| Skill | Covers | Governing characteristics |
| Acting | Pretending to be someone else, Disguise, Feigning emotions, Mimicry, Fast talk | PE, IQ, WP |
| Administration | Mathematics, Accounting, Business, Literacy | IQ, WP |
| Art | Painting, Drawing, Sculpture, Forgery/counterfeiting | CO, PE |
| Athletics | Running, Jumping, Lifting, Stamina, Dancing, Contortions, Acrobatics, Sports | ST, CO |
| Biology (modern) | Botany, Genetics, Marine biology, Microbiology, Veterinary medicine, Zoology | PE, IQ |
| Chemistry (modern) | Identify chemical substances, Predict chemical reactions | IQ |
| Climbing | Climbing natural and man-made surfaces | ST, CO |
| Combat | Brawling, Dodging, Absorbing damage, Combat speed | ST, CO |
| Computing (modern) | Operating a computer, Computer programming, Hacking | IQ, WP |
| Crafts | Leatherwork, Weaving, Embroidery, Shoe-making, Basket-making, Rope-making, Pottery, Candle-making | CO |
| Driving (modern) | Cars, Motorbikes, Racing cars | CO |
| Empathy | Reading body language, Active listening, Establishing rapport, Conversation, Lipreading | CH, PE |
| Engineering | Architecture, Construction, Mechanical devices (locks, traps, etc.), Woodwork, Carpentry, Masonry | CO, IQ |
| Engineering (modern) | Hydraulics, Electrical systems, Electronics, Security systems and bugs, Gunsmith, Vehicle maintenance | CO, IQ |
| Explosives (modern) | Use of explosives to blow up objects, Bomb disposal, Forensic examination of bomb sites | CO, IQ |
| Farming | Planting and harvesting crops, Animal handling, Butchery | ST, PE, WP |
| Geology (modern) | Understanding rocks, Predicting earthquakes/volcanoes, Knowledge of extinct/past creatures | IQ |
| Influence | Temptation, Emotional appeal, Teaching, Bargaining, Arguing, Oratory, Assertion | CH |
| Intimidation | Aggression and threatening, Manipulation through personality flaws, torture | ST, WP |
| Magic - Air | Casting magical spells and rituals based on the element of air | WP |
| Magic - Countering | Casting magical spells and rituals to counter or nullify other magic | WP, IQ |
| Magic - Darkness | Casting magical spells and rituals based on the element of darkness | WP |
| Magic - Death | Casting magical spells and rituals based on death (e.g. curses, black magic) | WP |
| Magic - Earth | Casting magical spells and rituals based on the element of earth | WP |
| Magic - Enhancement | Casting magical spells and rituals to enhance or boost other magic | WP, IQ |
| Magic - Fire | Casting magical spells and rituals based on the element of fire | WP |
| Magic - Illusion | Casting magical spells and rituals based on illusion and deception | WP, PE |
| Magic - Life | Casting magical spells and rituals based on life (e.g. healing, blessing, white magic) | WP |
| Magic - Light | Casting magical spells and rituals based on the element of light | WP |
| Magic - Projection | Casting magical spells and rituals based on projecting own will to directly control what is taking place elsewhere (e.g. telepathy, telekinesis) | WP |
| Magic - Stasis | Casting magical spells and rituals based on self-control and resistance to external influences | WP |
| Magic - Truth | Casting magical spells and rituals based on truth (e.g. detection) | WP, PE |
| Magic - Water | Casting magical spells and rituals based on the element of water | WP |
| Martial Arts | Bare-handed Strikes, Kicks, Throws, Holds, Blocks, Dodges | CO, WP |
| Medicine | Diagnosing, First Aid, Massage, Treating poison and disease, Surgery, Using herbal remedies | PE, IQ |
| Medicine (modern) | Diagnosing, Paramedic, Treating poison and disease, Surgery using anaesthetics, Use of drugs, Autopsies/forensic medicine | PE, IQ |
| Melee | Striking or parrying with a weapon (knife, sword, axe, mace, flail) in melee | ST, CO |
| Memory | Remembering people, places, facts, images | IQ |
| Mining | Finding precious metals and gems through excavation, navigating and surviving underground | ST, PE |
| Music | Singing, Composing, Playing music, Conducting | CO, PE |
| Navigation | Judging orientation and distances, Reading and making maps, Piloting ships and boats | PE |
| Physics (modern) | Understanding advanced maths (e.g. cryptography), electricity, gravity, heat, light, magnetism, radiation and sound | IQ |
| Piloting (modern) | Flying a plane, helicopter or rocket, Parachuting/hang-gliding | CO |
| Polearm | Striking (or parrying) with a polearm (e.g. spear) in melee | ST |
| Reasoning | Problem-solving, puzzles, Constructing/understanding logical arguments, Researching information from reference material, Understanding a crime scene | IQ, WP |
| Regional knowledge | Language, Culture, History and Geography; A separate Regional knowledge skill is required for each particular area. | IQ |
| Riding | Riding a mount, Driving a animal-drawn vehicle | CO, WP |
| Science | Chemistry (including alchemy), Physics, Astronomy (including astrology) | IQ |
| Shield | Parrying (or striking) with a shield | CO, PE |
| Shooting | Missile weapons (drawn bows, cross-bows, slings, guns, etc) | CO, PE |
| Skiing/ Skating | Skiing (including skiing at speed and ski-jumping), Skating (including speed skating and skating maneuvers such as spins and jumps) | CO |
| Sleight of hand | Concealing items in hands, Pickpocketing, Fast draw of weapons | CO |
| Smithery | Armoury, Forging weapons, Shoeing horses | ST, CO |
| Stealth | Moving quietly, Hiding, Camouflage | CO, WP |
| Survival | Making shelter, Recognising wild animals/plants, Gathering/trapping food, Finding water, Tracking | ST, PE, WP |
| Swimming | Swimming on surface and underwater, Diving, Surviving in water, Scuba, Deep-sea diving | ST, CO |
| Tactics | Initiative in combat, Setting/sensing ambushes, Spotting hiding people, Hearing sneaking people, Strategy in battle | IQ |
| Throwing | Throwing accurately (including weapons), Catching, Juggling | ST, CO, PE |
| Trance | Entering a mental trance, Avoiding succumbing to fear, Berserking, Meditation, Mental resistance | WP |
| Valuation | Assessing the value of a commodity/item in an area | PE, IQ |
Some skills are more common than others. The referee may rule that cps may not be allocated to certain skills during character generation, unless those skills clearly form part of the character's background.