Secondary Skills

Secondary Skills to start:  The number of Secondary Skills available at first level is indicated under the O.C.C. description. It is presumed that the character has already learned them and they start at first level proficiency. Unless stated otherwise, all characters start level one with a few Secondary Skills under their belts.

Additional Secondary Skills can be selected at subsequent levels of experience as indicated for their O.C.C. (e.g. +1 Secondary Skill at levels 3.6.9. and 12).

Available Secondary Skills by Category:  Below is a list of skills, by category, that can be selected as Secondary Skills. No skill bonuses apply, because these skills are self-taught and do not include intensive or professional training. Certain skills (namely Mechanical, Medical, Military, Electronics, Science and especially Espionage and Pilot Related Skills) can NOT be learned as Secondary Skills. All Secondary Skills start out at the base skill level.

Communications:  Any, except Cryptography, Laser, Surveillance Systems, and TV/Video.
Domestic:  Any
Electrical:  Basic Electronics and Computer Repair only.
Espionage:  None
Horsemanship:  General and Exotic Animals only. This range of skills should be found in an upcoming sourcebook.
Mechanical:  Automotive Mechanics and Basic Mechanics only.
Medical:  Animal Husbandry and First Aid only.
Military:  Camouflage and Recognize Weapon Quality only.
Physical:  Hand to Hand: Basic, Aerobatic Athletics, Athletics (General), Body Building & Weight Lifting, Climbing, Running, and Swimming only.
Pilot:  Automobile, Horsemanship: General, Motorcycles, Hovercycle, Hover Craft, Motor and Sail Boats and recreational vehicles only.
Pilot Related:  None
Rogue:  Gambling only. This range of skills will appear in a sourcebook.
Science:  Astronomy & Navigation, and Basic and Advanced Mathematics only.
Technical:  Any
W.P.s Ancient (Melee Weapons): Any except W.P. Paired Weapons.
W.P.s Modern (Guns & Tech Weapons): W.P. Handguns, W.P. Rifles, W.P. Energy Pistol and W.P. Energy Rifle.
Wilderness:  Any, except Boat Building and Spelunking.

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