Dream Park


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Optional Skills
Important: Skills cannot be bought at higher than level 10.
SKILL
COST
LIMITS
SKILL
COST
LIMITS
ATHLETIC SKILLS  
Civil Engineering
SIMPLE
TL1+
Acrobatics
HARD

Craftsmanship
SIMPLE
TL0-7
Breath Control
SIMPLE

Cyberdeck Operation
SIMPLE
TL8
Climbing
EASY

Cybertech
HARD
TL8+
Parachuting
SIMPLE
TL4+
Demolitions
HARD
TL2+
Running
EASY

Electronics
SIMPLE
TL7+
Skiing/Skating
SIMPLE
TL3+
Energy Tech
HARD
TL9+
Sports
EASY

FTL Tech
HARD
TL10+
Swimming
EASY

Geology
SIMPLE

Zero G Movement
SIMPLE
TL7+
Mechanics
SIMPLE

KNOWLEDGE SKILLS

Salvage
SIMPLE

Agronomy
SIMPLE

Set/Disarm Traps
HARD

Archaeology/Paleontology
HARD
TL5+
Steam Tech
SIMPLE
TL5+1
Botany
SIMPLE

Temporal Tech
V.HARD
TL12+
Computer Ops
SIMPLE
TL5+1+
Understand Tech
EASY
TL4+
Ecology
HARD
TL6+
FIGHTER SKILLS
Fighter
First Aid
SIMPLE
TL4+
Archery
SIMPLE

History
HARD
TL1+
Body Language
HARD

Languages
SIMPLE

Fencing
HARD
TL3+
Machine Interface
HARD
TL8
Heavy Weapons
SIMPLE

Navigation
SIMPLE

Lasso/Bola
HARD

Physics
HARD
TL2+
Martial Arts (+7 moves)
HARD
TL3+
Programming
V.HARD
TL6+
Martial Arts Weapons
HARD
TL3+
Psychology/Anthropology
SIMPLE

Parry Missile Weapons
HARD

Survival
SIMPLE

Polearms
SIMPLE

Tracking
SIMPLE

Shield
SIMPLE

Xenology
HARD
TL9+
Speedload
EASY
TL5+
Zoology
SIMPLE

Tactics
HARD

MOBILITY SKILLS

Vehicle Weapons
SIMPLE
TL5+
Animal Riding
SIMPLE
TL1+
LOREMASTER SKILLS
Loremaster
Driving
SIMPLE
TL5+
Arcane Lore
HARD

Exoskeleton
HARD
TL8+
Area Knowledge
SIMPLE

Motorcycle
SIMPLE
TL6-8
Augury
E.HARD

Pilot Aircraft
HARD
TL4+
Criminology
HARD
TL5+
Pilot Boat
SIMPLE

Cryptography
HARD

Pilot Mecha
HARD
TL8+
Deduction
V.HARD

Pilot Spacecraft
HARD
TL9+
Detect Lies
HARD

Sailing
HARD

Identify Magic Object
HARD

Spacesuit Operation
SIMPLE
TL7+
Know GameMaster
V.HARD

Teamster
SIMPLE
TL1+
Law
SIMPLE
TL1+
PERFORMANCE SKILLS

Research
SIMPLE
TL1+
Acting
SIMPLE

Speak to Animals
V.HARD

Artist
SIMPLE

Understand Tech
HARD
TL4+
Bard
SIMPLE

MAGIC-USER SKILLS
Magic-User
Bullfighting
HARD

Alchemy
V.HARD
TL1-5, Magic
Dancing
EASY

Arcane Lore
V.HARD

Fire-Walking/Eating
V.HARD

Augury
V.HARD

Musical Instrument
SIMPLE

Identify Magic Object
V.HARD

Photography
EASY
TL4+
Ritual Magic
SIMPLE

Singing
EASY

Spellcraft
HARD
TL1+
Sleight of Hand
HARD

Spell Throwing
SIMPLE

Snake Charming
V.HARD

PSIONIC SKILLS
Psionics
Ventriloquism
V.HARD

Autohypnosis
HARD
TL1+
Writing
SIMPLE

Blind Fighting
V.HARD

PERCEPTION SKILLS

Body Control
HARD

Diplomacy
SIMPLE

Hypnosis
V.HARD
TL1+
Fast Talk
EASY

Martial Arts (+6 moves)
HARD
TL3+
Gambling
EASY

Meditation
HARD

Interrogation
SIMPLE

Mind Block
SIMPLE

Intimidation
SIMPLE

Paraphysics
SIMPLE

Leadership
HARD

SUPERHERO SKILLS
Superheroes
Lipread
SIMPLE

*Special

Mimicry
HARD

THIEF SKILLS
Thief
Seduction
EASY

Begging
EASY

Shadowing
SIMPLE

Camouflage
HARD

Sign Language
SIMPLE

Cloak
HARD

CLERIC SKILLS
Cleric
Disguise
HARD

Biology
SIMPLE
TL1+
Escape Artist
HARD

Diagnosis
SIMPLE
TL1+
Forgery
V.HARD
TL1+
Exorcism
V.HARD

Hacking
V.HARD
TL7+
Herbalist
HARD
TL0-4
Holdout
SIMPLE

Physician
V.HARD
TL5+
Martial Arts (+7 moves)
HARD
TL3+
Praying
HARD

Martial Arts Weapons
V.HARD
TL3+
Theology
SIMPLE

Pick Locks
SIMPLE
TL3+
Yin-Yang Healing
V.HARD
TL3+
Pick Pockets
SIMPLE

ENGINEER SKILLS
Engineer
Poisons
V.HARD

Bioengineering
V.HARD
TL7+
Set/Disarm Traps
SIMPLE

Chemistry
SIMPLE
TL4+
Streetwise
EASY
TL1+
Bench-Thumping
HARD
TL6+



MacGyverisms
E.HARD




Technobabble
HARD
TL8+



Optional Skills (New Professions)
ATHLETE SKILLS
COST
LIMITS
SKILL
COST
LIMITS
Body Control
HARD

Vehicle Surfing
HARD

Contortionism
HARD

Vehicle Weapons
SIMPLE
TL5+
Endurance
HARD

PERFORMER SKILLS

Wrestling Moves
SIMPLE
TL1+
Escape Artist
HARD

DIPLOMAT SKILLS

Speed-Change
SIMPLE

Detect Lies
HARD

Stunts
HARD

Diplomatic Immunity
HARD

Trickshots
V.HARD

Parlay
HARD




Universal Contacts
V.HARD




PILOT SKILLS




Push Engine
SIMPLE




Stunt Driving
HARD




COSTS

EASY..................................................1 Game point buys 1 point of skill
SIMPLE..............................................2 Game point buys 1 point of skill
HARD.................................................3 Game point buys 1 point of skill
VERY HARD......................................4 Game point buys 1 point of skill
EXTREMELY HARD..........................5 Game point buys 1 point of skill
(NOTE: Cost is doubled if Skill is outside Profession.)

SKILL DESCRIPTIONS
ATHLETIC SKILLS (open to all)
Acrobatics...........HARD..........none
The skill of making leaps, handstands, balancing, swinging from ropes, doing flips. Having this skill supercedes the basic Athletic Skill for these tasks, and reduces the difficulty of the task by one rank (such as from Hard to Average).

Breath Control...........SIMPLE..........none
The skill of holding one's breath for long periods of time (AT minutes and roll every extra minute at an ever increasing diffuculty), or taking a breath when surprised. Having this skill supercedes the basic Athletic Skill for these tasks, and reduces the difficulty of the task by one rank (such as from Hard to Average).

Climbing...........EASY..........none
The skill of climbing walls, mountains, elephants, whatever, with equipment or without. Having this skill supercedes the basic Athletic Skill for these tasks, and reduces the difficulty of the task by one rank (such as from Hard to Average).

Parachuting...........SIMPLE..........TL4+
This skill includes skydiving, hang-gliding and other such activities. Having this skill supercedes the basic Athletic Skill for these tasks, and reduces the difficulty of the task by two ranks (such as from Hard to Simple).

Running...........EASY..........none
The skill of running for long distances, or at fast speeds in order to catch up to a vehicle, evade enemies, etc. Having this skill supercedes the basic Athletic Skill for these tasks, and reduces the difficulty of the task by one rank (such as from Hard to Average).

Skiing/Skating...........SIMPLE..........TL3+
This skill includes skating, roller-skating, skiing, ski jumping, raqueting, and other such activities. Having this skill supercedes the basic Athletic Skill for these tasks, and reduces the difficulty of the task by one rank (such as from Hard to Average).

Sports...........EASY..........none
The knowledge of any sport present in any given world, and the ability to play that sport well. Having this skill supercedes the basic Athletic Skill for these tasks, and reduces the difficulty of the task by one rank (such as from Hard to Average).

Swimming...........EASY..........none
The skill of swimming quickly, or great distances, or to stay afloat, or save a drowning victim, as well as diving, scuba diving and deep sea diving. Having this skill supercedes the basic Athletic Skill for these tasks, and reduces the difficulty of the task by one rank (such as from Hard to Average).

Zero-G Movement...........SIMPLE..........TL7+
The skill of moving in a null-gravity environment. It does not include Spacesuit Operation however. Having this skill supercedes the basic Athletic Skill for these tasks, and reduces the difficulty of the task by one rank (such as from Hard to Average).



KNOWLEDGE SKILLS (open to all)
Agronomy...........SIMPLE..........none
Understanding and application of farming, agriculture and gardening techniques, as well as some aspects of meteorology.

Archaeology/Paleontology...........HARD..........TL5+
Understanding and knowledge of artifacts, antiquities and ruins. With this skill, you can tell a non-magical artifact's value, history and origins, or the history and lore of a particular legendary site or ruin. The skill also includes knowledge of prehistoric animals (read: those damn Dream Park dinosaurs) as per Zoology.

Botany...........SIMPLE..........none
Knowledge of plants; their habits, environments and dangers. When using this skill on an alien plant, a successful Xenology roll must be made first.

Computer Ops...........SIMPLE..........TL5+1+
The ability to use computers and computer software as they were meant to be used, search computer files, etc. This skill does not include Programming. Having this skill supercedes the basic Knowledge Skill for these tasks, and reduces the difficulty of the task by one rank (such as from Hard to Average).

Ecology...........HARD..........TL6+
Knowledge of the natural relationships of living beings, or of whole environments. It may be used to tell, for example, which creatures are vital to an environment, whether man could fit in that environment, what effects would man have on it, or what function a creature has in the environment.

First Aid...........SIMPLE..........TL4+
The ability to use simple medical techniques on a wounded Player. Use of First Aid permits the Player to recover one Wound per day; otherwise, no wounds may be recovered. It may also be used to perform CPR.

History...........HARD..........TL1+
Knowledge of the recorded past of "our" world, though it may relate to the Game World in some way.

Languages...........SIMPLE..........none
The ability to speak or read foreign languages. This skill is used to determine if, when first encountering a language in a Game, you know it or not.

Machine Interface...........HARD..........TL8
The ability to use direct machine links to control machines and computers. The skill determine your ability to get the machine to perform a specific task by mental control via cyberdeck, and basically means your Player is considered to have a "jack" with which to access the Net.

Navigation...........SIMPLE..........none
The ability to find your way from one lace to another, using maps, landmarks, compasses and/or other navigational tools. This skill is used interchangeably in all epochs, including future-based Games where is can be described as astrogation. Having this skill supercedes the basic Knowledge or Awareness Skill for these tasks, and reduces the difficulty of the task by one rank (such as from Hard to Average).

Physics...........HARD..........TL2+
Knowledge of physics principle: levers, simple mechanical theories, advanced theories, quantum mechanics, etc. Previous successful use of this skill will increase any Energy, FTL , Steam or Temporal Tech roll by 2 points.

Programming...........V.HARD..........TL6+
The ability to write instructions for computers, whether with punch cards, a keyboard or a cyberdeck. It may also be used to change or otherwise defeat another person's previous programs and instructions (Contest of Programming skill).

Psychology/Anthropology...........SIMPLE..........none
The ability to understand human motivation and actions. A successful previous use of Psychology skill will add 2 points to any Fast Talk or Seduction roll. It also include the knowledge of "our" world's cultures and customs as they may relate to the Game World's. If a Game uses Sanity in addition to Wounds, the skill may be used like First Aid to make a patient recover one Sanity point each day.

Survival...........SIMPLE..........none
The knowledge of how to live off the land, build fires, find water, shelter and safety in an outdoors environment. Can be used in alien environments at ½ (the basic principles of survival are genrally the same).

Tracking...........SIMPLE..........none
This skill of following someone or something's trail. This skill can be used to follow the person directly, or simply follow their footprints and other traces. It can also be used to read any tracks discovered in an area. Having this skill supercedes the basic Awareness Skill for these tasks, and reduces the difficulty of the task by two ranks (such as from Hard to Simple).

Xenology...........HARD..........TL9+
The study of alien lifeforms, whether intelligent or not; understanding their habits, environments and dangers. When using a Diagnosis skill on an alien, a successful Xenology roll must be made first. (The Bones McCoy Saves the Horta Rule.)

Zoology...........SIMPLE..........none
Knowledge of terrestrial animals, their habits, environments and dangers. Alien animals require use of Xenology; however, Zoology can be defaulted to at one third (round down).



MOBILITY SKILLS (open to all)
Animal Riding...........SIMPLE..........TL1+
The skill of riding any type of common transportation animal, including horses, elephants, giant lizards, banthas, etc. Having this skill supercedes the basic Willpower Skill for these tasks, and reduces the difficulty of the task by one rank (such as from Hard to Average).

Driving...........SIMPLE..........TL5+
The skill of driving any commonplace private ground vehicle, such as an automobile, dune buggy, truck, bus, tank, etc.

Exoskeleton...........HARD..........TL8+
The skill of using battle suits and other small-scale "mecha" that give the user super-human strength and/or other enhancements.

Motorcycle...........SIMPLE..........TL6-8
The skill of driving any small, personal ground vehicle with less than four wheels. Includes motorbikes, scooters, fanbikes, jet bikes, trikes, etc.

Pilot Aircraft...........HARD..........TL4+
The skill of flying any type of aircraft, including jets, propeller planes, anti-gravity vehicles (like those flying cards we were promised), balloons, blimps and helicopters.

Pilot Boat...........SIMPLE..........none
The skill of driving or staffing water and underwater vehicles, such as powerboats, battleships, frigates, hovercraft and submarines, as well as the general skill of rowing.

Pilot Mecha...........HARD..........TL8+
The skill of piloting any giant war machine or robot.

Pilot Spacecraft...........HARD..........TL9+
The skill of flying all types of spaceships, including fighters, cargo ships, battleships, space cruisers and NASA hardware.

Sailing...........HARD..........none
The skill of controlling any wind driven craft, no matter what size. Can also be used to control "solar" sailing vehicles as well.

Spacesuit Operation...........SIMPLE..........TL7+
The skill of safely using spacesuits and jetpacks in low or heavy gravity, though Zero-G Movement is still required for operations in no gravity. The skill includes understanding how to put on and remove a suit, checking the air supply, etc.

Teamster...........SIMPLE..........TL1+
The skill required to drive any animal-drawn conveyance. Having this skill supercedes the basic Willpower Skill for these tasks, and reduces the difficulty of the task by one rank (such as from Hard to Average).



PERFORMANCE SKILLS (open to all)
Acting...........SIMPLE..........none
The ability to play the part of another person (fictional or real). May be used to impersonate someone, though you'd need Disguise if trying to convince someone who's seen the specific impersonated individual, and/or Mimicry if that someone's heard the individual's voice.

Artist...........SIMPLE..........none
The skill of producing paintings, drawings, prints, ceramic and sculpture of a pleasing nature, for entertainment or money.

Bard...........SIMPLE..........none
The ability to tell enthralling stories or tales. To use this as a diversion, make a Contest between your skill (+2 if you rolled successfully on Musical Instrument just before) and an individual's (or crowd's) Willpower. A distracted party does not use Awareness against anyone using Stealth in the area.

Bullfighting...........HARD..........none
The ability to taunt and enrage an animal, drawing all its attacks toward you. Roll a Contest between your skill and the animal's Willpower. Particularly stupid villains and monsters may also be targeted with this skill (at the GM's discretion).

Dancing...........EASY..........none
The skill of dancing in a stylish and pleasing manner for entertainment or money.

Fire-Walking/Eating...........V.HARD..........none
The ability to harmlessly walk on burning coals or broken glass at Very Slow speeds, and/or to eat/spit fire and swallow swords for entertainment or money. Breathing fire on someone requires a Range Weapon attack at point blank range and causes Serious damage (requires some kind of combustible oil).

Musical Instrument...........SIMPLE..........none
The skill of making music on an instrument; horns, strings, drums, electronics, etc.

Photography...........EASY..........TL4+
The skill used for taking professional level photographs or visual recordings; the ability to use film and video cameras and compose "shots". The skill also includes developing film. A failed roll may mean the subject is blurry, over-exposed or out-of-frame. Having this skill supercedes the basic Awareness Skill for these tasks, and reduces the difficulty of the task by one rank (such as from Hard to Average).

Singing...........EASY..........none
The ability to sing in a pleasant manner for entertainment or money.

Sleight of Hand...........HARD..........none
The skill of making small items appear and disappear at will while being watched - stage magicianship. Can be used as a default to Pick Pocket at ½ skill.

Snake Charming...........V.HARD..........none
The ability to use a musical instrument (you need Musical Instrument, but need not make a roll on it) to subdue an aggressive animal (snake, bull, tiger, etc.). On a successful roll, the animal (or dumb monster, at the GM's discretion) will not attack any party member.

Ventriloquism...........V.HARD..........none
The ability to "throw" your voice; to make sounds without moving your lips or make your voice appear to come from any other location within a Small Area of your position.

Writing...........SIMPLE..........none
The skill of creating poetry, prose, non-fiction, songs or other writings for entertainment or money. If you have this skill, you are considered to have a pad and pencil.



PERCEPTION SKILLS (open to all)
Diplomacy...........SIMPLE..........none
The skill of talking others into stopping an attack either on yourself or on others. This skill is rolled against the target's Willpower; the amount of agreement is based on how much more your total is than the target's (1-2 points=grudging agreement, 3-4 points=general agreement, 5+ points=enthusiastic agreement). Having this skill supercedes the basic Willpower Skill for these tasks, and reduces the difficulty of the task by one rank (such as from Hard to Average).

Fast Talk...........EASY..........none
The skill of talking others into doing what you want them to do. This skill is rolled against the target's Willpower; the amount of agreement is based on how much more your total is than the target's (1-2 points=grudging agreement, 3-4 points=general agreement, 5+ points=enthusiastic agreement). If the victim has the chance to think about it, he or she may go back on their word. Having this skill supercedes the basic Willpower Skill for these tasks, and reduces the difficulty of the task by one rank (such as from Hard to Average).

Gambling...........EASY..........none
The ability to make wagers, place bets, play card/dice games, etc. successfully. Against another Gambler, roll a Contest of skills.

Interrogation...........SIMPLE..........none
The skill of talking others into revealing information they want to keep secret. This skill is rolled against the target's Willpower; the amount of agreement is based on how much more your total is than the target's (1-2 points=some information, 3-4 points=most information, 5+ points=all information). Having this skill supercedes the basic Willpower Skill for these tasks, and reduces the difficulty of the task by one rank (such as from Hard to Average).

Intimidation...........SIMPLE..........none
The skill of scaring others into doing what you want them to do. This skill is rolled against the target's Willpower; the amount of agreement is based on how much more your total is than the target's (1-2 points=grudging agreement, 3-4 points=general agreement, 5+ points=enthusiastic agreement). You require a weapon or show of physical force (higher numbers will do). An intimidated character will not go back on his or her word later (unlike a Fast-Talked character). Having this skill supercedes the basic Willpower Skill for these tasks, and reduces the difficulty of the task by one rank (such as from Hard to Average).

Leadership...........HARD..........none
The ability to successfully lead/order friendly NPCs into dangerous or stressful situations. This skill is rolled against the target's Willpower; the amount of agreement is based on how much more your total is than the target's (1-2 points=grudging agreement, 3-4 points=general agreement, 5+ points=enthusiastic agreement). Having this skill supercedes the basic Willpower Skill for these tasks, and reduces the difficulty of the task by one rank (such as from Hard to Average).

Lipread...........SIMPLE..........none
The ability to understand conversations even when the speaker cannot be heard, as long as his mouth can be clearly viewed.

Mimicry...........HARD..........none
The ability to mimic other people's voices, animal sounds and general Black Guy in Police Academy stuff.

Seduction...........EASY..........none
The ability to be a good lover; to successfully carry off romantic "moves" and sexual encounters.

Shadowing...........SIMPLE..........none
The ability to follow a character without being seen. Two rolls are required, one against the individual's Stealth not to lose them, and one against their Awareness not to be detected. Having this skill supercedes the basic Awareness and Stealth Skills for these tasks, and reduces the difficulty of the tasks by one rank (such as from Hard to Average).

Sign Language...........SIMPLE..........none
The ability to use and understand forms of sign language. Two Players with this skill may communicate with one another silently.



CLERICAL/MEDIC SKILLS (Clerics only)
Biology...........SIMPLE..........TL1+
Knowledge of living organisms, genetics, heredity and biological structures.

Diagnosis...........SIMPLE..........TL1+
The ability to recognize an illness and determine treatment. This skill must be used successfully before any attempt to cure a disease or illness (not injury) can be made.

Exorcism...........V.HARD..........none
The cleric calls upon his god(s) to force a soul out of an unnatural union with another body or artifact. The ritual takes twice as many hours as the spirit/demon's Willpower, and the Cleric must roll a Contest between his skill and the spirit's Willpower (only once, at the end of the ritual). Requires a Holy Symbol.

Herbalist...........HARD..........TL0-4
The ability to find and administer medicinal herbs, perform primitive surgery (such as amputations or leeching) and in general use all of the skills of a low-tech "physician" (requires access to a wilderness area). With successful use of this skill (1 x per patient per day), the normal healing rate of a wounded Player can be increased to 2 Wounds per Game Day.

Physician...........V.HARD..........TL5+
The ability to administer drugs, perform surgery and in general use all of the skills of a professional physician (requires a working hospital, clinic or sickbay). With successful use of this skill (1 x per patient per day), the normal healing rate of a wounded Player can be increased to 2 Wounds per Game Day.

Praying...........HARD..........none
The ability to pray to one's god(s) to recover lost Miracle points. A Cleric may pray to recover a point in any Miracle he's used, rolling his skill on the difficulty of the Miracle (vs. 6 for Simple, 8 for Hard, 10 for V.Hard and 12 for E.Hard). On a successful roll, 1 skill point is recovered. The prayer requires one uninterrupted hour for each attempt at regaining a point, rolled at the end of that hour. You are +1 to skill if you have a Holy Symbol to concentrate on.

Theology...........SIMPLE..........none
Knowledge of "our" world's religions as they relate to the Game World's, it can also be used to engage religious characters into theological debate, rolling a Contest between your skill and theirs or their Knowledge. On a successful roll, you may gain +2 on any later attempt at Diplomacy, Fast Talk or Leadership on the character.

Yin-Yang Healing...........E.HARD..........TL3+
The skill of using acupuncture, massage and other soft medicines to reajust a person's medical balance. With successful use of this skill (1 x per patient per day), the normal healing rate of a wounded Player can be increased by an extra Wound per Game Day (that is, in addition to Physician, Herbalist or First Aid's regained points). It may also be applied to a Cursed player to remove that Curse. If you have this skill, you are considered to have acupunture tools.



ENGINEER SKILLS (Engineers only)
Bench-Thumping...........HARD..........TL6+
The skill of repairing electronic and mechanical equipment, or turning it on or off, or some other simple operation, simply by hitting it with your hand or fist. The machine need not be understood by the character. Any "repairs" done this way will only last 1-3 turns.

Bioengineering...........V.HARD..........TL7+
The knowledge required to tamper with and modify existing genetic codes, with the intent of creating favorable mutations. To alter an existing organism mildly would be a Hard Task; to create a major change a Very Hard Task; to create a new organism would be Extremely Hard. The skill also allows you to use, repair and understand Bio-Tech.

Chemistry...........SIMPLE..........TL4+
Knowledge about chemical bonding, chemical formulas, periodic tables, laboratory  techniques and use of chemicals to create certain compounds (like gunpowder). To create a compound, you must have access to a laboratory or at least the raw elements.

Civil Engineering...........SIMPLE..........TL1+
The skill of repairing, modifying and maintaining large stable structures such as bridges and buildings. It may be used to spot a flaw in a design or standing structure, or as general architectural knowledge. Having this skill supercedes the basic Tinkering Skill for these tasks, and reduces the difficulty of the task by one rank (such as from Hard to Average).

Craftsmanship...........SIMPLE..........TL0-7
The ability to create fine artifacts and other beautiful things using metal, wood, gems, etc. With this skill, you could make jewelry, furniture, pottery or other artistic and useful items. Building or repairing armor and weapons is also possible, but would require a working forge.

Cyberdeck Operation...........SIMPLE..........TL8
The skill of using a Cyberdeck to enter the Net and hack into systems. Any attack on a defense program is made (and Dodged) using this skill. The skill is also used instead of Stealth while inside the Net.

Cybertech...........HARD..........TL8+
The skill of repairing, modifying and maintaining cybernetic hardware. Having this skill supercedes the basic Tinkering Skill for these tasks, and reduces the difficulty of the task by one rank (such as from Hard to Average).

Demolitions...........HARD..........TL2+
The ability to safely handle and efficiently use explosives, from Greek fire to anti-matter bombs. The skill includes everything from building bombs from scratch to laying down contact wires. It can also be used to defuse a bomb and dispose of dangerous materials safely.  Having this skill supercedes the basic Tinkering Skill for these tasks, and reduces the difficulty of the task by two ranks (such as from Hard to Simple). This skill is required to purchase explosives (except grenade-type weapons).

Electronics...........SIMPLE..........TL7+
The skill of repairing, modifying and maintaining electronic and electric circuits and hardware. Having this skill supercedes the basic Tinkering Skill for these tasks, and reduces the difficulty of the task by one rank (such as from Hard to Average).

Energy Tech...........HARD..........TL9+
The knowledge of repairing, maintaining and modifiying any high energy power plant (neutronic, fusion, antimatter, etc.) or energy weapon. Having this skill supercedes the basic Tinkering Skill for these tasks, and reduces the difficulty of the task by two ranks (such as from Hard to Simple).

FTL Tech...........HARD..........TL10+
The knowledge of repairing Faster Than Light engines of all types (warp drives, hyperdrives, stutterdrives, etc.), as well as the modification an upkeep of same. Having this skill supercedes the basic Tinkering Skill for these tasks, and reduces the difficulty of the task by two ranks (such as from Hard to Simple).

Geology...........SIMPLE..........none
The knowledge of oil, rocks, metal ores, minerals and minerals, about earthquakes and volcanoes, and about fossils. The skill can also be used to find water in any given landscape with an eye toward erosion patterns.

MacGyverisms...........E.HARD..........none
The skill of constructing any number of simple gadgets with household or natural items. For example, a coat hanger, a piece of string and a billiard ball might be turned into a door trap, cleaning products might become a simple bomb, or an animal's bladder could become primitive underwater breathing gear. Think of McGyver, yes, but also of Rahan.

Mechanics...........SIMPLE..........none
The ability to repair, construct, modify and maintain simple and complex mechanical devices and hardware (like engines, pumps, etc.). Having this skill supercedes the basic Tinkering Skill for these tasks, and reduces the difficulty of the task by one rank (such as from Hard to Average).

Salvage...........SIMPLE..........none
The ability to find useful machine parts in any wreck, crash site, dump, garage, etc. Any found technology ("Look, I found a power cell with some juice left in it!") of the right type gives a +2 to any attempt to repair an item (to the appropriate skill).

Set/Disarm Traps...........HARD..........none
The skill of setting/disarming non-electronic and electronic traps and security devices. Having this skill supercedes the basic Tinkering Skill for these tasks, and reduces the difficulty of the task by one rank (such as from Hard to Average). Thieves have an identical, but easier to learn, skill.

Steam Tech...........SIMPLE..........TL5+1
The ability to repair, construct, modify and maintain Steam Age devices (TL5+1), that is to say advanced devices based on less advanced technology (such as Captain Nemo's submarine or Metropolis' automaton). Having this skill supercedes the basic Tinkering Skill for these tasks, and reduces the difficulty of the task by one rank (such as from Hard to Average).

Technobabble...........HARD..........TL8+
The skill of coming up with solutions for engineering or scientific problems using Star Trek-like technobabble. The character simply says something like "it must be the subspace harmonic inducers, we could modify them with a tetuon particle calibrator", and if the roll is successful, it's true. Another roll on this same skill would allow for the modification, repair or resolution of the problem (if applicable).

Temporal Tech...........V.HARD..........TL12+
The ability to repair, construct, modify and maintain time machines and other time and dimension technology.

Understand Tech...........EASY..........TL4+
The ability to decipher a new technology unfamiliar to you; you can figure out what it is and how to operate it based on this skill. Having this skill supercedes the basic Tinkering Skill for these tasks, and reduces the difficulty of the task by one rank (such as from Hard to Average). Loremasters have an identical, but harder to learn, skill.



FIGHTER SKILLS (Fighters only)
Archery...........SIMPLE..........none
The skill required to use bows, longbows, and compound bows (crossbows use Range Weapons skill). Without this skill, you may use a bow by defaulting to Range Weapons skill at ½ (round down). In general, these weapons are more accurate than other ranged weapons. An Archer can purchase Bows from any past era without restriction.

Body Language...........HARD..........none
The ability to "read" an opponent's fighting style so as to give you an advantage in fighting them. On a successful roll, you gain +2 to either Hand to Hand, Melee Weapons or Dodge (only one each combat turn, your choice) against that opponent if they are using Melee Weapons or Hand to Hand.. You may also use it to boost your Fencing, Martial Arts, Martial Arts Weapons or Polearms, but only if your opponent is also using that skill or its related weapons.

Fencing...........HARD..........TL3+
The skill of using rapiers, sabers and foils in combat. In general, these weapons do greater damages than a regular sword. Without this skill, you may use these weapons by defaulting to Melee Weapons skill at ½ (round down). You may also use the skill to take away an opponent's blade weapon in combat, sending it flying to the ground. To do this, roll a Contest of skills between your skill and opponent's Fencing skill or ½ their Melee Weapons skill. You may also parry Melee Weapon attacks by substituting Fencing for Dodge. A Fencer can purchase Fencing Weapons from any past era without restriction.

Heavy Weapons...........SIMPLE..........none
The skill of using any bazookas, personal missile launchers, energy and other cannon, machineguns, etc., as well as catapults, battering rams and ballistae. Without this skill, you may use these weapons by defaulting to Ranged Weapon skill at ½ (round down). Note that there are no Heavy Weapons for sale in Dream Park though they may be found in the Game.

Lasso/Bola...........HARD..........none
The skill required to use entangling weapons such as the lasso, bola or net. Includes the technique to turn any good length of rope into a lasso.

Martial Arts...........HARD..........TL3+
The knowledge of a specialized fighting form (karate, judo, boxing, savate, wrestling, etc.). Martial Arts do one level of damage higher than normal Hand to Hand (usually, Very Light will become Light, or Light will becomes Serious for a kick.) You may use the skill to Parry a Hand to hand or Martial Arts attack, reducing its damage by one class (from Light to very Light for example) by substituting your skill for Dodge. A Martial Artist also has the option of purchasing up to 2 of the following Moves (at the same cost as skills; no higher than your Martial Arts skill; under no circumstances may non-Fighters purchase these Moves):
 
MOVE
COST
LIMITS
Breaking Blow
HARD
-
Drunken Fighting
SIMPLE
-
Flying Fists
HARD
Magic must be allowed
Immobile Stance
SIMPLE
-
Mountain Heart
EXTREMELY HARD
-
Power Blow
VERY HARD
-
Push
SIMPLE
-

Breaking Blow...........HARD..........none
The ability to find the weakest spot in any object, hit it with your bare hands/feet/head, and thus destroy that object (just like all those karate demonstrations). It can also be used to find a weak spot on armor or a force field - on a successful Breaking Blow vs. Dodge contest, treat opponent's armor as 3 defense classes below normal!

Drunken Fighting...........SIMPLE..........none
To use this skill, you must be drunk. If you are, you must use this skill instead of Hand to Hand/Martial Arts to attack, and instead of Dodge to defend. Because of your odd and unpredictable moves and behavior, opponent's suffer a -2 penalty to hit you or dodge your wild blows. At the end of a fight, you must make a Hard Willpower roll or pass out. When you come to a few minutes later, you will no longer be drunk, but would have a hangover (-1 to all skills for the next hour).

Flying Fists...........HARD..........Magic must be allowed
The ability to "throw" Martial Arts punches and kicks at a distance, turning Martial Arts into a Ranged Attack. Opponent is -2 to Dodge these blows. Damage is as per a Martial Arts hit.

Immobile Stance...........SIMPLE..........none
The ability to anchor yourself to the ground using your balance. On a successful roll, it would take a number of men equal to your skill level to move you. Using this skill, you cannot be knocked down by anything less.

Mountain Heart...........E.HARD..........none
The skill that allows a Martial Artist to convince his body that it has taken less damage than it has actually taken. On a successful roll following any damage, the character takes only 1 Wound of damage instead of the indicated number. Difficulty is set by the amount of damage ignored.

Power Blow...........V.HARD..........none
The skill to draw from your inner strength to deliver a devastating punch or kick raising its damage by four classes (usually from Very Light to Deadly) using this skill instead of Martial Artist (M.A.'s extra damage class is not added). Each time you successfully do this, take 1 Wound damage yourself.

Push...........SIMPLE..........none
The ability to "gently" push away an adversary and cause them to lose their balance, regardless of their size (a hobbit could topple a Tyranosaurus Rex using this skill). To succeed you must roll a Contest between your skill  andopponent's Athletics Skill.

Martial Arts Weapons...........HARD..........TL3+
The knowledge of how to use specific weapons related to a martial art, such as sai, tonfa, nunchaku, katana, etc. Without this skill, you may use these weapons by defaulting to Melee Weapon skill at ½ (round down). In general, these weapons tend to be more silent and/or cool than others. If you have this skill, you may purchase Martial Arts Weapons from any past era without restriction. Thieves have an identical, but harder to learn, skill.

Parry Missile Weapons...........HARD..........none
The ability to knock missile weapons out of the air as they come at you. To do this, roll your skill instead of Dodge. On a successful roll, the missile is deflected away from you, in the direction of your choice (it may even hit another character). Difficulty is based on size of missile (bullets are Extremely Hard to Parry), raising the difficulty by one class when you attempt to deflect it toward a specific target.

Polearms...........SIMPLE..........none
The skill of using any long-shafted weapon, including spears (for stabbing), pikes, naginata, staves, etc. Without this skill, you may use these weapons by defaulting to Melee Weapon skill at ½ (round down). In general, these weapons tend to have more range than other Melee Weapons. If you have this skill, you may purchase Polerarms from any past era without restriction.

Shield...........SIMPLE..........none
The skill required to use shields to attack a target or parry a blow. Without this skill, you may use shields by defaulting to Melee Weapon skill at ½ (round down), and no matter what, they are still considered Armor. However, with the skill, you may use shields to knock down an opponent, use the damage rating of any shield (see Equipment lists) and Parry any attacks by substituting your Shield skill for Dodge. Any parried attack causes you no damage, though a Shield may be destroyed if hit with 3 times the number of Wounds it usually protects from in a single blow.

Speedload...........EASY..........TL5+
The ability to reload a Ranged Weapon without losing a turn to do so. On a successful roll, you may fire a weapon on the same turn you loaded it.

Tactics...........HARD..........none
The ability to plan combat tactically. If you know ahead of time that you will be involved in combat, and help plan the attack on opposing characters (or defense against them), you may roll on your Tactics skill. On a successful roll, all participants on your side are +1 to Melee Weapons, Ranged Weapons, Hand to Hand, Dodge, Stealth and Awareness rolls for all pre-planned actions. Difficulty is set by just how much you planned the combat (as opposed to other players). You may also use the skill to analyze your opponent's tactics ("He's heading for the gap in oiur forces!").

Vehicle Weapons...........SIMPLE..........TL5+
The skill of using any vehicle-mounted weapon whether on planes, ground vehicles, ships, spacecraft, etc. Includes energy cannon, missile launchers, ballistae, cannon, machineguns, deathrays, etc. If it can be put on a vehicle, you can use it. Without this skill, you may use a Vehicle Weapon by defaulting to Range Weapons skill at ½ (round down). Note that there are no Vehicles for sale in Dream Park though they may be found in the Game.



LOREMASTER SKILLS (Loremasters only)
Arcane Lore...........HARD..........none
Knowledge of magical facts and legends. This can be used to discover information about how, where and when magic has been used, and by whom. Doesn't allow you to use magic yourself, however. Magic-Users have an identical, but harder to learn, skill.

Area Knowledge...........SIMPLE..........none
The knowledge of the place where you first begin the Game (but not locales you might move to later). This knowledge includes commercial venues, street names, animal species, short cuts and some historical background.

Augury...........E.HARD..........none
The ability to interpret dreams and omens to get clues about the future. This may be done in a variety of ways, from reading the flight of a sparrow to cards and tea leaves. When successfully done using a method in-character for the Game World (a successful Anthropology roll might give up the method), the GM may answer one question about future events in the Game. Magic-Users have an identical, but easier to learn, skill.

Criminology...........HARD..........TL5+
The knowledge of police procedure, crime lab techniques and profiling. This skill is used to dust for fingerprints, analyze blood splatter patterns, respect search protocols, and get into the head of a serial killer based on the way he committed his crime. Any clue found with this skill gives you +2 to any later Deduction roll. If you have this skill, you are considered to have a fingerprint kit, rubber gloves and evidence baggies.

Cryptography...........HARD..........none
The ability to decipher codes, ciphers or other encrypted messages, as well as use them (If more than one Player knows Morse Code for example, they may communicate this way.) Having this skill supercedes the basic Knowledge Skills for these tasks, and reduces the difficulty of the tasks by two ranks (such as from Hard to Simple).

Deduction...........V.HARD..........none
By careful observation, the Loremaster is able to determine the most recent events (within a day) in a certain location, or to determine something about the use or user of a particular object. This is equivalent to Sherlock Holmes' famous "From this pipe ash, I deduce that a left handed Indian with a limp entered the room at nine o'clock" skill.

Detect Lies...........HARD..........none
The ability to know when a person is lying, whether you're just talking to them or flat-out interrogating them. This is usually a Contest between your skill and their Knowledge. If you cannot clearly see the person's face, the difficulty rises by one level.

Identify Magical Object...........HARD..........none
This skill allows the Loremaster to, by reading the magical fluxes placed upon an object, decipher its use. Magic-Users have an identical, but harder to learn, skill.

Know GameMaster...........V.HARD..........none
The out-of-Park knowledge of any particular GameMaster's personality, interests and design ethos, which may be used to figure out what comes next in a Game. To use this skill, simply ask a question regarding the Game your are participating in. On a successful roll, you get the right answer to that question.

Law...........SIMPLE..........TL1+
The knowledge of whatever law the Game World follows. This may be used to act as a lawyer for oneself or others, to catch the police in an unconstitutional search, or to successfully apply for a permit of some kind (or simply to know such a permit is required).

Research...........SIMPLE..........TL1+
The ability to use databases, libraries and other storehouses of information to find facts. The Loremaster not only knows how to get the information, but also where to look for it in the most expeditious form. Having this skill supercedes the basic Knowledge Skills for these tasks, and reduces the difficulty of the tasks by one rank (such as from Hard to Average).

Speak to Animals...........V.HARD..........none
Through observation of an animal's movements, gestures, sounds and so on, the Loremaster can get answers to simple questions. Equivalent to the famous "What is it, Lassie? Trouble? Yes? Is it Timmy? Is he in the mineshaft?"

Understand Tech...........HARD..........TL4+
The ability to decipher a new technology unfamiliar to you; you can figure out what it is and how to operate it based on this skill. Having this skill supercedes the basic Tinkering Skill for these tasks, and reduces the difficulty of the task by one rank (such as from Hard to Average).Engineers have an identical, but easier to learn, skill.



MAGIC-USER SKILLS (Magic-Users only)
Alchemy...........V.HARD..........TL1-5, Magic must be allowed
The science of magical transformations and transmutations. If Magic is allowed, the skill can be used to make potions, turn lead into gold, and other alchemical formulae. On a successful roll, the GM will supply the formula for any given operation. The Magic-User is then on his own to find the ingredients and laboratory necessary to make the operation, which requires another roll to be successful.

Arcane Lore...........V.HARD..........none
Knowledge of magical facts and legends. This can be used to discover information about how, where and when magic has been used, and by whom. Doesn't allow you to use magic yourself, however. Magic-Users have an identical, but harder to learn, skill. Loremasters have an identical, but easier to learn, skill.

Augury...........V.HARD..........none
The ability to interpret dreams and omens to get clues about the future. This may be done in a variety of ways, from reading the flight of a sparrow to cards and tea leaves. When successfully done using a method in-character for the Game World (a successful Anthropology roll might give up the method), the GM may answer one question about future events in the Game. Loremasters have an identical, but harder to learn, skill.

Identify Magical Object...........V.HARD..........none
This skill allows the Magic-User to, by reading the magical fluxes placed upon an object, decipher its use. Magic-Users have an identical, but harder to learn, skill. Loremasters have an identical, but easier to learn, skill.

Ritual Magic...........SIMPLE..........none
The understanding of magic spellcasting, which can be used to know what spell a magic-user is casting, what a magic ritual is for, etc. Miracles can also be understood in the same way, but at one difficulty level higher.

Spellcraft...........HARD..........none
The ability to study one's spells to recover lost Spell points. A Magic-User may study to recover a point in any Spell he's used, rolling his skill on the difficulty of the Spell (vs. 6 for Simple, 8 for Hard, 10 for V.Hard and 12 for E.Hard). On a successful roll, 1 skill point is recovered. Study requires one uninterrupted hour for each attempt at regaining a point, rolled at the end of that hour. The skill requires some kind of written material to study (Papyrus, Grimoire or Books).

Spell Throwing...........SIMPLE..........none
The skill required to use long-range offensive spells like Fireballs, Blasts of Force, etc. Without this skill, you may throw a spell by defaulting to Range Weapons skill at ½ (round down).



PSIONIC SKILLS (Psionics only)
Autohypnosis...........HARD..........TL1+
The ability to enter an autohypnotic state, taking 3 turns of concentration and a roll to achieve any of the following effects: Improve concentration (+2 to any single skill roll in the next 5 minutes); Negate fatigue/pain (+3 to your next Athletics roll that has to do with endurance); or Increase will (+3 to your next Willpower roll).

Blind Fighting...........V.HARD..........none
You may use this skill instead of your Melee Weapons skill (or related weapon skill), Hand to Hand or Martial Artist (though you may declare Martial Arts are being used to get the damage bonus) when fighting blind (actually blinded, or in the dark), avoidingt the usual -4 penalty to combat skills.

Body Control...........HARD..........none
The ability to control and affect involuntary biological functions like heart rate, blood flow and digestion. On a successful roll, the character may appear to be dead (Contest of skills against a Medic's Physician skill to fool a real doctor). The skill can also be used to counter the effects of a poison if the Psionic knows he has been poisoned.

Hypnotism...........V.HARD..........TL1+
The ability to mesmerize others, using voice, spinning objects, etc. Hypnosis is used against the target's Willpower skill. For minor questioning, you must beat the target's roll by at least 1 point. For simple instructions ("Bark like a dog."), your roll must be greater by 3. For instructions that are strongly resisted by the target ("Take off all your clothes"), your roll must be greater by 5. You cannot hypnotize people into killing themselves. Note that an opponent who does not want to be hypnotized is +4 to Willpower.

Martial Arts...........HARD..........TL3+
The knowledge of a specialized fighting form (karate, judo, boxing, savate, wrestling, etc.). Martial Arts do one level of damage higher than normal Hand to Hand (usually, Very Light will become Light, or Light will becomes Serious for a kick.) You may use the skill to Parry a Hand to hand or Martial Arts attack, reducing its damage by one class (from Light to very Light for example) by substituting your skill for Dodge. A Martial Artist also has the option of purchasing up to 2 of the following Moves (at the same cost as skills; no higher than your Martial Arts skill; under no circumstances may non-Psionics purchase these Moves):
 
MOVE
COST
LIMITS
Hand of Death
EXTREMELY HARD
Psionics must be allowed
Hypnotic Hands
VERY HARD
-
Kiai
HARD
Psionics must be allowed
Mental Strength
SIMPLE
-
Precognitive Parry
HARD
-
Zen Archery
VERY HARD
Psionics must be allowed

Hand of Death...........E.HARD..........Psionics must be allowed
This skill allows then Psionic to deliver a mortal punch or kick raising its damage by six classes (usually from Very Light to Extremely Deadly) using this skill instead of Martial Artist (M.A.'s extra damage class is not added). Each time you successfully do this, take 3 Wounds damage yourself.

Hypnotic Hands...........V.HARD..........none
The ability to make hypnotic gestures with your hands, lulling your adversary into a trance-like state. To do this, roll a Contest between your skill and your opponent's Willpower (you may not actually attack during this turn). If you succeed, your opponent is mentally stunned and will not attack or Dodge any attacks until the end of the next full combat turn. On your next turn, you may give him or her a suggestion (go over there, lay down your arms, etc.), which will be obeyed so long as they understand your language.

Kiai...........HARD..........Psionics must be allowed
The ability to channel your Chi outward, giving a mighty shout that freezes lesser foes. To do this, roll a Contest between your skill and opponent's Willpower. If you succeed, your target is frozen in fear for a number of turns equal to the difference between your two rolls (minimum 1). Though everyone technically hears the shout, you direct your Chi at only one target.

Mental Strength...........SIMPLE..........none
The ability to focus Chi to resist mental attacks during combat (including those of your own phobias). Substitute this skill for Willpower whenever you need to roll against that skill during combat.

Precognitive Parry...........HARD..........none
The ability to sense an arrow, bullet or beam coming at you and parry it with a weapon, shield, limb, or other object, allowing you to parry (not Dodge) Ranged Weapons you normally could not. Use this skill instead of Dodge when you want to do this instead; the GM must tell you the number you must roll over before you decide.

Zen Archery...........V.HARD..........Psionics must be allowed
The skill required to use bows, longbows, and compound bows (crossbows use Range Weapons skill), with one twist: the Psionic can (and must!) use the Bow blindfolded, without looking, in darkness or at a target that is invisible either because of a special power or its position (must still be within range). The Psionic does this at no penalty! A Zen Archer can purchase Bows from any past era without restriction.

Meditation...........HARD..........none
The ability to meditate recover lost Psionic points. A Psionic may meditate to recover a point in any Psionic Discipline he's used, rolling his skill on the difficulty of the Discipline (vs. 6 for Simple, 8 for Hard, 10 for V.Hard and 12 for E.Hard). On a successful roll, 1 skill point is recovered. Meditation requires one uninterrupted hour for each attempt at regaining a point, rolled at the end of that hour.

Mind Block...........SIMPLE..........none
The abililty to consciously put up a non-psionic mental block against telepaths and empaths listening in on your thoughts and emotions. For example, you might recite a long poem in your head, or calculate Pi to its Nth decimal to counter another Psionics' attempt at intruding on your thoughts. To do this, roll a Contest between your skill and the Psionic's Willpower.

Paraphysics...........SIMPLE..........none
The knowledge of psionic powers, how they are generated biologically and physically, and the ability to sense who is using such a power in any given situation.



SUPERHERO SKILLS (Superheroes only)
*Special: Superheroes do not have skills of their own, but may use other Professions' skills in a limited way. Here's how:
A Superhero can buy any ONE restricted Skill at normal cost (not double cost) at skill level 7 or more (no lower) and build his "theme" around that skill. If he takes one of the three forms of Martial Arts, he may also buy up to 2 Moves as if he were the right Profession. So for example, a Superhero could be a Super-Archer, a Super-Escape Artist, or a Super-Resercher (well, that last one is less likely). All the same restrictions apply (TL, requires Magic, etc.)


THIEF SKILLS (Thieves only)
Begging...........EASY..........none
The skill of getting passers-by to give you money and other charity by exploiting their pity and good will. If you also have Disguise, you may try to look the part (as a bum, cripple, blind man, etc.), giving you +2 to this skill if rolled successfully.

Camouflage...........HARD..........none
The ability to use natural materials and/or paints to hide yourself in plain sight. If you fail a Stealth roll while Camouflaged, you may roll a Contest of your skill against an opponent's Awareness to remain unnoticed anyway.

Cloak...........HARD..........none
The skill of using a cloak or cape, both offensively and defensively. Using this skill, you may throw the cloak on an opponent to obscure their vision, pull it out from under their feet at the right moment (may also be used on rugs), entangle their arm or weapon in it, snap it at their face (resulting in the loss of a combat turn). Without this skill, you may use these weapons by defaulting to Melee Weapon skill at one third (round down). If you have this skill, you may purchase Cloaks from any past era without restriction.

Disguise...........HARD..........none
The skill of making yourself look like someone else (or in low tech Worlds, possibly like an animal), or of changing someone else's appearance. In TL5 or higher, comes with a make-up kit.

Escape Artist...........HARD..........none
The skill of getting out of bindings, manacles, nets and other entanglements, even to the point of dislocating limbs to do so.

Forgery...........V.HARD..........TL1+
The ability to alter or copy signatures, create false documents, forge coinage, etc. It may also be used to recognize a forgery.

Hacking...........V.HARD..........TL7+
The skill of getting information out of a computer system, or changing that information, by breaking security codes and passwords. The GM may require you to roll a Contest between your skill and an opponent's Programming skill in these cases. Hacking may also be used to some effect during Cyberdeck Operation either by the same Player or remotely  helping someone who is inside the Net.

Holdout...........SIMPLE..........none
The skill of hiding an item either on your person, or elsewhere. To find said item, someone would have to roll a Contest between their Awareness and your skill. Difficulty is usually set by the size of the item. Having this skill supercedes the basic Stealth Skill for these tasks, and reduces the difficulty of the task by one rank (such as from Hard to Average).

Martial Arts...........HARD..........TL3+
The knowledge of a specialized fighting form (karate, judo, boxing, savate, wrestling, etc.). Martial Arts do one level of damage higher than normal Hand to Hand (usually, Very Light will become Light, or Light will becomes Serious for a kick.) You may use the skill to Parry a Hand to hand or Martial Arts attack, reducing its damage by one class (from Light to very Light for example) by substituting your skill for Dodge. A Martial Artist also has the option of purchasing up to 2 of the following Moves (at the same cost as skills; no higher than your Martial Arts skill; under no circumstances may non-Thieves purchase these Moves):
 
MOVE
COST
LIMITS
Blinding Touch
HARD
-
Flying Leap
SIMPLE
-
Invisibility Art
VERY HARD
Magic or Psionics must be allowed
Light Walk
SIMPLE
-
Pressure Points
VERY HARD
-
Pressure Secrets
EXTREMELY HARD
-
Throwing Art
VERY HARD
-

Blinding Touch...........HARD..........none
The skill to attack a specific pressure point that blinds the target temporarily. If an attack using this skill succeeds, the target is blinded for 2-12 seconds (fighting blind, so -4 to skills). It only works on a human body.

Flying Leap...........SIMPLE..........none
This skill allows the Martial Artist to make incredible leaps, covering more than 10 meters in a single bound. To use the skill, he must concentrate for 10 seconds before making the jump. If the roll succeeds, Athletics or Jumping is tripled for this jump (whichever is highest), which makes impossible leaps quite possible. If the jump ends in a kick attack, it does two levels of damage higher than normal Hand to Hand (usually, Light will becomes Critical) .

Invisibility Art...........V.HARD..........Magic or Psionics must be allowed
The ninja's fabled ability to stand in plain site without being noticed, even walk through a crowd without being observed (though Difficulty is based on the number of potential "noticers". The Martial Artist must be very still while doing this, and must win a Contest between his skill and the Awareness (at -2) of everyone who might see him.

Light Walk...........SIMPLE..........none
The ability to walk without leaving visible traces (may not be Tracked except by smell) even in sand and snow, as well as to walk on thin ice or other flimsy surfaces. Having this skill supercedes the basic Stealth Skill for walking silently, with opposing Awareness being at -2 to detect.

Pressure Points...........V.HARD..........none
The skill to attack specific pressure points to paralyze an opponent. When you make an attack using this skill, roll a d6 to see where you hit your target: 1-head (stunned unless victim successfully rolls on Knowledge skill); 2-3-arms (may drop their weapon and cannot attack using arm); 4-5-legs (may not walk, or may even fall prone); 6-torso (victim starts suffocating, taking 1 Wound each turn). All effects last for (10 - victim's Athletics Skill) turns. It only works on a human body.

Pressure Secrets...........E.HARD..........none
The skill to attack a specific pressure point that are the most vulnerable. In essence, this is Bruce Lee's "rip-through-the-chest" blow. When you hit with this skill, raise your blow's damage by five classes (usually from Very Light to Very Deadly) using this skill instead of Martial Artist (M.A.'s extra damage class is not added). Each time you successfully do this, take 2 Wounds damage yourself. It only works on a human body.

Throwing Art...........V.HARD..........none
The ability to turn any object into a deadly weapon. Forks, kitchen knives, and other sharp object can be thrown like daggers; any blunt object, like a paperweight or baseball can be thrown as well. Even playing cards do cutting damage. When throwing such an object, it may do Very Light or Light damage at the GM's discretion, but it may bypass armor (though not Force Fields).

Martial Arts Weapons...........V.HARD..........TL3+
The knowledge of how to use specific weapons related to a martial art, such as sai, tonfa, nunchaku, katana, etc. Without this skill, you may use these weapons by defaulting to Melee Weapon skill at ½ (round down). In general, these weapons tend to be more silent and/or cool than others. If you have this skill, you may purchase Martial Arts Weapons from any past era without restriction. Fighters have an identical, but easier to learn, skill.

Pick Locks...........SIMPLE..........TL3+
The skill of opening locks without using the proper keys. Can also be used to open more advanced computer and electronic locks as well. You do not need Lockpicks to do any of this, but they might give you a bonus to your roll.

Pick Pockets...........SIMPLE..........none
The skill of removing weapons, purses, money, etc. from someone else without their knowledge. Normally made against the target's Awareness Skill roll.

Poisons...........V.HARD..........none
The skill required to safely handle, and even make, poisons. Players without this skill may not purchase or use any type of Poison from the Equipment lists. Making poisons requires access to natural poisons and/or to a laboratory.

Set/Disarm Traps...........SIMPLE..........none
The skill of setting/disarming non-electronic and electronic traps and security devices. Having this skill supercedes the basic Tinkering Skill for these tasks, and reduces the difficulty of the task by one rank (such as from Hard to Average). Engineers have an identical, but harder to learn, skill.

Streetwise...........EASY..........TL1+
The knowledge of local customs, supersitions, people and events. Also the ability to blend into a neighborhood or environment without being unduly noticed, and to successfully bribe inhabitants of that area (even officials).



ATHLETE SKILLS (Athletes only)
Contortionism...........HARD..........none
The ability to fit into small places and bend one's body against its normal joints. With this skill, a character could hide in a small trunk, travel through air ducts, or hit someone behind him by surprise.

Endurance...........HARD..........none
The ability to regulate one's body to ignore fatigue and pain. Having this skill supercedes the basic Athletic or Willpower Skill for these tasks, and reduces the difficulty of the task by one rank (such as from Hard to Average). The skill could be rolled, for example, to resist torture attempts, or to grab a live electrical wire.

Wrestling Moves...........SIMPLE..........TL1+
While Martial Arts covers wrestling, this skill is more specific to it. Just like Martial Arts, they do one level of damage higher than normal Hand to Hand (usually, Very Light will become Light, or Light will becomes Serious for a kick.) The skill can be used to automatically knock someone down on a successful attack by clotheslining (doesn't have to do damage), or to apply pain during a hold maneuver (this skill is used instead of Hand to Hand for the grappling attack).



DIPLOMAT SKILLS (Diplomats only)
Diplomatic Immunity...........HARD..........none
The skill can be rolled when law enforcement attempts to arrest or hassle a character. If successful, law officers are convinced of the Diplomat's immunity and let him go. Convincing them to leave surrounding characters alone is a much harder task.

Parlay...........HARD..........none
On a successful roll, this skill allows a character to stop a battle while both parties speak for a number of turns not exceeding the amount by which he beat the difficulty number +1. The fight may not resume depending on how the talks go. The Diplomat's party cannot fight during this time (or else the battle starts again), but nothing stops them from applying First Aid, using Stealth to move away, etc.

Universal Contacts...........V.HARD..........none
The knowledge of a person, or persons, in any setting which would be predispoosed to help the character. The skill can be rolled in any area where a group of possibly friendly people exist (a city, a market, a guild, a space station), and where the character could possibly have gone before (so not in a newly-discovered Lost World). On a successful roll, the character automatically knows a guy (or a guy that knows a guy) and may call on them for information, and possibly help in their field (a soldier contact might have bullets to give them, etc.).



PILOT SKILLS (Pilots only)
Push Engine...........SIMPLE..........none
The skill to make any vehicle or riding animal move faster than it normally could. The skill could be used during a chase scene to get closer to an opponent (or farther from it), or to get to a destination with more time to spare before a bomb blows up.

Stunt Driving...........HARD..........none
The skill of taking vehicles and riding animals off, way off, unpaved roads, including down stairs, over ramps, across rooftops and destroyed bridges, under semis, etc. Having this skill supercedes the relevant Mobility Skill for these tasks, and reduces the difficulty of the task by one rank (such as from Hard to Average), and may be used to do things often impossible with a simple Driving skill.

Vehicle Surfing...........HARD..........none
The skill of riding a vehicle from its top or a riding animal from a standing position. The character can use the skill to grab onto a helicopter leg, fight on plane's wings or jump from a moving car's hood to another.



PERFORMER SKILLS (Performers only)
Speed-Change...........SIMPLE..........none
The skill of changing outfits and/or disguises in a single turn. Removing the clothes off an unconscious or dead opponent would require a seperate roll, but be done just as quickly.

Stunts...........HARD..........none
The skill of doing stuntwork, including fake fighting, prat falling and walking through fire unharmed. Any time the character would suffer damage from Hand to Hand combat, falling or fire, he or she may use the skill to reduce the damage to its lowest possible level minus 1 (as if the opponent or GM had rolled a 1 on the appropriate damage table, then -1).

Trickshots...........V.HARD..........none
The skill of hitting a target with a ranged weapon indirectly, usually by a ricochet, or using a mirror to aim. Having this skill supercedes the basic Ranged Weapon Skill for these tasks.


Dream Park TM Tower of Night Enterprises; Dream Park: The Role Playing Game TM R.Talsorian Games.