SkillsThese are the skills relevant
to the time period. The KS and PS skill list is not
comprehensive.
- Acrobatics
- Acting
- Animal Handler
- Breakfall
- Bribery
- Bureaucratics
- Climbing
- Driving (Instead of Combat Driving)
- Combat Skill Levels
- Concealment
- Contortionist
- Conversation
- Conversation
- Cramming
- Criminology
- Cryptography
- Deduction
- Demolitions
- Disguise
- Electrician (Rather than "Electronics")
- Forgery
- High Society
Knowledge Skills
- Circuses
- Circus Lore
- Highways
- Classical Mythology
- Voodoo
Professional Skills
- Roustabout
- Carney Barker
- Acrobat
- Dancer
- Fortune Teller
- Accountant
- Magician
- Electrician
- Farmer
Science Skills
- Botany
- Zoology
- Chemistry
- Geology
- Biology
- Anthropology
- Interrogation
- Inventor
- Knowledge Skill (examples in sidebar)
- Languages
- Lip Reading
- Lockpicking
- Mechanics
- Mimicry
- Navigation
- Oratory
- Parachuting
- Paramedics
- Persuasion
- Professional Skill (examples in sidebar)
- Riding
- Science (examples in sidebar)
- Seduction
- Shadowing
- Sleight of Hand
- Spell (The "Wielder" talent gives this at 8- for free)
- Stealth
- Streetwise
- Survival
- Tracking
- Trading
- Ventriloquism
- Weapon Familiarity
- Weaponeer (The "Forger" talent gives this at 8- for free)
Everyman Skills
The following skills are free of charge to the player but must be
bought in order to raise them.
- Climbing (8-)
- Concealment (8-)
- Deduction (8-)
- Paramedics (8-)
- Persuasion (8-)
- Shadowing (8-)
- Stealth (8-)
- Native Language (4pt)
- Literacy
Literacy may be sold back for a 1pt gain. See GM to
substitute other skills for cultural reasons.