All abilities cost the same in character generations and XP room. Secondaries give -1 diff to rolls they involve
Talents
Primary Talents
| Alertness |
Art |
Athletics |
Awareness |
Brawl |
Empathy
|
| Expression |
Intimidation |
Leadership |
Streetwise |
Subterfuge
|
| Secondary Talents
|
| Animal Kinship |
Blatancy |
Carousing |
Cooking |
Diplomacy |
Do
|
| Flying |
High Ritual |
Instruction |
Intrigue |
Intuition |
Lucid Dreaming
|
| Mimicry |
Negotiation |
Newspeak |
Seduction |
Scan |
Scrounging
|
| Style
|
Skills
Primary Skills
| Crafts |
Drive |
Etiquette |
Firearms |
Martial
|
| Arts |
Meditation |
Melee |
Research |
Stealth
|
| Survival |
Technology
|
| Secondary Skills
|
| Blind Fighting |
Climbing |
Disguise |
Elusion |
Escapology
|
| Fast-Draw |
Fast-Talk |
Fencing |
Fortune-Telling |
Gambling
|
| Gunsmith |
Heavy Weapons |
Hobby Talent |
Hunting |
Hypnotism
|
| Jury-Rigging |
Microgravity Operations |
Misdirection |
Networking |
Pilot
|
| Professional Skill |
Psychology |
Security |
Speed-Reading |
Swimming
|
Knowledges
Primary Knowledges
| Academics |
Bureaucracy |
Computer |
Cosmology |
Enigmas
|
| Esoterica |
Investigation |
Law |
Medicine |
Occult |
|
| Politics |
Science
|
| Secondary Knowledges
|
| Area Knowledge |
Belief Systems |
Chantry Politics |
Conspiracy Theory |
Covert Culture
|
| Cultural Savvy |
Cryptography |
Demolitions |
**Energy Weapons** |
Expert Knowledge
|
| Finance |
Helsman |
Herbalism |
History |
Lore** |
Media
|
| Pharmacopeia |
Power-Brokering |
Propaganda |
Theology |
Torture
|
| Unconventional Warfare |
Veterinary Medicine |
Vice
|