Characters have access to a variety of skills.
- 1 Natural Skills
- 2 Learned Skills
- 2.1 Academia
- 2.2 Arts
- 2.3 Beastcraft
- 2.4 Bureaucracy
- 2.5 Commerce
- 2.6 Command
- 2.7 Courtier
- 2.8 Craft (Specialty)
- 2.9 Doctrine (Speciality)
- 2.10 Drive
- 2.11 Espionage
- 2.12 Focus
- 2.13 Gaming
- 2.14 Gunnery
- 2.15 Inquiry
- 2.16 Knavery
- 2.17 Lockpicking
- 2.18 Lore (Specialty)
- 2.19 Performer
- 2.20 Physick
- 2.21 Pilot
- 2.22 Remedy
- 2.23 Ride
- 2.24 Sabotage
- 2.25 Sailor
- 2.26 Science (Specialty)
- 2.27 Sleight of Hand
- 2.28 Spacer
- 2.29 Steward
- 2.30 Streetwise
- 2.31 Survival
- 2.32 Tech Redemption
- 2.33 Think Machine
- 2.34 Torture
- 2.35 Warfare
- 3 People & Places (Specialty)
Charm is the ability to come off as friendly and appealing.
Fight is the skill of unarmed combat.
Impress is the ability to convey oneself with gravity and import.
Melee is the skill of armed close-quarter combat.
Observe is the ability to notice elements of the environment.
Shoot is the skill of firing ranged weapons.
Sneak is the ability to move and hide with stealth.
Vigor is the skill for purely physical endeavors, like running, and playing sports.
Academia is general historical and academic knowledge, as well as the skill of being able to research topics in a library or other repository of information. Characters skilled in academia can do math, recall historic facts, be conversant with the basics of literature and the Omega Gospels and all the other parts of a general education.
The arts skill represents facility in the visual arts; the character can paint, draw, or sculpt. The skill does not take specialties, but if a character is working in a new medium she may take familiarity penalties.
While arts does not have specialties per se, the Writing skill is an arts-related skill used for writing poetry or prose in a pleasing manner. While bureaucracy or academia or commerce may give the character the ability to write in some professional fashion, the writing skill is what determines the aesthetic quality of a character's work.
Like the writing skill, Magic Lantern is an arts-related skill that allows a character to take moving video - Magic Lantern shows. It is mostly practiced by the Masque guild.
Command is the skill of tactics and leadership of a single unit, anywhere from a few soldiers to a company or whole starship. It is the professional skill of non-commissioned officers and company officers. For larger questions of strategy, use the Warfare skill.
Focus is dedicated training in meditation and self-discipline. Possessed usually by mystics and contemplatives, it allows a character to focus his or her mind and ward off pain or mental distraction.
- Jumproad Lore, Seafaring Lore, Law, Herb Lore, Poisons, Banking Lore
- People & Places
- Obun Lore, Ukar Lore, Vau Lore, Kurgan Lore, Vuldrok Lore, Oro'ym Lore, Hironem Lore
- Second Republic Lore, Occult Lore, Military Lore
Engineering, Biology, Physics, Chemistry, Terraforming, Archaeology, Occult Science
Sleight of Hand
Warfare is the professional skill of field and general officers; characters use it to plot strategy for a campaign, manage logistics, or command an army or fleet of ships in the field.
People & Places (Specialty)
- Known Worlds, Kurgan, Vuldrok
- Obun, Ur-Ukar, Vau, Gannock, Vorox, Oro'ym, Hironem, Ascorbite, Etyri
- Noble House
- Hawkwood, al-Malik, Li Halan, Hazat, Decados, Justinian, De Moley, Xanthippe, Thana, Torenson, Masseri, Van Gelder, Keddah, Juandaastas, Trusnikron
- Church, Amalthean, Brother Battle, Avesti, Eskatonic
- Muster, Charioteers, Reeves, Scravers, Engineers
- Yathrib, Aylon, Istakhr, Criticorum, Shaprut, Byzantium Secundus, Nowhere, Stigmata, Tethys, Severus, Cadiz, Cadavus, Malignatius, Pandemonium, Iver, Icon, Kish, Midian, Rampart, Leagueheim, Madoc, Bannockburn, Delphi, Gwynneth, Leminkainen, Ravenna, Vera Cruz, Aragon, Sutek, Hira, Holy Terra, Pentateuch, Pyre, De Moley, Artemis, Hargard, Apshai, Manitou, Vril-Ya, Grail