Skills List

Rolling Skills

The basic roll is 4dF, modified by your skill bonus. For example, if you had Fair melee, you would roll 4dF+2. If you have no points in a skill, you are assumed to be Mediocre, and add nothing to the roll (except possible situational modifiers).

For every step you exceed the DC set by the GM, you get one shift. The effect of a shift can increase the quality of the result or reduce the time the action takes. Opposed rolls rarely use shifts.

The Ladder

Skills follow the following ladder for both skills possessed by characters and for results of skill rolls.

8 Epic
7 Legendary
6 Fantastic
5 Superb
4 Great
3 Good
2 Fair
1 Average
0 Mediocre
-1 Poor
-2 Terrible

Buying Skills

Spend a total of 19 points, capping at 4 points per skill, bringing that skill up to Great. List only the skills you have spent points on your character sheet. Additional skills may be added, consult a DM if none of the following skills fit your character concept. Any skills approved by a DM must be added to the Skills List.


The ability to perform feats of physical prowess. These include acrobatics, feats of strength, and endurance.

Difficulties are set at a DM's discretion.


This skill can only be taken by a character with the Faith power. When rolling for mental defense, roll this skill instead. However, losses subtract from Mental Defense as normal.


Practical knowledge of computer use, electronics, and mechanical devices. The ability to maintain, repair, build, modify, (and at high levels, design) technological equipment. It falls roughly under two categories, electronics and mechanical.

If rolling to defeat an opponent's electronic defenses (to hack a robot, computer system, or all the mainframes), Engineering uses an opposed check against the enemy's Engineering skill.

If attempting to perform an action against whom there is no opponent, roll against the following difficulty checks, subject to DM modification:

Average: Average Security (Bank information unless specifically protected - all Foundation employees have significant safeguards on personal information implemented, with or without their consent)
Great: Heavy Security (Foundation or GOC access up to Level 2, etc.)
Fantastic: Extreme Security (Foundation or GOC access past Level 2, one check per piece of information)

Setting demolitions uses a check against a DC determined by the DM, or against the Engineering skill of another player.

Creating an item requires an extended period of time and DM supervision. Difficulties are set at multiple DM's collective discretions.

Foreign Culture

The knowledge of the history, religion, lifestyle, and language of one or more foreign countries and cultures. Understanding of the way people function in society as well as societal behavior patterns.

If a character possesses this ability, they may speak the language and may be assumed to possess at the very least a basic understanding of the cultural norms in a given area. Rolls are made at a DM's discretion.

Average (+1): 1 language / culture
Fair (+2): 2 languages / cultures
Good (+3): 3-4 languages / cultures
Great (+4): 5-8 languages / cultures
Superb (+5): 9+ languages / cultures


All characters begin with 1 die in this skill, and may spend more out of their pool to increase it to a maximum of 4. This skill represents knowledge of the paranormal and the Outside. A successful roll can reveal an Aspect of a creature, organization, or scene, or even allow a player to make a declaration, creating an Aspect or detail that wasn't present before.


Magic is the ability to perform supernatural effects through rituals, spellcasting, or even simple force of mind. Like scholarship, it is actually a number of related skills, or schools of magic. Suggested schools include pyromancy, mentalism, or healing. Only a character with the Sorcery power can take the magic skill, though they are able to take it several times for different schools of magic.


Knowledge of how to treat physical ailments, injuries, and infirmities. A character with Fair or higher in this skill has a license to practice medicine.

In the event a character is physically damaged, a character with the Medical skill may make a check over two continuous rounds in order to restore one point of health. The check is a rolled Medical skill against the amount of health lost by the character. For example, if Player A had 3 points in Medical, and Player B had lost two points of health, Player A would roll 4dF+3 and attempt to beat Player B's roll of 4dF+2. If that roll was successful (tying or beating the wound roll), the action would be repeated the next combat round (this time against 4dF+1). If Player A succeeds on both attempts, Player B regains a point of health. Neither the medic nor the patient may take any other actions in this time.

In other situations, use of the Medical skill is subject to the GM's discretion.


Awareness of the world around you, and those in it. This represents your ability to see what's happening in your vicinity, as well as your ability to read other people and get a feel for what they really mean. DCs are set at the GM's discretion. It's also used to oppose stealth and some persuasion checks. A high result can reveal Aspects of a scene, or even allow a player to declare a new aspect or detail in the scene, at the GM's discretion.


The ability to influence the actions of others. It includes lies, debate, rhetoric, and other attempts to change people's minds. It is rolled against a DC set by the DM, or against an opposed Perception roll in the case of lying. In general, it's not possible to convince someone of something obviously untrue or get them to do something against their beliefs without the use of a power.


Significant training in a particular field of learning. A character may select this skill multiple times, having skills such as Science (Neurology) and Science (Physics). Dice costs remain the same.

Average in a Scholarship skill equates to a Bachelor's degree (or equivalent).
Fair in a Scholarship skill equates to a Master's degree (or equivalent).
Good in a Scholarship skill equates to a PhD (or equivalent).
Great in a Scholarship skill equates to at least some postdoctoral work (or equivalent).

Difficulties are set at a DM's discretion. A high result can reveal an Aspect of a scene, creature, or character, or even allow a player to declare an Aspect or detail that wasn't already present, at the GM's discretion.


The ability to disguise objects or people so that they blend into their surroundings. In a crowd, this could be as simple as appearing very generic - in an enemy installation, this could be disguising themselves as an enemy employee. This also includes the ability to pick pockets, conceal small objects on one's person, and the ability to move silently. Sneak checks are made by opposed rolls against Perception.

Street Sense

The ability to find something in a city when you need it. Street sense represents a character's knowledge of how to get along in a city, as well as his contacts in the area.


The ability to not only survive, but thrive in non-urban environments. Wilderness Survival not only enables you to find food and shelter, avoid hazards, identify plants and animals, but also enables you to identify what should and should not be in a natural environment, handle animals, and to follow tracks. When using Survival in the Outside, you cannot roll any higher than your Lore skill.

Combat Skills

Physical Defense

This skill is rolled whenever you are targeted by a hostile physical ability intending to inflict harm on you. It can represent sheer bloody-minded determination not to die as your body's shredded, the agility necessary to dodge incoming blows, or other methods of absorbing or deflecting harm.


This is your actual health, representing your ability to stay standing after getting hit. It isn't rolled, but is lowered every time you fail a physical defense roll or otherwise take damage. When this skill reaches zero, your character is incapacitated. If the character is attacked again, they are dead.

Mental Defense

This skill is rolled whenever you are targeted by a hostile mental ability intending to inflict harm on you. It is a function of your character's willpower and determination.


This is your mental stability, your mind's ability to continue to function after being attacked by outside forces. It isn't rolled, but is lowered every time you fail a mental defense roll or otherwise take psychic damage. When this skill reaches zero, your character is incapacitated. If your character is attacked again, it is fully open to the mental influence of whatever attacked it, possibly resulting in coma, possession, or death.

Attack Skills

Weapons modify uses of these skills with pre-defined parameters established at a GM's discretion. These skills may not be adapted to another skill: if the tool needed for a particular skill is not at hand, do not attempt to use your Gun Combat dice to deck someone, please.

Gun Combat

The ability to accurately shoot with a hand-held firearm and to keep it properly maintained. Opposed rolls are made against a target's Physical Defense.

Melee Attack

The ability to attack effectively with a hand-to-hand melee weapon, or unarmed. Opposed rolls are made against a target's Physical Defense.

Thrown Weapons

The ability to accurately throw weapons or objects at a target. Opposed rolls are made against a target's Physical Defense.