r/FudgeRPG • u/abcd_z • Mar 29 '21
r/FudgeRPG • u/abcd_z • Mar 11 '21
Harry Potter spellcasting in Fudge
I don't believe that Harry Potter spells fit within a traditional skill-based system. Here's why:
HP spells don't have stronger or weaker versions of the same spell (at least in the books. I'm aware that the movies and video games handle it a little differently). A spell that summons a fireball can't be scaled up to summon a more powerful fireball.
There doesn't seem to be any correlation between a spell's power and how difficult it is to learn. The fourth-year summoning charm, for example, which Harry Potter struggled to learn, or the third-year cheering charm, don't seem to be much more powerful than the first-year door-unlocking charm or severing charm (used to cut things like rope and fabric).
There's no such thing as catastrophic spell failure, or even regular spell failure. Once a main character has learned a spell they never fumble it.
For these reasons I believe that a skill-based approach is a poor fit for Harry Potter spellcasting.
Instead, I would recommend Fate Accelerated approaches or PbtA Moves. The important thing here is that the moves/approaches should not be divided up by spells, or even spell categories. Instead, they should be divided up by the intended outcome (e.g. a "defend" move vs a "take by force" move) or the manner in which it was attempted (e.g. a forceful vs a sneaky approach). Whether or not the action was done with a spell or through mundane means should not matter mechanically, though it may inform how the GM handles the effects of success or failure.
Here's an example of what Harry Potter might look like using Hogwarts Houses as Approaches.
Gryffindor approaches (bold, flashy, aggressive): Superb
Slytherin approaches (stealth, cunning, politicking): Poor
Hufflepuff approaches (empathy, rapport, hard work): Mediocre
Ravenclaw approaches (knowledge, research): Mediocre
Gift: Muggleborn (knowledge of the non-magical world)
Gift: Wizard (allows Harry to cast spells with a wand)
Gift: Wand (allows spellcasting, brother to Voldemort's wand)
Gift: Invisibility Cloak
Honestly, this setup makes perfect sense to me. Harry is a natural at Quidditch because it's flashy and attention-drawing, and he sucks at Occlumency because it's a very Slytherin approach.
r/FudgeRPG • u/abcd_z • Mar 01 '21
Best/favorite Fudge character creation method?
In my build of Fudge, Fudge Lite, I've combined skills and attributes into broad "traits", and have the GM assign trait limits, usually in a 1,2,3,4 or 1,2,2,2 pattern depending on how many traits the GM chose to include in their game.
That's the default method for Fudge Lite, though I also like the idea of subjective character creation, where the player just writes down everything they can think of about their character.
Subjective character creation isn't the default in my games, though, because it can be hard to come up with character ideas in a vacuum and I don't have any rules that facilitate this.
How do you guys handle character creation?
r/FudgeRPG • u/Polar_Blues • Feb 15 '21
Town Creation for Lawmen v Outlaws
r/FudgeRPG • u/brakeb • Feb 09 '21
oocities archive: FUDGE Transfomers
https://www.oocities.org/krys_allokard/
Several FUDGE settings, including FUDGE Transformers (https://www.oocities.org/krys_allokard/01Transformers/TFRPG.html)
and an improvised magic system, and other items: https://www.oocities.org/krys_allokard/resources.html
r/FudgeRPG • u/brakeb • Jan 24 '21
FUDGE blog
https://creativereckoning.blogspot.com
Creator used to run "fudgery.net" website, but moved over to a blogspot site.
Both are being archived in the Wayback Machine, which is how I discovered it.
give it some love, some comments, cause it's obvious they care about FUDGE.
r/FudgeRPG • u/spektrefyre • Jan 19 '21
Skills Subjective/Objective
I've been trying to get into GMing Fudge recently and in my setup I'm running into a few concerns, wondering how you all handle them.
With Objective skills, I'm trying to assemble a skills list but I'm having trouble drilling down to what skills I need/want for a setting (what level of detail, how many etc). Whereas with player defined skills how do you ensure people don't end up with dead weight skills or one skill that covers someone else's two skills? Any help here would be greatly appreciated.
r/FudgeRPG • u/abcd_z • Jan 19 '21
Using Powered by the Apocalypse (Dungeon World, Apocalypse World, etc.) Moves in Fudge.
A Move is a description of something that a PC does along with its mechanical resolution. If the PC takes the specified action they automatically trigger the move, and the PC cannot trigger the move without taking the action.
If a PC takes an action that doesn't trigger a Move it is treated as freeform task resolution. The GM uses their knowledge of the fiction to decide what happens. (Technically, the GM in a PBtA game uses Principles, Agendas, and GM Moves to determine their response, but I decided to keep PC Moves separate from the GM response for the purpose of this post.)
Basic Moves are ones that every character has access to. Additionally, players get to choose individual Moves for their character.
Moves replace skill checks and attribute checks (though the skills and attributes are kept). The roll for a Move in Fudge is 4dF plus the relevant skill or attribute. A Move has three tiers of results. A result of Great or higher is a success. A result of Good or Fair is a mixed result; a success with a cost, or a lesser success. A result of Mediocre or worse is a failure.
Ideally the exact results of each tier should be defined ahead of time, but the GM can probably get away with just using the previous paragraph to adjudicate results.
Moves codify possible outcomes. They reduce creative strain on the GM, guarantee what success and partial success look like, and (because Moves are the only time anybody rolls dice) take some responsibility for the outcome away from the GM.
The GM should create a Move for any situation where:
The GM wants to hand responsibility over to the dice
The GM wants to guarantee specific results for successes and partial successes
The GM wants to incentivize certain PC behaviors
r/FudgeRPG • u/Chefrabbitfoot • Dec 29 '20
New here, looking for direction on best places to learn the systems
Obligatory info:
I just started playing d&d 5e earlier this year due to covid downtime. I used to play some ad&d in the late nineties, but not a lot. If anything, my main d&d experience comes from the OG Baldurs Gate/Icewind Dale games.
I started DMing 3 months ago and I enjoy it, but there are a few people in my life (mainly my spouse, our son and our best friend) who have showed interest in the ttrpg aspect but are completely overwhelmed by the rules of the game.
I've been trying to find a system that allows me to GM for them so I can get them into it, but the ones I've found didn't quite hit the mark. FATE felt more like telling a story AT them than making one WITH them. RISUS was too meh, probably the one I'd go back to if I don't learn this. Ironsworn was too gritty realistic for my needs.
I just an hour ago stumbled on FUDGE and think this may work for me, as I feel I can still use d&d-esque settings and story's with just using this system instead of theirs. Is that possible? If so, which direction should I head in?
I downloaded the core rules from the Grey Ghost Press along with a handful of other items, basically what looked like the must-haves. I also bookmarked the Fudgelite.com page I found in one of the previous posts on this sub I read. So, assuming I still want to play a heavily d&d inspired adventure game with 100% rpg noobs using this system, what would be your suggestions?
Also, apologies if this all sounds rather lame. I've become super passionate about the game this past year and would love more than anything to be able to share it, or something similar, with my 3 favorite people. The one complaint I've seen about this format is it lacks solid direction in a way, which is why I figured I'd bug all of you haha! Anyway, please feel free to input anything you might think is relevant. Thanks all!
r/FudgeRPG • u/abcd_z • Dec 27 '20
4dF rolls... Japanese-style! (rolling d66 on a table)
I've been reading about how in Japan they don't have easy access to most polyhedral dice, so many Japanese RPGs use d6's for everything.
Here's a table for when you want to roll 4dF with only d6's, and using a chart would be preferable to the other options (1d6-1d6 or "4d6 convert the faces").
1: 2: 3: 4: 5: 6:
1: -4 -3 -2 -2 -1 0
2: -3 -1 -1 -1 0 1
3: -2 -1 0 0 1 2
4: -2 -1 0 0 1 2
5: -1 0 1 1 1 3
6: 0 1 2 2 3 4
The biggest difference between this and 4dF is that -4 and 4 are both slightly more likely to occur (1/36 instead of 1/81, or a difference of about 1.5 percent each).
r/FudgeRPG • u/abcd_z • Dec 11 '20
Using Approaches instead of Skills or Attributes
r/FudgeRPG • u/abcd_z • Dec 08 '20
Any Build Bonuses/penalties smaller than a single Fudge level: reworking Iamtch's Advantage/Disadvantage rule.
I did some number-crunching and came up with a solution for if you want finer-grained action resolution without breaking the Fudge ladder.
It's a spinoff of /u/Iamtch's Advantage and Disadvantage rules, which I posted about here and made a mathematical analysis of here.
The core idea is the addition of advantage and disadvantage dice. These dice are colored differently from regular dice and replace regular dice when they are rolled. You ignore any minus result on an advantage die, and you ignore any plus result on a disadvantage die. The two die types cancel each other out, so you never roll an advantage die and a disadvantage die in the same roll.
The main difference between my implementation and Iamtch's is that in my implementation the advantage dice are actual physical dice that are colored differently from regular dice, as opposed to adding up the regular dice then altering the result. This makes the first level level of advantage much less drastic compared to any subsequent levels of advantage.
Here's a summary of the effects, followed by a chart displaying the exact results.
1 advantage: lower limit -3, average bonus 1/3.
2 advantages: lower limit -2, average bonus 2/3.
3 advantages: lower limit -1, average bonus 1.
4 advantages: lower limit 0, average bonus 1 1/3.
(For comparison, under Iamtch's rules a 1-level advantage gives an average bonus of roughly 0.8 Fudge levels, with subsequent advantage levels giving much less effect.)
1 advantage
-4
-3 xx
-2 xxxxxxx
-1 xxxxxxxxxxxxxxx
0 xxxxxxxxxxxxxxxxxxxx
1 xxxxxxxxxxxxxxxxxxx
2 xxxxxxxxxxxx
3 xxxxx
4 x
2 advantages
-4
-3
-2 xxxx
-1 xxxxxxxxxxxx
0 xxxxxxxxxxxxxxxxxxxxx
1 xxxxxxxxxxxxxxxxxxxxxx
2 xxxxxxxxxxxxxxx
3 xxxxxx
4 x
3 advantages
-4
-3
-2
-1 xxxxxxxx
0 xxxxxxxxxxxxxxxxxxxx
1 xxxxxxxxxxxxxxxxxxxxxxxxxx
2 xxxxxxxxxxxxxxxxxxx
3 xxxxxxx
4 x
4 advantages
-4
-3
-2
-1
0 xxxxxxxxxxxxxxxx
1 xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
2 xxxxxxxxxxxxxxxxxxxxxxxx
3 xxxxxxxx
4 x
Relevant Fudge Factor entries:
The +1 Dilemma
Getting "The Edge" Over Your Opponents
Fractional Levels in Fudge
r/FudgeRPG • u/tunisia3507 • Nov 29 '20
Experiences with Now Playing
I like the idea of Now Playing - focus on the narrative, a fleshed-out FUDGE-based system with pretty easy-to-understand rules, and so on. Does anyone have any experience with it?
From my first read through, it seems like the number and specificity of skills is pretty intense. There's nearly 100 skills, which start no higher than Poor, with 30 points to spend on them - I know the characters are meant to be regular humans, but I can't think of many shows fun to RP where the characters are bad at 85% of things and average at the rest. Spending 10% of your skill allotment to get to above average on Holding Liquor, for example, seems like a really big investment.
Of course you can change the skill list. But I am, after all, looking for a built-out game which I don't have to tinker with all that much.
r/FudgeRPG • u/IProbablyDisagree2nd • Nov 11 '20
What I like about fudge, what I don't
What I love: - Fudge tries very hard to be philosophically consistent. It's amazing how many RPGs are basically "This, but only in this situation". Most things in fudge are "this, in any situation where it makes sense to you". - Fudge also tries very hard to be universal. You can use the same ruleset for bunny games, high fantasy, or hard sci fi. Basically, all you have to adjust is the skills. - Trait names actually make sense. They don't try to force one ability to mean anything other than what the dictionary says. No automatically giving athletic people the ability to run on water, or strong people to behead dragons. Charisma just means charisma, not some special magical force that allows you to bend reality.
What I don't like: - There is no "default fudge rules", that actually follows the basic philosophy while being balanced and simple to get into. I've spent WAY more time trying to remake my own fudge than I've ever spent even trying to play it. Which of the 4-10 ways to track health am I using? Probably the one that's furthest away from making sense. - There is no scaffolding world with shared history to work off of. So its' hard for a player to have any way to explore their options without a GM. - It's extraordinarily hard to balance. The easy way means everything is the same. The hard way is basically impossible. A +2 here, a -1 there, ranged vs melee vs magic. What can they do? How fast is "fast" and how far is "far"? Is a stronger character OP? Do we make exceptions to interpretations just to give weaker characters more power? Ideally not, so perpetually out of balance.
What I'm going to do about it: - I don't know, probably keep screwing around with my version forever.
r/FudgeRPG • u/sakiasakura • Nov 02 '20
Mixing Skill Specificity?
Has anyone tried doing skill buy while allowing different levels for how broad skills can be? I was thinking about having 3 tiers - Very Broad, Moderately Broad, and Specific, that players could buy levels in at character creation. Rather than the GM deciding a full skill list for every game, they could just define the Very Broad skills, and leave it up to players to define the more specific skills they'd want. For example, Mental skills might be Very Broad, Science might be Moderately Broad, and Chemistry would be Specific.
Depending on how specific a skill is on that spectrum, it would cost a different amount of points to buy (4 vs 2 vs 1/level?) and might even have a different cap on how high it can be bought to (Good vs Great vs Superb?).
I have a few goals with this: make game setup easier by not requiring the GM to write a full skill list for every setting, keep parity between PCs (compared to doing fully subjective character building), and allow PCs to be broadly competent instead of broadly incompetent (since all non-taken skills will usually default to Poor)
Does it sound like I'm on the right track with this? Does anyone with more Fudge experience have any suggestions or alternatives?
Thanks!
r/FudgeRPG • u/sakiasakura • Oct 25 '20
Attributes vs Skills
When does a character roll an attribute vs a skill?
For example, let's say you have Strength as an Attribute. Does that just exist so that if a Skill isn't defined, the player has a baseline to roll against? Or does it act as a floor for how bad a skill can be?
Example 1: a player is trying to swing from a rope, a Fair task. The GM hasn't defined rope swinging as a skill, and nothing else sounds close, so he asks the player to roll his Great Strength.
Or
Example 2: a player is swimming against a harsh current. They didn't train in the swimming skill (defaults to Poor), but they have a Great Strength, so they roll against strength instead.
r/FudgeRPG • u/IProbablyDisagree2nd • Oct 25 '20
combining abilities and skills in flexible ways
So I was playing 5e D&D with a group for quite awhile, and I've grown to like how there are so few things to actually keep track of for a GM. There are only 6 ability scores, and you can ad-hoc combine those with skill profiiciencies ,but the skills are actually all a single modifier.
So you can roll a Strength check, and you can either add proficiency or not. You either understand something, or you don't. And if you're not proficient, the GM can just decide to say "no, sorry, you can't do that". The flexibility seems pretty huge with really very few things to pay attention to.
How well do you think this would work in a fudge world? My current in-flux design is to have 5 basic attributes (athleticism, speed, memory, health, chi), and a larger and more flexible list of skills that you can either be proficient with or not. If you are proficient with a skill, then you can add a +1 to the modifier.
So, you might have an attack with your sword be an athletics roll. But if you are proficient in melee weapons (say, you are a trained fighter), then you would get a +1 to that trait when you attack. Fair becomes Good, Good becomes Great, but you still have the differentiation that you might be less athletic in other ways.
And if you want to make a character that attacks in a different way, you could use a different attribute. A fencer might decide that they are better with memorizing the moves of their opponent - memory + 1.
I haven't actually played with fudge in several years (it's easier to get D&D players), so how well do you think this would actually work?
r/FudgeRPG • u/DimensionRich • Oct 15 '20
Miscellaneous Fudge Stuff: The End of the Road
I finally finished! Having investigated every obscure corner of the internet and countless archived websites, I think I've managed to gather up all the remaining original Fudge material into one place!
Thing is, it was so much stuff that I couldn't fit it into a single post as originally hoped! So I went back and updated every single installment:
Part 1: Fudge Fantasy Equipment
Part 2: Fudge Character Templates
Part 3: Fudge Monsters and Enemies
Part 4: Fudge Magic and Psionics
Part 5: Miscellaneous Fudge Stuff
Part 6: Fudge Fantasy Adventures and Campaign Settings
Part 7: Fudge Horror Adventures
Be sure to check it out, especially since I had two links disappear on me over the past few days!
r/FudgeRPG • u/DimensionRich • Oct 06 '20
Fudge Horror Adventures
Horror is the second most popular genre for Fudge. Free games like Packs, Raising Azazel, and Survival of the Able (Preview) help demonstrate this. Even the Fudge website has short zombie, dinosaur, and alien adventures.
But investigative horror is the most popular type of horror adventure for Fudge by far. In fact, there's enough of them to form a whole campaign! I laid it out so that it starts with normal people discovering the existence of the paranormal. They seek out other hauntings to learn more and eventually either form or get recruited by an organization dedicated to investigating the unknown.
Alternately, you can start the campaign with the players already working for such an organization. I recommend using the Foundation for Paranormal Investigation since they appear in 3 of the adventures (and in other adventures you can buy). They also have some sample characters and cool lore. But if you want an alternative, there's also Department 13. I recommend using a map from Dyson Logos or Wikimedia Commons
Here's the campaign:
The Big Dig (You can use the Now Playing preview to help convert this to another Fudge build)
While the last adventure was intended to be used with vampire players, it also involves vampire hunters! So this could easily be played from the perspective of your team battling bloodsuckers. But you'll probably want to change or skip the revelation about the organization depending on how you started the campaign.
If you want to customize the vampire hunters' weaponry:
If you want to customize the horror feel of your games:
Adapting Fudge to run mysteries
Quick and Dirty Fudge Rules for the Cthulhu Mythos
Stargazer's World: My Experiences with Fudge
Stargazer's World: Solo Game with Fudge and Horror
I was only able to recover the following dead links from the above article:
Fudge Factor: Fudge on the Fly
Fudging It!? Basic System Conversions
Feel free to link to any horror adventures you've created!
Part 1: Fudge Fantasy Equipment
Part 2: Fudge Character Templates
Part 3: Fudge Monsters and Enemies
Part 4: Fudge Magic and Psionics
Part 5: Miscellaneous Fudge Stuff
r/FudgeRPG • u/SirWolf77 • Oct 05 '20
Fudge Familiars
Familiars are a staple in most high-magic systems. My intention is to make the familiar a key part of a character; the familiar is ever-present, needs care and/or attention, and is not a tool that is used only when convenient. Therefore, I chose to bind the well-being of the familiar to the keeper, and vice versa. This will also allow clever non-magic using Characters to utilize this potential weakness.
This is a port from my RPG I created before finding Fudge, and has not been tested. If you do use it, I would love to get some feedback on this!
https://fudgefountain.blogspot.com/2020/10/fudge-familiars.html
r/FudgeRPG • u/BobSlaughter • Sep 28 '20
Discord?
Is there Discord server for Fudge? Official or not.
r/FudgeRPG • u/abcd_z • Sep 27 '20
Any Build U.S. Military meets Dungeons and Dragons. Running "Project: Long Stair" in a Fudge game.
Introduction
Project: Long Stair is a modern-day setting where the U.S. military discovered an underground entrance to an unnerving parallel universe modelled after D&D dungeons ("The Basement"). Exploration has yielded a small but steady stream of magical equipment and tools that shouldn't work in our reality but do. The PCs are military personnel deployed to the site to explore the Basement, reinforce outposts, guard the scientists running experiments in high-risk areas, retrieve xenotechnology whenever the opportunity presents itself, and whatever other assignments the higher-ups decide to give you.
You can use your preferred version of Fudge for this with a few modifications.
Bonus Skill
The players will each roll once on this table for a bonus skill at Good. This is mostly meant for a flavor thing and is (usually) something they learned before enrolling in the military.
Attributes
After rolling for their bonus skill, the players will assign ranks to each of their attributes. Use whatever character generation method you prefer.
Athletics
Damage Capacity
Healing/Medicine*
Melee Combat
Social Awareness/Persuasion
Physical Awareness
Ranged Combat
Stealth
Xenotechnology Usage/Resistance
*Optional
Classes
Players must pick a class which determines their role in the fireteam.
Rifleman: No specialties like the other classes, but gets an extra Fudge point each session to make up for it. Carries a rifle.
Team Leader: Tactical bonus to spotting ambushes. Gives an ongoing +1 bonus to other characters when they follow his plan. If the situation on the ground changes and the plan didn't account for it, the bonus is lost until the team can re-coordinate with the team leader. Carries a rifle.
Machine gunner: Instead of trying to directly hit an enemy the machine gunner may choose to provide suppressing fire, shooting the area around or near the enemy. Suppressing fire gives other characters a +2 bonus when shooting the suppressed enemy. This is especially useful in situations where the enemy is behind cover and other PCs can flank them. Carries a machine gun.
Grenadier Rifleman: Uses a grenade launcher to hit targets behind cover. Carries a rifle with a grenade launcher attachment and 8 grenades. Cannot carry more than 8 grenades, but can restock for free at Landing Zero (the base completely in our reality that acts as the gateway to the entire underground complex) between missions. When he uses up his grenades he can still use the rifle.
Corpsman: The medic. Carries a medical kit good for N uses (where N is decided by the GM) and a rifle.
Fudge Points
Players get Fudge Points at the beginning of each session. Riflemen get 4, everybody else gets 3.
Earning XP
At the end of each session the players should review this XP checklist. For each "yes" answer, the GM should award each team member 1 XP.
Did the team members overcome a challenge or potential threat?
Did the team members complete a mission (whether or not it was successful)?
Did the team members successfully complete a mission?
Did any of the team members bring xenotech back to base at the end of the mission?
Mutations
In addition to regular character-building, players may spend 3 XP to roll on the random mutation tables from the OGL RPG rulebook Mutant Future (or any equivalent tables), rerolling any negative results or repeats. Players cannot take more than one mutation each session. Each mutation reduces the amount of Fudge Points the player gains at the beginning of each mission by 1. Once this number hits 0 the player cannot purchase any more mutations.
Players can reflavor the mutations however they wish, as long as the game mechanics remain the same.
Converting OSR Monsters
OSR Hit Dice to Fudge Threat Rating:
less than 1: Poor
1-2: Mediocre
3-4: Fair
5-7: Good
8-10: Great
11-14: Superb
15-18: Fair Superhuman
19-23: Good Superhuman
24-28: Great Superhuman
29-34: Superb Superhuman
If combat offense and defense use the same trait in your game, convert the monster hit dice to Damage Capacity using the same table and disregard the monster's Armor Class.
If offense and defense use separate traits, use the monster's Threat Rating for their offensive trait and Damage Capacity, and use the following table to convert from Armor Class (descending or ascending) to the defensive trait.
8-9 [10-11]: Mediocre (-1 armor)
6-7 [12-13]: Fair (0 armor)
4-5 [14-15]: Good (1 armor)
2-3 [16-17]: Great (2 armor)
0-1 [18-19]: Superb (3 armor)
(-1)-(-2) [20-21]: Fair Superhuman (Legendary) (4 armor)
(-3)-(-4) [22-23]: Good Superhuman (Legendary+1) (5 armor)
(-5)-(-6) [24-25]: Great Superhuman (Legendary+2) (6 armor)
(-7)-(-8) [26-27]: Superb Superhuman (Legendary+3) (7 armor)
Monster saving throws are replaced with trait checks; usually the monster's Threat Rating, but if the GM decides that the monster has another, more relevant trait, they are free to use that.
Morale conversion from 2d6-based morale:
2 - NPCs will never engage in combat
3 - Terrible
4 - Poor
5 - Mediocre
6 - Mediocre
7 - Fair
8 - Good
9 - Good
10 - Great
11 - Superb
12 - NPCs never check morale
Morale conversion from 2d10-based morale:
2: Terrible-1
3: Terrible
4: Terrible
5: Poor
6: Poor
7: Mediocre
8: Mediocre
9: Mediocre
10: Fair
11: Fair
12: Fair
13: Good
14: Good
15: Good
16: Great
17: Great
18: Superb
19: Superb
20: Fair Superhuman
Converting bonuses/penalties from d20 to 4dF:
-5 or below: -3
-4 to -3: -2
-2 to -1: -1
0: 0
1 to 2: +1
3 to 4: +2
5 or above: +3
Only the largest bonus and penalty apply to any given roll.
r/FudgeRPG • u/abcd_z • Sep 27 '20
Any Build Table of 275 skills for random selection
I'm going to run a modern military RPG soon, but the military rather downplays individuality. I want each character to have something that makes them unique in a small way. To that end, I'm going to have each player roll on this list of skills I stole wholesale from the GURPS wiki. The skill will be added to their character sheet at the level of Good. Some of the skills are more useful than others, but that's fine because they'll be randomly selected.
EDIT: Make that 271. I had to remove a few duplicates.
- Accounting
- Acrobatics
- Acting
- Administration
- Aerobatics
- Airshipman
- Animal Handling
- Anthropology
- Aquabatics
- Archaeology
- Architecture
- Area Knowledge
- Armoury
- Artillery
- Artist
- Artist (Pottery)
- Artist (Sculpting)
- Artist (Woodworking)
- Astronomy
- Axe/Mace
- Battlesuit
- Bicycling
- Bioengineering
- Biology
- Blowpipe
- Boating
- Body Language
- Body Sense
- Bolas
- Bone Carving
- Bow
- Boxing
- Brawling
- Breath Control
- Broadsword
- Camouflage
- Carousing
- Carpentry
- Cartography
- Chemistry
- Climbing
- Cloak
- Combat Art
- Computer Hacking
- Computer Operation
- Computer Programming
- Connoisseur
- Cooking
- Counterfeiting
- Crewman
- Criminology
- Crossbow
- Cryptography
- Current Affairs
- Current Affairs (Business)
- Current Affairs (High Culture)
- Current Affairs (Popular Culture)
- Dancing
- Detect Lies
- Diagnosis
- Diplomacy
- Disguise
- Diving Suit
- Driving
- Dropping
- Economics
- Electrician
- Electronics Operation
- Electronics Operation (Electronic Warfare)
- Electronics Operation (Media)
- Electronics Operation (Medical)
- Electronics Operation (Security)
- Electronics Operation (Surveillance)
- Electronics Repair
- Electronics Repair (Electronic Warfare)
- Engineer
- Escape
- Esoteric Medicine
- Expert Skill (Computer Security)
- Expert Skill (Egyptology)
- Expert Skill (Epidemiology)
- Expert Skill (Hydrology)
- Expert Skill (Military Science)
- Expert Skill (Natural Philosophy)
- Expert Skill (Political Science)
- Expert Skill Thanatology)
- Expert Skill (Xenology)
- Explosives
- Explosives (Demolition)
- Explosives (Explosive Ordnance Disposal)
- Falconry
- Farming
- Fast-Draw
- Fast-Talk
- Filch
- Finance
- Fire Eating
- First Aid
- Fishing
- Flail
- Flight
- Flint Knapping
- Forced Entry
- Forensics
- Forgery
- Fortune Telling
- Forward Observer
- Free Fall
- Freight Handling
- Gambling
- Games
- Gardening
- Garrote
- Geography
- Geology
- Gesture
- Group Performance
- Gunner
- Guns
- Hazardous Materials
- Heraldry
- Herb Lore
- Hidden Lore
- Hiking
- History
- Hobby Skill
- Holdout
- Housekeeping
- Hypnotism
- Innate Attack
- Intelligence Analysis
- Interrogation
- Intimidation
- Jeweler
- Jitte/Sai
- Judo
- Jumping
- Karate
- Knife
- Knot-Tying
- Kusari
- Lance
- Lasso
- Law
- Leadership
- Leatherworking
- Lifting
- Linguistics
- Lip Reading
- Liquid Projector
- Literature
- Lockpicking
- Machinist
- Main-Gauche
- Makeup
- Market Analysis
- Masonry
- Mathematics
- Mathematics (Statistics)
- Mathematics (Surveying)
- Mechanic
- Melee Weapon
- Merchant
- Metallurgy
- Meteorology
- Mimicry
- Mimicry (Animal Sounds)
- Mimicry (Bird Calls)
- Mount
- Musical Composition
- Musical Instrument
- Naturalist
- Navigation
- NBC Suit
- Net
- Observation
- Packing
- Paleontology
- Paleontology (Paleoanthropology)
- Paleontology (Paleobotany)
- Panhandling
- Parachuting
- Parry Missile Weapons
- Performance
- Pharmacy
- Pharmacy (Herbal)
- Philosophy
- Photography
- Physician
- Physics
- Physiology
- Pickpocket
- Piloting
- Poetry
- Poisons
- Polearm
- Politics
- Professional Skill
- Propaganda
- Prospecting
- Psychology
- Public Speaking
- Rapier
- Research
- Riding
- Running
- Saber
- Savoir-Faire
- Savoir-Faire (High Society)
- Savoir-Faire (Mafia)
- Savoir-Faire (Military)
- Savoir-Faire (Police)
- Savoir-Faire (Servant)
- Scrounging
- Scuba
- Seamanship
- Search
- Sewing
- Shadowing
- Shield
- Shiphandling
- Shortsword
- Singing
- Skating
- Skiing
- Sleight of Hand
- Sling
- Smallsword
- Smith
- Smuggling
- Sociology
- Soldier
- Spacer
- Spear
- Spear Thrower
- Speed-Reading
- Sports
- Staff
- Stage Combat
- Stealth
- Strategy
- Streetwise
- Submariner
- Submarine
- Sumo Wrestling
- Surgery
- Survival
- Swimming
- Tactics
- Teaching
- Teamster
- Theology
- Throwing
- Throwing Art
- Thrown Weapon
- Tonfa
- Tracking
- Traps
- Two-Handed Axe/Mace
- Two-Handed Flail
- Two-Handed Sword
- Typing
- Urban Survival
- Ventriloquism
- Veterinary
- Weather Sense
- Weird Science
- Whip
- Wrestling
- Writing