Driving: Most characters will have a driving level of d3 plus 1. Characters who are not from Great Britain or North America, or who are under 16 years of age, have a 70% chance of having to divide that score by 6 and then multiply it by (d6-1). Intelligent Robots and Mad Scientists/Eccentric Professors divide their level by 2. Round each of these up.
Combat Skills: Most characters start at level two in each of these skills: fist fighting, clubs, and thrown clubs. Mad Scientists/Eccentric Professors and Intelligent Robots start at level 1. Most characters start at level 1 in Firearms.
Power Use: Characters start at level 2 in Power Use for each power. Mad Scientists/Eccentric Professors start at level 1, if they have a power.
Other Skills: You have a 20% chance of being able to choose an extra skill. This can be rolled until it is missed. The skill’s level is rolled for with the Starting Dice.
Other Skills: You have a 20% chance of being able to choose an extra skill. This can be rolled until it is missed. The skill’s level is rolled for with the Starting Dice.
| Skill | Starting Dice | Skill | Starting Dice | Skill | Starting Dice |
|---|---|---|---|---|---|
| 1 | Acrobatics | 3d6 | 2 | Armor Use | 3d6 |
| 3 | Astral Combat | d4 | 4 | Awareness | 3d6 |
| 5 | Body Hold | d4 | 6 | Body Smash | d4 |
| 7 | Body Throw | d4 | 8 | Ciphers/Codes | 3d6 |
| 9 | Combat Skills | d4 | 10 | Confidence Art | 3d6 |
| 11 | Contacts | 3d6 | 12 | Counterfeiting | 3d6 |
| 13 | Create Optical Illusions | 3d6 | 14 | Detection | 3d6 |
| 15 | Discipline | 3d6 | 16 | Disguise | 3d6 |
| 17 | Double Action | Special | 18 | Driving | 2d6 |
| 19 | Endurance | 3d6 | 20 | Escape Artistry | 3d6 |
| 21 | Evasion | 2d4 | 22 | Evading Pursuers | 3d6 |
| 23 | Falling | 2d4 | 24 | Forgery | 3d6 |
| 25 | Gesticulation | 3d6 | 26 | Hide Objects in Plain Sight | 3d6 |
| 27 | Hide Objects on Body | 3d6 | 28 | Hold Breath | 3d6 |
| 29 | Hypnosis | 3d6 | 30 | Ignore Damage | d4+3 |
| 31 | Intensive Spells | 3d6 | 32 | Interrogation | 3d6 |
| 33 | Inventing | 3d6 | 34 | Jumping | 3d6 |
| 35 | Loquacity | 3d6 | 36 | Magic Tricks | 3d6 |
| 37 | Maneuverability | 3d6 | 38 | Martial Kick | d4 |
| 39 | Martial Punch | d4 | 40 | Martial Throw | d4 |
| 41 | Mass Hypnosis | 3d6 | 42 | Memory Training | 3d6 |
| 43 | Mind Combat | 2d4 | 44 | Nerve Pinch | 2d4 |
| 45 | Opening Locks | 3d6 | 46 | Picking Pockets | 3d6 |
| 47 | Power Use | d4 | 48 | Quick Change | 3d6 |
| 49 | Quick Draw | 3d6 | 50 | Read People | 3d6 |
| 51 | Remote Attack | d4 | 52 | Rolling With Attacks | 3d6 |
| 53 | Running | 3d6 | 54 | Scaling | 3d6 |
| 55 | Searching | 3d6 | 56 | Sex Appeal | 3d6 |
| 57 | Sneak | 3d6 | 58 | Special Use | Special |
| 59 | Teamwork | 3d6 | 60 | Tracking | 3d6 |
| 61 | Trailing | 3d6 | 62 | Using Incorrect Hand | Special |
| 63 | Combat Skill | d4 | 64 | Weight | 3d6 |
| 65 | Weightlifting | 3d6 | 66 | Wizard Block | 3d6 |
| 67 | Wrestling | d4 |