Player's Handbook · Chapter 3

Skills

Your skills are the things your character has trained to do. Each one is tied to a stat, and you roll ≤ that skill to succeed. If you do not have a skill, see the untrained rules in The Core Mechanic.

The Skill List

SkillStatExamples
Ranged (Light)DEXPistols, small bows, thrown knives, light blasters
Ranged (Heavy)DEXRifles, crossbows, heavy blasters, launchers
Melee (Light)STRDaggers, short swords, clubs, hand axes
Melee (Heavy)STRLongswords, great axes, two-handed weapons
BrawlingSTRPunches, kicks, headbutts, grappling
AthleticsSTR/DEXClimbing, swimming, jumping, running
StealthDEXHiding, moving silently, shadowing
PerceptionINT/WILSpotting details, noticing traps, hearing, tracking
PersuasionCHATalking, bargaining, intimidating, deceiving, inspiring
First AidINTStabilising wounds, healing, applying medicine
Craft/RepairINTFixing machines, picking locks, building tools, jury-rigging
KnowledgeINTArcane, History, Nature, Tech, Religion — pick a specialty

This list is a foundation, not a ceiling. Your GM can create new skills at any time to fit the setting or a character's background. A merchant might have Barter (CHA). A starship pilot might have Piloting (DEX). A scholar of forbidden lore might have Occultism (INT/WIL). If a character's concept calls for a skill that is not on this list, the GM invents one — same rules, same stat, same roll-under mechanic.

Choosing a Specialty

Knowledge requires you to pick a specialty when the GM assigns it. You are trained in that one field — Arcane, History, Nature, Tech, Religion, or another the GM approves. You can take Knowledge multiple times for different specialties.

Using Skills in Context

Your GM decides which skill applies to a situation. Throwing a knife in combat uses Ranged (Light). Throwing a knife to hit a specific target while hanging off a moving vehicle might call for Athletics instead. When in doubt, your GM sets a target and calls for a roll.

Improving Skills

Milestone leveling keeps pace without bookkeeping. Your GM rewards story beats, not grind. When you level up, you can raise existing skills or learn new ones — talk to your GM about what fits your character's journey.

Manual updated Sep 17, 2026.