Skills are divided into Aptitudes and Learned Skills. Most, but not all, learned skills are built on and linked to an aptitude. If a character lacks the special skill needed in a situation, they may default to the linked aptitude. You may also choose to specialize in certain skills, reflecting an enhanced knowledge of a particular aspect of that skill.
A player’s learned skills represent the acquired knowledge they carry with them from morph to morph.
Some learned skills are field skills, meaning that when this skill is chosen a particular field of emphasis must also be selected.
Psi refers to the ability to perceive and manipulate biological minds via psi waves and/or other inexplicable phenomena.
Any character may opt to specialize in a given skill.
Whenever a character wants to do something using a skill, they must succeed at a skill test. The difficulty of the action is applied as a modifier, as are any other extenuating circumstances that may affect the test.
In rare cases, a test may call for using an Aptitude only, rather than a learned skill.
Each learned skill is classified as either an Active skill or a Knowledge skill:
- Active skills represent skills that typically require physical actions and are used in action scenes within game play.
- Knowledge skills are more knowledge-based and intellectual, representing ideas and facts. Knowledge skills may play a less dramatic role in certain action-oriented game play moments, but they flesh out the character’s background and interests and are integral to roleplaying interactions.
Active and Knowledge skills are purchased separately during character creation. Active skills are further divided into Combat, Mental, Physical, Psi, Social, Technical, and Vehicle skills. Certain traits and abilities may apply to specific categories.
|Academics Skill: [Field]||COG||Knowledge|
|Animal Handling Skill||SAV||Active, Social|
|Art Skill: [Field]||INT||Knowledge|
|Beam Weapons Skill||COO||Active, Combat|
|Blades Skill||SOM||Active, Combat|
|Climbing Skill||SOM||Active, Physical|
|Clubs Skill||SOM||Active, Combat|
|Control Skill||WIL (no defaulting)||Active, Mental, Psi|
|Deception Skill||SAV||Active, Social|
|Demolitions Skill||COG (no defaulting)||Active, Technical|
|Disguise Skill||INT||Active, Physical|
|Exotic Melee Weapon Skill: [Field]||SOM||Active, Combat|
|Exotic Ranged Weapon Skill: [Field]||COO||Active, Combat|
|Flight Skill||SOM||Active, Physical|
|Fray Skill||REF||Active, Combat|
|Free Fall Skill||REF||Active, Physical|
|Freerunning Skill||SOM||Active, Physical|
|Gunnery Skill||INT||Active, Combat|
|Hardware Skill: [Field]||COG||Active, Technical|
|Impersonation Skill||SAV||Active, Social|
|Infiltration Skill||COO||Active, Physical|
|Infosec Skill||COG (no defaulting)||Active, Technical|
|Interest Skill: [Field]||COG||Knowledge|
|Interfacing Skill||COG||Active, Technical|
|Intimidation Skill||SAV||Active, Social|
|Investigation Skill||INT||Active, Mental|
|Kinesics Skill||SAV||Active, Social|
|Kinetic Weapons Skill||COO||Active, Combat|
|Language Skill: [Field]||INT||Knowledge|
|Medicine Skill: [Field]||COG||Active, Technical|
|Navigation Skill||INT||Active, Mental|
|Networking Skill: [Field]||SAV||Active, Social|
|Palming Skill||COO||Active, Physical|
|Perception Skill||INT||Active, Mental|
|Persuasion Skill||SAV||Active, Social|
|Pilot Skill: [Field]||REF||Active, Vehicle|
|Profession Skill: [Field]||COG||Knowledge|
|Programming Skill||COG (no defaulting)||Active, Technical|
|Protocol Skill||SAV||Active, Social|
|Psi Assault Skill||WIL (no defaulting)||Active, Mental, Psi|
|Psychosurgery Skill||INT||Active, Technical|
|Research Skill||COG||Active, Technical|
|Scrounging Skill||INT||Active, Mental|
|Seeker Weapons Skill||COO||Active, Combat|
|Sense Skill||INT (no defaulting)||Active, Mental, Psi|
|Spray Weapons Skill||COO||Active, Combat|
|Swimming Skill||SOM||Active, Physical|
|Throwing Weapons Skill||COO||Active, Combat|
|Unarmed Combat Skill||SOM||Active, Combat|
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