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Thousand Suns™ Skill List

March 15, 2007

This is the list as it currently exists, along with standard D20 skills that are subsumed within the new ones:

    Acrobatics (Balance, Tumble)
    Athletics (Climb, Jump, Swim)
    Deception (Bluff, Disguise)
    Escape Artist
    Gather Information
    Handle Animal
    Knowledge (Appraise, Craft, Disable Device, Treat Injury)
    Larceny (Forgery, Gambling, Sleight of Hand)
    Notice (Listen, Spot)
    Profession (Appraise)
    Sense Motive
    Speak Language
    Stealth (Hide, Move Silently)

Knowledge, as should be obvious, is the great catch-all skill. It represents not merely academic knowledge, but also practical knowledge as well. Thus, someone who has Knowledge (Electronics) will also be able to craft and disable electronic devices as well. Similarly, someone who has Knowledge (Medicine) will be able to treat injuries.

The key to making this work is to ensure that each Knowledge has both practical and theoretical uses, which I’ll spell out in the appropriate entries. The same goes for Profession, which I think is a very useful skill, but which tends to get poorly treated in most games. That’s understandable in a medieval fantasy game to some extent, especially when you already have Craft, Knowledge, and several other skills outside of Profession, but in a modern or futuristic game, I think Profession should come into its own. Being able to do well in speculative trading, for example, requires Profession (Merchant) in Thousand Suns™.

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