The Academics skill os about social sciences, the humanities, and history.
Special: Used to recover mental consequence
Overall perception, ability to pick out detail, and other powers of observation.
Special: Primary skill for physical turn order, Tertiary skill for vehicle/ Vessel conflict.
General Levels of physical fitness, represents any and all checks of raw strength, endurance, agility, flexibility, and precision.
Special: The Conditioning skill gives you additional physical stress or consequence slots. Average (+ 1) or higher gives you a 3-point stress box. Good (+ 3) or higher gives you a 4-point stress box. Superb (+ 5) and above give you an additional mild consequence slot. This slot can only be used for physical harm.
Conditioning is the secondary skill you use to determine order in physical conflicts.
Connections is the skill of knowing and making connections with people, managing reputation, as well as accumulating and applying wealth and resources.
The counterpart to Conditioning, Gunnery is the knowledge and use of using ranged or explosive weaponry, either
in a conflict or on targets that don’t actively resist your attempts to turn them into a fine mist or pile of ash (like a bull’s-eye or the broad side of a space station). If it shoots or explodes, from personnel ordinance, to vehicles, vessels, and fortifications; gunnery represents your knowledge of interpreting, maintaining, and using it.
Influence is the skill about making connections to people and eliciting an emotional response from them— positive or negative, trust or fear, comrade or anger, pride or shame, etc. It’s the “make people feel something” skill. It also represents your ability to either ingratiate yourself with people or escalate a conflict. Influence can be used to bolster and direct a crew aboard a ship or vehicle.
Influence is best used in conjunction with justifications from the situation, or because you have an aspect that’s appropriate, or because you’ve created an advantage with another skill (like Subterfuge), or because you’ve assessed your target’s aspects (see Insight). This skill requires that your target can feel emotions—robots and plant life typically can’t be influenced, but android and some creatures planet-side may be able to be influenced as well.
Insight is the skill you use to find things out about people and things or spot changes in people. It’s a counterpart to Awareness — whereas Awareness revolves around situational alertness and surface observation, Insight revolves around concentrated effort, in-depth scrutiny, and well honed tuned intuition.
Influence is the main skill you use to determine order in mental conflicts.
Influence is the tertiary skill you use to determine order in physical conflicts.
The Life Science skill is about biology, medicine, biotechnology, cybernetics, xenobiology and other knowledge of the function, repair, and alteration of living things.
Special: Life Science is the main skill you use to help others recover from consequences that are physical in nature.
The Physical Science skill is about astronomy, chemistry, physics and other knowledge of mechanics, engineering, space, and demolitions. It's the knowledge of non-living systems, how to construct, alter, and apply these principles for maximum effectiveness. It's also great at parties. Physical Science pairs well with Systems to be able to build, program, repair, and work with anything on a vessel (besides the crew).
Special: Physical Science is the main skill you use to help repair damage to vessels or vehicles.
The Pilot Vehicle skill is all about operating planet side vehicles and fortifications, from ATVs to artillery, jets and other sub-atmospheric craft. If it can't fly in space, it's a vehicle.
The Pilot Vessel skill is all about operating space-faring vessels and things that ferry passengers and cargos between spaceships and the surface. If it can move in space, it's a vessel.
The Planetary Science skill is about ecology, geology, geophysics and other knowledge of planets, ecosystems, as well as surface navigation and survival. It's the knowledge of planets, how they're formed, and the environments that typically present themselves on one planet to the next.
The Stealth skill represents your expertise in hiding people or things from detection, including hiding, camouflage, sleight of hand, and moving silently. It pairs well with the Subterfuge skill.
Subterfuge is the skill about lying, stealing, trickery, blending in and getting into places that are off-limits. Where as Stealth is about not being noticed, subterfuge specializes in not being noteworthy and not arousing suspicion.
Systems is the skill of working with computers, code, and electronics from shipboard systems to portable scanners. Systems pairs well with Physical Science to be able to build, program, repair, and work with anything on a vessel (besides the crew).
The Will skill represents your character’s general level of mental fortitude,
the same way that Conditioning represents your physical fortitude. Will also represents mastery over the mind, focus, and in some cases (with the right extras) the honing of some preternatural gifts.
The Will skill gives you additional mental stress or consequence slots. Average (+ 1) or higher gives you a 3-point stress box. Good (+ 3) or higher gives you a 4-point stress box. Superb (+ 5) and above give you an additional mild consequence slot. This slot can only be used for mental harm.
Will is the tertiary skill you use to determine order in mental conflicts.