| Here are all the skills (I think) that are listed in the 5th edition rulebook. So you know, to figure out a skill roll, take it's base characteristic, divide it by 5 and add 9. (Ex: Acrobatics is Dex-based, so take your Dex/5+9, that is your base Acrobatics roll). Unless listed otherwise, the cost for a skill is 3 points for the base, and an extra 2 points for every +1 to the skill that you want to add (Ex: Base Acrobatics is 13. To advance it to 16 would cost an extra 6 points, so Acrobatics would cost you a total of 9 points). |
| Dexterity Based Skills: Intelligence Based Skills: Acrobatics Analyze Breakfall Bugging Climbing Computer Programming Contortionist Concealment Combat Driving Cramming Combat Piloting Criminology Fast Draw Cryptography Lockpicking Deduction Riding Demolitions Sleight Of Hand Disguise Stealth Electronics Teamwork Forensic Medicine Gambling Inventor Presence Based Skills: Lipreading Acting Mechanics Animal Handler Navigation Bribery Paramedics Conversation Security Systems High Society Shadowing Interrogation Survival Oratory Systems Operation Persuasion Tactics Seduction Tracking Trading Ventriloquist Weaponsmith |