Friendly reminder: everything is subject to change until we post it in the official threads.
These skills should be pretty self explanitory, with the difficulty chart below to help. New skills and specialties may be created, with GM approval. Skills and specialties need to be justified through history.
Animal Handling - animal training, riding, veterinary, zoology
Artistry - appraisal, forgery, game design, painting, photography, poetry, sculpting, writing
Athletics - climbing, contortion, dodge, juggling, jumping, gymnastics, parachuting, parasailing, pole vaulting, riding, running, swimming, weight lifting, baseball, football, soccer
Covert - camoflage, disable devices, forgery, infiltration, open locks, sabotage, sleight of hand, stealth, streetwise, surveillance
Craft - architecture, blacksmithing, carpentry, cooking, leatherworking, metalworking, pottery, sewing
Discipline - concentration, interrogation, intimidation, leadership, mental resistance, morale
Guns - assault rifles, energy weapons, grnade launchers, gunsmithing, machine guns, pistols, rifles, shotguns
Heavy Weapons - artillery, catapults, demolitions, forward observer, mounted guns, repair heavy weapons, rocket launchers, ship's cannons, seige weapons
Influence - administration, barter, bureaucracy, conversation, counseling, interrogation, intimidation, leadership, marketting, persuasion, politics, seduction, streetwise
Knowledge - appraisal, cultures, history, law, literature, philosophy, religion, sports, teaching
Linguist - Arabic, Armenian, French, German, Hindu, Japanese, Latin, Portuguese, Russian, Tagalog, Swahili, Swedish, Vietnamese
Mechanical Engineering - create mechanical devices, machinery maintenance, mechanical repairs, fix mechanical security systems, plumbing
Medical Expertise - dentistry, forensics, general practice, genetics, internal medicine, neurology, pharmaceuticals, physiology, psychiatry, rehabilitation, surgery, toxicology, veterenary medicine
Melee Weapon Combat - clubs, knives, melee weaponsmithing, nunchaku, pole arms, swords, whips
Perception - deduction, empathy, gambling, hearing, intuition, investigation, read lips, search, sight, smell, tactics, taste, tracking
Performance - acting, dancing, costuming, keyboard instruments, impersonation, mimicry, oratory, percussion instruments, singing, stringed instruments, wind instruments
Pilot - aerial navigation, astrogation, astronomy, astrophysics, gunships, hang gliders, helicopters, large cruisers, mid-bulk transports, patrol vessels, rocket shuttles, short-range shuttles, space survival, ultra-light aircraft
Planetary Vehicles - aquatic navigation, cars, canoes, equestrian, ground vehicle, repair, horse-drawn conveyances, hovercraft, industrial vehicles, land navigationn, large ground transports, military combat vehicles, powerboats, sailing, scooters, scuba vehicles, skiffs, submarines, yachts
Ranged Weapons - blowguns, bows, crossbows, darts, grenade, javelin, ranged weaponsmithing, slings, throwing axes, throwing knives
Scientific Expertise - earth sciences, historical sciences, life sciences, mathematical sciences
Survival - aerial survival, aquatic survival, general navigation, land survival, nature, space survival, specific environment or condition survival, tracking, trapping
Technical Engineering - communications systems, computer programming, hacking, create/alter technical devices, demolitions, electronics, technical repair, technical security systems
Unarmed Combat - boxing, brawling, judo, karate, kung fu, savate, wrestling
Cooking - French cuisine, Japanese cuisine, American cuisine
You are granted 20 Skill points. Any points that were not used on Attributes may be used here. For example, if you were left with (or saved) 10 points from the Attributes section, then you now have 30 to spend.
Skills range as the following: 2, 4, 6, 8, 10, 12, and 12+.
Each level of basic skill (the first three levels) cost 2 points each. For instance, the third level, 6, would cost a total of 6 points. A second example would be bringing your level to 4. So far, this would cost a total of 4 points. To bring to level to 6, you would require to pay an additional 2 points. You must bring the basic skill to 6 before you can earn specialty levels.
Basic skills only need to be purchased once for each group of specialties. This means that if you have an Athletic skill with specialties of running and jumping, you would have a single skill of Athletic worth 6 points and the specialties (explained below) would each be built on separately.
Each level of specialty is also worth 2 points. As each specialty has to be purchased separately from the rest, they are each considered their own 'sub-skill'. This his how the athletis skill with specialties of running and jumping would look, should they be skill levels of 4 and 6 respectively:
Any rolling of dice in relation to skills works as addition. If you were to run and required a judgement of skill for success, you would add Athletic (6) and Running (4) to get 10.
Each of these levels is paired with a diffculty level. Tasks rated under this level are completed with a decent amount of effort. Levels below a specific difficulty become harder the further below they are; those above likewise find them easier.
The current maximum level is 18. You may only purchase up to level 12 during character creation.
All prices are in credits. If you managed to save any points from character creation, the cost remains 2 points each until you run out of points.
The following prices are for each level. For example, to get Animal Handling to level 6 from 0 would cost 1,830 credits. Each type of specialty must be purchased separately. Levels 8+ are specialty levels.