| Skill | Notes |
| Acrobatics | Includes Contortion and Natural Flight |
| Dodge | Active Defense |
| Pilot | Focus Skill |
| Ranged Weapons | Focus Skill |
| Sleight of Hand | Manual Dexterity |
| Stealth | Hiding & Silent Movement |
Acrobatics
Base Attribute: Agility
Acrobatics measures a character’s coordination, balance, flexibility, and body control. It is used to perform tumbles, rolls, flips, maintain balance on narrow or unstable surfaces, swing from ropes or ledges, dive safely, and maneuver through difficult terrain. It also covers squeezing through tight spaces, escaping physical restraints through flexibility, and maneuvering in flight for species capable of natural flight.
The gamemaster determines the difficulty based on the complexity of the maneuver and the surrounding conditions. Particularly dangerous stunts may result in falling, injury, or other consequences if the roll fails.
Typical Uses
- Balancing on narrow or unstable surfaces
- Tumbling, rolling, vaulting, and flips
- Parkour and obstacle negotiation
- Swinging, climbing, or diving through hazards
- Escaping ropes or restraints through flexibility
- Squeezing through confined spaces
- Maneuvering while flying (for naturally flight-capable species)
Sample Difficulties
| Maneuver | Difficulty |
| Maintain balance on a wide beam | Easy |
| Roll or tumble to reduce a fall | Moderate |
| Cross a narrow ledge or tightrope | Moderate |
| Swing across a gap | Difficult |
| Escape ropes through flexibility | Moderate |
| Escape chains or wire restraints | Difficult |
| Escape properly secured shackles | Very Difficult |
| Perform an exceptionally dangerous stunt | Heroic or higher |
Critical Failure: The character suffers an appropriate consequence determined by the gamemaster, such as falling, becoming entangled, pulling a muscle, or taking damage from the failed maneuver.
Dodge
Base Attribute: Agility
Dodge is the ability to avoid attacks, hazards, and other immediate dangers through quick reflexes and movement. It is primarily used as an active defense during combat but may also be used to evade traps, explosions, falling objects, and similar threats.
A Dodge roll is typically made as a reaction to an attack or hazard. The Result becomes the target number an attacker must meet or exceed to successfully hit the character. A character may also use Dodge to avoid environmental dangers when the gamemaster deems it appropriate.
Typical Uses
- Evading melee or ranged attacks
- Avoiding traps and ambushes
- Diving for cover
- Escaping explosions or collapsing structures
- Reacting to sudden environmental hazards
Sample Difficulties
| Situation | Difficulty |
| Avoid a slow-moving hazard | Easy |
| Dive clear of a falling object | Moderate |
| Evade a sprung trap | Difficult |
| Escape the blast radius of an explosion | Difficult |
| Avoid an exceptionally fast or unavoidable attack | Heroic or Opposed Test |
Critical Failure: The character reacts poorly, leaving themselves exposed. In addition to the normal consequences of failure, the gamemaster may impose an additional setback appropriate to the situation.
Pilot
Base Attribute: Agility
Type: Focus Skill
Pilot is the ability to operate and maneuver all types of vehicles, whether on land, water, in the air, or through space. Routine travel under normal conditions does not require a Skill Test. A Pilot Test is only required when operating under hazardous conditions, performing stunts, engaging in pursuits, or during vehicle combat.
A character must select a Focus when learning this skill. Each Focus represents a different class of vehicle and is learned separately. Focuses may also have Specializations for particularly complex or unusual vehicles.
Typical Focuses: Light Land Vehicles (cars, motorcycles, ATVs), Medium Land Vehicles (trucks, buses, construction vehicles), Heavy Land Vehicles (tanks, heavy engineering vehicles), Aquatic Craft (boats, ships, submarines), Aircraft (fixed-wing aircraft, helicopters), Spacecraft (fighters, shuttles, transports, capital ships)
Example Specializations: Light Land Vehicles: Exoskeletons, Medium Land Vehicles: Powered Armor, Heavy Land Vehicles: Power Mechs, Spacecraft: Fighters, Freighters, Capital Ships (setting dependent)
Typical Uses
- Operating a vehicle under normal conditions
- Performing difficult maneuvers or stunts
- Navigating hazardous terrain or weather
- Evading obstacles or pursuing another vehicle
- Vehicle combat and evasive actions
- Landing or docking under adverse conditions
The gamemaster determines the difficulty based on the complexity of the maneuver, environmental conditions, vehicle performance, and any other relevant circumstances.
Ranged Weapons
Base Attribute: Agility
Type: Focus Skill
Ranged Weapons is the ability to accurately use weapons that attack from a distance. This includes primitive missile weapons, firearms, energy weapons, and heavy crew-served weapons, depending on the character’s chosen Focus.
A character must select a Focus when learning this skill. Each Focus is learned separately and may have one or more Specializations.
Typical Focuses
- Archaic (bows, crossbows, slings, thrown missile weapons)
- Modern (firearms, energy weapons, and other technologically advanced ranged weapons)
The gamemaster may add, remove, or rename Focuses to better fit the setting.
Example Specializations
Archaic: Bow, Crossbow, Sling, Blowgun, Thrown Weapons
Modern: Pistols, Rifles, Shotguns, Submachine Guns, Heavy Weapons, Artillery, Ship Gunnery
Typical Uses
- Making ranged attacks
- Aimed shots
- Snap shots
- Suppressive fire
- Crew-served weapon operation
- Vehicle and starship weapon systems (when appropriate)
The gamemaster determines the difficulty based on range, target size, movement, visibility, cover, weapon characteristics, and other situational modifiers.
Sleight of Hand
Base Attribute: Agility
Sleight of Hand measures a character’s fine manual dexterity, coordination, and ability to manipulate small objects without drawing attention. It covers pickpocketing, palming items, concealing objects on one’s person, stage magic, and other acts requiring nimble fingers and misdirection.
Sleight of Hand is typically opposed by a target’s Perception or Search, depending on whether the observer is actively watching or searching for the deception.
Typical Uses
- Picking pockets
- Palming or concealing small objects
- Performing stage magic and tricks
- Secretly passing or receiving items
- Planting small objects on another person
- Manipulating small objects unnoticed
- Cheating at cards or games of chance
The gamemaster determines the difficulty based on the target’s awareness, the complexity of the action, available distractions, lighting, and other situational factors.
Critical Failure: The character fumbles the attempt in an obvious way, such as dropping the object, revealing the deception, or alerting nearby observers.
Stealth
Base Attribute: Agility
Stealth is the ability to avoid detection through quiet movement, concealment, camouflage, and careful observation of one’s surroundings. It is used to move unnoticed, hide oneself or objects, shadow others, and blend into the environment.
Stealth is typically opposed by an observer’s Search or Perception, depending on whether they are actively searching or simply aware of their surroundings.
Typical Uses
- Moving silently
- Hiding from observers
- Camouflaging yourself or equipment
- Concealing objects
- Shadowing or tailing a target
- Avoiding guards or patrols
- Blending into crowds or natural surroundings
The gamemaster determines the difficulty or applies situational modifiers based on lighting, weather, terrain, available cover, distractions, the number and attentiveness of observers, and any other relevant circumstances.
Critical Failure: The character unintentionally reveals their presence by making noise, exposing their position, disturbing the environment, or otherwise drawing unwanted attention.
