Deadlands Reloaded: The Weird West
This is a fairly complete list of the skills used in Deadlands: Reloaded. A note on Knowledge skills, a players should not purchase any Knowledge skill unless they are reasonable sure that they will have a opportunity to roll it within three game sessions or so. Additionally, it should be a skill that should be dramatic if the character should fail. Skills such as cooking, will both rarely require a roll and the results would also rarely be dramatic and would be better suited for the player to rely on Common Knowledge with a their character have a character background that supports it.
Boating (Agility): Used for all aquatic vehicles from canoes to riverboats, maze runners to submersibles.
Driving (Agility): Used for wagons, coaches, chariots as well as many mad science horseless vehicles.
Faith (Spirit): The Blessed power skill. Characters without the Arcane Background can still take this Skill receiving the Protection power.
Fighting (Agility): It is highly recommended that a character have at least a d4 in this Skill just for Parry purposes.
Guts (Spirit): Deadlands is a horror setting and fear has some very tangible effects. The Guts skill is in place for this setting. Additionally, I recommend that a player have a Minimum of a d4 in this skill.
Healing (Smarts): The actual manner of this skill is dependent on the character ranging from herbalism to state of the art medicine of the late 19th century. The skill also covers forensics and can be used to determine cause and time of death.
Hexslinging (Smarts): The Hucksters power skill.
Intimidation (Spirit): A character Charisma score can be added in certain sitiations to this skill weather it be positive or negative, typically negative Charisma scores. A good description of the Intimation can net a +2. Intimidation is also used in the Face Off phase of Duels and can be the difference between the quick and the dead.
Investigation (Smarts): Players are reminding that many towns and newspapers are keeping records and old articles that delve into their history. This skill can be useful to cover mysteries by researching old documents, maps, and newspapers.
Knowledge: Battle (Smarts): Used for Mass Battle rolls. Typically a rare thing out in the Wierd West, but possible for the posse to find themselves lead troops in Great Rails War battle, or Civil War flare up.
Knowledge: Chemistry (Smarts): A required skill for Alchemy Edge, it also counts as a science skill for purposes of the Gadgeteer Edge.
Knowledge: Demolitions (Smarts): A required skill if one wants to use dynamite and keep all of their fingers.
Knowledge: History (Smarts): This skill can sometimes circumvent the Investigation skill by having a better understanding of the past.
Knowledge: Law (Smarts): A required skill for U.S. Agents, it can be used to skirt the law or point out a tyrant sheriff or judge.
Knowledge: Medicine (Smarts):
Knowledge: Occult (Smarts): While this skill gives the character a leg up in the world of the supernatural, a player should expect to also conduct research (via the Investigation skill) to learn about some of the things that go bump in the night.
Language: Chinese,Gaelic, German, French, Indian Sign, Latin, Spanish, Swedish, etc.: America is a melting pot of different nationalities and cultures with dozens of different languages. This skill works a little differently than others with only a d4 and d6 available. Language d4 means the character can speak the language well enough but has difficulty reading it well. Language d6 means the character is fluent in speaking it as well as reading and writing in it (unless they have the Illiterate HIndrance).
Lockpicking (Agility): This skill for this game cover many other larcenous skills based on the character’s background from pickpocketing to forgery.
Mad Science (Smarts): The Mad Scientist power skill. Non-Arcane Background characters can take this Skill to use gizmos and infernal devices. Note not all Mad Science inventions use this skill for operation. A Mad Science gun would use Shooting instead, an auto-gyro uses Piloting. These skills have the same penalty for malfunction when used this way.
Notice (Smarts): Another highly recommended Skill. Just note with some horrors not seeing them can be better.
Persuasion (Spirit): This skill also covers the convincing others part of a disguise. This skill is also used for working with animals (as well as Intimidation).
Piloting (Agility): This skill is largely useless expect for flying gizmos.
Repair (Smarts): This skill is used to interact with non mad science gizmos such as operation, how to technology functions, etc. It is also the skill used in the disarming of a mechanical trap.
Riding (Agility): Also used for motorcycle-like inventions.
Shooting (Agility): Used for Mad Science gun powers instead of the Mad Science skill.
Stealth (Agility): This skill is used for disguise in trying to blend into a crowd.
Streetwise (Agility): This Skill is useful for finding out what is going on around town.
Survival (Agility): A character can support multiple people with their Survival skill, but they must roll an additional Raise per person they are helping.
Swimming (Agility): A character with a d4 in this Skill knows how to swim and need not make a roll in calm water. Unskilled characters do.
Taunt (Smarts): This skill can be used to draw an attacker on to you (aggro).
Throwing (Agility): Despite what the core rules say, this skill is used for a bow and arrow. Important note for knife throwers, It is still an action to draw a knife to throw it. Without the Quickdraw edge, there is a Multi-Action Penalty (MAP).
Tribal Medicine (Spirit): The Shaman power skill. Non Shaman Old Ways Indians can take this skill gaining the Boost/Lower Trait Power provided the honor the spirits.