Here will come a collection of Skill Categories

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Armor • Heavy Skill Category

From RMSR

This category covers the use of rigid metal armor, from metal breastplates to full Maximilian Plate armor.

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Armor • Light Skill Category

From RMSR

This category covers the use of leather armor, both soft and rigid, from soft leather tunics to boiled leather cuirasses and the like.

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Armor • Medium Skill Category

From RMSR

Description

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Artistic • Active Skill Category

From RMSR

This category includes skills which involve creative expression through the use of physical means or activity. It also includes those activities which are spontaneous or interactive, such as improvisation or duets. The nature of this category implies some form of interaction with the audience or other artists.

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Artistic • Passive Skill Category

From RMSR

This category includes skills which involve creative expression through the means of non-physical means or activity. It also includes those activities which are considered and crafted, involving the application of creative effort in a structured and extended fashion. The nature of this category often indicates a non-interactive, even solitary activity.

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Athletic • Brawn Skill Category

From RMSR

This category includes those skills which involve the application of strength in a structured fashion, as opposed to a spontaneous or unstructured application (e.g., a frantic effort to break one’s bonds would not be an application of an Athletic • Brawn skill, but a considered effort to use one’s knowledge of leverage and one’s own strength to exert maximum force against a heavy weight would be).

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Athletic • Endurance Skill Category

From RMSR

This category includes those skills which involve the application of endurance in a structured fashion, as opposed to a spontaneous or unstructured application (e.g., resisting the effects of torture would not be an application of an Athletic • Endurance skill, but a considered effort to conserve one’s energy over a run of many miles would be).

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Athletic • Gymnastic Skill Category

From RMSR

This category includes those skills which involve the application of agility and coordination in a structured fashion, as opposed to a spontaneous or unstructured application (e.g., the frantic pinwheeling of arms one makes to maintain balance after an unexpected shove would not be an application of an Athletic • Gymnastic skill, but a considered effort to use one’s knowledge of balance and one’s own flexibility and agility to successfully walk a narrow ledge would be).

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Awareness • Perceptions Skill Category

From RMSR

This category includes those skills which involve unconscious awareness of one’s environment. These skills are passive skills, and may only be trained to a limited extent. Any active observation of the environment falls instead into one of the other A wareness categories. For example, a “danger sense” would fall into this category; a skill in locating traps in a room would not.

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Awareness • Searching Skill Category

From RMSR

This category includes those skills which involve the organized use of one’s ability to recognize and assimilate clues and information in the pursuit of some specific goal, in a structured fashion, as opposed to a spontaneous or unstructured application of such abilities (e.g., an attempt to orient oneself to a combat situation after taking a stunning blow would not be an application of an Awareness • Searching skill, but to trying to read the signs of a battle afterwards in order to perceive the course it had taken would be).

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Awareness • Senses Skill Category

From RMSR

This category includes those skills which involve the applied ability to assimilate unconscious clues and internal consultation to derive information about the environment, as opposed to a spontaneous or unstructured application of such abilities (e.g., jerking one’s hand away from a hot stove is not an example of using an Awareness • Senses skill, but sensing the direction of a heat source by the feel of it in the air would be).

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Body Development Skill Category

From RMSR

Skill rank in Body Development is one of the factors which determines how many hits (concussion hits) a character can take without passing out. A character’s total hits are equal to his Body Development skill bonus.

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Combat Maneuvers Skill Category

From RMSR

This category deals with the use of specialized maneuvers used in combat to achieve specific results. This may include fighting styles, special strokes, or defensive maneuvers used in conjunction with a particular mode of combat. Note that these skills serve as limits and modifications to combat abilities and are not attacks in and of themselves.

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Communication Skill Category

From RMSR

This category encompasses those skills involving the coordinated transfer of information from one being to another by whatever means available or preferred. Whether this is in the form of language or smoke signals, it covers only the actual process of transfer and understanding of the communication medium, not the analysis or use of such information (e.g., understanding the words spoken by a Sphinx involves the use of these skills; figuring out the riddle does not).

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Crafts Skill Category

From RMSR

This category encompasses the use of particular craftsman skills, such as making jewelry, copper etching, cloth work, etc. Note that these skills are all physical applications of skill to produce a desired object or product. Skills dealing with the abstract analysis or theory of these obects should fall instead under the Technical/Trade Group.
The list below is not exhaustive; there is a nearly infinite number of possible crafts.

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Directed Spells Skill Category

From RMSR

Spell Law makes provision for attack rolls for certain “directed elemental” spells. (See Section 23.7) Skill must be developed separately for each such spell. A character wishing to develop skill with such a spell must be able to cast it at least once a day (either intrinsically or from an item).

Note: In a Pulp Adventure, apply the following changes:
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Influence Skill Category

From RMSR

This category encompasses those skills which deal with an intentional and applied effort at influencing, manipulating, or deceiving others.

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Lore • Academic Skill Category

From Pulp Adventures

Mentioned, not described

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Lore • General Skill Category

Lore skills have a Standard skill bonus progression because it is assumed that there are common elements to certain “types” of Lores. The Lore Categories maintain this convention, but the GM may decide that these skills are disparate enough to warrant a Combined skill progression. If so, the development point costs should be doubled, reflecting the lack of skill category ranks.

From RMSR

This category encompasses the use of informational and academic skills which are available to most people with the determination to learn them.

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Lore • Magical Skill Category

Lore skills have a Standard skill bonus progression because it is assumed that there are common elements to certain “types” of Lores. The Lore Categories maintain this convention, but the GM may decide that these skills are disparate enough to warrant a Combined skill progression. If so, the development point costs should be doubled, reflecting the lack of skill category ranks.

From RMSR

This category encompasses the use of informational and academic skills dealing with magic and magical things. They are usually available only to those with access to magical resources and/or instructors.

Note: In a Pulp Adventure, apply the following changes:
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Lore • Obscure Skill Category

Lore skills have a Standard skill bonus progression because it is assumed that there are common elements to certain “types” of Lores. The Lore Categories maintain this convention, but the GM may decide that these skills are disparate enough to warrant a Combined skill progression. If so, the development point costs should be doubled, reflecting the lack of skill category ranks.

From RMSR

This category encompasses the use of informational and academic skills dealing with extremely unusual or obscure topics, often dealing with rare races and the like. Note that the availability of these skills should be limited to those with unusual magical or academic resources.

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Lore • Technical Skill Category

Lore skills have a Standard skill bonus progression because it is assumed that there are common elements to certain “types” of Lores. The Lore Categories maintain this convention, but the GM may decide that these skills are disparate enough to warrant a Combined skill progression. If so, the development point costs should be doubled, reflecting the lack of skill category ranks.

From RMSR

This category encompasses the use of technical informational and academic skills dealing with relatively common topics.

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Martial Arts • Combat Maneuvers Skill Category

From Martial Arts Companion

No specific description.

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Martial Arts • Striking Skill Category

From RMSR

This category encompasses the use of Martial Arts skills involving the so-called “hard” martial arts, typified by devastating blows dealt with the hands, feet, elbows and the like. Boxing and such activities are also considered to be Martial Arts, and can be found in this category.

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Martial Arts • Sweeps Skill Category

From RMSR

This category encompasses the use of Martial Arts involving the so-called “soft” martial arts, typified by throws, grappling, sweeps and powerful controlling techniques. Blocking and Wrestling are considered Martial Arts (albeit limited ones), and can be found in this category.

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Outdoor • Animal Skill Category

From RMSR

This category encompasses the use of skills involving the raising, handling, training, and care of animals.

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Outdoor • Environmental Skill Category

From RMSR

This category encompasses the use of skills involving information-gathering and surviving in the Outdoors and other unusual environments. These skills may range from gathering food to understanding how best to resist extreme heat or cold.

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Power Awareness Skill Category

From RMSR

This category encompasses the use of skills involving the perception and interpretation of magical power, information, and writings.

Note: In a Pulp Adventure, apply the following changes:
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Power Manipulation Skill Category

From RMSR

This category encompasses the use of skills involving the manipulation and alteration of spells and magical energies.

Note: In a Pulp Adventure, apply the following changes:
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Power Point Development Skill Category

From RMSR

Skill rank in Power Point Development is one of the factors which determines how many spells a character can cast within a given time period. A character’s power point total is equal to his Power Point Development skill bonus. Hybrid spell users should average their realm stats to determine the stat bonus for this skill.

Note: In a Pulp Adventure, apply the following changes:
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Science/Analytic • Basic Skill Category

From RMSR

This category encompasses the use of scientific and analytical skills which are available to most people with the determination to find and learn them.

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Science/Analystic • Engineering Skill Category

From Black Ops

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Science/Analytic • Medical Skill Category

From Pulp Adventures

Mentioned, not described

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Science/Analytic • Specialized Skill Category

From RMSR

This category encompasses the use of scientific and analytical skills dealing with unusual or obscure topics (in a fantasy adventuring setting). Note that the availability of these skills should be limited to those with unusual academic resources.

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Science/Analytic • Technical Skill Category

From Pulp Adventures

Mentioned, not described

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Self Control Skill Category

From RMSR

This category encompasses the use of skills involving the exercise of self-control and willpower, ranging from body control to advanced mental techniques.

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Special Attacks Skill Category

From RMSR

This category encompasses the use of skills involving specialized attacks (as opposed to specialized maneuvers during combat, which is handled under Combat Maneuvers).

From Martial Arts Companion

See Section 14.3 for details on how to use special attacks during a combat round.

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Special Defenses Skill Category

From RMSR

This category encompasses the use of unusual defensive skills which are typically available only through special training.

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Spells Skill Categories

From RMSR

A character's skill rank for a spell list determines which spells on that list he may cast. In addition, if certain restrictions are not met, a character's skill bonus for a spell's list can affect the casting of that spell.

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Subterfuge • Attack Skill Category

From RMSR

This category encompasses the use of attack skills performed by stealth or misdirection.

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Subterfuge • Mechanics Skill Category

From RMSR

This category encompasses the use of skills involving the creation and manipulation of physical objects and substances pertaining to subterfuge.

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Subterfuge • Stealth Skill Category

From RMSR

This category encompasses the use of subterfuge skills involving physical stealth, misdirection and manipulation.

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Technical/Trade • General Skill Category

From RMSR

This category encompasses the use of technical and trade skills which are available to most people with the determination to find and learn them.

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Technical/Trade • Professional Skill Category

From RMSR

This category encompasses the use of skills which are typically available only to specific professions, and require specialized training. The GM should limit the availability of these skills to those that would logically be available to the character according to his resources and heritage.

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Technical/Trade • Vocational Skill Category

From RMSR

This category encompasses the use of trade and technical skills which may be acquired through observation and understudy. They do not require extensive or specialized training; skill may be developed even without instruction.

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Urban Skill Category

From RMSR

This category involves the use of skills pertaining to an urban environment. They range from urban social skills to foraging for food in a town or city.

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Weapon • 1-H Concussion Skill Category

From RMSR

This category encompasses the use of weapon skills utilizing one-handed crushing weapons. Maces, clubs and morning stars all fall into this category.

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Weapon • 1-H Edged Skill Category

From RMSR

This category encompasses the use of weapon skills utilizing one-handed slashing weapons. Most swords, daggers and other small bladed weapons all fall into this category.

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Weapon • 1-handed Firearms Skill Category

From Weapon Law: Firearms

No description

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Weapon • 2-Handed Skill Category

From RMSR

This category encompasses the use of all weapons which require two hands to wield. Quarterstaves, flails, two-handed swords and the like all fall into this category.

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Weapon • 2-handed Firearms Skill Category

From Weapon Law: Firearms

No description

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Weapon • Missile Skill Category

From RMSR

This category encompasses the use of all hand weapons that are designed to project a missile of some kind. This includes self bows and crossbows, as well as slings.

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Weapon • Missile Artillery Skill Category

From RMSR

This category encompasses the use of all heavy missile weaponry, from catapults to trebuchets.

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Weapon • Pole Arms Skill Category

From RMSR

This category encompasses the use of all polearms, from halberds to pikes and the ever-popular glaive-guisarme.

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Weapon • Thrown Skill Category

From RMSR

This category encompasses the use of all thrown weapons, including knives, darts and javelins.

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