Skill Descriptions
Related Rules
Skill Descriptions
- Acting (INT, unskilled)
The ability to conceal true motives while manipulating an audience into believing whatever persona or emotion the character portrays. A character may also mimic mannerisms, speech patterns, and voices with a successful roll.
- Admin (EDU, unskilled)
The ability to deal with various bureaucratic agencies, talk to the right people, negotiate mazes of "red tape", and take shortcuts around mountains of paperwork.
When serving in a bureaucratic organization, Admin expertise makes the character look competent in the eyes of his superiors. It should also affect the quality of work and potential for success of any organization that the character is managing or controlling.
- Archaeology (EDU)
The study of ancient civilizations that entails excavating preserved sites, locating and identifying antiques or artifacts, and comprehending ancient cultures by piecing together vestiges of the past. This skill is crucial in understanding alien cultures from the artifacts left behind.
- Armory (EDU)
The research, design, construction, and repair of weapons and armor. If the character is exposed only to lower or higher tech levels he may not have knowledge of armor or weapons from other, significantly different tech levels.
- Art (INT)
The familiarity with various art styles and instruments, as well as an understanding of the history and quality of artwork.
- Artisan (DEX, unskilled)
While Art is the ability to appreciate artwork, Artisan is the ability to create it.
- Astrogation (EDU)
Astrogation is the ability to plot efficient courses between two points in space. It is also used to plot and set jump vectors and to determine jump exit points. Determining your location after a misjump is significantly harder as there may not be any navigational beacons nearby and you will need to identify suitable stellar objects for triangulation.
Because of similarities in the skills, Astrogation can be substituted for Navigation at ½ skill. Similarly, because Astrogation frequently employs the use of Sensor equipment, it can be substituted for Sensor Ops at ½ skill.
- ATV (DEX, unskilled)
ATV is the ability to operate Wheeled or Tracked Ground Vehicles on or off road.
- Axe (STR, unskilled)
The ability to effectively use either a Battle Axe or a Hand Axe in a combat situation.
- Battle Dress (DEX)
The ability to operate specially armored vacuum suits designed specifically for combat, including all of the sensors and weaponry built into such a suit. Because of the similarity, Battle Dress skill can be substituted for Vacc Suit in all situations. The reverse is not true.
- Biology (EDU)
This study of living organisms covers biological aspects of the organisms from physiological composition to evolution, habitat, dietary habits, reproduction, defense mechanisms, etc. This skill helps to determine where to look for life on a new world, how to sustain captive creatures, and how to safely introduce a life form into a new environment. Because of it's emphasis on reproduction, evolution, and adaptation of organisms, this skill can be substituted for Genetics at ½ skill.
- Blowgun (DEX, unskilled)
This is the ability to use a Blowgun effectively in combat.
- Bola (DEX, unskilled)
This is the ability to use a Bola effectively in combat.
- Boomerang (DEX, unskilled)
This is the ability to use a Boomerang effectively in combat.
- Bow (DEX, unskilled)
This is the ability to use a Bow effectively in combat.
- Brawling (STR, unskilled)
This is the general skill for unarmed, hand-to-hand combat and battling with improvised weapons such as chairs, bottles, logs, etc.
- Bribery (INT, unskilled)
The ability to get things done in a less-than-honest manner by knowing what to offer whom, how, and when, in exchange for immediate favors, usually entailing the circumvention of regulations or laws. Even when a bribe is rebuffed, Bribery skill can often smooth things over, minimizing any chance of retaliation or other negative effects.
The difficulty level of any Bribery attempt will reflect the legal implications of the request, the law level of the world, and the target's own corruptness. Petty officials can often be bribed to find loopholes in regulations, or simply to ignore those regulations. A success does not necessarily mean that the bribe is accepted. The GM will also establish a minimum bribe for the NPC being approached, and if the offer is too low, a successful task roll means that the bribing character now knows exactly how much of a bribe is required.
- Carousing (SOC, unskilled)
The ability to mingle comfortably with strangers at all social levels, even in unfamiliar social surroundings, and especially useful for making a good first impression in encounters with potential hirelings or patrons.
A character with this skill also understands the proper behavior for moving within higher social circles. He has the knowledge (etiquette, connoisseur, social graces, etc.) necessary to act correctly in upper-class social functions. Carousing is extremely important in establishing influential contacts ("friends in high places").
Note: The "etiquette" of dealing with criminal situations falls under Streetwise.
- Chemistry (EDU)
The knowledge of the science of both organic and inorganic compounds, as well as the ability to analyze the composition, structure, properties, and reactions of elements and compounds. While Chemistry often concerns organic compounds, it does not give the character skill in Biology.
- Combat Engineering (INT)
This skill allows the construction and demolition of obstacles, minefields, and field fortifications, and the ability to enhance mobility by building temporary bridges, ramps, and causeways across or around natural or artificial obstacles.
Note that while Combat Engineering gives you the knowledge of weak spots and key supports, it does not confer the knowledge of handling or placing explosives which is covered by the Demolitions skill.
- Combat Rifleman (DEX, unskilled)
The ability to effectively use rifles, especially military rifles, in combat. Weapons covered include:
- Advanced Combat Rifle
- Assault Rifle
- Carbine
- Gauss Rifle
- Rifle
- Communications (EDU)
The science of operating, repairing, and maintaining communications devices. This skill is necessary to understand the protocols of communication devices and their limitations and to quickly identify why a communications device is not working properly.
Communications skill also denotes a character's ability to jam airwaves or evade jamming.
- Computer (EDU)
The ability to program or repair computers or related hardware. Routine operation of a computer is automatic for all persons from tech level 8+ cultures. Because of the similar nature, Computer skill can be used as Robot Operations at a ½ skill.
- Crossbow (DEX, unskilled)
This is the ability to use a Crossbow effectively in combat.
- Cudgel (DEX, unskilled)
This is the ability to use a Cudgel effectively in combat.
- Dance (DEX, unskilled)
The expertise to perform dances appropriate to the character's background, as well as to learn new steps and routines quickly. Dance is a common repertoire of the entertainers, whether as a primary performance (ballet) or as an element of some other type of act (pop-music concert). Also featured among elevated social circles, formal dancing is an ages-old element of social gatherings.
- Demolitions (EDU)
The training in the proper handling, placement, and detonation of explosives, in addition to defusing explosives devices set by others, and identifying clues as to their manufacture.
- Diplomacy (SOC, unskilled)
The skill of getting one's point across to others, keeping a cool head in frustrating situations, and settling disputes or reaching mutually acceptable agreements without threatening or alienating one's audience. A character with high Diplomacy levels is very tactful, able to attain a compromise position in short time, and probably well-respected for his stabilizing presence at the negotiation table.
Because Diplomacy has a significant bureaucratic component, it can serve as Admin at ½ skill. Similarly, because it includes the ability to interact with peoples of different cultures or social classes, it can also serve as Streetwise or Carousing at ½ skill.
- Disguise (INT)
This ability to mask or alter an individual's appearance with makeup and costume, also used for short-term impersonation, particularly from a distance and when little personal interaction is involved. Acting skill is needed for prolonged interaction while assuming another persona.
Difficulty is determined by the discrepancy between character's actual and intended appearance, modified by preparation time, quality of makeup, and the INT of the audience to be fooled. Small audiences with great familiarity of the person being impersonated are much more difficult to deceive than large audiences with less intimate knowledge of that person.
- Early Firearms (DEX, unskilled)
This is the ability to use ancient firearms effectively in combat. This includes such weapons as black powder rifles/pistols and muskets.
- Electronics (EDU)
The expertise in operating and repairing electronic equipment, allows a character to understand, manipulate, assemble, and fix complex or even alien electronic devices (assuming similar technology is used). Certain rolls will be harder than others and may be impossible without appropriate tools.
- Energy Weapons (DEX, unskilled)
The ability to effectively use Energy Weapons in combat. Weapons covered include:
- Fusion Gun
- Plasma Gun
- Engineering (EDU)
Enables a character to properly operate, adjust, and maintain starship systems particularly, maneuver drives, jump drives, and power plants. This also confers some ability to deal with other systems used in starships but is not a substitute for electronics, computer, gravitics, etc.
- Equestrian (DEX, unskilled)
The ability to control and ride suitable animals (for example horses) as personal transport. Riding and controlling a calm, walking animal is simple. Doing the same while running or doing moderately complex maneuvers is routine. Complex maneuvers, unusual terrain (for the beast), or unruly animals raise the level to difficult. Breaking or training animals is also difficult. Training unusual animals (those not well suited for riders), dealing with animals in extreme circumstances safely and effectively is formidable.
- FA Gunnery (DEX)
This ability allows the character to properly and effectively operate most forms of Field Artillery. Weapons covered include:
- High-Energy Weapons
- Mass Drivers
- Meson Guns
- Mortars and Howitzers
- Field Medic (EDU)
The knowledge to quickly stabilize injured persons during an emergency, also to treat cuts and wounds, stop or control bleeding, administer artificial resuscitation, operate emergency medical equipment, patch up non-lethal injuries and, in short, keep the mortally wounded alive until they can receive appropriate medical attention.
This does not confer any ability to correctly diagnose illnesses. Nor does it provide a detailed understanding of dosages or interactions of medications. It does allow the use of standard medications from emergencies med kits and for following medical orders with respect to medication dosages, frequencies, etc.
Because of it's extremely general and superficial nature, Field Medic is suitable for use with all races.
- Foil (DEX, unskilled)
This is the ability to use a Foil effectively in combat.
- Forensic (EDU)
The ability to gather evidence at the scene of a crime or accident and then analyze that evidence using scientific equipment and principles. A successful task roll yields facts or educated assumptions as to the time and means of death, ballistics involved, "big picture" reconstruction of the crime, and so forth. (The Perception skill is another useful skill in crime situations, though it reflects a more innate ability to notice things, rather than specific training in criminology.)
This skill confers some knowledge of how to use some forms of analysis equipment as well as how to interpret the results in the context of a criminal investigation. It does not confer detailed chemical, biological, medical, or similar knowledge. A medical examiner, for example, would have both Forensic and Medical as skills.
- Forgery (DEX, unskilled)
The skill for faking documents, papers, and signatures with the intention of deceiving other persons. Documents necessary for cargo transfers, bank transactions, personal identification, and many other such official function are often closely inspected by the police, customs agents, or clerks during adventures. Such encounters occur when the GM rolls the law level or less of a world (generally rolled about once or twice a day). The complexity of the document being forged is a guide for the difficulty level for the attempt.
- Forward Observer (EDU)
The ability to communicate adjustments to artillery fire (projectile, missile, and laser) from distant batteries and from ships in orbit, assuming communications equipment is available.
- Gambling (INT, unskilled)
A character with this skill is versed in games of chance, and is wise in their play, sometimes to rigging the odds in his favor. Successful Gambling rolls increase the odds of beating the house when playing games of chance in professional establishments. When used in direct competition (such as poker), all the participants roll and the highest roll (plus skill) wins. In the event of a tie, the game is a draw, if that option exists, otherwise do a tie breaking roll.
This skill can also be used to estimate the odds of winning at various games of chance, particularly newly learned games. It also allows for the detection of "fixing" or "cheating" by either the house or other players in the game.
- Genetics (EDU)
The study of the biological mechanics of heredity. The ability to manipulate the functioning of genes is crucial to advanced medical techniques, such as replacement organ manufacture, genetic engineering, cloning, and the creation of retroviral medical treatments.
- Geology (EDU)
The study of a planet's origin, evolution, and structure as recorded in rocks, crust, interior, and fossils. A character with this skill can analyze a planet's composition for valuable natural resources (oil, minerals, metal ores, etc.) and evaluate the surface stability of the planet.
- Grav Belt (DEX, unskilled)
This ability allows the character to use a grav belt. Though similar in operation to a grav vehicle, the differences in control interfaces and lack of avionics and other support equipment makes the two skills separate. Simple, slow, controlled vertical or horizontal movement is a simple skill roll. Greater speed or movement in multiple directions simultaneously makes the skill routine. Complex or aerobatic maneuvers or high speeds increases the skill level to difficult or higher.
- Grav Vehicle (DEX, unskilled)
The ability to operate all types of anti-gravity driven vehicles such as Air/Raft, G-Carrier, Speeder, and Grav Cycles. In civilized areas, low skilled or unskilled drivers can use (in most instances) on-board or traffic grid autopilot or assisted pilot to travel about. In uncivilized areas, driving a grav vehicle is a routine skill. Foul weather or other unusual hazards may increase the difficulty to difficult or higher based on conditions and the vehicle in use and the speeds involved.
Because of the similarity in principles, Grav Vehicle skill can be substituted for Grav Belt at ½ skill.
- Gravitics (EDU)
The ability to repair and utilize anti-gravity devices, including lift modules, grav plates, and inertial dampers.
- Guard/Hunting Beasts (INT, unskilled)
This covers the broad knowledge of animals, typically carnivores, which are used for guarding, tracking, drug or explosive-sniffing, hunting, and retrieving. This skill allows for their care, feeding, training for their tasks, and use of them in these tasks.
- Handgun (DEX, unskilled)
The ability to effectively use Handguns in combat. Weapons covered include:
- Body Pistol
- Pistol
- Revolver
- Snub Pistol
- Heavy Weapons (DEX, unskilled)
The ability to effectively use Heavy Weapons in combat. Weapons covered include:
- Autocannon
- Grenade Launcher
- Light Assault Gun
- Machine Gun
- VRF Gauss Gun
- Helicopter (DEX)
The ability to operate rotary-wing aircraft. Helicopters are of great use in location where landing space is a a premium and where gravitic technology is not yet available.
Since this skill includes the general principles of flight and use of instrumentation, etc., it can be substituted for Lighter-than-air Craft, Jet-propelled Aircraft, or Propeller-driven Aircraft at ½ skill.
- High-G Environ (STR, unskilled)
Experience in an environment having a gravity of greater than 1G. A high-gravity environment exerts considerable stress on the body and often does bodily harm to those not accustomed to dealing with extreme gravity. High gravity severely limits the range of slug throwers but has little or no effect on laser or energy weapons.
- History (EDU)
The study of recorded past events and their causes. Also, the knowledge of the various techniques used in correlating information relating to historical figures, places, and affairs. The skill is pivotal in understanding the origins of a race of people, which in turn determines their current circumstances, social structures, and relationships with outsiders.
- Hovercraft (DEX, unskilled)
The ability to operate air cushion vehicles, typically over water. Because of the similarity in operations, this skill may be substituted for Large Watercraft or Small Watercraft at ½ skill.
- Innate (Specify)
This represents a set of innate abilities that are derived from a character's base attributes. Everyone is automatically trained in these skills at the level shown. If a character chooses, they may further train the skill as a normal skill. Once a skill is trained, it will always be the greater of it's trained value or it's default value.
- Climb (STR, ¼xSTR)
Reflects a character's ability to climb. Used when climbing ropes, walls, rocks, mountains, etc. Does not confer ability to climb the unclimable. Climb is an innate ability, no training is needed for initial skill level which is ¼xStr. Training can improve innate ability and add technical climbing knowledge.
- Swim (END, 0)
Reflects a character's ability to swim. Used when swimming, to avoid drowning, or to tread water. Swimming is an innate ability, no training is needed for initial skill level which is 0. Training can improve the innate ability.
- Balance (DEX, ½xDEX)
Reflects a character's sense of balance. Used when walking ropes, along edges, or when attempting not to fall when surprised. Balance is an innate ability, no training is needed for initial skill level which is ½xDex. Training can improve innate ability.
- Dodge (DEX, ½xDEX)
Reflects a character's ability to dodge. Used when attempting to avoid thrown or falling objects. Can be used to avoid diving blows and melee attacks. Dodge is an innate ability, no training is needed for initial skill level which is ½xDex. Training can improve innate ability.
- Interrogation (END, unskilled)
The ability to extract more information from a subject than would normally be forthcoming. Interrogation is asking the right questions and correctly interpreting the responses through not only words but also attitude, body language, and other minute details. The interrogator has a high ability to detect lying and to piece together hints of the truth from a large number of interrogations.
This skill is similar to Interview and can be substituted for that skill at ½ skill.
- Interview (INT, unskilled)
The ability to effectively evaluate a person's skills and personality through question and answer sessions. A talented interviewer can identify weaknesses and strengths, look for inconsistencies, and assess the general disposition and trustworthiness of the candidate.
Though less confrontational and aggressive, the techniques used in Interview are similar to Interrogation allowing a substitution at ½ skill.
- Intrusion (DEX, unskilled)
This skill encompasses activities such as lockpicking, safecracking, burglary, and other thievery practices. Because of the use of sophisticated electronic and computer based locks and alarms at higher techs, this skill, in conjunction with Computer, can be used for bypassing computer security protocols (cracking). Skill includes knowledge of various detection and alarm systems and how to disarm or bypass them.
- Jet-propelled Aircraft (DEX)
The ability to operate a Jet-propelled Aircraft. Because the basic flight principles are similar and similar instrumentation is used, this skill can be substituted for Helicopter, Lighter-than-air Craft, or Propeller-driven Aircraft at a penalty of 50%.
- Language (Specify) (EDU)
This is the ability to speak, read, and write a language (assuming all three forms exist). This assumes it is possible to generate the required sounds or other actions needed to 'speak' the language in question. For truly alien creatures, 'speech' may include sounds humanoid can not reproduce, or the inclusion of light or smell or touch in the language. In some instances, languages may have a direct mental component or be completely mental. In those instances, the language is simply unlearnable (at least in spoken form).
Languages currently in common use within the Tyconian Empire include:
- Tyconian Standard
- Darid
- Kisha
- Sussarian
In addition to these major languages, most worlds have at least one major "planetary" language, normally named after the world itself. Higher tech worlds normally use Tyconian Standard, or simply Standard, as their world language.
- Large Blade (STR, unskilled)
This is the ability to use large blade weapons effectively in combat. Weapons covered by this skill include:
- Broadsword
- Cutlass
- Sword
- Large Watercraft (DEX, unskilled)
The ability to pilot and control large watercraft including large sailing vessels, powered ships of civilian or military nature, and submarines. Because of similarities, this skill can substitute for Hovercraft or Small Watercraft at ½ skill.
- Laser Weapons (DEX, unskilled)
This is the ability to use Laser Weapons effectively in combat. Weapons covered by this skill include:
- Laser Carbine
- Laser Pistol
- Laser Rifle
- Leader (SOC, unskilled)
This skill is essential for directing a group of people effectively and efficiently. Leadership is the amalgam of knowledge, personality, and self-confidence to convince others to follow your orders, especially in dangerous or stressful situations.
When no clear chain of command exists, groups will tend to follow the general orders of the person with the highest leadership skills. In actual command situations, Leader is required to effectively command a group of 6 or more.
- Legal (EDU)
Enables a character to handle legal matters such as drafts of law-binding documents, local jurisprudence, court cases, legal advice, etc. The difficulty of winning a case in court is based on the validity of the claim (or the guilt or innocence of the defendant) and the skills of the other lawyers involved. This skill can also be used to find loopholes in the law or in the wording of contracts or regulations and to utilize them to the character's greatest advantage.
To use the title of Lawyer in the professional sense, the character must have a skill level of at least 5 and take and pass appropriate exams for the practice area. Typically, changing areas requires new exams valid for that area though visiting lawyers can get special authorization to practice law for a single case. This is especially true if the case was moved to a more neutral jurisdiction.
Because of the large amount of bureaucracy involved in the law, Legal can be substituted for Admin at ½ skill.
- Lighter-than-air craft (DEX)
The ability to operate a Lighter-than-air craft. Because the basic flight principles are similar and similar instrumentation is used, this skill can be substituted for Helicopter, Jet-propelled Aircraft or Propeller-driven Aircraft at a penalty of 50%.
- Linguistics (INT)
This study of languages enables a character to correctly identify a language, it's origins, it's similarities to other languages, and any peculiarities of it. Languages with no common roots to known languages can be identified as being unique. Linguistics will allow the linguist to translate unknown languages if it is sufficiently similar to known languages. Completely new languages can be studied and a translation arrived at in time. The presence of a translation sample greatly speeds the process of deciphering a new language as does access to large samples of the language.
To translate a new language with very similar roots to a known language (as in dialects) is simple and typically takes hours unless the translation is complex or highly technical or full of jargon or idioms. Languages related distantly to known languages are routine and typically take hours to days to translate with the same caveats as above. New languages with no similar roots but with sample translations and access to a large samplings is difficult and typically takes weeks to translate. New languages with no translation or with few samples is difficult or higher and can take weeks to years to translate or may be impossible without some additional information.
- Martial Arts (Specify) (DEX)
Martial Arts is a formalized approach to close combat (weaponless as well as with melee weapons). In all cases, it is used in conjunction with another, suitable combat skill. When Martial Arts effects are attempted, the lesser of the Martial Arts skill or the related skill is used.
MA conveys the following benefits:
- +½ MA to Balance, Dodge, and Stealth
- Automatically kills with surprise attack (Formidable)
- Automatically incapacitates with surprise attack (Difficult)
- +1 to ROF of hand-to-hand, melee, bow, or thrown combat
- Target AV is halved in hand-to-hand or melee combat
- May turn blocks into a counter attack (Difficult)
- May attempt to block melee weapons in hand-to-hand (Formidable)
- May attempt to disarm opponent in melee (Difficult)
- Mechanical (EDU)
This skill improves the chances to properly operate, build, and repair mechanical devices ranging from air lock hatches to maindrive bearings. Any situation requiring a knowledge of mechanical aspects of equipment can be affected by the Mechanical skill. The proper tools may apply difficult modifiers to a Mechanical skill roll; lack of proper tool may prohibit the roll altogether.
- Medical (EDU)
This field of science is not only the study of medicines, but also the training to heal patients and maintain health of individuals. Medical skill levels of up to 3 are typically found in EMTs and nursing. Skills of 3 - 5 are typical of shipboard medics and nurse practitioners. At 5 and above, the title doctor can be used, though usually medical exams must be taken to practice in a given area. If a Doctor also has a DEX of 10 or higher, they can also use the title of Surgeon. Only doctors are permitted to write prescriptions and typically need proof or certification to have them honored at pharmacies.
Because of the subtle differences between races, Medical applies to a single race, typically the race of the Doctor. To apply the skill to other races, Xeno-Med must be used in conjunction with Medical.
Medical skill completely supersedes Field Medic and can be substituted at double skill.
- Music (INT, unskilled)
This is the ability to appreciate and produce music. This skill typically includes the ability to play one or more instruments.
- Navigation (EDU)
Navigation is the ability to plot efficient courses between two points over land or sea. It is also allows the character to determine their current location on a planets surface, assuming sufficient data is available. It includes the ability to read and navigate from maps and using compasses, the stars, landmarks, and other navigational methods.
This skill can not substitute for Astrogation.
- Neural Weapons (DEX, unskilled)
This is the ability to use Neural Weapons effectively in combat. Weapons covered by this skill include:
- Neural Pistol
- Neural Rifle
- Perception (INT, unskilled)
The ability to detect details that might escape other people. On a successful Perception roll, a character can sense abnormalities in an otherwise ordinary situation (noting, for example, the security camera behind the mirror above the third door, or that the starship cargo has been slightly tampered with, or that the wind is tasting a bit bitter).
- Persuasion (INT, unskilled)
The skill at convincing other people to act as you wish them to, include such things as haggling for a bargain, rousing a crowd to action, and convincing an enemy to let you go.
- Philosophy (EDU)
This "soft science" is the study of beliefs and teachings regarding gods, existence, proper conduct, and of sentient beings' relationship to the universe. A student of philosophy does not necessarily abide by the principles he is studying; this skill simply indicates the character's knowledge concerning different schools of thought.
- Physics (EDU)
The study of properties and interactions of matter and energy, allowing a character to analyze or predict the motion, state, force, and general behaviors of a body or object.
- Pickpocket (DEX, unskilled)
The basic ability to take something from another's person undetected. Includes actually taking things from pockets, pouches, backpacks, or hanging from belts, around necks or limbs (like necklaces or bracelets).
- Pilot (DEX)
The ability to control starships. Includes both interplanetary and interstellar aspects of large ship operations. Ships covered by this skill typically have more than 100 tons of displacement. Because piloting through interplanetary space is common between Pilot and Ship's Boat, Pilot may substitute for Ship's Boat with no penalties.
- Polearm (DEX, unskilled)
This is the ability to use Polearms effectively in combat. Weapons covered by this skill include:
- Bayonet
- Halberd
- Pike
- Spear
- Prop-driven Aircraft (DEX)
The ability to operate a Propeller-driven Aircraft. Because the basic flight principles are similar and similar instrumentation is used, this skill can be substituted for Helicopter, Lighter-than-air Craft, or Jet-propelled Aircraft at ½ skill.
- Psionicology (PSI or EDU)
The study of Psionics as a metaphysical science. Persons with this skill are typically researchers trying to understand and explain Psionic activity. This skill allows the character to attempt to detect psi activity and identify the nature of the activity. This skill can also be used by non-psionics to attempt to resist non-physical Psionic manipulation. Finally, this skill is used when attempting to create or evaluate Psionic devices such as shields or disruptors. Characters can identify devices that are hoaxes and those that might actually be effective.
This skill is governed by EDU or PSI depending on the application. Research into Psionic activity and how Psionics works is typically EDU while research into Psionic skills and talents is typically PSI.
- Psychology (INT)
With this skill a character can judge the motives and evaluate deep-seated emotions of another individual. It can be used, for example, to predict the behavior of others in a given situation or to determine the likely truth or falsehood of statements another character makes. Direct knowledge or exposure to the person being "analyzed" increases the chance of success. This skill can also be used to create a profile of someone based on reported actions. The profile can then be used to predict possible future actions.
- Recon (END, unskilled)
The ability to scout a location and move about in the wilderness without being detected. Characters with Recon skill are able to determine the number of individuals that recently passed through an area by inspecting tracks, trampled vegetation, or other signs and clues, with higher levels of expertise yielding increasingly more accurate information. This skill also applies in tracking a specific creature or person.
In encounter situations, characters with Recon have a higher chance of spotting the enemy in advance and have a lower chance of being spotted.
- Rifleman (DEX, unskilled)
This is the ability to use rifles effectively in combat. Weapons covered by this skill include:
- Autorifle
- Carbine
- Rifle
- Shotgun
- Robot Ops (INT)
The ability to operate robots. This includes the ability to program them (within the limits set by the manufacturer) to perform various functions and generally alter or adjust the normal operations of the device. Most robots have the ability to perform many operations built in from the factory and requires no skill to use. Adding to or modifying those operations is the realm of Robot Ops.
- Robotics (EDU)
This is the skill for designing, operating, building, and repairing robots (limited to the character's own tech levels and culture). This skill can be substituted for Robot Ops at no penalty. It may also be used in place of Computer, Mechanical, Electronics, or Gravitics at ½ skill but only as applies to robots.
- Sensor Ops (INT)
The skill to operate all types of sensors, in particular those onboard starships. On a successful roll, sensor operators can detect objects within range and correctly interpret those signals.
- Screens (INT)
Skill in the operation and repair of the limited force fields available. Predominately, this covers Nuclear Dampers, Black Globes, and Meson Screens.
- Ship Tactics (INT)
Training in the operation of a starship or spaceship in battle. Ship Tactics is a skill which is used by individuals who are in command of a single ship.
- Ship's Boat (DEX)
The ability to operate smaller, interplanetary craft, collectively known as ship's boats. These craft are typically less than 100 tons in displacement and include shuttles, lifeboats, launches, and fighters. Ship's Boat may substitute for Pilot at ½ skill.
- Sling (DEX, unskilled)
This is the ability to use a Sling effectively in combat.
- Small Blade (DEX, unskilled)
This is the ability to use small blades effectively in combat. Weapons covered by this skill include:
- Blade
- Dagger
- Small Watercraft (DEX, unskilled)
The ability to pilot and control small watercraft including small sailing vessels, powered boats of civilian. Because of similarities, this skill can substitute for Hovercraft or Large Watercraft at ½ skill.
- Spinal Weapons (INT)
Skill in the operation of Spinal Weapons.
- Stealth (DEX, unskilled)
The art of covert movement and the ability to remain unobserved by moving quietly while taking maximum advantage of available cover. Unfortunately, Stealth will not generally work against automated electronic surveillance devices or robots.
- Streetwise (END, unskilled)
Streetwise permits contact with different criminal elements for the purpose of obtaining information (rumors and gossip included), hiring persons, buying or selling contraband or stolen goods, and other shady activities.
- Submachinegun (DEX, unskilled)
This is the ability to use a Submachinegun effectively in combat.
- Survey (EDU)
The science of mapping and charting star systems. This skill confers expertise in the various aspects of producing accurate maps and directories of regions of space. This skill allows the individual to determine the precise characteristics of an unknown or unclassified world, and to compile it's UPP, as well as correctly map and gather information about the star system. Obviously, Survey skill is most useful when a person encounters unknown worlds.
Because of the extensive use of sensors in collecting the data and the need to understand and analyze the sensor output, this skill can be substituted for Sensor Ops at ½ skill.
- Survival (END, unskilled)
Survival skill lends a character both the theory and practice of living off the land and staying alive in situations where most people would have trouble finding foot, water, or shelter. Characters with Survival skill are adept a locating food and water, constructing natural weapons and shelter, setting simple wildlife traps, and traveling across country in a wilderness or hostile environment.
- Tactics (INT)
The character has training and experience in small unit tactics (up to units of 100 troops). This skill is not to be confused with strategy, which deals with the reasons for the encounter and the intended result; strategy is the realm of the players rather than the characters.
When small units encounter hostile forces (in battle or while adventuring), Tactics can be used to gain advantages over the enemy by spotting and exploiting the weaknesses or flaws in their attack or defense plans.
In game terms, tactics has two main uses. The most common use is to increase initiative. This reflects the understanding of the situation and the knowledge of the weaknesses of the enemy. A second use is analysis of a situation and projection of the enemy's goals. In this instance, the player, having made a successful tactics roll can ask the GM questions about the goals or intentions of enemy forces based on observed behavior. Obviously, better information is available the longer the enemy is observed (and the better the roll). This will never produce detailed answers but rather observations such as "they seem to be leading you away from the ship" or "they appear to by trying to flank you" etc.
Because of the similarities, Tactics can be used for Ship Tactics at ½ skill.
- Thrown Weapons (STR, unskilled)
The ability to accurately throw weapons or objects. Includes throwing rocks, grenades, knives, throwing stars, darts, etc.
- Trader (INT, unskilled)
The ability to identify the best cargos to carry from one world to another. It improves the ability to estimate the resale value of items and the appropriate local price. It also serves as a bargaining skill for getting the best price for items during price negotiations. Finally, it provides basic information on the rules and regulations surrounding trade and commerce in the Empire.
- Turret Weapons (INT)
Skill in the operation of turret based weaponry. Also includes bay weapons.
- Vacc Suit (DEX, unskilled)
The training and experience in the use of the standard vacuum suit (space suit), including special suits for use on various planetary surfaces in the presence of exotic, corrosive, or insidious atmospheres. With this skill, a character can adequate gauge the amount of air and power remaining to a suit, don it, check it's seals, and maneuver about in it without causing a tear in the fabric.
Non-breathable atmospheres or hostile environments can be easily overcome with protective equipment, but the danger of minor mishaps becoming fatal remain great. A roll may be needed to avoid danger when attempting any unusual maneuver or combat while wearing a vacc suit.
- Writing (INT, unskilled)
Enables a character to present insightful, entertaining reading materials, factual or fictional.
- Xeno-Medicine (EDU)
This skill is always used in conjunction with Medical. It is the knowledge of the similarities and differences between various species from a medical standpoint. It covers reactions to drugs, structural differences, dietary differences, and so forth. With out this skill, Doctors can only effectively treat members of their own species. When treating alien species, the Doctor's medical skill will be the lesser of Medical and Xeno-Medical.
- Zero-G Environ (DEX, unskilled)
Skill in dealing with very low or zero gravity environments. In such environments, the inertia of routine actions can leave the untrained out of control and unable to perform any tasks required of them.