Player's Handbook · Chapter 3

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

SkillUsed For
ConsumeIntimidation, bold threats, raw force of will
InspireRallying allies, boosting morale, leading from the front
PersuadeDiplomacy, negotiation, convincing others
MoraleMaintaining team cohesion, managing stress

Conn

SkillUsed For
ConnPiloting, helmsman duties, vehicle operation
AlertnessSituational awareness, detecting threats, perception
Shipboard OpsShipboard procedures, damage control, systems
CultureKnowledge of alien customs, social awareness

Engineering

SkillUsed For
ConnOperating engineering consoles, diagnostics
EnergyEnergy weapons, force fields, power systems
OperationsMechanical repair, fabrication, systems engineering
TransportersTransporter operation, transporter theory

Security

SkillUsed For
ConsumeIntimidation, interrogation, coercion
FightHand-to-hand combat, martial arts
SecuritySecurity protocols, tactics, threat assessment
MarksmanshipRanged weapons, phaser accuracy

Science

SkillUsed For
SciencesGeneral scientific knowledge, research methods
ScienceScientific analysis, lab work, field science
Computer OpsProgramming, hacking, data analysis

Medicine

SkillUsed For
CentersMedical centres, triage, field hospitals
DiagnosisIdentifying illness, analysing injuries
EmpathyReading emotional states, counselling
PracticalHands-on treatment, surgery, emergency care
ScienceMedical 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:

ApproachUse This Attribute
Precise, controlled, methodicalControl
Bold, aggressive, intuitiveDaring
Physical, endurance, strengthFitness
Perceptive, intuitive, awareInsight
Charismatic, commanding, forcefulPresence
Analytical, logical, intellectualReason

Actions in Combat

During combat, your character may take 2 actions on their turn:

ActionDescription
AttackMake a combat check against a target. Deal Stress on success.
MoveReposition, take cover, or close distance.
TaskPerform a skill check — repairs, scans, hack a console.
SupportHelp an ally gain +1D on their next check.
Minor ActionDraw 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.

Manual updated Aug 26, 2026.