Skills & Actions
Your character's skills determine what they can do and how well they do it. Skills are grouped under the six Disciplines — each skill pairs with a specific Attribute that governs performance.
The 18 Skills
Command
| Skill | Used For |
|---|---|
| Consume | Intimidation, bold threats, raw force of will |
| Inspire | Rallying allies, boosting morale, leading from the front |
| Persuade | Diplomacy, negotiation, convincing others |
| Morale | Maintaining team cohesion, managing stress |
Conn
| Skill | Used For |
|---|---|
| Conn | Piloting, helmsman duties, vehicle operation |
| Alertness | Situational awareness, detecting threats, perception |
| Shipboard Ops | Shipboard procedures, damage control, systems |
| Culture | Knowledge of alien customs, social awareness |
Engineering
| Skill | Used For |
|---|---|
| Conn | Operating engineering consoles, diagnostics |
| Energy | Energy weapons, force fields, power systems |
| Operations | Mechanical repair, fabrication, systems engineering |
| Transporters | Transporter operation, transporter theory |
Security
| Skill | Used For |
|---|---|
| Consume | Intimidation, interrogation, coercion |
| Fight | Hand-to-hand combat, martial arts |
| Security | Security protocols, tactics, threat assessment |
| Marksmanship | Ranged weapons, phaser accuracy |
Science
| Skill | Used For |
|---|---|
| Sciences | General scientific knowledge, research methods |
| Science | Scientific analysis, lab work, field science |
| Computer Ops | Programming, hacking, data analysis |
Medicine
| Skill | Used For |
|---|---|
| Centers | Medical centres, triage, field hospitals |
| Diagnosis | Identifying illness, analysing injuries |
| Empathy | Reading emotional states, counselling |
| Practical | Hands-on treatment, surgery, emergency care |
| Science | Medical research, pharmacology, biology |
How to Choose a Skill Check
When you want your character to do something, pick the single skill that best matches the action. The skill determines which Discipline you use. Then choose the Attribute that best fits how you're approaching it.
Example: You want to convince a hostile alien captain to stand down.
- Skill: Persuade (Command discipline)
- Discipline: Command (fixed by the skill)
- Attribute choice: Presence (confident appeal), Insight (reading their emotional state), or Reason (logical argument)
Focuses: Your Areas of Expertise
When you have a Focus that applies to a check, you gain +2 to each die in your pool. A Focus represents deep, specialised knowledge — not just being good at a skill, but being exceptional in a specific domain.
Example: Lieutenant Chen has the Focus Xenobiology. She's scanning an alien organism. She rolls Reason + Science + 2 (for her Focus) — each die gets +2.
Choosing Attribute + Discipline
The Discipline is fixed by the skill you're using. The Attribute is your choice:
| Approach | Use This Attribute |
|---|---|
| Precise, controlled, methodical | Control |
| Bold, aggressive, intuitive | Daring |
| Physical, endurance, strength | Fitness |
| Perceptive, intuitive, aware | Insight |
| Charismatic, commanding, forceful | Presence |
| Analytical, logical, intellectual | Reason |
Actions in Combat
During combat, your character may take 2 actions on their turn:
| Action | Description |
|---|---|
| Attack | Make a combat check against a target. Deal Stress on success. |
| Move | Reposition, take cover, or close distance. |
| Task | Perform a skill check — repairs, scans, hack a console. |
| Support | Help an ally gain +1D on their next check. |
| Minor Action | Draw weapon, open door, communicate, activate device. |
You may take the same action twice on your turn (e.g., two Attacks), but each uses a separate check.
Support Actions
When you Support an ally, you make a skill check. On success, the ally gains +1D on their next check. This represents teamwork — covering angles, providing covering fire, sharing information.