Animal Handling (the higher of Will and Perception)
(from Psychedelic Goblin <942777U@merkland.rgu.ac.uk>)
Default: -3Boating (Precision)
This skill allows you to train, handle and care for animals; including the ability to ride a horse. It also gives you a talent for calming animals (wild and domestic), and judging their general intentions. Calming or befriending an animal requires a successful roll, with the check digit being used to gauge the animals reaction.
Default: -2Cooking (Precision)
A vehicle operation skill along the same lines as Driving (see pg. 74). It follows the same basic rules but allows you to operate waterborne vessels such as speedboats, hydrofoils, hovercraft and yachts.
Default: -2Craftsmanship (Precision)
This is a fairly self-explanitory skill. Whether you're just trying to stretch out the government cheese for another day or two or making the perfect souffle for the Prime Minister's meal, this is the ability to prepare food. (Intervention can be particularly ...interesting... with this skill. Sometimes the Devil's food cake packs a real punch.)
Default: -3Dancing (Agility)
This skill enables you to design, construct and repair basic items out of basic materials. The items have few or no moving parts so this skill covers carpentry, smithing, pottery, glasswork, and other such crafts.
Default: -1Disguise (Intelligence)
Your ability to dance well whether at a night-club, waltzing or doing the Tango.
Default: -4Explosives (the higher of Intelligence and Precision)
Disguise gives you a talent for effectively concealing your identity, and masquerading as someone you're not. Suspicious viewers may make Perception checks to penetrate the disguise, but suffer a penalty equal to the successful Disguise roll's check digit. Modifiers will be imposed depending on the detail of the disguise, and the relationship of viewers. Lying and/or Fast-Talk are needed if the disguised individual is engaged in conversation.
Default: -5Gambling (the higher of Perception and Precision)
The art of making things go BOOM! This skill gives you the best knowledge of using explosives to their best effect. You can use them to destroy or remove selected objects or obstacles, while minimising or maximising the damage they do. It also gives you the ability to defuse explosive devices, but not create explosive compounds (which is a function of the Chemistry skill. pg. 73). Pray you don't seriously botch with this skill...
Default: -2Intimidation (the higher of Strength and Perception)
Ever diced with the Devil? Well now you can. Gambling is your gift for winning at games of chance. it allows you to read the faces and body language of fellow players, judging bluffs and the best times to bet. It also enables you to employ sleight of hand in order to cheat. the GM should use your check digit to determine how well you're playing or if you'll be caught while cheating.
Default: -3Leadership (the higher of Will and Perception)
Your talent for scaring people and making them feel uncomfortable. Successful use of this skill may make the target more malleable to any demands you make (although they certainly won't like you), and gives them a very strong desire to avoid you. The target gets to make a Will roll with the check digit of the Intimidation roll being used as a modifier. The GM should give modifiers to the Intimidation roll based on general appearance, Charisma (positive or negative), notable Discord and obvious Numinous Corpus. It's obviously much easier to intimidate someone if you look like a big, ugly, vicious demon-spawn from the pits of Hell.
Default: -3Lucid Dreaming (the higher of Precision or Will)
Your ability to inspire respect and command others to follow your orders. Targets are allowed a Will roll to resist using the check digit of the Leadership roll as a modifier. the GM should also modify the Will roll based on the danger involved, the rationality of the orders, and the Status, Role, fame and Charisma of the leader. PCs should rarely (if ever) be forced to follow a command based on a dice roll.
Default: NONE. Not attemptable without skill.Musicianship (Precision)
More of a talent than a skill, Lucid Dreaming is the ability to exert some measure of control over one's own dreamscape in the Ethereal realm, or even that of another's, at greater difficulty [Base - Ethereal Forces of scape's owner], however, the user does NOT gain the ability to travel from one scape to another.
While dreaming, the user may cause anything to appear, occur, etc., limited only by their imagination (and roleplaying talents), with a roll against a target of [Total Forces]. In their own dreamscape, there is no modifier.
If another being is present in their scape, and the user wishes to affect them in some way, the target may resist with a Will roll, aided by their Lucid Dreaming level if they have it. Affecting other beings in a scape other than one's own also has a modifier of [Ethereal Forces of scape's owner].
Another effect of Lucid Dreaming is that its level is added to any skill the user has while dreaming, or replaces the default of any unknown skill or other ability. On the other hand, Lucid Dreaming itself has no default, and cannot be attempted if it is not known at some level.
Default: -5Pick Pocket (Precision)
Your talent at playing a musical instrument of your choice, as well as reading and writing music. Choirs obviously favour the instruments they identify with.
Default: -2Piloting (Precision)
This skill lets you surreptitiously lift items from unsuspecting people, deftly removing the watch from their wrist, and items from their pockets. It also enables you to palm objects, swiftly concealing them from view. The check digit of the roll acts as a modifier to the victim's Perception roll to notice the theft.
Default: -5Poetry (Perception)
Yet another vehicle operation skill that works like Driving (see pg. 74) but applies to aerial transportation, such as bi-planes, private jets or helicopters.
Default: -2Torture (Precision)
This skill enables you to write good quality poetry, as well as read it with purpose and emotion. You may add your Emote to your Poetry skill when performing a reading.
Default: -2Trapping (Intelligence)
The fiendish skill of inflicting prolonged and excruciating agony on someone, without necessarily injuring them badly or killing them. You can use this skill to question a victim, punish them, or (like many demons) just for the Hell of it. When trying to break a captive the check digit represents the amount of time it takes, with 1 being a long time and 6 being very little. The victim can make a Will roll to resist modified by the check digit of the Torture roll.
Your knack for setting booby-traps, and capturing animals and people. The damage and strength of traps varies (and is based on GM discretion). Victims may make Perception rolls to notice traps before triggering them with the check digit of the Trapping roll as a modifier.