Skill List
These are the standard skills used in Cthulhu Live, divided into weapon skills and non-weapon skills. In addition there are special skills which we have had to invent for our game. If you want your character to have a skill that isn't listed here, contact us and we'll see what we can do. Some things aren't suited to a nwe skill; a combination of existing skills supports them. Others seem to make sense to us and, hey, we're in charge.
Each skill has a supporting ability and a cost; some skills also have a prerequisite.
- Supporting ability: The basic ability which is used when using this skill. For example, the supporting ability for Sneak is DEX. The higher your supporting ability, the better you are at the skills it relates to.
- Cost: The number of points you have to spend to buy the skill.
- Prerequisite: Some skills are very advanced, and require you to already have a basic skill before you can learn them. It's no good trying to learn rocket science before you have a grounding in physics!
Non-Weapon Skills
Beyond the Veil is a game where the characters' knowledge can lead them into - and out of - some pretty horrible situations. It's not a hack-and-slash game, and so most of a character's skills will be non-weapon skills.
Note that because we are not using the Cthulhu Mythos, the corresponding skill has been removed from the list.
Accounting (EDU) (2 points)
- Advanced bookkeeping. May be used to investigate financial records and detect embezzlement or suspicious payments.
Anthropology (EDU) (4)
- The study of human cultures. May be used to identify national, tribal or racial groups and make simple predictions on their behaviour.
Archaeology (EDU) (4) (History is a prerequisite)
- The study of ancient artifacts. May be used to identify an artifact's origins and history.
Biology (EDU) (4)
- The study of living creatures. May be used to identify known creatures and make educated guesses about unknown ones.
Botany (EDU) (4)
- The study of living plants and fungi. May be used to identify known plants and their uses; may also be used to make educated guesses about unknown ones.
Chemistry (EDU) (4)
- Chemical science. Given time, a character may analyse or synthesise most chemical compounds, including explosives, gases and acids.
Electrical Repair (DEX & EDU) (3)
- You may repair, build or modify electrical gadgets from a radio to a Tesla coil, given enough time, tools and parts.
Fine Arts (EDU) (3)
- Buy this skill once for each field. It may be used to appreciate and analyse works of art as well as creating original pieces of your own.
First Aid (EDU) (2)
- Basic medicine - how to treat shock, set broken bones, rouse the unconscious, etc. A very useful 'field skill.'
Forensics (EDU) (2) (Medicine is a prerequisite)
- The ability to examine a corpse (human, animal or other) and determine information regarding the time and manner of their death, and possibly the identity of the killer.
Geology (EDU) (4)
- The study of rocks. A character with geology may determine the age, type and origin of rock and fossil specimens, and identify areas which are likely to contain certain geological features such as caves or batholiths.
History (EDU) (4)
- You can recall facts on important people, places, events and trends in human history.
Language (EDU) (2)
- The character is fluent in one extra language in its modern form. Old or obscure dialects require the linguistics skill. May also be used to attempt conversation in closely-related languages (such as Italian and Spanish). Buy this skill several times if you want your character to speak several languages.
Law (EDU) (4)
- The character is trained in the complexities of the legal system. They may use this skill to cut through legal procedures - or wrap an opponent in red tape.
Library Use (EDU) (2)
- The ability to find information in a library - assuming that a reference exists.
Linguistics (EDU) (4)
- The study of ancient and obscure forms of all languages known to the character. May be used to properly translate any old text (pre-1600) and identify the dialect involved.
Mathematics (EDU) (4)
- A knowledge of the complexities of higher mathematics. A character with mathematics can solve staggeringly complicated equations and mind-bending geometries.
Mechanical Repair (DEX & EDU) (3)
- The ability to work with mechanical items. Given the right tools, a character may start the engine of a recalcitrant automobile, fix (or effectively sabotage) a generator, or pick a lock.
Medicine (EDU) (4) (First Aid and Biology are prerequisites)
- A working knowledge of general medical practice. A character may treat wounds, deliver babies, and diagnose and treat diesases and poisoning. Using the entire contents of their medical bag, a character may save the life of one other character who would otherwise perish.
Meditation (POW) (2)
- A skill of mental relaxation and focus, meditation allows a character to recover lost MPs at an accelerated rate.
Mysticism (POW) (8) (Occult and a minimum POW of 13 are prerequisites)
- The character is able to perform psychic feats, including psychometry and aura reading.
Navigation (EDU) (3)
- The character can use map and compass to set courses using modern maps, and decipher ancient ones.
Occult (EDU) (3)
- The character is familiar with occult practices, grimoires, and paraphernalia.
Physics (EDU) (4) (Mathematics is a prerequisite)
- The character is familiar with the latest developments in physics, including the ideas of non-Euclidean space, relativity, nuclear physics and space sciences. He is also familiar with the common stars and the bodies of the Solar System.
Pilot Aircraft (EDU & DEX) (3)
- The character can fly and land any aircraft common to the 1920s, including propellor-driven airplanes, seaplanes and biplanes, hot-air balloons, and dirigibles.
Psychoanalysis (EDU) (4) (Psychology is a prerequisite)
- The character may cure the insane, temporarily rendering a madman intelligible (this takes time).
Psychology (EDU) (4)
- The character has an understanding of the workings of the human mind. Given time to study a subject, they may determine the subject's mental state and make predictions about their actions, esires and needs.
Sneak (DEX) (2)
- The character may attempt to move undetected past those who would spot them. The referee must be informed when a character wants to try to sneak.
Surgery (DEX & EDU) (2)
- The character may get inside his patients with a reasonable chance of them surviving. They may remove foreign objects, organs or growths, or attempt transplants or grafts.
Track (EDU) (2)
- The character is able to follow the trail of a person, creature or thing.
Weapon Skills
Although Beyond the Veil is not a hack-and-slash game, there is always a chance that things will get violent. Gansters, cultists, drug-crazed poets and Things all conspire to keep a character's life interesting - and some characters are foolish enough to go after the Things themselves. It's at times like these that weapon skills are needed.
Each weapon skill confers an offensive bonus when it is used in combat. The referee will explain how this works.
Unarmed Combat (DEX) (1) (Bonus 0)
- Unarmed combat is considered to be fisticuffs or wrestling.
Brawling (DEX) (2) (Bonus +1)
- While unarmed combat is quite civilised (at least in that it does not do much damage), brawling is far dirtier and takes advantage of improvised weapons and dirty tricks.
Martial Arts (DEX) (4) (Bonus +2)
- Karate, Jiu-jitsu, or other similar martial art.
Thrown Weapons (DEX) (2) (Bonus +1)
- The skill used to take advantage of throwing knives, stars, darts and other thrown weaponry.
Small Melee (DEX) (2) (Bonus +1)
- Close-quarters fighting with knives, hatchets, whips, sword-canes and other little melee weapons.
Large Melee (DEX) (4) (Bonus +2)
- Close-quarters fighting with swords, axes, flaming torches and other large melee weapons.
Small Missile (DEX) (2) (Bonus +1)
- Low-calibre projectile weapons, such as the .22 automatic or .25 Derringer.
Medium Missile (DEX) (4) (Bonus +2)
- Medium-sized projectile weapons, including heavy-calibre handguns, rifles, shotguns and crossbows.
Large Missile (DEX) (8) (Bonus +4)
- Truly huge and massively damaging projectile weapons: the elephant gun, Gatling gun or gansters' Thompson machine-gun.
Special Skills
These are the skills which we have had to invent in order to make the
game run smoothly. They're mostly player skills rather than NPC skills;
NPCs just do stuff; PCs have to work at it.
Manservant (DEX / EDU) (4)
- The character has studied the diverse arts required of a
professional valet or butler. This allows him to chauffeur his master,
sort the accounts, polish the guns, and all the other tasks required of
a gentleman's aide-de-camp. In game terms, it allows a character
without skills such as mechanical repair or accounting
to make an attempt at such skill tests at a slightly higher difficulty
level - commonly 2 or 3.
This page was last updated on 25 February 1998