These are the Skills used in Age of Aquarius. Presented here are Skills A to K in alphabetical order. Follow these links to see other skills

A-K - K-L - L-R - R-Z

General skill level guide:
1: Beginner – you know the very basics of your skill and have done it a few times.
2: Learned – you still know only the basics, but you have practised and know these basics pretty well.
3: Skilful – You know more than the basics and are beginning to get some knowledge of the theory too.
4: Adept – you have successfully tried a few tricks of your own and integrated these into your knowledge of the basics.
5: Master – you are at ease and confident in your ability. You have certain techniques that you have developed that others don’t know.
6: Specialist – You are developing your own technique, while still learning from the masters.
7: Reference – your skill is known and others refer to you when they discuss technique.
8: Teacher – people look up to you as a teacher of this skill.
9: True master – your technique is nearly flawless. You have left your mark on the skill.
10: Begin again – total mastery is only the first step on a different path….

Academic –
This is the ability to study at university or other schools of learning. When you choose this skill, you must immediately choose a specialisation category. You can choose more than one category, but must develop each specialisation separately.
Writing: this composition skill is useful when putting together official reports of what has happened as well as writing stories and articles. The better your writing the more control you will have over the final text through the ages.
Encryption: writing and cracking encrypted codes are equally important for many who dabble in the occult world. Encryption is relatively easy, and may be accomplished with a simple use of this skill using one of many known, effective codes. Decryption is much harder.
Forgery: this skill allows you to forge official documents, letters, etc, making false records.
Hermetic: you have knowledge of occult writings. Hermetic skill can identify the magical tradition of a fragmentary writing, identify an obscure symbol, or allow you to recall in what book a particular magical working may be referenced.

Animalism
You have the ability to interact and handle animals, in many different contexts. You could be a farmer, or a circus performer, or simply be a vet. You can use this skill to calm and domesticate animals, and to heal sick creatures.

Art –
This skill covers many different areas. It is the skill of making works of art. You must choose one form of creative art - such as painting, sculpture, composer, poet or playwright. You can develop other artistic forms, but they must be developed separately. This skill is used for producing works of art that stand on their own, or which require another to perform them.

Athletics
This skill is used by anyone for feats of running, jumping and throwing. It covers track and field events sufficiently to allow the person to compete in a modern decathlon. Basically any major act of physical exertion that is not specifically covered by another skill will use this ability.

Brawl
Most times brawling is necessary because killing is so drastic. You use brawl to simply hurt others, without incapacitating them. Brawling is considered to be fisticuffs or wrestling though some people use far dirtier tactics and take advantage of improvised weapons and dirty tricks.

Build
This skill allows the construction of anything using only simple hand implements and the five basic tools (lever/fulcrum, inclined plane, pulley, wheel, and screw). Natural materials are all that are required. This is the skill used by Neolithic man to raise Stonehenge, Pharonic Engineers to make pyramids, Roman Engineers to make temples, and medieval masons to raise Gothic cathedrals.

Business
This ability grants understanding of business procedures and accounting, and reveals the financial functioning of a business or person. By inspecting the books, you might detect cheating employees, siphoned-off funds, payment of bribes or blackmail, and whether or not the financial condition is better or worse than claimed. Looking through old records, you can see how money was gained or lost in the past (grain, slave-trading, rum-running, etc.) and to whom and for what payment was made. Examining corporate records, you might trace a succession of holding companies to their controlling entity. This skill also provides understanding of stocks, real estate transactions, and other financial activities.

Combat Manoeuvre
When you want to do anything other than simply point and shoot or whack someone with a weapon, you use this skill. When you choose this skill, you must immediately choose a specialisation category. You can choose more than one category, but must develop each specialisation separately. Note that this skill will not help you hitting people with a weapon – it is used to determine whether your special action can occur.
The manoeuvre categories –
Feint: a feint is all about acting. You try to convince your opponent that they must dodge your incoming blow. It must be performed on someone intelligent enough to believe that your feint is real. If you succeed, you get a free attack action that the opposing player cannot dodge.
Tactics: this is the skill of correctly evaluating the attack of your opponent, so you can stay one or more steps ahead of them. You can use this to defeat a feint, so you can still dodge their attack. This skill also represents your ability to stay calm in combat, and to avoid unnecessary movement.
Acrobatic strike: this skill is used when you wish to involve athletic movements in your attack. Such movements can be simple necessity (such as jumping off a wall, hanging from a rope), or they can be hard to deal with (looking like you have hong kong martial arts gun fu).
Disarm: you use this to knock your opponents weapon out of their hands. If you succeed, then you are far less likely to be hit.
Parry: Parrying is the art of using anything at hand to fend off an attack. It is not using your weapon to block an attack. Rather it is the skill you use to desperately stave off being hit by simply grabbing a useable blocking object to intercept the incoming hit. This skill is also used when you use a shield.

Craft
This skill covers many different areas. It is the skill of making. Many professions like potters, cabinetmakers, tanners etc, require some form of crafting. At high skill levels the craft can even produce what others could consider works of art.
This skill is designed to be used artisans. However, it is not unreasonable for any character to have working knowledge of a craft. These skills grant the knowledge of how to perform the ability, including basic knowledge of things associated with it. When you choose this skill, you can choose a specialisation category. You can choose more than one category, but must develop each specialisation separately.
Samples of Craft skill categories include: Farmer, Cook, Potter, Gardener, Shipwright, Brewer, Carpenter, Cobbler, Fisherman, Seamstress/Tailor, and Mason.

Dodge
Everyone knows how to get out of the way. But you know how to do it effectively! This skill allows you to instinctively evade seen blows, thrown missiles, ambushes, and so forth. You can try to dodge something if it can be seen coming from a distance--a rolling rock or swerving automobile for example-and can try to get out of the way. Dodge cannot be used to avoid bullets, arrows, or other suitably fast-moving missile attacks.

Electronics
This the skill of fixing items with transistors as some of their integral parts. It is used for trouble-shooting, repairing, and properly using electronic equipment, it allows for simple new electronic devices to be made. (Use the Mechanics skill for working on simple, non-transistor-based electric circuitry.) Parts needed for Electronics work cannot be jury-rigged: they are designed for precise jobs - without the right microchip or circuit board, you are out of luck. This skill is also used to install electronic surveillance equipment, tap phone lines, bug a room, and perform other high-tech spy activities.

Empathy
You instinctively have an understanding of the workings of the human mind. Given time to study a subject, you may determine the person's mental state and make predictions about their actions, desires and needs. This skill is used to discern something of a person’s character and likely intentions, especially if they are in a stressful situation. The skill can only be used when you have had extensive conversation with someone.

Hunt
Not only does this skill allow you to track an animal and then skin, and prepare it, you can also follow the trail of a person, creature or thing. The hunting skill can reveal information about an animal's usual activities or identify its tracks. It also governs fishing. In an urban environment, you use Hunt to tail a suspect or creature. Characters with only urban experience may be able to use only the more limited urban elements of this skill---specifically tailing-and not know how to kill or skin an animal. When on a crime scene, you know where to look for clues, and can try and deduce what happened.

Insight
You see deeper than other people, into the hearts and minds of those you meet, discerning the truth of their words. You can try and sense when a lie is told, when things are not right, even when someone near you is hiding great power and force of personality. You use this skill to glean information from someone through immediate observation (what psychologists call a "cold read"). From observing someone’s actions and behaviour when you first meet them, you can determine some hidden elements of their nature, disposition, temperament and motivation. This can only be done once per person.

Instruction
This is the ability to teach skills and pass on knowledge. With this skill you can instruct another person in a skill up to your level of ability at that skill. The person must still spend experience points on the skill to raise it, but need not have used it in play.

A-K - K-L - L-R - R-Z