Acrobatics
Type: Unique
Based On: Agility
Description: You may perform flips, cartwheels, tightrope walks, and so on. The difficulty of any maneuver is set by the GM. Normally takes movement.
Acting
Type: Common
Based On: Charisma
Description: You can change speech patterns and mannerisms to act like someone else. This doesn't include ability to mimic specific voices. Targets make an Intelligence save to find fault with your acting, and your skill is used to oppose that save. Takes no time.
Notes/Variants: Mimic specific voices, no, but speech patterns and mannerisms, yes. Perception saves, rather than Intelligence, may be more appropriate when the target doesn't know it's an act.
Animal Handling
Type: Unique
Based On: Intelligence
Description: You can herd, diagnose, care for, and train animals. Training difficulty depends on the trick complexity and the intelligence of the animal. Each attempt takes 1 week. Specify the type of animal you are skilled at handling. Examples: dogs, horses, hawks, cattle, exotic birds.
Anthropology
Type: Unique
Based On: Intelligence
Description: The study of man as an animal and an object of natural history. The GM will set the difficulty for any task. Time requirement varies.
Appraisal
Type: Unique
Based On: Intelligence
Description: This skill allows you to evaluate the market value of artwork and collectibles. The GM will set the difficulty for any task. Takes a full Move & Action. For each point the roll is missed by your assessment will be off by +/- 10%. Appraisal can also be used to detect forgeries. If so, the skill of the forger is used to oppose the appraisal skill check.
Archaeology
Type: Unique
Based On: Intelligence
Description: The study of antiquities such as the remains of buildings or monuments of an early epoch, inscriptions, implements, and other relics, written manuscripts, and so on for the purpose of constructing an accurate view of what those times were like. The GM will set the difficulty for any task. Time requirement varies.
Architecture
Type: Unique
Based On: Intelligence
Description: The art or science of building. This skill is used to design structures that are functionally efficient, aesthetically pleasing, and structurally sound,and to evaluate the degree to which existing structures meet those criteria. The GM will set the difficulty for any task. Time requirement varies.
Art
Type: Unique
Based On: Agility
Description: Specify the medium you are most familiar with: drawing, painting, clay, woodcarving, metalworking, stonecarving, photography, etc. Viewers make an Intelligence save to find fault with your artwork, and your skill is used to oppose that save. Time requirement varies.
Astronomy
Type: Unique
Based On: Intelligence
Description: The science dealing with celestial bodies, of their magnitudes, motions, distances, periods of revolution, eclipses, constitution, physical condition, and of the causes of their various phenomena. This skill is used to make predictions about the movements of or conditions on celestial bodies, and to navigate through space. The GM will set the difficulty for any task. Time requirement varies.
Biology
Type: Unique
Based On: Intelligence
Description: The science of life. This branch of knowledge deals with living matter as distinct from non-living matter. It has to do with the origin, structure, development, function, and distribution of living systems. The GM will set the difficulty for any task. Time requirement varies.
Bionics
Type: Unique
Based On: Intelligence
Description: The application of biological principals to the study and design of artificial systems, and the integration of artificial systems with biological ones. The GM will set the difficulty for any task. Time requirement varies.
Boating
Type: Unique
Based On: Agility
Description: Pick a type of water vehicle to specialize in: sailboats, motorboats, submersibles, and so on. Skill rolls are made when attempting trick maneuvers (jumps, moving through turbulent waters, etc.). The GM will set the difficulty for any maneuver. Takes no extra time.
Botany
Type: Unique
Based On: Intelligence
Description: The science dealing with the structure of plants, the functions of their parts, their places of growth, their classification, and the terms which are employed in their description and denomination. The GM will set the difficulty for any task. Time requirement varies.
Business
Type: Common
Based On: Intelligence
Description: You are skilled at haggling, debate, and making sound business decisions. In a negotiation, your roll is opposed by the Business skill of your opponent. For each point by which you make or fail your roll, the deal shifts 10% toward or against your favor. This can affect the price of an item for sale, bartered trades, or even political or social deals. Takes no time. The GM will set the difficulty of any task you attempt. Time requirement varies.
Charm
Type: Common
Based On: Charisma
Description: You're skilled at making others like you. Your roll is opposed by the other character's Intelligence. Takes no time. This has no effect on whether the other character believes you, it only makes them like you.
Notes/Variants: The target may oppose with Charisma instead.
Chef
Type: Unique
Based On: Intelligence
Description: Specify the cuisine you are most familiar with: pastries, an ethnic cuisine, etc. Targets make an Intelligence save to find fault with your cooking, and your skill is used to oppose that save. This skill can also be checked when you need to prepare food for a large number of guests quickly and efficiently.
Chemistry
Type: Unique
Based On: Intelligence
Description: The branch of science which dealing with chemical composition and chemical reactions. The GM will set the difficulty for any task. Time requirement varies.
Climbing
Type: Common
Based On: Agility
Description: This is the ability to find hand-holds and toe-holds, experience with climbing equipment, and the ability to select good routes. The GM will set the difficulty and time between skill checks based on the nature of the surface being climbed.
Compose Music
Type: Unique
Based On: Intelligence
Description: Your character can write and compose music and lyrics. Time requirement varies. This doesn't include any performing arts skills. Your skill is used in addition to the singing and instrumental skills of those who perform your work to oppose the audience's Intelligence save to find fault with the song.
Convince
Type: Common
Based On: Charisma
Description: You are skilled at gaining the trust of others. Targets make an Intelligence save to disbelieve your claims, and your skill is used to oppose that save. Takes no time. This has no effect on whether the other character likes you, it only makes them believe you.
Craft
Type: Unique
Based On: Agility
Description: Specify the craft you are most familiar with: carpentry, pottery, blacksmithing, spinning & dying, weaving, knitting, tailoring, tanning & skinning, knots, etc. Time requirement varies.
Criminology
Type: Unique
Based On: Intelligence
Description: The study of crime and the criminal population, and the behavior of criminals. Roll vs. this skill to try to predict the behavior of criminals in order to catch them making a mistake. Your roll is opposed by the Intelligence or criminology skill of the criminal. Time requirement varies.
Cryptography
Type: Unique
Based On: Intelligence
Description: The art of writing in secret characters or cipher, and of deciphering such codes. The difficulty of breaking a code equals the entire skill score of the cryptographer who encoded it. Time requirement varies.
Dancing
Type: Unique
Based On: Agility
Description: Individuals make an Intelligence save or roll their own Dancing skill to resist being entertained. This skill opposes that roll. Each performance takes from a minute to several hours.
Demolitions
Type: Unique
Based On: Intelligence
Description: This skill is used to concoct explosives, set and defuse timers and other trigger mechanisms, and to plan controlled blasts. The GM will set the difficulty for any task. Time requirement varies.
Dentistry
Type: Unique
Based On: Intelligence
Description: This skill is used to clean, extract, and repair natural teeth, to make and insert artificial ones, and to perform dental surgery. The GM will set the difficulty for any task. Time requirement varies.
Disguise
Type: Unique
Based On: Intelligence
Description: You're skilled at using costuming and cosmetics to look like someone else. It takes several minutes to prepare each new disguise. Others make Intelligence saves to see through your disguise, and this skill opposes those saves.
Notes/Variants: Perception saves rather than Intelligence would be more appropriate.
Driving
Type: Common or Unique
Based On: Agility
Description: Pick a type of ground vehicle to specialize in: cars, bicycles (Unique), motorcycles, construction equipment, tanks (Specific), and so on. Skill rolls are made when attempting trick maneuvers (jumps, moving over difficult terrain, etc.). The GM will set the difficulty for any maneuver. Takes no extra time.
Notes/Variants: I'm not certain that riding a bike is Unique--pretty much every adult can do it. I'd make that Common in modern-day campaigns. Likewise driving a car/van/small truck would be Common. Others would be Unique.
Ecology
Type: Unique
Based On: Intelligence
Description: This is the study of environmental balance. The skill is used to detect ecological imbalances, and to develop plans for restoring ecological balance. The GM will set the difficulty for any task. Time requirement varies.
Electronics
Type: Unique
Based On: Intelligence
Description: This science deals with the emission and effects of electrons and with the use of electronic devices. Skill rolls are made to understand electronic effects and processes, and to design or depair electronic devices. The GM will set the difficulty for any task. Time requirement varies.
Engineering
Type: Unique
Based On: Intelligence
Description: The art and science by which the mechanical properties of matter are made useful in structures and machines. Skill rolls are made to design effective and efficient structures and mechanical devices, or to analyze existing feats of engineering. The GM will set the difficulty for any task. Time requirement varies.
Escape Artist
Type: Unique
Based On: Agility
Description: You can squirm out of ropes, through tight places, etc. Your skill roll is opposed by the skill or Agility of whoever bound you, or by a difficulty set by the GM. Takes a full Move & Action.
Fighting
Type: Common or Unique
Based On: Agility or Other
Description: Specify a type of combat when this skill is purchased. Options are listed below. Throwing a weapon uses a separate Thrown version of its skill. When a Power requires a roll to hit, there is an associated skill which is treated as a Common skill for characters with that Power. Example: Vaporman has a Power Blast that uses the Gaseous damage type. He may develop a Common skill with that form of attack. A character's skill with a particular attack is used as their base chance to hit with that attack in combat. In the case of melee weapons, their skill can also be used defensively to "parry" melee attacks against them, by acting to oppose their opponent's roll to hit. Fighting skills are usually based on Agility, but Psychic attack skills may alternately be based on Intelligence or Charisma. If so, the target of such an attack should also use a Basic Characteristic other than Agility to resist being hit. Note: learning one Fighting skill does not make other Unique Fighting skills into Common ones.
 Weapon Type:   Skill Type: Includes:
 1-handed Swords    C       Bastard Sword, Foil, Longsword, Rapier, Shortsword
 2-handed Swords    C       Bastard Sword, 2-Hand Sword
 Daggers            C       Dagger*, Knife*
 Unarmed Punch      C       Punch, Brass Knuckles
 Unarmed Kick       C       Kick
 Grapple            C       Unarmed Grapple**
 Axes               C       Battleaxe, Hatchet*, Wood Axe
 Pistols            C       any 1-handed firearm
 Polearms           C       Pike, Polearm, Pole Axe
 Rifles             C       any 2-handed firearm
 Bludgeons          C       Club, Mace, Morningstar, 2-Hand Club,
                             2-Hand Mace, Warhammer
 Flails             C       Flail, 2-Hand Flail
 Spears             C       Javelin*, Lance, Short Spear*, Long Spear
 Main Gauche        C       Main Gauche
 Forks              C       Pitchfork, Trident
 Quarterstaff       C       Quarterstaff
 Whip               U       Whip
 Pistol Crossbow    C       Pistol Crossbow
 Crossbow           C       Light Crossbow, Medium Crossbow, Heavy Crossbow
 Bow                U       All regular bows
 Sling              U       Sling
 Bolas              U       Bolas
 Blowgun            C       Blowgun
 Shield             C       Shields (defensive only)
*commonly thrown as well as used in melee
**can't be used defensively except against a Grapple attempt
Forensics
Type: Unique
Based On: Intelligence
Description: This skill involves the application of medical knowledge to questions of law. Specifically, rolls can be made to conduct autopsies or other medical examinations for the purpose of uncovering clues for use in a criminal investigation. The GM will set the difficulty for any task. Time requirement varies.
Forgery
Type: Unique
Based On: Intelligence
Description: You can forge signatures, seals, documents, and currency. Record your roll (time requirement varies). Others use Appraisal skill to detect the forgery, and this skill opposes that Appraisal roll.
Gambling
Type: Common
Based On: Intelligence
Description: This skill is used to win at games of chance through an understanding of the odds. It is also applicable to the stock market and other forms of financial or odds speculation. Takes no time. In a direct head-to-head competition, such as a poker game, each participant makes a skill roll and the winner is the player who made his/her roll by the biggest margin. Roll again to decide between players who tie. In a situation where a character picks a specific outcome, such as the stock market or a horse race, the GM will set a difficulty modifier to reflect the uncertainty of the situation. If the roll is sucessful, the character is able to predict the outcome - whatever it is actually going to be. This has no effect on the likelihood of unlikely outcomes, it only allows the character to know what the outcome will be.
Geology
Type: Unique
Based On: Intelligence
Description: The science dealing with the structure and mineral constitution of the world, its history as regards rocks, minerals, rivers, valleys, mountains, climates, life, etc., and the causes and methods by which its structure, features, changes, and conditions have been produced. The GM will set the difficulty for any task. Time requirement varies.
Gunnery
Type: Unique
Based On: Intelligence
Description: This is skill in the operation of heavy artillery. Specify a type of artillery when this skill is purchased. Options are listed below. A character's skill with a particular attack is used as their base chance to hit with that attack in combat. Note: learning one Gunnery skill does not make other Unique Gunnery skills into Common ones.
 Weapon Type:   Skill Type: Includes:
 Ballista           U       any ancient direct-fire artillery
 Cannon             U       any modern arc-fire artillery
 Catapult           U       any ancient arc-fire artillery
 Rocketry           U       any modern rocket-launching system
History
Type: Unique
Based On: Intelligence
Description: Knowledge of events, particularly of those affecting a nation, institution, or art, and usually connected with a philosophical explanation of their causes. Select a specialty when this skill is taken: World history, American history, Renaissance history, Ancient Roman history, etc. A broader specialization, such as World history, should be limited in terms of depth of knowledge. The GM will set the difficulty for any task. Time requirement varies.
Notes/Variants: Knowledge of current events is not the same as History.
Hypnotism
Type: Unique
Based On: Intelligence or Charisma
Description: The ability to induce a trance state in oneself and others. Works only on willing participants and only in a non-combat situation. Based on Charisma or Intelligence, whichever is lower, since practitioners must have both a forceful persona and the ability to formulate effective suggestions. Subtract 1 from your skill for each subject beyond the first you attempt to hypnotize at one time. Add 2 to your effective skill vs. a subject you've hypnotized previously. The GM may set additional modifiers based on the situation (noise level, stress level, etc.). The base attempt takes one minute. Each failure accrues a cumulative -2 penalty on skill and Depth rolls (see below) for the rest of that day. When a successful roll is made, roll 1d10 for each subject to determine trance Depth. Add 1 if the subject has been previously hypnotized by the same hypnotist. Subtract 2 for self-hypnosis. For each minute spent deepening a subject's trance, the hypnotist may make another (unmodified) Hypnotism roll: success adds 1 to Depth, while a 20 indicates the trance is ruined (as failure, above). A Depth of 0 or less is likewise treated as a broken trance. The maximum possible Depth is 25.
   1-5:  Light Trance.  Very restful.  Power points are regained at twice normal rate.
     6:  The subject may temporarily gain many of the benefits of Willpower A:  pain
         and distractions can be ignored, memories clarified, etc. Subject may be put
         to (normal) sleep.
     7:  Post-hypnotic suggestions may be implanted, to trigger no later than a number
         of days equal to the Depth of the instilling trance.  At the trigger, roll again
         vs. the hypnotist's Hypnotism skill to see if the suggestion works.  The Depth of
         the post-hypnotic "trance" (and thus what the subject can be "programmed" to do)
         is 1 less than the original.  Depth is also the maximum time (in hours) that the
         effects of such a suggestion may last.
     8:  Sensory hallucinations may be induced.  Subject may be induced to recall distant
         or "forgotten" events in almost perfect detail.
     9:  The subject can open his/her eyes, walk, talk normally (if a bit subdued) without
         disturbing the trance.  Subject can be made to forget actions/events.
 10-11:  A subject can be made to believe almost anything or perform almost
         any act that is not self-destructive or contrary to his/her most fundamental
         belief system.  Note that "acting" a certain way may be acceptable to a
         subject's mind, while performing related actions would not.  For example, someone
         normally a prude might be made to act flirtatious, even raunchy, but might not
         actually go so far as to have sex.
   12+:  The physical body may be affected.  Bleeding can be slowed or stopped on command.
         The need for oxygen can be reduced (multiply the length of time the subject can
         hold his/her breath by the trance Depth).
Each actual suggestion requires one minute and a successful unmodified Hypnotism roll. Failure means nothing happens either way. A "20" breaks the trance. Note that these effects are cumulative--at any given Depth, you may perform any feat that can be accomplished with a lighter trance. If left unattended for five minutes, a hypnotized subject will either awaken spontaneously or fall into a normal sleep. Either breaks the trance (see above). A subject will immediatlely awaken if attacked or otherwise endangered. If the subject is awakened normally (i.e., the hypnotist tells him/her to), there is no "failure" penalty for further trances that day.
Notes/Variants: My own concotion, of course.
Impressionist
Type: Unique
Based On: Charisma
Description: You can change your voice to sound like someone else. This doesn't include the ability to look or act like a specific person. Others save on Intelligence to detect that your're faking your voice, and this skill opposes that save. Takes no time.
Notes/Variants: Perception saves rather than Intelligence may be more appropriate if the target doesn't know it's an act.
Interrogation
Type: Unique
Based On: Intelligence
Description: This is the skill of extracting information from others through intense questioning. It may or may not involve physical pain. The subject saves vs. Charisma to resist, and this skill opposes that save. Pain can be used to augment the interrogation of prisoners. If pain in used, choose a number and add it to your skill roll. They take that number as damage. If your roll is unsucessful, the prisoner must make an Endurance save at +10 with a penalty of 1 per point of damage; if the roll fails, they die. Takes 1 minute per use.
Intimidation
Type: Common
Based On: Charisma
Description: This skill is used to exact cooperation from others through the threat of physical violence. The subject saves vs. Charisma to resist, and this skill opposes that save. The GM should apply an additional modifier to reflect situational factors such as relative power.
Jump
Type: Common
Based On: Agility
Description: You are skilled at leaping accurately. Use this skill to land at your intended destination when leaping. A penalty for range applies: use the range table from the combat rules. Takes no extra time.
Language
Type: Special
Based On: Special
Description: You're fluent in your native language for free. Basic ability in another language (halting dialogue with a strong accent) costs 1 CP. For 2 CPs, you speak the language well but still have an accent. For 3 CPs, you speak the language like a native. Literacy in your native language is free; literacy in each other language costs 1 CP. Speaking takes no time; reading time varies.
Law
Type: Unique
Based On: Intelligence
Description: This skill represents knowledge of laws and the legal system. Roll to remember obscure details of the law, to evaluate the legality of any action, and to try cases in court. The GM will set the difficulty for any task. In a court case, the law skill of the opposing lawyer opposes your roll (in addition to any modifier the GM applies to represent the weight of evidence). Time requirement varies.
Linguistics
Type: Unique
Based On: Intelligence
Description: This is the study of language. Skill rolls may be made to learn the structure and vocabulary of other languages more quickly, allowing you to spend CPs to learn them. You can also make a skill check to try to grasp concepts that others try to express to you in other languages. The GM will set the difficulty for any task. Time requirement varies.
Notes/Variants: Some kind of CP discount may apply when learning languages.
Locksmith
Type: Unique
Based On: Agility
Description: This skill includes both lock design and lockpicking. To pick a lock, roll your skill modified by the complexity of the lock as set by the GM. Each attempt takes a full Move and Action. A failure sets off any alarms or traps, but allows you to try again (at -1 cumulative difficulty after each sucessive failure). If you design a lock, your skill is used to oppose any attempts to pick your lock.
Mathematics
Type: Unique
Based On: Intelligence
Description: This skill represents knowledge of advanced mathematics, as opposed to simple arithmetic. The GM will set the difficulty for any task. Time requirement varies.
Mechanics
Type: Unique
Based On: Intelligence
Description: This skill is used to repair mechanical devices. Choose a specialization (hydraulics, internal combustion, nuclear reactors, etc.). When attempting repairs, you suffer a difficulty penalty based on the extent of the damage:
     Damage:                  Difficulty:
     Less than 1/4 Hits gone       0
     Less than 1/2 Hits gone      -3
     Less than all hits gone      -6
     0 Hits Remaining             -9
Each sucessful roll repairs one Hit point of damage. Alternately, a mechanic may restore a system that had ceased to function instead of repairing a hit point. Each attempt takes about an hour. Having access to excellent tools may add a bonus to chances of success.
Medicine
Type: Unique
Based On: Intelligence
Description: You can provide medical attention to the sick and injured. To diagnose or treat an illness, roll with a difficulty penalty set by the GM. Takes 1 minute. When attempting to heal physical injuries, you suffer a difficulty penalty based on the extent of the damage:
     Damage:                  Difficulty:
     Less than 1/4 Hits gone       0
     Less than 1/2 Hits gone      -3
     Less than all hits gone      -6
     0 Hits Remaining             -9
Each sucessful roll allows the patient to regain their Healing Rate in hit points. Each attempt takes about an hour of treatment, but each patient can only receive sucessful medical treatment once per day. Having access to excellent medical equipment may add a bonus to chances of success. Alternately, a medic may roll to wake up an unconscious character instead of trying to heal them. This takes an action per attempt.
Navigation
Type: Unique
Based On: Intelligence
Description: You can roll to plot a course, try to guess compass directions, or retrace your path. The GM sets a difficulty based on the availability of clues, how disoriented you are, and so on. Takes an Action.
Occult
Type: Unique
Based On: Intelligence
Description: This skill represents knowledge of the mystic arts. It does not grant your character the ability to perform magic, but it can be used to identify types of magic, recognize the names of mystical beings, and to identify limitations to enchantments and non-magical means of overcoming them. The GM will set the difficulty for any task. Time requirement varies.
Oratory
Type: Unique
Based On: Charisma
Description: You are skilled at swaying and leading crowds or troops. Target characters save vs. Charisma to resist being led, and this skill opposes that saving throw. Takes no time. This has no effect on whether they like you, it only makes them follow you.
Paleontology
Type: Unique
Based On: Intelligence
Description: This is the science dealing with the ancient life, or of fossils which are the remains of such life. The GM will set the difficulty for any task. Time requirement varies.
Parapsychology
Type: Unique
Based On: Intelligence
Description: This skill represents knowledge of psychic phenomenon. It does not grant your character any psychic abilities, but it can be used to identify types of psionics and to identify limitations to psychic powers and mundane means of counteracting them. The GM will set the difficulty for any task. Time requirement varies.
Pediatrics
Type: Unique
Based On: Intelligence
Description: This is the branch of medicine dealing with the care and treatment of infants and children. It can be used the same way as Medicine skill on infants and children, and can also be used when dealing with problems concerning childhood diseases and childbirth. The GM will set the difficulty for any task. Time requirement varies.
Perception
Type: Common
Based On: Intelligence
Description: You must specify a sense when you purchase this skill. You may buy Perception more than once to increase perception with multiple senses. This skill replaces the "Detect Danger" ability from V&V, and is also usable in a general way as a roll to "notice" things and sense small or distant details. The GM will set the difficulty for any task. Perception can be opposed by other skills, such as Stealth. This skill works automatically and instantly once for free whenever there is something to notice. A character may also make a conscious effort to perceive something, which takes an Action.
Philosophy
Type: Unique
Based On: Intelligence
Description: This is the study of the principles underlying conduct, thought, and the nature of the universe. It is generally used as a basis for conclusions about issues that are outside of the bounds of science - questions about "meaning", and morality, and so on. The GM will set the difficulty for any task. Time requirement varies.
Photography
Type: Unique
Based On: Intelligence
Description: This is the ability to take quality photographs, though it also includes knowledge of motion picture film, video, lighting, and other related issues. Viewers make an Intelligence save to find fault with your work, and your skill is used to oppose that save. Time requirement varies.
Physics
Type: Unique
Based On: Intelligence
Description: The science of nature, or of natural objects; that branch of science dealing with the laws and properties of matter, and the forces acting upon it; especially, that department of natural science concerned with the causes (as gravitation, heat, light, magnetism, electricity, etc.) that modify the general properties of physical objects. The GM will set the difficulty for any task. Time requirement varies.
Pick Pocket
Type: Unique
Based On: Agility
Description: Skill at pickpocketing. This doesn't include Sleight-of-hand. Victims save vs. Intelligence to notice when you try to take their wallet (or purse, or gun, or watch, etc.), and this skill opposes that save. Takes an Action. Bystanders facing your direction also roll. If someone is paying attention, they receive a bonus of +10 on their save.
Notes/Variants: The opposing saves are vs. Perception rather than Intelligence.
Pilot
Type: Unique
Based On: Agility
Description: Pick a type of air or space vehicle to specialize in: gliders, planes, helicopters, rockets, and so on. Skill rolls are made when attempting trick maneuvers (flips, moving through turbulence, etc.). The GM will set the difficulty for any maneuver. Takes no extra time.
Play Instrument
Type: Unique
Based On: Agility
Description: Choose a musical instrument to specialize in: violin, piano, trumpet, drums, and so on. Listeners make an Intelligence save to find fault with your music, and your skill is used to oppose that save. Time requirement varies.
Poetry
Type: Unique
Based On: Intelligence
Description: You are skilled at writing poems. Readers make an Intelligence save to find fault with your poetry, and this skill is used to oppose that save. Time requirement varies.
Politics
Type: Unique
Based On: Intelligence or Charisma
Description: You are skilled at playing the political game. Skill rolls are made to win elections, opposed by the Politics skill of your opponent and any modifiers applied by the GM. Time requirement varies.
Notes/Variants: Should be Charisma-based or Intelligence-based, whichever is higher.
Programming
Type: Unique
Based On: Intelligence
Description: You are skilled at writing and debugging computer programs, and at computer hacking. The GM will set the difficulty for any task. If someone else tries to hack one of your programs, their roll is opposed by your Programming skill. Time requirement varies.
Psychology
Type: Unique
Based On: Intelligence
Description: The science of the phenomena of the mind; specifically, the systematic or scientific knowledge of the powers and functions of the human mind. The GM will set the difficulty for any task. Time requirement varies.
Research
Type: Common
Based On: Intelligence
Description: This skill is used to search for specific information in any large library, database, or etc. Difficulty is derived from both the obscurity of the information being sought, and the 'user-friendliness' of the source. For example, finding someone's listed phone number in their home-town phone book would be simple. On the other hand, finding information on building a time machine in the unorganized notes of a mad scientist would be difficult. Each attempt takes an hour.
Notes/Variants: Time requirement will actually be set by the GM on a case-by-case basis; base time is an hour, but "looking up a listed phone number" shouldn't take that long.
Riding
Type: Unique
Based On: Agility
Description: You are experienced in riding (specify horse, camel, elephant, etc.). This does not include Animal Handling. Make skill rolls when attempting trick maneuvers (jumps, moving over difficult terrain, etc.) vs. a difficulty set by the GM. Takes no time for the rider, but takes the mount's movement.
Search
Type: Common
Based On: Intelligence
Description: This skill replaces the "Detect Hidden" ability from V&V, and is also usable in a general way as skill at hiding things yourself. The GM will set the difficulty for any task. Search can be opposed by other skills, such as the Search skill of whoever hid what you're looking for. This skill works once for free, automatically and instantly, whenever there is something to find. A character may also make a conscious effort to find something, which takes an Action; the time requirement to hide something varies.
Seduction
Type: Common
Based On: Charisma
Description: You are skilled at arousing amorous feelings in others. The subject makes a Charisma save to resist, and this skill opposes that save. Takes no time. This won't make the other character like, trust, or believe you; it only makes them desire you. Seduction will not work on characters who are not attracted to your race and gender.
Sing
Type: Unique
Based On: Charisma
Description: Listeners make an Intelligence save to find fault with your music, and your skill is used to oppose that save. Time requirement varies.
Notes/Variants: Singing *well* is a Unique skill; The usual penalties for unskilled attempts are halved.
Sleight-Of-Hand
Type: Unique
Based On: Agility
Description: Skill at misdirecting onlookers, enabling you to make items in your hands seem to appear, disappear, or change. This does not include Pick Pocketing. Observers make an Intelligence save to resist, and this skill opposes that save. Takes Movement.
Notes/Variants: Observers' saves are vs. Perception rather than Intelligence.
Sociology
Type: Unique
Based On: Intelligence
Description: That branch of science concerned with the constitution, phenomena, and development of human society. The GM will set the difficulty for any task. Time requirement varies.
Sport
Type: Unique
Based On: Agility or Intelligence
Description: Pick a sport to specialize in: football, baseball, basketball, tennis, and so on. This skill represents strategic ability rather than playing skill. The GM will set the difficulty for any task. Time requirement varies.
Notes/Variants: The Intelligence-based skill is the "strategic" side of things; the Agility-based skill is the actual playing ability.
Stealth
Type: Common
Based On: Agility
Description: This is the ability to move without attracting attention. Takes 3/4 of your Move. Your skill opposes Perception rolls by others to notice you. The GM may impose further modifiers to the Perception roll depending on the availability of cover, background noise, etc.
Super-Ability
Type: Common or Unique
Based On: Intelligence
Description: A skill roll to successfully use a super-ability not covered under Fighting (e.g., Magical Spells, Psionics, or Teleportation). Usually this will be considered a Common skill (as all a character's abilities are), but limitations may make this Unique (e.g., hard spells to cast). A Specialty--the name of the ability in question--must be declared.
Notes/Variants: My own creation, to account for those super-abilities which need skill rolls.
Surgery
Type: Unique
Based On: Intelligence
Description: This is the skill of performing sucessful operations on living patients. The GM will set the difficulty for any task. Time requirement varies.
Survival
Type: Unique or Common
Based On: Intelligence
Description: This skill represents the ability to locate food and shelter in a particular environment. Specify an environment when this skill is purchased: plains, forest, mountain, desert, arctic, urban, etc. Survival in the type of environment you grew up in is treated as a Common skill. The GM will set the difficulty for any task. Time requirement varies.
Swim
Type: Common or Unique
Based On: Agility
Description: This skill costs 2 CPs. There is no skill roll: you can either swim or you can't. Characters who can swim do so at a base rate of 1/4 of their normal ground movement rate. Unskilled characters must make an Agility save simply to stay above water, and may swim 1" if they make their save by 5 or more.
Notes/Variants: This can be a Common skill, depending on the campaign. If so, the cost is as for a normal skill. Being unable to swim is worth -2 CP. Skill rolls are necessary if swimming under difficult conditions.
Tactics
Type: Unique or Common
Based On: Intelligence
Description: Make a tactics roll when leading troops in combat. Takes no time. The GM evaluates your roll and offers appropriately insightful suggestions as to the strategic significance of terrain features, probable enemy strategies, etc. Specify a terrain type: plains, forest, mountain, desert, arctic, urban, etc. Tactics in the environment you grew up in is treated as a Common skill.
Teach
Type: Common or Unique
Based On: Intelligence
Description: Your Teaching skill score is the highest Level of skill you may impart to another character when they are learning from you. The other character still spends their own CPs, but they may not purchase enough skill to exceed your Level in Teaching. Time requirement varies.
Notes/Variants: A Common skill in many campaigns.
Theology
Type: Unique
Based On: Intelligence
Description: The study of religion; the the existence, character, and attributes of divinity, religious laws and government, the doctrines of religion, and religious practices. The GM will set the difficulty for any task. Time requirement varies.
Throw
Type: Common
Based On: Agility
Description: Use this to attempt to hit any target with a thrown object. Takes an Action. Weapons that are balanced and meant to be thrown (spears, daggers, etc.) are treated as Brawling Weapons if thrown using this skill, and lose their innate weapon modifiers.
Notes/Variants: In other words, use the appropriate Fighting skill to throw muscle-powered ranged weapons effectively. This skill is primarily for "objects" (i.e., Brawling Weapons).
Tracking
Type: Unique
Based On: Intelligence
Description: This is the ability to follow the tracks left by others, or to identify a person or creature by their tracks. The base difficulty is derived from the condition of the ground where you're looking for tracks:
Terrain:              Modifier:
fresh snow            0
mud or sand           -1
dirt or grass         -3
rocky or baked earth  -6
clean floor           -10
water                 -15
The GM may apply further modifiers as appropriate based on time passage, weather, traffic, and so on. Takes a full Move & Action. You can use your Tracking skill to hide your own tracks: your skill opposes Tracking rolls by others who are others tracking you.
Trapping
Type: Unique
Based On: Intelligence
Description: This is the ability to set up traps. The base difficulty equals the average damage roll you intend for the trap to inflict, rounded up. A trap that does 1d6 damage has a difficulty of 4, for example. You must specify the trap's damage type (kinetic, gaseous, etc.) and effects (damage, stun, grapple, etc.). For example, you could set up a trap which rolls 1d6 "damage" as kinetic stun. A fumbled trap-setting roll causes you to suffer the trap's intended effects. The GM may veto any trap design (it's silly for someone who's makeshifting a trap from household items to set traps that inflict radiation damage, for example). The time required to set a trap varies. Trapping can also be used to defuse a trap. The skill roll is opposed by the Trapping skill of whoever set the trap. Each attempt to disarm takes a full Move and Action.
Trivia
Type: Common
Based On: Intelligence
Description: This is a catch-all term for knowledge of random tidbits of obscure knowledge. When the GM allows it, you may make a skill roll to see if you know whatever odd bit of trivia you need at the moment. The GM will set the difficulty for any task. Time requirement varies.
Ventriloquism
Type: Unique
Based On: Intelligence
Description: You can make others think your voice is coming from elsewhere. This does not include any ability to mimic voices or act. Listeners make an Intelligence save to avoid being fooled, and this skill opposes that saving roll. Takes no time.
Notes/Variants: Perception to avoid being fooled, rather than Intelligence.
Veterinarian
Type: Unique
Based On: Intelligence
Description: This is the branch of medicine dealing with the care and treatment of animals. It can be used the same way as Medicine skill on animals. The GM will set the difficulty for any task. Time requirement varies.
Wealth
Type: Special
Based On: Special
Description: Characters have wealth level 4 for free. For 2 CPs, the character's wealth is increased by one level, and their approximate yearly income is doubled. Instead of tracking a character's actual cash, characters now make wealth rolls. The GM sets a target number for any major purchase, and a character must roll that number or higher on their Wealth roll in order to be able to afford that purchase. Consult the Monetary Rules for guidelines on setting difficulties. Use the following table to find the character's approximate yearly income.
Wealth  Wealth    Approximate            Wealth  Wealth    Approximate
Level:  Roll:    Yearly Income:          Level:  Roll     Yearly Income:
0       d0               $0              7       d10         $160,000
1       d1           $2,500              8       d12         $320,000
2       d2           $5,000              9       2d8         $640,000
3       d3          $10,000              10      2d10      $1,280,000
4       d4          $20,000              11      2d12      $2,560,000
5       d6          $40,000              12      3d10      $5,120,000
6       d8          $80,000              etc.    etc.            etc.
Notes/Variants: Likewise, for -2 CPs, the character's wealth may be decreased by a level.
Writing
Type: Unique
Based On: Intelligence
Description: You are skilled at writing enjoyable prose. Readers make an Intelligence save to find fault with your writing, and this skill opposes that save.
Zoology
Type: Unique
Based On: Intelligence
Description: The study of the animal kingdom, including the structure, embryology, evolution, classification, habits, and distribution of all animals, both living and extinct. The GM will set the difficulty for any task. Time requirement varies.