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Condensed Skills

ANIMAL

This skill lets the user interact with animals in some way – or, in the case of Mount, let a beast interact with his rider. To study animals in the lab, learn the Natural Sciences skill or Biology/TL, Paleontology/TL, and Physiology/TL specialties.

Specialties / Example Uses and Related Attribute
Animal Handling IQ
Falconry IQ
Mimicry (Animal Sounds) IQ
Mimicry (Bird Calls) IQ
Mount DX
Naturalist IQ
Packing IQ
Riding DX
Teamster IQ
Veterinary/TL IQ

ARTS/ENTERTAINMENT

This skill doesn’t attempt to answer the thorny question of who’s an “artist” and who’s an “entertainer.” It simply gathers together the professional skills of musicians, visual artists, and screen, stage, and street performers – and the directors and technicians who accompany them – and lets the show go on.

Specialties / Example Uses and Related Attribute
Artist IQ
Connoisseur IQ
Current Affairs (High Culture)/TL IQ
Current Affairs (Popular Culture)/TL IQ
Dancing DX
Electronics Operation (Media)/TL IQ
Fire Eating DX
Group Performance IQ
Makeup/TL IQ
Mimicry† IQ
Musical Composition IQ
Musical Instrument† IQ
Performance IQ
Photography/TL IQ
Poetry IQ
Singing HT
Sleight of Hand DX
Stage Combat DX
Ventriloquism IQ
Writing IQ

ATHLETICS

This skill is useful to athletes and action heroes alike, as they deal with surmounting physical obstacles and performing feats of strength, speed, and endurance. See pp. B349-357 for rules for such activities.

Specialties / Example Uses and Related Attribute
Acrobatics DX
Aerobatics DX
Aquabatics DX
Bicycling DX
Body Sense DX
Breath Control HT
Climbing DX
Combat Art DX
Combat Sport DX
Flight HT
Free Fall DX
Hiking HT
Jumping DX
Lifting HT
Mount DX
Parachuting/TL DX
Running HT
Scuba/TL IQ
Skating HT
Skiing HT
Sports DX
Swimming HT
Throwing DX

BUSINESS

Executives, politicians, speculators, and traders aren’t typical “adventurers” . . . but money makes the world go round. A hero who can pull the right strings will find that life is much easier! This skill deals with money and influence. Career businessmen often have Social skills (p. 5) as well.

Specialties / Example Uses and Related Attribute
Accounting IQ
Administration IQ
Current Affairs (Business)/TL IQ
Diplomacy IQ
Economics IQ
Finance IQ
Law† IQ
Market Analysis IQ
Mathematics (Statistics)/TL IQ
Merchant IQ
Politics IQ
Propaganda/TL IQ
Public Speaking IQ
Savoir-Faire (High Society) IQ

COMBAT/WEAPON

Combat is deadly and complex enough that each form of armed and unarmed combat merits its own skill. Most adventurers will have at least one of these skills. Professional warriors will know several. For weapon statistics, see pp. B268-281. Combat rules are on pp. B362-417. The unusual abilities of cinematic martial-arts masters are Esoteric skills (p. 3).

Melee Combat

Specialties / Example Uses and Related Attribute
Axe/Mace DX
Boxing DX
Brawling DX
Broadsword DX
Cloak DX
Fast-Draw DX
Flail DX
Force Sword DX
Force Whip DX
Garrote DX
Jitte/Sai DX
Judo DX
Karate DX
Knife DX
Kusari DX
Lance DX
Main-Gauche DX
Monowire Whip DX
Parry Missile Weapons DX
Polearm DX
Rapier DX
Saber DX
Shield† DX
Shortsword DX
Smallsword DX
Spear DX
Staff DX
Sumo Wrestling DX
Tonfa DX
Two-Handed Axe/Mace DX
Two-Handed Flail DX
Two-Handed Sword DX
Whip DX
Wrestling DX

Ranged Combat

Specialties / Example Uses and Related Attribute
Artillery/TL IQ
Beam Weapons/TL DX
Blowpipe DX
Bolas DX
Bow DX
Crossbow DX
Dropping DX
Fast-Draw DX
Gunner/TL DX
Guns/TL DX
Innate Attack DX
Lasso DX
Liquid Projector/TL DX
Net DX
Sling DX
Spear Thrower DX
Throwing DX
Thrown Weapon DX

CRAFT

The Craft skill deals specifically with doing the work necessary to turn raw materials – cloth, leather, metal, stone, wood, etc. – into finished goods. Complex machines are the realm of Design/Invention (p. 3) and Repair/Maintenance (p. 5) skills.

Specialties / Example Uses and Related Attribute
Artist (Pottery) IQ
Artist (Sculpting) IQ
Artist (Woodworking) IQ
Carpentry IQ
Jeweler/TL IQ
Leatherworking DX
Masonry IQ
Sewing/TL DX
Smith/TL IQ

CRIMINAL/STREET

Members of any profession might sell their skills for a dishonest buck, but a few skills are common among criminals and rarely learned by honest folk. These often overlap Police and Spy skills. In some times and places, being trained in the technological skills on this list may be a Secret (p. B152) for anyone but a government agent.

Specialties / Example Uses and Related Attribute
Carousing HT
Climbing DX
Computer Hacking/TL IQ
Counterfeiting/TL IQ
Disguise/TL† IQ
Electronics Operation (Security)/TL IQ
Escape DX
Explosives (Demolition)/TL IQ
Fast-Talk IQ
Filch DX
Forced Entry DX
Forgery/TL IQ
Gambling IQ
Holdout IQ
Intimidation Will
Lockpicking/TL IQ
Observation Per
Panhandling IQ
Pickpocket DX
Poisons/TL IQ
Savoir-Faire (Mafia) IQ
Scrounging Per
Shadowing IQ
Sleight of Hand DX
Smuggling IQ
Stealth DX
Streetwise IQ
Traps/TL IQ
Urban Survival Per

DESIGN/INVENTION

This skill deals with conceiving new artifacts and technology; see pp. B473-479. Use Architecture/TL for buildings, Bioengineering/TL for biotech, Computer Programming/TL for software, Engineer/TL for machines, and Pharmacy/TL for drugs. Maintaining technology calls for Repair/Maintenance skills (p. 5); using it generally requires Combat/Weapon (p. 2), Technical (p. 6), or Vehicle (p. 7) skills.

Specialties / Example Uses and Related Attribute
Architecture/TL IQ
Bioengineering/TL† IQ
Computer IQ
Programming/TL
Engineer/TL IQ
Pharmacy/TL IQ
Weird Science IQ

ESOTERIC

The Esoteric skill lets the user direct bioenergy, chi, psi, or another force that originates within his mind or body. They are to skills as exotic and supernatural advantages are to advantages. The GM decides which Esoteric skills exist in his campaign. He may require prerequisite advantages, such as Trained By A Master, even for skills that don’t specifically list such requirements.

Specialties / Example Uses and Related Attribute
Autohypnosis Will
Blind Fighting Per
Body Control HT
Breaking Blow IQ
Dreaming Will
Enthrallment Will
Esoteric Medicine Per
Flying Leap IQ
Immovable Stance DX
Invisibility Art IQ
Kiai HT
Light Walk DX
Meditation Will
Mental Strength Will
Mind Block Will
Musical Influence IQ
Power Blow Will
Pressure Points IQ
Pressure Secrets IQ
Push DX
Throwing Art DX
Zen Archery IQ

EVERYMAN

Most of these skills fall into other categories, too. What they have in common is that in cultures and TLs where they exist at all, almost everyone will know two or three of them – including any hero who didn’t grow up under a rock!

Specialties / Example Uses and Related Attribute
Area Knowledge IQ
Computer Operation/TL IQ
Cooking IQ
Current Affairs/TL IQ
First Aid/TL IQ
Housekeeping IQ
Knot-Tying DX
Savoir-Faire (Servant) IQ
Sewing/TL DX
Typing DX
Weather Sense IQ

KNOWLEDGE

This skill represents knowledge of an activity, place, group of people, or body of research. They needn’t be obscure; you could find hundreds of people with Area Knowledge (U.S.A.), Games (Card Games), and Professional Skill (Plumber) in downtown New York! Expert Skills are by definition arcane, though, and Hidden Lore might even require an Unusual Background (p. B96).

Specialties / Example Uses and Related Attribute
Area Knowledge IQ
Connoisseur IQ
Current Affairs/TL IQ
Expert Skill IQ
Games IQ
Heraldry IQ
Hidden Lore† IQ
Hobby DX or IQ
Professional Skill DX or IQ
Savoir-Faire IQ

MEDICAL

Medical skills are for treating injury and affliction; see pp. B423-425. They are the job skills of medical professionals – doctors, nurses, psychiatrists, etc. – and first responders such as army medics and paramedics. In some settings, barbers, herbalists, midwives, and even torturers will know some of these skills.

Specialties / Example Uses and Related Attribute
Diagnosis/TL IQ
Electronics Operation (Medical)/TL IQ
Esoteric Medicine Per
Expert Skill (Epidemiology) IQ
First Aid/TL IQ
Hypnotism IQ
Pharmacy/TL† IQ
Physician/TL IQ
Physiology/TL IQ
Poisons/TL IQ
Psychology IQ
Surgery/TL IQ
Veterinary/TL IQ

MILITARY

Military forces often have members with every skill imaginable, but a few skills are rare outside the armed services. The GM may make Military Rank (p. B30) or Security Clearance (p. B82) a prerequisite for certain technological skills on this list. Most military personnel also know Combat/Weapon skills (p. 2) and a few Technical (p. 6) and Vehicle (p. 7) skills.

Armoury/TL IQ
Brainwashing/TL IQ
Camouflage IQ
Cryptography/TL IQ
Electronics Operation (Electronic Warfare)/TL IQ
Electronics Repair (Electronic Warfare)/TL IQ
Expert Skill (Military Science) IQ
Explosives/TL† IQ
Forward Observer/TL IQ
Intelligence Analysis/TL IQ
Interrogation IQ
Leadership IQ
NBC Suit/TL DX
Observation Per
Parachuting/TL DX
Propaganda/TL IQ
Savoir-Faire (Military) IQ
Scuba/TL IQ
Soldier/TL IQ
Strategy† IQ
Tactics IQ
Traps/TL IQ

NATURAL SCIENCES

These skills attempt to explain the natural world, from subatomic particles to galaxies. Those who study manmade artifacts have Design/Invention skills (p. 3), those who study medicine have Medical skills (above), and those who study the cultures of sapient beings have Social Sciences/Humanities skills (p. 6).

Alchemy/TL IQ
Astronomy/TL IQ
Biology/TL IQ
Chemistry/TL IQ
Expert Skill IQ
(Epidemiology)
Expert Skill (Hydrology) IQ
Expert Skill IQ
(Natural Philosophy)
Geology/TL IQ
Mathematics/TL IQ
Metallurgy/TL IQ
Meteorology/TL IQ
Naturalist IQ
Paleontology/TL IQ
Physics/TL IQ
Physiology/TL IQ

OCCULT/MAGICAL

Occult/Magical skills deal with gods, magic, spirits, and similar otherworldly forces. They are the professional skills of priests, shamans, and wizards – any of whom might also learn spells or other working magic. Unusual forces that originate within the user are the focus of Esoteric skills (p. 3).

Alchemy/TL IQ
Exorcism Will
Expert Skill (Psionics) IQ
Herb Lore/TL IQ
Hidden Lore (Demon Lore) IQ
Hidden Lore (Faerie Lore) IQ
Hidden Lore (Spirit Lore) IQ
Occultism IQ
Religious Ritual IQ
Ritual Magic IQ
Symbol Drawing IQ
Thaumatology IQ

OUTDOOR/EXPLORATION

Heroes often travel vast distances, living off the land and pushing back the frontiers. The skills below are useful for these purposes and common among explorers, pioneers, prospectors, and rangers. Most outdoorsmen also know Animal (p. 1) or Vehicle (p. 7) skills: Riding for their horse, Boating for their canoe, and so forth.

Camouflage IQ
Cartography IQ
Climbing DX
Fishing Per
Hiking HT
Mimicry (Animal Sounds) IQ
Mimicry (Bird Calls) IQ
Naturalist IQ
Navigation/TL IQ
Prospecting/TL IQ
Scuba/TL IQ
Skating HT
Skiing HT
Survival Per
Swimming HT
Tracking Per
Weather Sense IQ

PLANT

These skills deal with growing things. Unlike Animal skills (p. 1), this category includes both lab study and practical skills. Not every botanist is a farmer, but since plants aren’t freewilled, theory isn’t too far removed from practice.

Biology/TL IQ
Farming/TL IQ
Gardening IQ
Herb Lore/TL IQ
Naturalist IQ
Paleontology (Paleobotany)/TL IQ
Pharmacy (Herbal)/TL IQ

POLICE

Day-to-day police work mostly involves Social skills (below), but officers also learn skills that are rare outside the underworld (Criminal/Street skills, p. 2), military (Military skills, p. 4), or intelligence agencies (Spy skills, p. 6). The GM may make Legal Enforcement Powers (p. B65) or Police Rank (p. B30) a prerequisite for the technological skills below. See also Combat/Weapon (p. 2) and Vehicle (p. 7) skills.

Body Language Per
Criminology/TL IQ
Detect Lies Per
Diplomacy IQ
Electronics Operation (Surveillance)/TL IQ
Explosives (Explosive Ordnance Disposal)/TL IQ
Forced Entry DX
Forensics/TL IQ
Intelligence Analysis/TL IQ
Interrogation IQ
Intimidation Will
Law IQ
Lockpicking/TL IQ
Observation Per
Savoir-Faire (Police) IQ
Search Per
Shadowing IQ
Stealth DX
Streetwise IQ
Tactics IQ
Urban Survival Per

REPAIR/MAINTENANCE

These skills cover installing, repairing, and modifying electrical or mechanical devices. Inventing such things requires Design/Invention skills (p. 3); using them calls for Technical skills (p. 6). To work with raw materials instead of manufactured gadgets, learn Craft skills (p. 2).

Armoury/TL IQ
Electrician/TL IQ
Electronics Repair/TL IQ
Machinist/TL IQ
Mechanic/TL IQ

SCHOLARLY

Skills relevant to reading, writing, research, and lecturing are common among sages, professors, and other learned folk. A scholar might know any or all of the skills below, if they exist in his world. These usually accompany skills from the Design/Invention (p. 3), Natural Sciences (p. 4), Occult/Magical (p. 4), and Social Sciences/Humanities (p. 6) groups.

Computer Operation/TL IQ
Expert Skill IQ
Literature IQ
Public Speaking IQ
Research/TL IQ
Speed-Reading IQ
Teaching IQ
Typing DX
Writing IQ

SOCIAL

Social skills all involve one individual or group trying to relate to another. Some are basically “hands off” (e.g., using Current Affairs (People) or Heraldry to recognize someone famous). Others – notably the Influence skills discussed on p. B359 – actively seek to affect others’ actions or emotions.

Acting IQ A 174
Administration IQ
Body Language Per
Carousing HT
Connoisseur IQ
Current Affairs/TL IQ
Detect Lies Per
Diplomacy IQ
Erotic Art DX
Fast-Talk IQ
Fortune-Telling IQ
Gambling IQ
Gesture IQ
Heraldry IQ
Intimidation Will
Leadership IQ
Merchant IQ
Panhandling IQ
Politics IQ
Propaganda/TL IQ
Public Speaking IQ
Savoir-Faire† IQ
Sex Appeal HT
Streetwise IQ
Teaching IQ

SOCIAL SCIENCES/HUMANITIES

These skills study the “world of the mind”: the behavior, beliefs, civilizations, and social systems of intelligent beings. They might analyze the past, try to understand the present, or attempt to predict future behavior. The systematic study of the natural world is covered by Natural Sciences skills (p. 4).

Anthropology IQ
Archaeology IQ
Cartography IQ
Criminology/TL IQ
Economics IQ
Expert Skill (Egyptology) IQ
Expert Skill (Political Science) IQ
Expert Skill (Thanatology) IQ
Expert Skill (Xenology) IQ
Geography/TL IQ
History IQ
Law IQ
Linguistics IQ
Literature IQ
Paleontology (Paleoanthropology)/TL IQ
Philosophy IQ
Psychology IQ
Sociology IQ
Theology IQ

SPY

Spy skills cover the specialized “tradecraft” of intelligence and security officers. They blur into Criminal/Street (p. 2), Military (p. 4), and Police (p. 5) skills – all of which are common among spies with suitable backgrounds. Rank (p. B29) or Security Clearance (p. B82) is often a prerequisite for certain technological skills on this list. Cinematic spies will also know Combat/Weapon skills (p. 2)!

Acting IQ
Body Language Per
Brainwashing/TL IQ
Computer Hacking/TL IQ
Cryptography/TL IQ
Detect Lies Per
Disguise/TL IQ
Electronics Operation (Electronic Warfare)/TL IQ
Electronics Operation (Security)/TL IQ
Electronics Operation (Surveillance)/TL IQ
Escape DX
Expert Skill (Computer Security) IQ
Fast-Talk IQ
Filch DX
Forced Entry DX
Forgery/TL IQ
Holdout IQ
Intelligence Analysis/TL IQ
Interrogation IQ
Lip Reading Per
Lockpicking/TL IQ
Observation Per
Photography/TL IQ
Poisons/TL IQ
Propaganda/TL IQ
Research/TL IQ
Search Per
Shadowing IQ
Smuggling IQ
Stealth DX

TECHNICAL

These skills cover the operation of specialized technology other than vehicles (which use Vehicle skills, p. 7). They are common among those trained in Military (p. 4), Police (p. 5), and Spy (above) skills – which heavily overlap this category – and those with Design/Invention (p. 3), Medical (p. 4), and Natural Sciences (p. 4) skills (and their assistants).

Battlesuit/TL DX
Computer Operation/TL IQ
Diving Suit/TL DX
Electronics Operation/TL IQ
Explosives/TL IQ
Freight Handling/TL IQ
Hazardous Materials/TL IQ
Lockpicking/TL IQ
Mathematics (Surveying)/TL IQ
Navigation/TL IQ
NBC Suit/TL DX
Parachuting/TL DX
Photography/TL IQ
Scuba/TL IQ
Typing DX
Vacc Suit/TL DX

VEHICLE

Vehicle skills cover the training needed to operate anything from a covered wagon to a starship – including steering the thing, basic maintenance, loading cargo, and plotting courses. Specialist crew will possess other skills: Technical skills (p. 6) for radiomen and sensor operators, Repair/Maintenance skills (p. 5) for engineers, Combat/Weapon skills (p. 2) for gunners and marines, and so forth.

Airshipman/TL IQ
Battlesuit/TL DX
Bicycling DX
Boating/TL DX
Driving/TL DX
Freight Handling/TL IQ
Navigation/TL IQ
Piloting/TL DX
Seamanship/TL IQ
Shiphandling/TL IQ
Spacer/TL IQ
Submarine/TL DX
Submariner/TL IQ
Teamster IQ



Foe Rank and Groups

Minion/Mook/Fodder Groups (2-6 foes)

The whole group is assumed to make the same maneuver and acts as a single entity with one roll. The group attacks with normal skill, +1 per extra combatant. Opponent defense rolls take a penalty equal to the size of the group, due to distractions and attacks coming in from various sides. A hit deals normal damage for the group as a whole. The group defends at normal skill and has uniform DR. Any penetrating damage upon the group removes one member of the group from combat, however no shock is accessed to the group.

Henchmen/Rival/Worthy Groups (2-6 foes)

The same as the rules above, except as follows:
The group has HP/FP pools equal to the sum of its members. Any penetrating damage upon the group deal damage normally to the group’s HP/FP pools. A member of the group is removed from combat once their contribution to the pool is exceeded. If a single hit deals enough penetrating damage to reduce the pool by multiple members’ contributions, then each is removed. No shock is accessed to the group.

Nemesis/Villian/Boss

This class of foes do not function in groups. They are individuals of equal caliber as a PC.



Stat Blocks

Creature Name (Creature Type/Template/Lens Applied) [Point Value if Calculated]

Challenge Type
Brief description.

BASIC ATTRIBUTES & SECONDARY CHARACTERISTICS

ST DX IQ HT Will Fright Per Speed Move
# # # # # # # # #

COMBAT CHARACTERISTICS

HP: # FP: # Initiative: #
DR: # DR Exceptions: None
Dodge: # Parry: # Block: #
SM: # Height: # Weight: #

ATTACKS

Melee Attack Damage Reach Notes
Weapon Name (Skill) Damage value & type Reach Notes
Link/Follow-up Follow up effect with resistance value if applicable
Ranged Attack Damage Range Acc RoF Rcl Shots Bulk Notes
Weapon Name (Skill) Damage value & type Range Acc RoF Rcl Shots Bulk Notes
Link/Follow-up Follow up effect with resistance value if applicable
Spell Class TtC Duration Cost Effect Resistance ? Notes
Spell Name (Skill) Class TtC Duration Cost Effect Resistance? Notes
Link/Follow-up Follow up effect with resistance value if applicable
Power Class TtA Duration Cost Effect Resistance ? Notes
Power Name (Activation Skill) Class TtA Duration Cost Effect Resistance? Notes
Link/Follow-up Follow up effect with resistance value if applicable

ABILITIES

Skills: List skills and values.
Senses: List any special senses.
Traits: List relevant advantages and disadvantages. Detail below if needed.
Languages: List languages (spoken/written – native/accented/broken).

SPECIAL ABILITIES (Describe what important template/lens abilities and traits do.)

Special Ability 1: ?
Special Ability 2: ?
Special Ability 3: ?

EQUIPMENT

List salvageable items.

TACTICS

Place applicable notes here.

DETAILS

Place various applicable notes here.

GM Stuff

Transhuman Space Garrion