Action!/Skill

When creating a Skill Action Value, make a roll using Skill Value if you have the exact Proficiency, or Skill Value-5 if you only have the Skill.


 * Proficiency


 * Stunt,
 * Dodge,
 * Martial Arts,
 * Thrown,
 * Athletics


 * Bluff,
 * Disguise,
 * Trick,
 * Tactics,
 * Acting


 * Archaic,
 * Guns,
 * Heavy Weapons,
 * Vehicle,
 * Gunnery


 * Social,
 * Leadership,
 * Intimidation,
 * Performance,
 * Willpower


 * Psychologist,
 * Physician,
 * Arcanotechie,
 * Cyber Researcher,
 * Exotic Medicine


 * Gambling
 * Navigation
 * Notice
 * Recon
 * Research


 * Arcanowave/Occultech,
 * Creature Powers,
 * Sorcery/Psi,
 * Super Powers
 * Gambling
 * Animal Powers
 * Adept Powers
 * Pulp Powers
 * Artifact
 * Summoning
 * Necromancy
 * Glamour
 * Prayer
 * Rituals
 * Hermetic Magic
 * Mentalism


 * Drive,
 * Mecha,
 * Ride,
 * Pilot,
 * Captain


 * Intrusion,
 * Crime,
 * Pickpocket,
 * Sneak,
 * Forgery


 * Tropical
 * Subtropical
 * Cool Temperate
 * Warm Temperate
 * Polar
 * Military Recon

Other exotic Survival types include: Urban, Dungeon, Ocean, Zombie, Mars.


 * Build,
 * Demolitions,
 * Juryrig,
 * Repair,
 * Use


 * Examples include Egyptology, Ancient languages, Occult traditions, Things Man was not meant to know


 * Examples include Security Guard, Nuclear Physicist, Police, Mercenary, Freedom Fighter