Step 6: Total Skills

Combine all of the skills from Steps 1–4 and write them on your character sheet.

If a character acquired the same skill more than once, those points may be added together or the additional points may be applied to any other skill of the player’s choosing. Note that points for Know skills may only be used for other Know skills; however, points for Active skills may be used for either Active or Know skills.

Next, add the base aptitude values to their linked skills. Note that the skills of Fray and Perceive have base values equal to their aptitude × 2.

No final skill total (including aptitude) may exceed 80. Any points over 80 must be applied to another skill of the player’s choosing. Again, Know skill points may only be used for other Know skills.

Players should feel free to switch their skills for any other skills as long as the number of points remains the same, and as long as Know skill points only go toward other Know skills.

We suggest keeping aptitudes and skills in multiples of 5 for simplicity, but this is not a requirement.

Spending CP: Each point of CP gets you 5 skill points. Use these points to purchase or raise any skills you think you’ll need.

Skill Summaries

Full skill descriptions are found on Skills.

Athletics (SOM): Physical activity in gravity with a humanoid, uplift, or biomimicked morph, including climbing, running, swimming, gymnastics, throwing, and winged flight.

Deceive (SAV): Lying, bluffing, conning, fast talk, impersonation, acting, and other attempts to misrepresent or hide the truth with words and gestures.

Exotic Skill (Field): Catch-all category for less common skills such as animal handling, contortion, disguise, music, sleight of hand, or throwing knives.

Fray (REF): The ability to get out of the way of danger.

Free Fall (SOM): Physical activity in microgravity.

Guns (REF): Aiming and shooting. Used for beam, kinetic, seeker, and spray weapons.

Hardware (COG, Field): Building, repairing, disabling, upgrading, and physical hacking of technological systems.

Infiltrate (REF): Sneaking, hiding, and escaping detection.

Infosec (COG): Hacking or protecting devices and networks.

Interface (COG): Using and understanding electronic devices, software, networks, and weapons systems.

Kinesics (SAV): Perception of body language, tells, social cues, and nonverbal communication.

Know (COG/INT, Field): Specialized knowledge in an art, hobby, scientific pursuit, or professional trade.

Medicine (COG, Field): Care and diagnosis of biological life, including emergency care, forensics, pharmacology, psychosurgery, and surgery.

Melee (SOM): Fighting, whether unarmed or using blades, clubs, or similar handheld weapons.

Perceive (INT): Awareness and use of your physical senses.

Persuade (SAV): Bargaining, convincing, etiquette, and social manipulation.

Pilot (REF, Field): Moving in a vehicle or non-humanoid or non-biomimicked morph.

Program (COG): Writing and modifying software code. Also used for nanofabrication or crafting VR environments or AR illusions.

Provoke (SAV): Intimidation, taunting, seduction, or any invocation of emotion to socially manipulate.

Psi (WIL): Use of async sleights.

Research (INT): Finding and interpreting data on the mesh.

Survival (INT): Navigation, tracking, finding safe food and shelter, and defending oneself against hostile planetary environments.