This is the skills list from Modos 2.
Armed (P)
For attacking with a manufactured weapon. You have trained to fight and disable or destroy your enemies, from at least arm’s-length distance. Use this skill to deal physical Damage to opponents. Defense: parry.
Artist (type) (M) (L)
For producing art, including music, image, sculpture, dance, and costume. When you gain a skill point in this skill, it applies to one type of art. Art can have a synergistic effect with other skills, like Magic or Persuade, at GM discretion.
Concentrate (M)
For focusing your mind on what you want, and ignoring distractions. A concentrate contest Pro prevents all damage from one mental attack action. You can also use this skill to improve contests for maintaining Powers.
Craftsman (type) (P) (L)
For producing goods that are made by craftsmen like blacksmiths, carpenters, plumbers, cooks, or masons. When you gain a skill point in this skill, it applies to one type of craft. Use this skill to create, repair, or appraise goods.
Deceive (MP)
For changing the minds of intelligent creatures, regarding falsehoods and opinions. This skill can apply to different forms of deception like lying, bluffing, feinting, disguise, or misdirection. See Metaphysical Conflict in chapter 8 for more information. Defense: detect or knowledge, depending on the subject matter.
Detect (M)
For gaining information from your senses. Normally a non-action, this skill can require an action to use when you must focus or spend time to detect something. Defense: sneak, deceive.
Engage (MP)
For drawing attention from others. Use this skill to increase the size of your audience, become a distraction, or draw the attention of enemies in battle. See Metaphysical Conflict in chapter 8 for more information. Defense: detect, willpower.
Handler (creature) (MP)
For training, grooming, and handling unintelligent creatures. When you take a skill point in this skill, choose a type of creature to which it will apply. Defense: willpower.
Healer (M) (L)
For assisting, accelerating, or replacing the body’s natural healing mechanisms. The difficulty of using this skill increases with the severity of the ailment you are attempting to heal and the rate of recovery, and decreases with the quality of tools, materials, and environment available. This skill can remove physical or mental damage at a rate suggested by the campaign theme. It can also be used to produce items that can be used for healing, like salves, potions, or bandages. Characters normally heal one point of physical and mental damage per day without assistance.
Knowledge (subject) (M) (L)
For recalling facts, ideas, or opinions. When you take a point in this skill, choose a subject to which it will apply: lore, nature, or scholarship. Lore is knowledge shared verbally like stories, rumors, and gossip. Nature is knowledge of how the wilderness works and how to survive in it. Scholarship is the type of knowledge that is best studied in books. Your choice of knowledge cannot be used to emulate another skill. Characters without knowledge skill are limited to what the average person would know.
Larceny (M)
For acquiring things that do not belong to you. This can include activities like lock-picking, pick-pocketing, safe-cracking, and disabling traps. Defenses: detect, craftsman, scientist.
Magic (power) (MP) (L)
For using Powers: creating effects that are not physically possible. This skill applies to all metaphysical or quasi-scientific phenomena, like telepathy, spellcraft, and alien technology. When you take a point in this skill, choose a power from chapter 6 to which it will apply. You get a +2 bonus to your magic contests when you have no physical or mental protection. See chapter 8 for more information on using Powers. Defense: varies by power.
Movement (P)
For changing your location or position under your own power. This includes activities like climbing, swimming, acrobatics, and parkour. Movement is used with contests made to change Posture, flank opponents, and to flee in extended conflict. Note that easy or short movements in conflict are normally non-actions. Defense: movement.
Parry (P)
For dodging or deflecting sources of physical damage. A parry contest Pro prevents all damage from one attack action.
Persuade (MP)
For changing the minds of intelligent creatures, regarding factual knowledge and opinions. This can include intimidation, diplomacy, and bribery. See Metaphysical Conflict in chapter 8 for more information. Defense: willpower.
Pilot (type) (M)
For directing vehicles or mounts. When you take a point in this skill, choose the type of vehicle or mount to which it applies. Defense: pilot.
Scientist (type) (M) (L)
For producing goods that are made by or designed with science. Alchemists, engineers, programmers, and chemists all use this skill. When you take a point in this skill, choose the type of science to which it applies. Use this skill to create, repair, or appraise goods.
Sneak (P)
For avoiding attention. Use this skill to find places to hide, make little or no noise, or conceal objects. A Pro sneak contest indicates that your opponent does not have Awareness of you. Defense: detect.
Unarmed (P)
For combat using your body as a weapon. You have training in martial arts, wrestling, boxing, or another method of causing physical damage without a manufactured weapon. Defense: parry.
Willpower (MP)
For resisting forces or causing effects simply by wanting to do so. This skill is used to avoid all metaphysical damage from a single attack action. It is also used to remove damage from your metaphysical damage pool at an accelerated rate determined by your campaign theme. Characters normally remove one point of MP damage per hour.
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