SkillCombat Skills
Melee
Characteristic Might Source Core
Fighting with hand-held weapons in close quarters: blades, clubs, axes, spears, batons, shields, improvised weapons, or similar arms.
The Old West · Printable cards
24 cards, taken straight from the book and the Core Rules. Print six or four to a page, in colour or black and white, and cut along the card edges.
SkillCombat Skills
Characteristic Might Source Core
Fighting with hand-held weapons in close quarters: blades, clubs, axes, spears, batons, shields, improvised weapons, or similar arms.
SkillCombat Skills
Characteristic Agility Source Core
Attacking at distance with bows, firearms, thrown weapons, slings, crossbows, energy weapons, or Universe-specific ranged arms.
SkillCombat Skills
Characteristic Might Source Core
Fighting with fists, kicks, grapples, natural weapons, shoves, holds, tackles, and improvised bodily force.
SkillPhysical Skills
Characteristic Might Source Core
Climbing, swimming, jumping, sprinting, lifting, breaking, forcing movement, and other strength-driven physical effort.
SkillPhysical Skills
Characteristic Might Source Core
Resisting fatigue, pain, poison, disease, starvation, suffocation, harsh environments, and prolonged strain.
SkillPhysical Skills
Characteristic Agility Source Core
Balance, tumbling, quick reactions, dodging hazards, slipping restraints, catching yourself while falling, and precise body control under pressure.
SkillPhysical Skills
Characteristic Agility Source Core
Moving unseen or unheard, hiding, shadowing, masking tracks, blending into cover, and avoiding notice.
SkillAwareness / Field Skills
Characteristic Savvy Source Core
Noticing details, spotting hidden things, hearing danger, reading immediate surroundings, and catching what others miss. Perception answers: "Do I notice it?"
SkillAwareness / Field Skills
Characteristic Willpower Source Core
Acting under sudden pressure, staying alert, resisting surprise, keeping nerve before danger lands, and determining preparedness when a scene turns dangerous. Readiness is the default defensive skill for resisting fear, intimidation, despair, coercion, and sudden mental pressure when the resistance is about nerve, composure, or preparedness. Other skills may defend when the situation calls for them, Lore against a curse-laden threat or Fortitude against supernatural dread. Readiness answers: "Am I ready for it?"
SkillAwareness / Field Skills
Characteristic Savvy Source Core
Street codes, criminal networks, black markets, rumors, gangs, fences, smugglers, illicit services, risky contacts, and finding illicit goods or information outside formal channels.
SkillAwareness / Field Skills
Characteristic Agility Source Core
Lockpicking, sleight of hand, disabling simple security, planting or lifting objects, escaping bonds, bypassing traps, and covert physical manipulation.
SkillAwareness / Field Skills
Characteristic Savvy Source Core
Tracking, foraging, navigation, shelter, weather sense, wilderness travel, animal signs, reading and calming and handling ordinary animals, and staying alive away from safety.
SkillKnowledge / Technical Skills
Characteristic Intellect Source Core
Building, repairing, modifying, maintaining, sabotaging, appraising, or improvising objects, tools, structures, machines, and practical works.
SkillKnowledge / Technical Skills
Characteristic Intellect Source Core
Recalling history, cultures, places, lineages, institutions, laws, legends, customs, factions, and the shape of the known world. Also used to interpret clues and piece together what something means once it has been noticed.
SkillKnowledge / Technical Skills
Characteristic Intellect Source Core
Treating injury and illness, diagnosing conditions, stabilizing the wounded, aiding recovery, understanding living bodies, and identifying medical risks.
SkillKnowledge / Technical Skills
Characteristic Intellect Source Core
Understanding natural laws, technical principles, experiments, analysis, engineering theory, chemistry, physics, astronomy, computing, or Universe equivalents.
SkillSocial Skills
Characteristic Charisma Source Core
Winning people over through warmth, friendliness, humor, appeal, flirtation, sincerity, style, or likability. Charm also covers performance, oratory, music, art, and any attempt to entertain, move, or please an audience.
SkillSocial Skills
Characteristic Charisma Source Core
Lying, disguising intent, misdirection, false identities, scams, feints, forgeries of behavior, and concealing the truth.
SkillSocial Skills
Characteristic Willpower Source Core
Threats, interrogation, menace, pressure, dominance, cold resolve, and forcing compliance through fear or force of will.
SkillSocial Skills
Characteristic Charisma Source Core
Commanding, rallying, organizing, inspiring, directing groups, establishing authority, and holding a group together under pressure.
SkillSocial Skills
Characteristic Charisma Source Core
Bargaining, diplomacy, trade, compromise, contracts, favors, treaties, and getting terms both sides can accept.
SkillOperation Skill
Characteristic Agility Source Core
Driving, riding, piloting, steering, maneuvering, controlling, or safely handling vehicles, mounts, ships, starcraft, machines, mechs, or Universe-specific control systems under pressure.
SkillThe Old West
Source The Old West
Lore keeps one skill. Its fields are labels. A rule may call for one (Lore (Law), Lore (Land)), and the talent Specialist can name one:
| Field | Covers |
|---|---|
| Law | Statutes, ordinances, warrants, deeds, claims, contracts, court procedure |
| Land | Surveys, plats, titles, the Homestead Act, railroad land grants, treaty boundaries |
| Peoples and Tongues | Customs, history and languages of the communities of the corridor, including each Tribal Nation |
| Scripture and Church | The Bible, the sacraments and rites, the doctrines and the organization of the churches |
| Trade | Prices, markets, cattle brands, ledgers, credit, who is solvent |
SkillThe Old West
Characteristic Agility Source The Old West
Riding covers staying on, steering and keeping a mount under control (The Stable, Riding). Its characteristic is Agility. Calming, reading, feeding and doctoring an animal stays with Survival. A wagon, coach or freight team is driven with Operate; Riding is used only when the team panics.