Skills

Skills #

This list is permanently and necessarily incomplete. Characters can become skilled at any task, and careers may have skills not listed below. Given uses for skills are examples, and the referee should be comfortable adjudicating skill use during play.

Agility #

Used for feats of speed and coordination like sprinting, jumping, sneaking, and moving deftly in low gravity.

Drive #

Driving and basic maintenance of land vehicles, watercraft, and low-altitude antigrav vehicles. Roll for tricky maneuvers, races, and chases.

Etiquette #

Understanding of and the ability to manipulate the complex and arcane social rules of noble families and other elites. Can be used to create leverage and obligations, flatter, embarrass, etc by hacking social code. Not useful for merely winning arguments or convincing people. Useless amongst everyday working people.

Field Tech #

Expertise in field emitter technologies, including force fields, anti-grav fields, and air raft engines. Much advanced technology is reliant on fields. Doing work on field emitter devices and technology requires a field tech kit.

Pilot #

Piloting and basic maintenance of aircraft, including jets, dirigibles, and entothopters; as well as shuttles, cutters, and other small spacecraft incapable of interstellar travel.

Rumor Monger #

Use Rumor Monger to spread beneficial rumors or to gather information from a local whisper network. Most often as a weekly task. Add rumor monger to weekly throws to find a patron.

Forgery #

Used to fake physical or digital documents, including cargo manifests, weapon permits, identification, etc. Make a task throw with the forger’s skill rank when the document is inspected.

Gambling #

Used for gambling games that are highly influenced by skill, for example poker or gackbammon. If you spend a week in port haunting gambling dens and casinos, make a throw and add your gambling skill rank. Win the Impact in credits. If you fail, lose credits equal to 8 minus the result. If you win repeatedly, you may be suspected of cheating.

Gunnery #

Calculating firing solutions and target vectors for starhip laser turrets and other vehicle-mounted weapons. Primarily used in starship engagements.

Mechanic #

Maintaining, repairing, and jury-rigging mechanical devices and engines. Does not apply to field-tech devices like graviton emitters or air raft engines.

Medical #

Basic knowledge of first aid and anatomy, as well as more advanced surgical techniques. Skill rank 2 or higher is required to know how to do complex procedures like brain or heart surgery. Add to throws to use a medical kit to stabilize unconscious or dying characters.

Outdoor Survival #

The ability to navigate, forage, find shelter, and keep yourself alive in the wilderness.

Software #

Writing computer programs, infiltrating and navigating networked systems, and accessing locked devices.

Speculative Trade #

Knowledge and skill to track market forces between worlds. Before selling cargo in port, throw with this skill and add the throw’s impact to the price roll.

Strength #

Used for feats of raw physical strength like climbing, swimming, or lifting flaming wreckage off your friends.

Weapon Skills #

Used when attacking with a specific type of weapon. For more details, see skirmishes.