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
| Skill | Stat | Examples |
|---|---|---|
| Ranged (Light) | DEX | Pistols, small bows, thrown knives, light blasters |
| Ranged (Heavy) | DEX | Rifles, crossbows, heavy blasters, launchers |
| Melee (Light) | STR | Daggers, short swords, clubs, hand axes |
| Melee (Heavy) | STR | Longswords, great axes, two-handed weapons |
| Brawling | STR | Punches, kicks, headbutts, grappling |
| Athletics | STR/DEX | Climbing, swimming, jumping, running |
| Stealth | DEX | Hiding, moving silently, shadowing |
| Perception | INT/WIL | Spotting details, noticing traps, hearing, tracking |
| Persuasion | CHA | Talking, bargaining, intimidating, deceiving, inspiring |
| First Aid | INT | Stabilising wounds, healing, applying medicine |
| Craft/Repair | INT | Fixing machines, picking locks, building tools, jury-rigging |
| Knowledge | INT | Arcane, 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.