Playtest Alpha— unfinished and still changing.
Part V — Skills & Equipment

Chapter 23 — Skill Descriptions

Chapter 8 covered how skill ranks work and listed all thirty skills with their default characteristics. This chapter says what each one actually does in play — the kinds of action it covers and the cases where the line between two skills can blur. The rank ladder, the Trained threshold, and the rules for untrained attempts and characteristic substitution all live in Chapter 8 and are not repeated here.

Each entry names the skill's default characteristic in parentheses; the GM may call a different one when the situation warrants (Chapter 6).


Index§


Physical§

Physical action and fieldcraft — moving through the world, scouting it, enduring it, and operating vehicles and vessels.

Athletics (Dexterity). Running, climbing, jumping, swimming, balancing, and raw bodily exertion. The skill behind the Dodge reaction (Chapter 11), catching yourself in a fall (Chapter 13), and any feat of agility or coordination under pressure.

Recon (Intellect). Observing and interpreting your surroundings — spotting an ambush, noticing a tail, reading tracks, picking the detail that's out of place. It is the active counterpart to another's Sneaking, and the skill the GM leans on whenever a character is trying to see what's there.

Driving (Dexterity). Operating ground and atmospheric vehicles — rovers, crawlers, ground-cars, skimmers — under ordinary or hostile conditions. Used for pursuit, evasion, and crossing bad terrain (Chapter 25).

Piloting (Dexterity). Flying spacecraft and small craft, from atmospheric landings to hard maneuvering in a fight. The pilot's skill at a ship's helm (Chapters 25, 27), and what moving a drone with finesse falls back on (Chapter 25).

Sneaking (Dexterity). Moving unseen and unheard, hiding, tailing, and slipping past watchers. Resolved against a sentry's Recon as an opposed test (Chapter 5) when someone is actively watching.

Survival (Endurance). Staying alive in hostile environments — foraging, shelter, pacing exertion, weathering the elements. The skill that resists most environmental hazards (Chapter 13) and the one a field medic rolls to administer first aid (Chapter 10).

Academics§

Formal and scientific knowledge — the disciplines that explain how the universe works.

Biology (Education). Living systems — medicine, anatomy, xenobiology, ecology. The core of diagnosis and treatment, identifying organisms, and understanding how a body (human or otherwise) works or fails.

Chemistry (Education). Substances and reactions — synthesizing drugs and compounds, identifying toxins, handling reactive materials, formulating treatments when the supply chain can't.

Physics (Intellect). The hard math of matter, energy, and motion — including the exotic physics behind jump travel and the calculation of safe routes (Chapter 27).

Political Science (Education). How power is structured and exercised — governments, factions, institutions, and the forces that make them rise and fall. The scholar's read on who really holds power and why.

Psychology (Intellect). How minds work — reading people, understanding motivation and trauma, counseling, and sizing up a stranger. The usual counter to another's Deceive (Chapter 5).

Research (Intellect). Finding the true answer in a sea of sources — archives, records, databases, and the discipline of running a question to ground. The skill for getting at information that exists but is buried.

Combat§

Applying force in conflict — ranged and close, direct and indirect.

Ranged Weapons (Dexterity). Firing handheld guns and thrown weapons — pistols, rifles, shotguns, grenades, and the like (Chapter 11). The most common attack skill in a firefight.

Close Quarters (Strength). Hand-to-hand and melee combat — fists, blades, clubs, grapples. The skill behind the Parry reaction and all fighting at Engaged range (Chapter 11).

Remote Weapons (Intellect). Operating any weapon you aren't physically holding — a drone's gun, a vehicle or ship turret, an automated mount (Chapter 25).

Heavy Weapons (Strength). Crew-served and shoulder-fired ordnance — machine guns, launchers, and other hardware that needs bracing or a mount (Chapters 11, 24).

Explosives (Intellect). Demolitions and area munitions — placing charges, breaching, and lobbing explosives onto a position (where the Blast trait then resolves, Chapter 11).

Tactics (Intellect). Reading a battle and directing it — planning an operation, positioning allies, anticipating the enemy. The skill that turns individual fighters into a coordinated force.

Technology§

Operating, maintaining, repairing, and compromising the systems that run the Shore.

Cracking (Intellect). Electronic intrusion — defeating locks, breaking encryption, subverting drones and sensors. There is no minigame; it is a test like any other, run as an opposed test against an active defender (Chapter 8).

Communications (Intellect). Operating comms gear, working coded channels and dead drops, and keeping signals flowing across distance — including ship-to-ship and long-range relay.

System Operations (Education). Running the consoles and control systems of ships, stations, and facilities — sensors, life support, and the day-to-day operation of complex installations.

Electronics (Education). Building, diagnosing, and repairing electronic devices and circuits — sensors, surveillance gear, and the wiring that ties machines together.

Engineering (Intellect). Designing, building, and repairing major systems — drives, reactors, structures, and craft. The skill behind keeping a ship running and building or fixing drones (Chapters 25, 26).

Mechanical (Strength). Hands-on work with machines — stripping and rebuilding engines, fabricating and repairing physical hardware, keeping aging equipment alive.

Social§

Navigating the human (and non-human) landscape — persuasion, reputation, and institutional power.

Negotiate (Intellect). Bargaining and deal-making — haggling, brokering agreements, finding terms both sides can live with. The merchant's and diplomat's stock-in-trade.

Network (Social Standing). Working your web of contacts — finding the right person, calling in favors, getting an introduction or a tip. The skill that turns who you know into what you can do (Chapter 35).

Deceive (Intellect). Lying, conning, and misdirecting — passing a false identity, spinning a cover story, bluffing past a checkpoint. Opposed by the mark's Psychology (Chapter 5).

Command (Social Standing). Leading and directing others — issuing orders that get followed, rallying a group, holding authority under pressure.

Charm (Social Standing). Winning people over — making a good impression, building rapport, persuading through warmth rather than logic or threat.

Bureaucracy (Intellect). Working institutions and their paperwork — permits, tariffs, regulations, chain of custody, and the procedures that sink amateurs. The skill for getting what you need through a system rather than around it.

When skills overlap§

Many situations could fall under more than one skill, and that's by design — the same goal admits different approaches. A border crossing might call for Bureaucracy (work the system), Deceive (lie about your cargo), Charm (befriend the inspector), or Negotiate (cut a deal). The GM picks the skill that fits the approach the player actually takes, not the outcome they want. This is the heart of skill play: describe what your Wanderer does, and the right skill follows from it.

Masteries by skill§

A skill held at Expert (+3) unlocks its Masteries — signature techniques bought with XP (20 each; see Chapter 20). A Mastery grants a permission, never a higher number. Roll D6 on a skill's table for a suggestion, or simply choose; reword any entry to fit your Wanderer, and invent your own with the GM's blessing — the GM has final say on scope, as with Boons (Chapter 9). Limits written into an entry — once per scene, once per session — are part of it.

Physical§

Athletics Masteries

D6MasteryPermission
1CatlikeReduce falling or impact trauma (Ch 13) by one node; a short fall doesn't harm you at all.
2FreerunnerDifficult terrain, climbs, and gaps cost you no extra movement or action.
3Second WindOnce per scene, set aside one Wounded node's complication until the scene ends.
4Always MovingTake the Dodge reaction even when a rule denies it (surprised, pinned, restrained-but-conscious).
5Sprinter's StartIn a chase or fight's first round, act as if you'd already closed or opened one range band.
6Sure-FootedIgnore Disadvantage from unstable footing, low/zero-g, or a moving platform.

Recon Masteries

D6MasteryPermission
1Saw It ComingNever caught flat-footed; act in an ambush's first round, and may spend 1 Momentum to give the crew Advantage that round.
2Eye for DetailOnce per scene, ask the GM one concrete question about a scene you've observed; they answer truthfully.
3TrackerA trail is never simply lost; bad conditions are Disadvantage at worst, never a dead end.
4Count the ExitsOn entering a place, you know its ways in and out and any obvious hazard, no roll.
5Range FinderIgnore the Disadvantage others suffer spotting or marking at Extreme range or in poor visibility.
6Threat ReadOnce per scene, learn the single most dangerous person or thing present.

Driving Masteries

D6MasteryPermission
1Threads the NeedleActivating Advantage while driving a chase, hazard, or tight space costs 0 Momentum.
2BootleggerOnce per scene, reverse, pivot, or reposition a full range band as a free part of another action.
3Knows the StreetsIn settled areas you always know a route; pursuers chase you at Disadvantage.
4RamWhen you collide deliberately, you choose which vehicle takes the worse of it (within a scale band).
5Hold It TogetherOnce per scene, ignore a Damaged vehicle's handling penalty.
6Smooth RideYour driving never costs passengers their footing; they act normally aboard.

Piloting Masteries

D6MasteryPermission
1Threads the NeedleActivating Advantage on Piloting in a chase, hazard, or tight/low-g flying costs 0 Momentum.
2Crash PositiveBring a Wrecked or Offline craft down without killing those aboard, however violent the end.
3Evasive AceEvade a second incoming attack each round, ignoring the one-action limit (Ch 25).
4SlingshotOnce per scene, open or close two range bands in a single maneuver.
5Dead-StickFly a craft with no power, drives offline, or instruments dead, where others can't.
6GreaserReentry, docking, and hard landings never fail to disaster on a bad roll — at worst a delay.

Sneaking Masteries

D6MasteryPermission
1GhostOnce per scene, break line of sight and vanish; pursuers lose you without a way to track beyond sight.
2Shadow StepMove at full speed while sneaking with no Disadvantage for haste.
3Hide in Plain SightConceal yourself with no cover where a crowd, shadow, or distraction exists.
4Silent HandsLifting, planting, or picking goes unnoticed on a success, no separate roll.
5First BloodYour first strike from concealment is at Advantage and cannot be evaded.
6No TraceOrdinary searching never finds your passage; it takes a sensor or a Mastery to track you.

Survival Masteries

D6MasteryPermission
1Steady HandsAdminister first aid to yourself, which the rules otherwise forbid (Ch 10).
2Iron ConstitutionOnce per scene, ignore one environmental hazard's complication for a round.
3Field MedicYour first aid clears a Wounded or Shaken node even with no kit.
4Live Off the LandFood, water, and shelter come without a roll wherever any exist.
5Pace the GroupOnce per journey, extend a hazard's clock (Ch 13) for the whole party.
6TriageWhen you treat someone, choose which node clears (Wounded or Shaken), not just the lighter.

Academics§

Biology Masteries

D6MasteryPermission
1SurgeonOnce per session, attempt to clear a Maimed node in the field with tools and time (vs. the usual recovery session, Ch 10).
2DiagnosticianName a disease, poison, toxin, or cause of death at a glance, no roll.
3Field PharmacistImprovise a needed drug, antitoxin, or stim from what's at hand.
4Knows the BodyOnce per scene, a hit that meets armor may mark a precise effect (deadened limb, knockout) instead of trauma.
5XenobiologistNo Disadvantage for the unknown when healing, handling, or analyzing alien or engineered life.
6StabilizeOnce per session, a dying ally you tend does not die while you tend them — buying the scene to save them.

Chemistry Masteries

D6MasteryPermission
1Field ChemistImprovise a useful compound (acid, accelerant, smoke, gas) from scavenged materials.
2Stable HandsVolatile substances never go off in your hands on a bad roll; at worst, wasted materials.
3AntidoteIdentify and counter any poison or toxin you've met before, no roll.
4AccelerantA fire or corrosive you set deals its damage one extra round before guttering.
5AssayDetect adulterants, contaminants, or true composition by touch or taste.
6Reagent CacheOnce per session, declare you happen to have mixed exactly the compound now needed.

Physics Masteries

D6MasteryPermission
1Jump PlotterYour jump plots never misjump on a bad roll; at worst a delay or Disadvantage (Ch 27).
2Reads the VoidSense gravity wells, radiation, and hazards in space before instruments confirm them.
3TrajectoryOnce per scene, predict where something will be; whoever acts on it gains Advantage, free.
4OverloadOnce per session, push a power system past spec for one dramatic effect, then it needs repair.
5Improvised ScienceSolve a physical problem (vacuum, pressure, orbit) with what's at hand, no lab.
6Fast PlotPlot a jump in a fraction of the usual time when speed matters.

Political Science Masteries

D6MasteryPermission
1Knows the LawYou always know the relevant law, custom, or jurisdiction — and how to bend it, no roll.
2Reads the FactionName a faction's true goal, leadership, and pressure point on brief exposure (Ch 34).
3LoopholeOnce per session, find a legal or procedural way out of a bind, fiction permitting.
4PrecedentIn a dispute touching law or custom, cite chapter and verse for Advantage, free.
5Power MapOn arriving somewhere, learn who truly holds power and who only appears to.
6CredentialsOnce per session, invoke a status, treaty, or office that stays an official's hand, fiction permitting.

Psychology Masteries

D6MasteryPermission
1Reads a RoomOnce per scene, learn the emotional truth of a person or group — who lies, fears, or is about to break.
2UnshakableOnce per scene, ignore a Shaken node's complication.
3Talk Them DownOnce per scene, attempt to end a hostile encounter with words where violence is expected, fiction permitting.
4ProfilerPredict a person's likely next move on brief acquaintance; acting on it is at Advantage, free.
5Cold ReadLearn a true fact about a stranger after a minute's talk, no roll.
6Mind's ArmorShrug the first Mental trauma you'd take each scene.

Research Masteries

D6MasteryPermission
1ForewarnedOnce per session, declare you researched the now-relevant person, place, or thing in advance, and know one useful fact.
2ArchivistGiven any archive or database, you find what's there to find (time permitting), no roll.
3Cross-ReferenceOnce per scene, connect two facts into a conclusion the GM confirms or denies plainly.
4Speed ReaderAbsorb a document, dataset, or briefing in moments.
5SourceYou always know where an answer could be found, even if you can't yet reach it.
6Deep DiveOnce per session, given time, dig up a secret someone meant to keep buried.

Combat§

Ranged Weapons Masteries

D6MasteryPermission
1Called ShotOnce per scene, on a hit add a fitting complication beyond trauma (disarm, cut line, dropped device).
2QuickdrawYou act first against anyone you both have weapons drawn against; drawing is never an action.
3Trick ShotOnce per scene, a shot that ignores cover or ricochets to a target you can't directly see.
4SteadyAiming is free and instant; gain its benefits without spending the action.
5Cover FireOnce per round, force an enemy to take cover or act at Disadvantage with the threat of your fire, no attack.
6Fast ReloadThe Reload drawback never costs you an action.

Close Quarters Masteries

D6MasteryPermission
1No OpeningOnce per round, parry an attack that can't normally be parried (e.g., Smasher).
2DisarmOn a hit, take the enemy's weapon instead of dealing trauma.
3RiposteWhen you evade a melee attack, strike back immediately, free.
4GrapplerRestrain a same-scale foe on a hit (as Entangle) with no special weapon.
5Inside Their GuardLonger-reach weapons gain no edge against you; you close for free.
6KnockoutOnce per scene, a hit meeting armor incapacitates instead of wounding (as Stun).

Remote Weapons Masteries

D6MasteryPermission
1Slaved GunsFire two mounts in one action, splitting them between targets (Ch 25).
2Point-Defense AceIntercept an incoming missile or strike even without the Point-Defense quality (Ch 25).
3Feed the GunnerYour sensor lock grants the gunner Advantage at 0 Momentum.
4Drone SwarmRun a second drone with no Disadvantage (Ch 25).
5Predictive FireOnce per scene, fire on a target you've lost sight of from its last track, no Disadvantage.
6OverwatchSet a remote mount to fire on your terms; once per scene it acts without costing your action.

Heavy Weapons Masteries

D6MasteryPermission
1BracedIgnore the bracing or mount requirement on heavy weapons.
2Walking FireMove and fire a heavy weapon with no penalty for either.
3Danger CloseYour Blast attacks never catch you or your allies.
4Suppression MasterYour Suppressive fire pins an extra target or covers a wider area.
5Tank KillerOnce per scene, treat a heavy weapon as one scale band higher for a single shot (as Destructive).
6Never DryBelt-fed and single-shot heavy weapons never run dry at the wrong moment on a bad roll.

Explosives Masteries

D6MasteryPermission
1Shaped ChargeYour demolitions affect exactly what you intend and nothing you don't.
2DefuserDisarming a device never sets it off on a bad roll; at worst you can't, not that it blows.
3BreachOnce per scene, open any door, wall, or hull you can reach, cleanly and on cue.
4TimerSet a charge for a precise cue or condition, no roll.
5Improvised MunitionsBuild a grenade, charge, or mine from materials at hand.
6Knows the BlastPredict a blast's radius and effect exactly; allies you warn are never caught.

Tactics Masteries

D6MasteryPermission
1Read the BattleOnce per scene, name the enemy's plan or weak point; whoever acts on it gains Advantage, free.
2Coordinated StrikeYour Command/Tactics call grants Advantage to two allies at once (still no stacking on one roll).
3Fallback PlanOnce per session, declare a contingency you set earlier; it pays off now, fiction permitting.
4First MoveYou and your side act first in a fight you saw coming.
5Hold the LineOnce per scene, let an ally ignore a wound's complication to keep fighting at your direction.
6ExploitWhen an enemy fails an action, direct an ally to capitalize immediately, free.

Technology§

Cracking Masteries

D6MasteryPermission
1BackdoorOnce per session, declare you left or found a way into a system you've touched before.
2Ghost in the SystemA failed Cracking never traces or alarms; at worst you don't get in.
3OverrideOnce per scene, seize one device or door on a network you've breached, no roll.
4Fast HandsCrack an undefended system instantly, no action.
5Counter-IntrusionSense and bounce a hostile hacker targeting your systems.
6HijackTake a drone or automated mount with Cracking even mid-action (Ch 25).

Communications Masteries

D6MasteryPermission
1Punch ThroughHold or open a link through interference, jamming, or range that would cut anyone else off.
2JammerOnce per scene, sever a hostile link or lock outright (Ch 25).
3Polyglot SignalsDecode, translate, or spoof an unfamiliar signal or language on the fly.
4EavesdropOnce per scene, pull one useful transmission out of local traffic.
5SpoofMake a signal or transponder appear to come from someone else, convincingly.
6All HandsOnce per scene, coordinate the crew so a call grants Advantage at 0 Momentum.

System Operations Masteries

D6MasteryPermission
1Full SweepOnce per scene, your sensor read answers one concrete question about the area, no roll (Ch 25).
2RedlinePush a ship system past spec for one scene, then it needs attention.
3Damage ControlOnce per session, reroute around a Systems hit, clearing an On Fire node without the engineer (Ch 25).
4Master of the BoardsRun two stations in a round with no Disadvantage (Ch 25).
5Early WarningNever surprised by anything your sensors could catch; you always get the first read.
6Override LockoutOnce per scene, seize manual control of a system someone else is running.

Electronics Masteries

D6MasteryPermission
1Jury-RigOnce per session, make broken or missing gear work for one scene from scavenged parts.
2BugPlant or find surveillance flawlessly; yours go unnoticed without a counter.
3Field FabricatorBuild a simple device or drone from parts on hand, no shop.
4DiagnosticKnow what's wrong with any device at a glance, no roll.
5Hardened KitYour devices shrug the first Disruptive hit each scene (Ch 24).
6Universal InterfaceOperate unfamiliar or alien tech with no Disadvantage for the unknown.

Engineering Masteries

D6MasteryPermission
1Field MiracleOnce per session, clear a Wrecked or Offline craft node in the field with a test (Ch 25).
2More PowerOnce per scene, divert power for a dramatic boost (a faster jump, a harder burn), then repair.
3Held TogetherIgnore one Damaged node's complication on a craft you tend, each scene.
4Knows This HullOn a ship you've worked, repairs and damage control never fail to disaster — at worst Disadvantage.
5Cold RestartBring a dead (Offline) system back for one scene (Ch 25).
6OverhaulDowntime repair you lead clears a second node or shaves a recovery session.

Mechanical Masteries

D6MasteryPermission
1Pick AnythingMechanical locks and restraints never simply stop you; at worst, time and Disadvantage.
2Brute RepairForce a stuck or broken mechanism to work once by hand, no parts.
3Knows the MakeIdentify a machine's maker, condition, and weak point at a glance.
4SabotageRig a machine to fail on a cue you set, undetectable without a check.
5Field StripDisassemble or reassemble any mechanism in moments.
6Salvage EyeOnce per scene, find a usable part or tool in any wreck or junk.

Social§

Negotiate Masteries

D6MasteryPermission
1Hard BargainOnce per scene, on a successful deal, win one concession the other side didn't mean to give.
2Read the PriceKnow what something is really worth and what the other party will really pay, no roll.
3Walk AwayThreatening to leave a negotiation grants you Advantage on it, free.
4CloserA failed Negotiate never blows the deal; at worst, no movement.
5LeverageOnce per session, name a pressure point that swings the deal, fiction permitting.
6Trade TongueNo Disadvantage haggling across language, culture, or unfamiliar markets.

Network Masteries

D6MasteryPermission
1A Name EverywhereOnce per session, declare you know someone here — a minor Contact, on the spot (Ch 35).
2Word on the StreetSurface a relevant rumor or lead in any settled place, no roll.
3Favor OwedOnce per session, call in a Contact's favor, fiction permitting.
4FixerFind where to buy, sell, or fence almost anything, given a little time.
5GrapevineGet a message to a distant Contact faster and more discreetly than normal channels allow.
6Friend of a FriendBorrow a Contact's standing to open a door closed to you.

Deceive Masteries

D6MasteryPermission
1Perfect CoverThe first failed Deceive that would expose a cover identity only stalls; the lie holds.
2Master of DisguisePass as someone else; scrutiny is Disadvantage at worst, never automatic exposure.
3Poker FacePsychology and lie-detectors get nothing from you.
4SleightOnce per scene, palm, plant, or swap a small object unseen, no roll.
5The Long ConOnce per session, reveal a lie you planted earlier was set up to be true, fiction permitting.
6Convenient TruthFold a verifiable truth into a lie to gain Advantage on it, free.

Command Masteries

D6MasteryPermission
1RallyOnce per scene, an ally ignores a Shaken or Wounded node's complication and keeps going on your word.
2Voice of AuthorityOnce per scene, a stranger obeys a simple order on reflex, fiction permitting.
3CoordinateYour Command call grants Advantage at 0 Momentum, once per scene (Ch 25).
4Hold FastAllies in earshot shrug the first Mental trauma each scene while you lead.
5Field PromotionOnce per session, direct an ally so they use your skill rank in place of their own for one task you're present for.
6Take HeartOnce per scene, an ally who just failed may immediately try a different approach at your urging.

Charm Masteries

D6MasteryPermission
1DisarmingOnce per scene, defuse a hostile person enough to talk, fiction permitting.
2First ImpressionStrangers start one step friendlier on the Contact disposition scale (Ch 35).
3Win Them OverA failed Charm never turns someone against you; at worst, unmoved.
4Center of the RoomOnce per scene, draw all eyes — a perfect entrance or distraction.
5Fast FriendsOnce per session, a good impression becomes a minor Contact (Ch 35).
6Tell Them What They WantKnow what someone wants to hear, gaining Advantage to win them, free.

Bureaucracy Masteries

D6MasteryPermission
1Right FormsYou always have or can produce the correct paperwork or credential, fiction permitting.
2Cut the LineOnce per scene, skip a queue, delay, or process that would cost time.
3LoopholeA failed Bureaucracy never escalates to suspicion or arrest; at worst, denial.
4Greased PalmKnow exactly whom to pay, and how much, to make a problem quietly vanish.
5AuditFind the irregularity, missing record, or buried truth in any bureaucracy's files.
6Rubber StampOnce per session, make an official decision go your way on procedure alone, fiction permitting.