The skills included in the skill groups in character creation are described in detail below. Create new skill groups as necessary for your home game’s setting. Use any combination of these skills or new ones of your own devising.
Managing businesses, negotiating financial transactions and overseeing trade. Directly affects the price of trade goods, as described in trade.
Writing computer programs or viruses, navigating digital bureaucracy and operating starship computer systems.
Writing a new computer program might take a week or more, and require multiple throws depending on complexity.
Operating, repairing and modifying machines, including complex starship hardware and gate cores.
Faking physical and digital documents like identification, permits, and manifests.
Common gambling games played in smoky starport bars and the parlors of nobles alike.
Operating the large-scale weapons of starships and other vehicles.
Piloting starships. Only make throws in combat situations or when making other difficult and dangerous maneuvers. Day-to-day operations do not require a throw.
Basic medical understanding. Familiarity with medicine and surgeon’s tools.
Weapon Skills #
Use the specific skill in a weapon when attacking with that weapon. The Unarmed skill covers all brawling and martial arts. The Armed melee covers all melee combat with blades, clubs, swords, spears, etc. Each category of firearm has its own skill.
Drive covers the driving and piloting of most vehicles other than starships. Groundcars, hover skiffs, watercraft, flyers etc.