Skills (Earthdawn!)

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.


 * Skill areas


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


 * Bluff,
 * Disguise,
 * Guile,
 * Trick,
 * Tactics,


 * Archery,
 * Wands,
 * Heavy Weapons,
 * Mounted Weaponry,
 * Siege Weapons


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


 * Alchemy,
 * Physician,
 * Blood Magic,
 * Exotic Medicine


 * Gambling
 * Navigation
 * Notice
 * Recon
 * Research


 * Adept Powers,
 * Creature Powers,
 * Elementalism
 * Illusionism
 * Nethermancy
 * Wizardry


 * River Boat,
 * Ride,
 * Pilot,
 * Air Captain
 * Captain


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


 * Jungle,
 * River,
 * Sky,
 * Urban,
 * Adventurer


 * 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