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SKILLS IN SUIT ORDER

Strength Skills
Axes
Boxing
Brawling
Climbing
Clubs
Garrotes
Hammers
Hyper-Breath
Martial Arts Weapons
Natural Weapons
Shields
Sonic Slam
Spears
Swords
Whips
Wrestling

Agility Skills
Acrobatics
Aerial Combat
Archery
Artillery
Boomerangs
Construction
Contingent Attack
Demolitions
Disguise
Driving
Equestrian
Escape Artistry
Fast Exit
Flinging
Gadgetry
Marksmanship
Martials Arts
Navigating
Piloting
Repair
Ricochet
Skating
Skiing
Sleight of Hand
Slings
Surfing
Thievery

  Intellect Skills
Scientific Genius*
Aeronautics
Archaeology
Architecture
Assessment
Astronomy
Biochemistry
Biology
Bionics
Chemistry
Computers
Criminology
Cryptography
Dimensional Geography
Electronics
Energy Control
Espionage
Genetics
Geology
History
Journalism
Law
Linguistics
Lore
Mechanics
Medicine
Mythology
Occult
Oceanography
Photographic Memory
Physics
Psychiatry
Radiology
Robotics
Sociology
Spacecraft
Super-Physiology
Time Machinery
Trivia
Weapon Systems
  Willpower Skills

Animal Handling
Art
Finance
Intimidation
Law Enforcement
Leadership
Manipulation
Meditation
Mental Control
Mesmerism
Military
Observation
Performing
Photography
Politics
Survival
Taunting
Teaching
Tracking
Trance
Writing

 

 

 

 

 

 

*This skill breaks the rules
of ability codes by allowing
the hero up to eight
starting science skills (and
over time, as many science
skills as he chooses), but no other
skills. See the Skills
appendix for details.

101

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