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Spirit of the Century -- 28 Skills: Academics, Alertness, Art, Athletics, Burglary, Contacting,

Deceit, Drive, Empathy, Endurance, Engineering, Fists, Gambling, Guns, Intimidation,


Investigation, Leadership, Might, Mysteries, Pilot, Rapport, Resolve, Resources, Science,
Sleight of Hand, Stealth, Survival, Weapons.

Starblazer Adventures -- 31 Skills: Academics, Alertness, Art, Athletics, Burglary,
Contacting, Deceit, Drive, Empathy, Endurance, Engineering, Fists, Gambling, Guns,
Intimidation, Investigation, Leadership, Might, Mysteries, Pilot, Rapport, Resolve, Resources,
Science, Sleight of Hand, Starship Gunnery, Starship Pilot, Starship Systems, Stealth, Survival,
Weapons. Plus 9 "Special Ability Skills": Absorb Energy, Barb Thrower, Exude Energy, Fly,
Mimic, Ooze, Pheromones, Stretchy, Toxic; and 6 "Psionic Skills": Empathic Talent, Mental
Bolt, Mind Control, Postcognition, Telekinesis, Telepathy.Total = 46 Skills.

Diaspora -- 37 Skills: Agility, Aircraft, Alertness, Animal Handler, Archaeology, Arts, Assets,
Brawling, Brokerage, Bureaucracy, Charm, Close Combat, Communications, Computer,
Culture/Tech, Demolitions, EVA, Energy Weapons, Engineering, Gunnery, Intimidation,
Languages, MicroG, Oratory, Pilot, Profession, Repair, Resolve, Science, Slug Throwers,
Stamina, Stealth, Survival, Tactics, Vehicle, Medical, Navigation. Note that Profession is a
generic, fill-in-the-blank skill that can be taken more than once.

Legends of Anglerre -- 27 Skills: Academics, Alertness, Art, Artificer, Athletics, Burglary,
Contacting, Deceit, Drive, Empathy, Endurance, Fists, Gambling, Intimidation, Investigation,
Leadership, Melee Weapons, Might, Pilot, Ranged Weapons, Rapport, Resolve, Resources,
Science, Sleight of Hand, Stealth, Survival. Plus 18 "Power Skills" that are part of the magic
system: Alchemy, Creatures, Death, Dimensions, Divination, Domination, Elements, Fate,
Glamour, Life, Nature, Telekinesis, Time, Transmutation, War, Warding, Weather, Wild
Magic. Total = 45 Skills.

The Dresden Files RPG -- 25 Skills: Alertness, Athletics, Burglary, Contacts, Conviction,
Craftsmanship, Deceit, Discipline, Driving, Empathy, Endurance, Fists, Guns, Intimidation,
Investigation, Lore, Might, Performance, Presence, Rapport, Resources, Scholarship, Stealth,
Survival, Weapons.

The Kerberos Club (Fate edition) -- 28 Skills: Academics, Alertness, Arms, Art, Athletics,
Brawn, Bureaucracy, Burglary, Contacting, Craftsmanship, Deceit, Drive, Empathy, Endurance,
Fisticuffs, Horsemanship, Intimidation, Investigation, Marksmanship, Occultism, Pilot,
Presence, Resolve, Resources, Science, Seamanship, Stealth, Survival. Note that Kerberos
Club also has a system for building customized Skills out of Trappings. This list is just the
uncustomized "Common Skills".

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