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The skills in Serenity RPG have two levels - a basic general level (which applies up to a d6), and a specialty (which must be chosen) that allows for a skill to go beyond a d8 level. The specialties column gives a number of sample specialities, but potentially there are an infinite number of specialities that can be selected.
General Level
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Sample Specialities
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Animal Handling
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Animal Training, Riding, Veterinary, Zoology.
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Artistry
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Appraisal, Cooking, Forgery, Game Designing, Painting, Photography, Poetry, Sculpting, Writing.
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Athletics
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Climbing, Contortion, Dodge, Juggling, Jumping, Gymnastics, Parachuting, Parasailing, Pole Vaulting, Riding, Running, Swimming, Weight Lifting.
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Covert
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Camouflage, Disable Devices, Forgery, Gambling, Infiltration, Open Locks, Sabotage, Sleight of Hand, Stealth, Streetwise, Surveillance.
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Craft
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Architecture, Blacksmithing, Carpentry, Cooking, Leatherworking, Metalworking, Pottery, Sewing.
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Discipline
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Concerntration, Interrogation, Intimidation, Leadership, Mental Resistance, Morale.
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Guns
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Assault Rifles, Energy Weapons, Grenade Launcher, Gunsmithing, Machine Guns, Pistols, Rifles, Shotguns.
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Heavy Weapons
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Artillery, Catapults, Demolitions, Forward Observer, Mounted Guns, Repair Heavy Weapons, Rocket Launchers, Ship's Cannons, Siege Weapons.
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Influence
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Adminstration, Barter, Bureaucracy, Counseling, Interrogation, Intimidation, Leadership, Marketing, Persuasion, Politics, Seduction, Streetwise.
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Knowledge
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Appraisal, Cultures, History, Law, Literature, Philosophy, Religion, Sports.
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Linguist *
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Arabic, Armenian, French, German, Hindu, Japanese, Latin, Portuguese, Russian, Welsh.
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Mechanical Engineering *
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Create Mechanical Devices, Machinery, Maintenance, Mechanical Repairs, Fix Mechanical Security Systems, Plumbing.
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Medical Expertise *
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Dentistry, Forensics, General Practice, Genetics, Internal Medicine, Neurology, Pharmaceuticals, Physiology, Psychiatry, Rehabilitation, Surgery, Toxicology, Veterinary Medicine.
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Melee Weapon Combat
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Clubs, Knives, Nunchaku, Pole Arms, Swords, Whips, Smithing.
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Perception
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Deduction, Empathy, Gambling, Hearing, Intuition, Investigation, Read Lips, Search, Sight, Smell, Tactics, Taste, Tracking.
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Performance
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Acting, Dancing, Costuming, Keyboard Instruments, Impersonation, Mimicry, Oratory, Percussion Instrument, Singing, Stringed Instrument, Wind Instrument.
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Pilot *
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Aerial Navigation, Astrogation, Astronomy, Astrophysics, Space Survival, Pilot [Craft type].
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Planetary Vehicles
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Aquatic Navigation, Cars, Canoes, Ground Vehicle Repair, Hoevercraft, Industrial Vehicles, Land Navigation, Large Ground Transports, Military Combat Vehicles, Powerboats, Sailing, Scooters, Scuba, Submarines.
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Ranged Weapons |
Blowgun, Bow, Crossbow, Dart, Javelin, Slings, Throwing Axes, Throwing Knives. |
Scientific Expertise * |
Geology, Mathematics, Biology, Psychics, Sociology, Chemistry, History. |
Survival |
Aerial Survival, Aquatic Survival, General Navigation, Desert Survival, Jungle Survival, Nature, Space Survival, Tracking, Trapping. |
Technical Engineering * |
Communications Systems, Computer Programming, Hacking, Create / Alter Technical Devices, Demolitions, Electronics, Technical Repair, Technical Security Systems. |
Unarmed Combat |
Boxing, Brawling, Judo, Karate, Kung Fu, Savate, Wrestling. |
Where a character does not have a skill at times a roll of the attribute only may suffice. So for instance a character without a listen skill may roll their Awareness trait alone instead to try and overhear a converstaion.
There are a number of skills that only skilled individuals can use (they have at least some skill ranks), and these do not default to the trait only. These skills are marked with an * above in the table.
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