)
  SIM: Riding (similar animal):1/2 to 1/4
This skill must be specialized by animal type: horse, camel, elephant, etc.  The Difficulty Modifier depends on the category of animal trained, while the Untrained default depends on the specific animal.  Some examples: Horses D=-1 (Burden horse U=-5, Quarterhorse U=-25, Donkey U=-35, Warhorse U=0); Camels D=+2 (Dromedary U=-30, Bactrian U=-40); Elephants D=0 U=-25.  At least a few points of skill are necessary for your character to even be able to get on or stay on the beast for any length of time, unless the animal is very cooperative.  Further development lets you ride a running animal (and perhaps not become sore), ride with saddlebags, pick up different riding styles, or perform maneuvers or even complex tricks while riding your animal.  You may, at your option, choose to specialize further; for instance, you may choose to be especially good with racehorses.  In this case, you receive -5 to ride other types of horse, but +15 to ride racehorses.  You would make a roll using this skill when controlling a horse in a combat, and making most maneuver rolls while on a beast of burden.

Robotics Engineering
  (C=SC/CR, S=I, D=+1, U=-25)
  SIM: Computer Engineering:1/4, Computer Programming:1/3, Cybernetics:1/2
This is the skill of analyzing, designing, building, and programming robots and robotic systems.  If Computer Programming is being used a similar skill, and a specialization in AI (Artificial Intelligence) was taken, the ratio becomes 1/2.

Robotics Mechanic
  (C=CR, S=IP, D=0, U=-40)
  SIM: Computer Engineering:1/3, Electronics Engineering:1/4
This skill is used to debug, diagnose, and repair problems with robots and robotics systems; it is often necessary to use it in conjunction with Robotics Engineering when reprogramming is necessary (or the mechanic must recommend the robot be taken back to the factory for reprogramming).

Robotics Operation
  (C=SC, S=I, D=0, U=-20)
  SIM: Computer Operation:1/4, Computer Programming:1/2, Robotics Engineering:1/2
This is the skill of using robotics; it would be necessary to understand robotics well enough to choose the best phrasing of a task to get a robot to do exactly what you want, or to program a robotics device or robot to do a new task (but still one within its basic programming; upgrading beyond that uses Robotics Engineering).  It would also be used for recharging a robot's power supply and performing other general maintenance.

Rope Mastery
  (C=OU, S=DI, D=-1, U=-20)
  SIM: Sailing:1/6
This skill is used to make any kind of knot, including tricky ones that do interesting things, or to untie difficult knots.

  (C=BO, S=D, D=+1, U=-45)
  SIM: Acrobatics:1/4, Balance Maneuvers:1/2
This skill is used for tightrope walking; it may also be used to cross a rope hand-over-hand while hanging underneath it, which is at +40 (though it might accrue additional penalties if your load is heavy and your Strength not up to the task).  Other modifiers might include the tightness of the rope, the material (rough, slick, or even sharp), presence or absence of gloves, and the distribution of weight on your body.

  (C=OU, S=SED, D=-3, U=-5)
  SIM: none
This skill is used to row a boat, whether a small one rowed by one or perhaps two people, or a large galley.  On small boats, it is used to keep a rhythm of maximum efficiency and thus minimize back strain and exhaustion, as well as to steer.  When working as part of a team on a larger boat, it combines with this the ability to work in harmony with others and possibly follow a beat or caller.

  (C=BO, S=Q, D=+1, U=-25)
  SIM: Adrenal Strength:1/3
The character may attempt a Run maneuver (i.e.  moving at faster than her walking pace) using this SV as a bonus.

A - B - C - D - E - F - G - H - I - J - L - M - N - P - Q - R - S - T - V - W - X - Y - Z

Art copyright  Robin Wood 1997, used by permissionSailing
  (C=OU, S=DP, D=0, U=-15)
  SIM: Navigation:1/4, Rowing:1/5
This skill represents knowledge of running a sailboat.  It primarily is used to steer, taking into account winds and currents; it could also be used to deal with on-ship emergencies, anchoring, weathering storms, bailing water, and ship cleaning and maintenance.  In the age of powerboats, this skill is the same excepting that dealing with the wind is mostly replaced with operating an outboard motor.

  (C=SO, S=P, D=0, U=-40)
  SIM: Diplomacy:1/2
This skill represents understanding of high-society manners and customs.  It would be used to fit in at a high-society party, meeting, or other event, or to detect someone else pretending to fit in.  It can also be used to modify reactions, gather or disperse gossip, gain information, or find the right way of asking a sticky question.

  (C=OU, S=E, D=-1, U=-25)
  SIM: Diving:1/3, Swimming:1/2
This is the ability to use scuba equipment such as flippers, face mask, oxygen tank, and snorkel to explore underwater.  It would also be used to prevent "the bends" (an extremely severe cramping condition caused by changes in pressure), monitor your oxygen level, cope with emergencies, and find your way underwater.

Security Systems Engineering
  (C=SC/CR, S=I, D=+2, U=-35)
  SIM: Communications Engineering:1/3, Sensor Engineering:1/2
This is the skill of analyzing, designing, building, installing, and repairing high-tech security systems, including photoelectric eyes, retinal recognizers, infrared and motion detectors, DSI (Digital Signature Identification), etc.  It can also be used to overcome or bypass the same security systems!

Security Systems Operation
  (C=SC/SO, S=IP, D=0, U=-45)
  SIM: Communications Operation:1/3, Holographics Operation:1/4, Security Systems Engineering:1/2, Sensor Operation:1/3
This skill is used to set up or deactivate security systems (as described under Security Systems Engineering).  It is also used to bypass or overcome security systems.

  (C=SO, S=PW, D=0, U=-15)
  SIM: Psychology:1/5
Characters can use this skill to flirt with others and try to win their affections, attention, or trust.  Skill rolls will be heavily modified by the situation in which the skill is used, and the target's natural proclivities.

Sensor Engineering
  (C=SC/CR, S=I, D=0, U=-25)
  SIM: Communications Engineering:1/3, Security Systems Engineering:1/2
This skill is used to design, implement, and repair high-tech sensors of all sorts.  It can also be used to design and build devices to fool or jam other sensors.

Sensor Operation
  (C=SC, S=IPP, D=-1, U=-5)
  SIM: Communications Operation:1/2, Security Systems Operation:1/3, Sensor Engineering:1/3
This skill is used to read and interpret signals from high-tech sensors, program and operate sensors, and pick out valid information from invalid information.  It can also be used to detect inconsistencies and patterns to reveal unusual objects or formations, or to detect and possibly overcome attempts to jam or fool sensors.

  (C=CR, S=DR, D=0, U=-25)
  SIM: Leatherworking:1/3, Weaving:1/4
This is the skill of sewing, cutting, and fitting clothes, using the appropriate technology (scissors and needle, sewing machine, or laser seamjoiner).

Art copyright  Jim Roberts, used by permissionShield
  (C=CO, S=SQ, D=-2, U=0)
  SIM: Yado:1/3
This skill is used to manipulate a shield, or a weapon in the off hand used solely for parrying, to its fullest potential.  It must be specialized for either shields or the weapon to be used.  A shield is not completely useful just being held up; you must move it to block attacks.  Your DB (Defensive Bonus) caused by your shield is determined as follows:

For shields:

For melee weapons:

  (C=CR, S=SE, D=+1, U=-40)
  SIM: Carpentry:1/4, Sailing:1/4
This skill is used for designing and building a ship.  The size and complexity will make a huge difference in how effective it is.  Making a log raft (if you have rope with you) is worth +60, while making a frigate (even with the help of 10 men) will net a -25.  Materials, personnel, research resources, and the availability of ships to use as models will all have heavy modifying factors.

Sign Language
  (C=SC/SO, S=IP, D=+1, U=-25)
  SIM: similar Sign Language:1/3 to 1/6
Sign languages are just as any other type of language, and are trained in much the same way.  See Languages for more details.

  (C=AR, S=PWW, D=-3, U=-10)
  SIM: Music Performance:1/4, Music Theory:1/5
This skill is not always developed through training and practice; many people have a handful of points at this skill just from singing around the house.  At your option it may include knowledge of, or familiarity with, various songs of whatever type.

  (C=OU, S=DQ, D=+1, U=-40)
  SIM: none
This skill is used to control your direction, speed, and motion when skiing; it would be used every time you want to stop, avoid a tree or other obstacle, achieve high speeds, make a jump, etc.  Failures at some of these tasks, or blunders at any, will cause collisions.  These will usually use the Fall/Crush chart, whether the character goes over a cliff, hits a tree, or just stumbles and slides downhill at 30 miles per hour; the GM will determine an appropriate OB (Offensive Bonus) to the roll.

Sleight of Hand
  (C=SO, S=D, D=0, U=-25)
  SIM: Pickpocketing:1/2
This skill is used to perform tricks with the hands, such as stage magician tricks, card tricks, etc.  It often makes use of distractions; thus, attempts to use it are modified by the Perceptivity of the viewers.

  (C=CR, S=SE, D=0, U=-25)
  SIM: Armor Maintenance/Repair:1/4, Jeweler:1/3, Stonecarving:1/4
This skill is used to shape, bend, and form metals using fire, anvil, and similar tools.  It can be used to make almost anything metal, from fishing hooks to teapots to swords to horseshoes to auto bodies.  In medieval cities, smiths tend to specialize in specific metals or types of products (e.g.  goldsmith, blacksmith (iron), coppersmith, tinker (pots and pans), armorer (arms and armor), etc.); such specializations are available for your character.  In more advanced societies, the fire, anvil, and hammer are replaced with welding tools, rivets, and hacksaws, but the same skill is used.

  (C=SC/SO, S=I, D=+1, U=-25)
  SIM: Criminology/Forensics:1/5, Diplomacy:1/4, Philosophy:1/5, Public Speaking:1/5, Savoir-Faire:1/5, Psychology:1/2, Streetwise:1/5
Sociology is the skill of understanding the behavior of large groups of people.  Though closely related to Psychology, it is not the same skill, as large groups and whole societies move according to very different rules (such as "mob psychology").

Spacecraft Mechanic
  (C=CR, S=IP, D=+2, U=-45)
  SIM: Aircraft Mechanic:1/3, Hyperdrive Mechanic:1/2
This is the skill of diagnosing and repairing problems with spacecraft.  It specifically includes repairs to the basic structure, including airtight seals, airlocks, and gravity-simulation systems, as well as repairs to impulse-drive (STL, or Slower Than Light) engines.

Spacecraft Piloting
  (C=AI, S=DP, D=+1, U=-35)
  SIM: Antigrav-Plane Piloting:1/3, Helicopter Piloting:1/3, Jet-Plane Piloting:1/3, Spaceshuttle Piloting:1/2
This is the skill of maneuvering large spacecraft (including those capable of FTL, or Faster Than Light, and interstellar travel) through normal space-time, usually within a solar system.

Spaceshuttle Piloting
  (C=AI, S=DDP, D=+2, U=-30)
  SIM: Antigrav-Plane Piloting:1/3, Jet-Plane Piloting:1/2, Spacecraft Piloting:1/3
This skill is used to fly shuttles capable of taking off and landing on the ground, flying through atmosphere, and traveling through space (though almost invariably confined to solar systems or parts thereof).  Shuttles are usually small and intended for exploring worlds and shipping between planetside and spacedock/geoorbit.

  (C=CO, S=DQ, D=+1, U=-30)
  SIM: Speed-Load (similar weapon):1/2
This skill must be specialized by weapon type.  It is used for those weapons that must be loaded (almost invariably ranged weapons, such as dartguns, bows, and guns of all sorts).  It is used exactly as Fast-Draw.

  (C=SC/MI, S=P, D=0, U=0)
  SIM: none
This skill is used to read at much faster than the normal pace.  Multiply the average reading speed (for text as complex as an average newspaper, about one book page per two minutes) by your reading rate, which is equal to one plus your SV in this skill divided by 100.  Note that unlike other skills, Speedreading gets easier to improve at as you get better at it, not harder.  Therefore, the rule that says you should add one to the Diff every time your SV passes a multiple of 25 is reversed for this skill; that is, every time your SV passes a multiple of 25, you subtract one from your Diff.

Art copyright  Doug Beekman, used by permissionStarship Piloting
  (C=AI, S=I, D=+2, U=-40)
  SIM: Hyperspace Astrogation:1/3, Probability-Drive Piloting:1/4, Spacecraft Piloting:1/3
This skill is used to navigate a course determined with Hyperspace Astrogation and control the FTL or hyperspace drive of a starship.  In many high-tech universes, this will be completely performed by computer, once the astrogator has programmed the course; however, it is possible to navigate through hyperspace manually, though, due to the lack of landmarks of any sort, it usually boils down to following the exact course laid out by the astrogator, which can be done as well or better by a computer.

  (C=BO/SO, S=D, D=0, U=-20)
  SIM: Detect Ambush:1/4, Hunting:1/4
This skill is used to move about undetected by anyone nearby, or to hide and not be noticed.  It will be modified by a large number of factors, including the following: lighting level; acoustics of area; clothing (fabric and color) and shoe type worn by character; noisiness (especially jingliness) of possessions of character (e.g.  buckles, coin pouches, weapons in sheaths, jewelry, etc.); Perceptivity or Detect Ambush skill and attentiveness of potential observers; distractions; noise; cover; disguises; color contrasts; encumbrance; running/walking speed; and many others.

  (C=AR/CR, S=SD, D=0, U=-30)
  SIM: Jeweler:1/3, Mining/Caving:1/3, Smithing:1/3
This skill is used for the chipping and carving of stone for many purposes: sculpting, making stoneware dishes or utensils, carving designs or runes into stone, or even gadgetry involving stone.  This depends on whether it was trained as an ARTS or CRAFTS skill.  It also includes a knowledge of how different types of stones will cut if approached with different tools and techniques.

  (C=SO, S=IW, D=-1, U=-10)
  SIM: Acting:1/3, Comedian:1/2, Public Speaking:1/2
This is the ability to tell a story in an interesting, captivating, emotional, or educational way; skill rolls are used to determine how much the audience liked it, depending of course on the quality of the story and how well it suits its audience.  A good Storytelling roll in rural parts of low-tech worlds can easily earn room and board for the night, as entertainment is valued where there is no TV.  Storytelling is useful in any type of society, of course, especially if you are trying to convince your superiors some foe or task is really nasty enough that you need those extra men or supplies, etc.  It is also a standard around-the-campfire skill.

Strategic Games
  (C=SC, S=IP, D=variable, U=variable)
  SIM: other Strategic Games:1/2, Strategy/Tactics:1/3
This skill must be specialized for a specific game based on strategy more than athletic ability, such as chess, checkers, reversi, wargaming, etc.  Diff Mod and Untrained default depend on the specific game.  It may also reflect skill in other non-athletic games such as flight simulation, word games, board games, puzzles, etc.; the stat and similar skills may differ for some of these.

  (C=CO/SC, S=IP, D=0, U=-30)
  SIM: Strategic Games:1/2 to 1/6
This skill represents a knowledge and understanding of combat strategies, both for large-scale combats of many combatants (or other forces) and smaller, individualized combats.  It does not have to apply exclusively to combat, and can be generalized to include different and unusual types of combat and weapons.  A successful roll will allow you to determine some fact about a battle (e.g.  who's on which side, who's more likely to win, etc.), decide which of several alternatives is most advantageous to you and your troops (e.g.  which side of a battlefield, whether to charge or wait for the opponent's charge), and possibly (at the GM's discretion) give general advice about tactics.

  (C=SO, S=IPP, D=0, U=-37)
  SIM: Area Knowledge:1/5, Criminology/Forensics:1/5
This skill represents knowledge of life on the streets.  It would be used to locate the connections necessary to arrange underworld deals, recognize undercover police, plot the best course for bribing local officials or cops, etc.  Essentially, this skill is always specialized by area, so bringing this skill to a different area will accrue 10-60% of your SV not applicable, unless the same underworld organizations, or the same contact methods, work in your new location.  See also Trading.

  (C=BO/SO/ME, S=D, D=+2 as SOC/SPY or -2 as MEDICAL, U=-25)
  SIM: Backstabbing:1/4, Hypnotism:1/6
This skill is used to incapacitate a foe using a precise blow.  This can range from a boxer's "knockout button" on the chin, to a sharp crack over the head with a vase, to a Vulcan neck pinch.  (Note that anyone can use a vase, but be unlikely to do more than the Hp damage from the strike; someone who knows exactly where and how to strike, using this skill, will be more likely to knock a foe out.)  It generally must be done from behind or by surprise.  If the foe is moving, you will have up to -50 (depending on how fast and erratic the motion is).  Success renders your foe unconscious.  Near or Partial success will do normal damage for a weapon of the appropriate type.  Failure alerts your target early enough to eliminate the surprise and precision, though you may still get to do a normal attack on him.

  (C=ME, S=DIP, D=+4, U=-45)
  SIM: Physician:1/4
This skill is used to perform any kind of surgery, and may be specialized for specific types, ranging from root canals to organ transplants.  It usually requires a good amount of equipment (often a whole operating room, but at least a doctor's black bag).  Heavy modifications can be applied for poor lighting, equipment, supplies, or cleanliness, amongst other things.  Failure can be dangerous for the patient!

  (C=OU, S=EDQ, D=-2, U=-25)
  SIM: Diving:1/3
This skill is used for all kinds of swimming.  A few points would allow a character to tread water.  Further development progresses to dogpaddling, breaststroke, underwater swimming, and more and more speed; it would also go towards canceling penalties due to carrying things, swimming partially bound, etc.  Encumbrance penalties are doubled; armor penalties are tripled!  Most characters with backgrounds where lakes, oceans, or rivers are, will have a bit of training in this skill at least; many other modern characters will have used pools.  However, city-bred characters, or those born in high-tech dome-cities, for instance, may never have had the opportunity.

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Tank Operation
  (C=CO, S=DP, D=0, U=-45)
  SIM: Auto Driving:1/5, Hovercar Driving:1/6
This skill is used to drive a tank and operate related devices: scopes, viewscreens, treads, etc.  Mounted weapons use the Gunnery skill.

  (C=SC, S=PW, D=+1, U=0)
  SIM: Public Speaking:1/3, Research:1/4, Storytelling:1/4
This skill is used to share your knowledge with others, whether one-on-one or in groups.  In addition to a secondary profession skill, this skill would be used to act as a teacher for another character trying to learn a skill you have; in this case, his skill can never exceed the average of your value at the skill being taught and your Teaching skill, unless you have help from outside sources.

  (C=OU, S=P, D=0, U=-20)
  SIM: Herding:1/5
This is the skill of packing and driving a number of beasts of burden (e.g.  horses, oxen, or elephants) with or without carts, in less advanced societies, or packing crates, boxes, furniture, or other merchandise on trucks or in storage areas.

  (C=SC/CR, S=DP, D=-2, U=-50)
  SIM: Communications Operation:1/2
This is a special case of Communications Operation.  It includes knowledge of the appropriate codes (usually Morse), speed and accuracy at those codes (similar to typing skill), and the familiarity with coding that allows you to recognize other telegraphers you've "talked" to before by their characteristic style (known as their "fist").

  (C=SC, S=I, D=+1, U=-15)
  SIM: Philosophy:1/2
This is the understanding of the principles of religion.  It may be specialized in a specific religion; in this case, most devout followers of a religion will know some of its doctrines, and thus have a few points (at least) of this skill.  Alternately, you can take this skill in general, and thus have a knowledge of comparative religion: the principles that religions have in common, and those unique to certain religions, as well as a general knowledge of a number of major religions.

  (C=CO/OU, S=SDD, D=-1, U=-5)
  SIM: Grenades:1/2, any thrown Weapon:1/3
This skill is used for the general act of throwing anything at a target, such as a rock, a glass of water, or a chair.  It is used to determine the accuracy of the throw; if the object is intended to do damage, the GM must resolve it, probably using the Bash or Crush attack charts from Claw Law™.

  (C=OU, S=P, D=+1, U=-15)
  SIM: Hunting:1/3, Water/Shelter Finding:1/3
This is the skill used to follow and identify the tracks left by people, animals, or vehicles.  It is primarily used in outdoor settings; in these cases, it can be used to: notice tracks, identify the type of creature that made them, determine how old they were, follow them (possibly through or over barriers such as rivers, cliffs, swamps, etc.), determine the speed the track layer was traveling at, and brush out one's own tracks while traveling.  Factors such as lighting, precipitation, and the condition of the ground will have a significant effect.  However, a good tracker can find clues in trivial-seeming details, like the way branches are bent or the lingering smell; thus, these factors will never totally rule out tracking.  Tracking is extremely less effective on paved streets, underground, or solid flooring; only details like muddy feet or dust on the floor can be used, and without these tracking is virtually impossible.  In places where many people are walking, tracking is ludicrous.  The GM should use common sense, while keeping in mind that the number of sources of information is larger than she may realize!

  (C=SO, S=W, D=0, U=-20)
  SIM: Appraisal:1/4, Fast-Talk:1/2, Lie Detection:1/3, Streetwise:1/3
This skill is used to buy or sell anything.  Apply this skill minus the foe's skill to a roll on the MM chart; the result is the percentage of the actual price you get if selling.  If buying, subtract the result from 200 to get the percentage of the actual price you are charged.  This result is what you get after haggling, and represents the best price you can wangle; your only choice is not to sell at this point.  (Some GMs and players may want to roleplay haggling instead of making the skill roll.)  Of course, threats, bonus offers, mental control, etc.  can influence the roll greatly.

Train Mechanic
  (C=SC/CR, S=IP, D=0, U=-35)
  SIM: Auto Mechanic:1/4
This skill is used to diagnose and repair problems with locomotive engines, train tracks, and the various devices used to keep trains together, on the track, and moving in the right place.  It is also used for upkeep and maintenance, as well as fueling (for steam engines, it is required just to keep the engine going).

Train Piloting
  (C=CR, S=P, D=0, U=-15)
  SIM: Train Mechanic:1/3, Truck Driving:1/6
This skill is used to keep trains on the track and on course, and to start and stop them at the appropriate times.

Trap Disarming
  (C=CR/SO, S=DIP, D=0, U=-30)
  SIM: Lockpicking:1/3, Trapsetting:1/2
This skill is used to disarm a trap detected with the Detect Traps skill.  Failure sets off the trap; Near and Partial Success fail to set off or disarm the trap.  Note that traps need not have lethal or damaging effects; a burglar alarm is a sound-generating trap.  For very large traps, such as sliding walls, it may be impossible to get to the works of the trap; you will still be allowed to roll, but at an extreme penalty.  (There's still a chance you can find and reverse the trigger, or find a flaw in the device you can access.)  However, the GM may decide that any "puzzle" trap must be solved by you, the player, and a simple roll cannot be used.  If you fail, you can try again, but at a cumulative -25; this reflects that you've already tried your best techniques and they didn't work, so now you're trying less effective ones.  Modifiers can be applied for a multitude of factors.

  (C=SO, S=DI, D=+1, U=-25)
  SIM: Animal Trapping:1/2, Gadgetry:1/3, Trap Disarming:1/3
This is the skill of making and setting traps, not including those made to catch animals; the latter is Animal Trapping.  It is usually used to set traps as a defense against intruders.  The sophistication depends on the technology level; however, some incredibly sophisticated traps exist in very backward societies, usually to guard tombs, temples, and holy treasures.  Large-scale traps may require Mechanical Engineering and/or Stonecarving rolls as well.

  (C=BO/OU, S=SD, D=-3, U=-5)
  SIM: Mountain Climbing:1/2, Wallclimbing:1/2
This skill is used in maneuvers involving climbing trees, ladders, ropes, and similar things.  Compare Mountain Climbing and Wallclimbing.

Truck Driving
  (C=OU, S=P, D=0, U=-25)
  SIM: Auto Driving:1/2, Hovercar Driving:1/3
This is the skill of driving and operating large vans, semis, buses, and tractor-trailers.  Note that while hovercars drive differently than automobiles, hoverlorries drive essentially the same as trucks, and thus use the same skill.

  (C=BO, S=D, D=+1, U=-5)
  SIM: Acrobatics:1/2
This skill is used to make acrobatic, tumbling landings from short falls.  While it is only effect on relatively short falls (10' to 20' at most) it will allow the character to land, roll, and come up standing and ready to act with no damage at all, if successful.

Two-Hand Attacking
  (C=CO, S=D, D=+4, U=-40)
  SIM: none
This skill must be specialized for each combination of weapons.  It is used to attack with two weapons at one time, one in each hand.  Many weapons are inappropriate.  Some appropriate weapons include dirk, rapier, mace, blaster, pistol, and whip.  Each time you attempt to attack with both weapons in one action, you must roll against this skill on the MM chart, the difficulty being based on the weapon types.  The result is the percentage of your OB available with each weapon.  Note that using a weapon in your second hand as a shield only is better and more easily done using the Shield skill (c.f.).

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Vacc Suit
  (C=AI, S=DP, D=-1, U=-25)
  SIM: Scuba:1/4
This skill is used to get into or out of, maneuver in, and use the devices built into a pressurized vacuum suit.  Built-in devices can include air pressure gauges, communications devices, jetpacks, external sensors (e.g.  temperature gauge), scanners, etc.  Mounted weapons will use the Gunnery skill; high-tech armor will use the Maneuvering in Armor skill.

Vehicle Engineering
  (C=SC/CR, S=I, D=+1, U=-25)
  SIM: Aircraft Engineering:1/3, Auto Mechanic:1/5
This skill is used in the design and construction of automobiles, trucks, motorcycles, trains, and hovercars.

  (C=BO, S=W, D=+1, U=-45)
  SIM: Mimicry:1/4
This skill is used to throw one's voice, making it appear to come from some other point, while making your own mouth seem to not be moving.  It is a complete foil for lipreading as well.

Veterinary Medicine
  (C=OU/ME, S=IP, D=+3 if OUTDOOR, -1 if MEDICAL, U=-25)
  SIM: Physician:1/3
This skill is used in the same way the First Aid and Physician skills are used for humans, but instead on animals.  Specializations are common but not necessary; however, most vets will be semi-specialized, in the more common animals of their society (dogs, cats, small rodents, horses, and birds being most common in the modern world, for instance).

A - B - C - D - E - F - G - H - I - J - L - M - N - P - Q - R - S - T - V - W - X - Y - Z

  (C=SO, S=SD, D=0, U=-30)
  SIM: Mountain Climbing:1/3, Treeclimbing:1/4
The art of climbing over sheer walls, with or without footholds, is described by this skill.  While grappling hooks can be used, this skill's emphasis is on climbing roughened walls, like brick or stone walls, without equipment.  Pitons and other mountain-climbing equipment are not usually used.  Attempts to avoid detection while climbing require a very difficult Stealth maneuver.

Water/Shelter Finding
  (C=OU, S=IPPP, D=0, U=-25)
  SIM: Firestarting:1/5, Foraging:1/3, Hunting:1/3, Tracking:1/4
This skill is used in the wild to find water, make it safe to drink, find shelter from storms and cold, choose the best spot to erect tents and other temporary shelters, and generally survive in the wilds (with the help of Hunting, Foraging, Hiking, and Firestarting).

Weaponry Engineering
  (C=SC/CR, S=I, D=-1, U=-25)
  SIM: Electronics Engineering:1/3, Holographics Engineering:1/3, Nuclear Physics:1/3, Smithing:1/3, Woodcarving:1/3
This skill is used in the design and building of weapons, ranging from pin-sized laser weapons to planetbuster missiles, from the composite bow to the death ray.  In less advanced societies, it is combined with Smithing or Woodcarving to make weapons, and is essentially an armorer skill.  At higher levels of technology, it branches into demolition, electronics, nuclear physics, and lasers.  The only similar skills available are those used in weaponry at your technology level.

Art copyright  Clyde Caldwell, used by permissionWeapons
  (C=CO, S=variable, D=variable, U=variable)
  SIM: similar Weapon:1/4
These skills are used to use any of the many offensive weapons available to your technology level.  See the individual charts, and Chapters 15 and 16, for more details.  The Skill Value (SV) with this weapon is called your OB (Offensive Bonus) with the weapon.

  (C=AR/CR, S=DR, D=+1, U=-25)
  SIM: Leatherworking:1/3, Sewing:1/3
This skill is used to create the fabrics that tailors use to make clothing or other cloth goods.  Whether using a spinning loom or chemical laboratory, the Weaving skill is used.

  (C=AR/CR, S=D, D=-1, U=-10)
  SIM: Carpentry:1/3, Stonecarving:1/3
This skill is used to carve, whittle, and work wood into desired shapes.  It differs from Carpentry in that Carpentry manipulates boards and other basic shapes into usable objects, while Woodcarving alters the shape of the starting wood itself by carving, jigsawing, burning, or lasermelting.

  (C=SC, S=IIW, D=0, U=-10)
  SIM: Literature:1/3, Research:1/3
This skill is used to write reports, descriptions, and factual accounts of any sort, in an appropriate style: factual for business reports, lighthearted for public interest newspaper articles, argumentative for editorials, etc.

A - B - C - D - E - F - G - H - I - J - L - M - N - P - Q - R - S - T - V - W - X - Y - Z

  (C=SC, S=IP, D=+1 to +5, U=-40)
  SIM: appropriate social science:1/5
This skill is the study of alien races, ranging from the secluded Snow Elves to the energy-beings of Rigel IV's sun.  It can be specialized as any of the various social or physiological sciences, in which case it may treat the human version as a similar skill.  (Examples include psychology, philosophy, biology, history, poetry, theology, mythology, bureaucracy, and linguistics.)

A - B - C - D - E - F - G - H - I - J - L - M - N - P - Q - R - S - T - V - W - X - Y - Z

  (C=BO, S=Q, D=+4, U=-40)
  SIM: Adrenal Defense:1/4
This skill is used to knock missile weapons out of the air as they approach or pass you, either to defend yourself or someone behind you.  It is very difficult to learn, especially if you have a low Quickness; the GM should apply an additional +1 Diff Mod for Quicknesses below +10, and another +1 yet for negative Quicknesses.

A - B - C - D - E - F - G - H - I - J - L - M - N - P - Q - R - S - T - V - W - X - Y - Z

  (C=SC, S=I, D=0, U=-25)
  SIM: Biochemistry:1/4, Biology:1/3, Ecology:1/3
This is knowledge of the biologies of animals, the classification of the many kinds, and some knowledge of their habits, life cycles, and habitats.  As it is an extremely wide field, it is usually specialized (e.g.  felines, carnivores, insects, etc.) and these specializations often have their own names (ornithology: birds, ichthyology: fish, entomology: insects, etc.)

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