Skills
Skills determine your player's abilities, success at actions, and increase maximum hitpoints. Skills are grouped together by type - to gain the most benefit from a skill type, you generally need to purchase all the skills in the group.
Gaining skills:Playing rewards you with skillpoints. These skillpoints are then spent to purchase available skills. Players have a maximum number of skillpoints, but as you reroll successfully you can increase this maximum. Type SCORE or SKILLS to view and purchase skills.
[ Power Operation ]
You have a layman's understanding of electricity.
Part of the tech weapons skill group.
This skill costs 50 skillpoints.
This skill modifies clarity dice maximum by 1.
[ Touchpanel Training ]
The touch activated interfaces used galaxy wide are no mystery to you.
Part of the tech weapons skill group.
This skill costs 100 skillpoints.
+1 to success rolls requiring this skill.
Requires Power Operation pre-requisite skills.
[ Non-Standard Ammunition Experience ]
Sometimes you need to make a hole, sometimes you need to set something on fire. Sometimes you need the ability to do both with the same weapon.
Part of the tech weapons skill group.
This skill costs 150 skillpoints.
Max Health Increase: 5
Requires Power Operation pre-requisite skills.
[ Machine Spirit ]
You can talk to machines. Seriously.
Part of the tech weapons skill group.
This skill costs 200 skillpoints.
Max Health Increase: 5
Requires Power Operation, Touchpanel Training, Non-Standard Ammunition Experience pre-requisite skills.
This skill grants the 'Gun Thug' nickname.
This skill grants the SUPERCHARGE command.
[ Knows Which End Hurts People ]
You have learned which way the sharp end goes.
Part of the primitive weapons skill group.
This skill costs 50 skillpoints.
+1 to success rolls requiring this skill.
This skill assists throw.
This skill assists hunt.
[ Self Defense Training ]
You've undergone some basic combat training.
Part of the primitive weapons skill group.
This skill costs 100 skillpoints.
+1 to defense roll.
Max Health Increase: 5
Requires Knows Which End Hurts People pre-requisite skills.
This skill grants the PUNCH command.
This skill grants the KICK command.
This skill assists throw.
[ Advanced Slashing and Shooting ]
Straightforward plinking has increased your aptitude for simple ranged weapons.
Part of the primitive weapons skill group.
This skill costs 150 skillpoints.
+1 to success rolls requiring this skill.
Requires Knows Which End Hurts People pre-requisite skills.
This skill modifies aggression dice maximum by 1.
This skill assists throw.
[ Land Warrior ]
Combat experience has made you a respectable opponent when using primitive weapons.
Part of the primitive weapons skill group.
This skill costs 200 skillpoints.
Max Health Increase: 10
Requires Knows Which End Hurts People, Self Defense Training, Advanced Slashing and Shooting pre-requisite skills.
This skill grants the 'Da Chopper' nickname.
This skill modifies aggression dice maximum by 2.
This skill assists throw.
[ Public Murder License ]
Part of the off-world weapons skill group.
This skill costs 100 skillpoints.
Max Health Increase: 5
Requires Non-Standard Ammunition Experience pre-requisite skills.
This skill modifies aggression dice maximum by 1.
[ Beam Gunnery School ]
Part of the off-world weapons skill group.
This skill costs 100 skillpoints.
+1 to success rolls requiring this skill.
Requires Public Murder License pre-requisite skills.
[ War-Glove Adept ]
Part of the off-world weapons skill group.
This skill costs 100 skillpoints.
+1 to success rolls requiring this skill.
Requires Public Murder License pre-requisite skills.
[ Professional Combatant ]
Part of the off-world weapons skill group.
This skill costs 200 skillpoints.
Max Health Increase: 5
Requires Public Murder License, Beam Gunnery School, War-Glove Adept pre-requisite skills.
[ Improvisation ]
You need things, but you don't have much in the way of tools. This is the very first crafting skill and will allow crafting the lowest complexity items from materials you scavenge or harvest.
Part of the primitive assembly skill group.
This skill costs 50 skillpoints.
Max Health Increase: 5
This skill modifies stamina dice maximum by 1.
[ Crude Planning ]
Part of the primitive assembly skill group.
This skill costs 100 skillpoints.
Reduces related action duration by 0.8 seconds.
This skill assists scavenge.
[ Better Materials ]
You have a knack for spotting areas where another material could do the job better than a 'standard' material. On top of this, you have an eye for such materials and naturally gain a passive bonus to the quality of materials you harvest.
Part of the primitive assembly skill group.
This skill costs 150 skillpoints.
Max Health Increase: 5
Requires Improvisation, Crude Planning pre-requisite skills.
This skill grants the PURIFY command.
[ Crafter ]
Part of the primitive assembly skill group.
This skill costs 200 skillpoints.
+1 to success rolls requiring this skill.
Requires Improvisation, Crude Planning, Better Materials pre-requisite skills.
Reduces related action duration by 1.0 seconds.
This skill grants the STAMP command.
This skill grants the ENGRAVE command.
This skill grants the STRIPE command.
This skill assists scavenge.
[ Artisan ]
Significant investment in detail work and craftsmanship - someone with this skill can produce the highest caliber of items.
Part of the primitive assembly skill group.
This skill costs 400 skillpoints.
Max Health Increase: 10
+2 to success rolls requiring this skill.
Requires Crafter pre-requisite skills.
Reduces related action duration by 2.0 seconds.
This skill grants the 'material magician' nickname.
This skill modifies stamina dice maximum by 1.
This skill modifies clarity dice maximum by 1.
[ Basic Shiftscreen Operation ]
Part of the tech operation skill group.
This skill costs 75 skillpoints.
This skill assists salvage.
This skill assists play.
This skill assists cut.
This skill assists uninstall_module.
This skill assists basic_play.
[ Tech Practice ]
Part of the tech operation skill group.
This skill costs 75 skillpoints.
+2 to success rolls requiring this skill.
Requires Basic Shiftscreen Operation pre-requisite skills.
Reduces related action duration by 0.5 seconds.
This skill modifies clarity dice maximum by 1.
This skill assists salvage.
This skill assists play.
This skill assists cut.
This skill assists uninstall_module.
This skill assists scavenge.
This skill assists basic_play.
[ Low-Data Interfacing ]
Part of the tech operation skill group.
This skill costs 150 skillpoints.
Requires Basic Shiftscreen Operation pre-requisite skills.
This skill modifies stamina dice maximum by 1.
This skill modifies clarity dice maximum by 1.
This skill assists salvage.
This skill assists uninstall_module.
[ Has Read A Few Manuals ]
Part of the tech operation skill group.
This skill costs 200 skillpoints.
Max Health Increase: 5
Requires Basic Shiftscreen Operation, Tech Practice, Low-Data Interfacing pre-requisite skills.
This skill modifies clarity dice maximum by 2.
This skill assists salvage.
This skill assists uninstall_module.
[ Technology Buff ]
Part of the off-world operation skill group.
This skill costs 75 skillpoints.
+1 to success rolls requiring this skill.
Requires Has Read A Few Manuals pre-requisite skills.
This skill modifies clarity dice maximum by 1.
This skill assists cut.
[ Data Decryption ]
Part of the off-world operation skill group.
This skill costs 75 skillpoints.
Max Health Increase: 5
Requires Technology Buff pre-requisite skills.
This skill assists cut.
[ Data Interception ]
Part of the off-world operation skill group.
This skill costs 150 skillpoints.
+1 to success rolls requiring this skill.
Requires Data Decryption pre-requisite skills.
[ Off-World Expertise ]
Part of the off-world operation skill group.
This skill costs 200 skillpoints.
Max Health Increase: 5
+1 to success rolls requiring this skill.
Requires Technology Buff, Data Decryption, Data Interception pre-requisite skills.
[ Off-World Resource Extraction ]
Extensive courses in off-world resource extraction exercises have granted you skill with the application and control of mining and gathering starships, allowing you to run mining sequences quicker and more efficiently.
Part of the off-world operation skill group.
This skill costs 500 skillpoints.
Requires Off-World Expertise, Void Piloting, Starship Operation, Starship Engineering pre-requisite skills.
Reduces related action duration by 2.5 seconds.
[ Matrix Coder ]
Familiar with the rudiments of matrix code.
Part of the security skill group.
This skill costs 75 skillpoints.
Requires Low-Data Interfacing pre-requisite skills.
[ Novice Hacker ]
Familiar with grey-hat data access programs and some low-end viruses.
Part of the security skill group.
This skill costs 75 skillpoints.
+1 to success rolls requiring this skill.
Requires Matrix Coder pre-requisite skills.
This skill assists play.
This skill assists basic_play.
[ System Repurposing ]
Adept at intruding and implanting non-desired routines on most colonial matrix systems.
Part of the security skill group.
This skill costs 150 skillpoints.
Requires Novice Hacker pre-requisite skills.
Reduces related action duration by 1.0 seconds.
[ Data Pro ]
Complete mastery and recall of contraband access methods.
Part of the security skill group.
This skill costs 200 skillpoints.
Max Health Increase: 5
+1 to success rolls requiring this skill.
Requires System Repurposing pre-requisite skills.
[ First Aid ]
Part of the medicine skill group.
This skill costs 50 skillpoints.
+1 to success rolls requiring this skill.
This skill grants the BANDAGE command.
This skill assists cure.
[ Pharmacy ]
Part of the medicine skill group.
This skill costs 100 skillpoints.
Max Health Increase: 5
+1 to success rolls requiring this skill.
Requires First Aid pre-requisite skills.
This skill grants the DISTRIBUTE command.
This skill assists cure.
[ Neurosurgeon ]
Part of the medicine skill group.
This skill costs 150 skillpoints.
+1 to success rolls requiring this skill.
Requires First Aid pre-requisite skills.
This skill assists cure.
[ Xenomedicine ]
Part of the medicine skill group.
This skill costs 200 skillpoints.
Max Health Increase: 5
+2 to success rolls requiring this skill.
Requires First Aid, Pharmacy, Neurosurgeon pre-requisite skills.
This skill assists cure.
[ Sightseer ]
Capable of noting major landmarks and walking in a straight line.
Part of the exploration skill group.
This skill costs 25 skillpoints.
This skill assists survey.
This skill assists explore.
This skill assists discover.
This skill assists explore.
[ Developing Observation ]
Part of the exploration skill group.
This skill costs 75 skillpoints.
Requires Sightseer pre-requisite skills.
This skill assists survey.
This skill assists explore.
This skill assists discover.
This skill assists explore.
[ Terrain Details ]
Part of the exploration skill group.
This skill costs 150 skillpoints.
+1 to success rolls requiring this skill.
Requires Developing Observation pre-requisite skills.
This skill grants the SURVEY command.
This skill assists hunt.
This skill assists survey.
This skill assists explore.
This skill assists discover.
This skill assists explore.
[ Unpaid Cartographer ]
Part of the exploration skill group.
This skill costs 250 skillpoints.
Max Health Increase: 5
+1 to success rolls requiring this skill.
Requires Sightseer, Developing Observation, Terrain Details pre-requisite skills.
This skill grants the 'Scout' nickname.
This skill assists survey.
This skill assists discover.
[ Zoning License ]
The skill of navigating the red (and magenta) tape - required for assembly on a larger scale.
Part of the tech assembly skill group.
This skill costs 50 skillpoints.
Requires Crafter pre-requisite skills.
This skill modifies stamina dice maximum by 1.
[ Factory Operation ]
Part of the tech assembly skill group.
This skill costs 100 skillpoints.
Max Health Increase: 5
Requires Zoning License pre-requisite skills.
[ Line Management ]
Part of the tech assembly skill group.
This skill costs 150 skillpoints.
Requires Zoning License pre-requisite skills.
Reduces related action duration by 1.2 seconds.
[ Quality Control ]
Part of the tech assembly skill group.
This skill costs 200 skillpoints.
+1 to success rolls requiring this skill.
Requires Zoning License, Factory Operation, Line Management pre-requisite skills.
This skill grants the INSPECT command.
[ Schematic Mastery ]
Familiar with esoteric and conventional blueprints and plans.
Part of the off-world assembly skill group.
This skill costs 75 skillpoints.
Requires Quality Control pre-requisite skills.
[ Advanced Assembly Platforms ]
Part of the off-world assembly skill group.
This skill costs 75 skillpoints.
Max Health Increase: 5
Requires Schematic Mastery pre-requisite skills.
Reduces related action duration by 3.0 seconds.
[ Particle Recombination ]
Part of the off-world assembly skill group.
This skill costs 150 skillpoints.
+1 to success rolls requiring this skill.
Requires Schematic Mastery pre-requisite skills.
[ Nanofactory Baron ]
Part of the off-world assembly skill group.
This skill costs 200 skillpoints.
Requires Schematic Mastery, Advanced Assembly Platforms, Particle Recombination pre-requisite skills.
This skill grants the 'Off-World Specialist' nickname.
[ Lab Operation ]
Basic lab equipment and safety knowledge.
Part of the science skill group.
This skill costs 150 skillpoints.
This skill grants the 'Tube Handler' nickname.
[ Research Focus ]
Part of the science skill group.
This skill costs 150 skillpoints.
+1 to success rolls requiring this skill.
Requires Lab Operation pre-requisite skills.
This skill grants the 'Unsanctioned Researcher' nickname.
This skill assists research.
[ Experimental Process ]
Part of the science skill group.
This skill costs 100 skillpoints.
+1 to success rolls requiring this skill.
Requires Lab Operation pre-requisite skills.
[ Multidisciplinarian ]
Part of the science skill group.
This skill costs 100 skillpoints.
Max Health Increase: 10
Requires Lab Operation, Research Focus, Experimental Process pre-requisite skills.
This skill grants the 'President of the Orb Fan Club' nickname.
This skill assists research.
[ Driving ]
This skill is required to operate any land vehicle more complex than a q-cycle.
Part of the vehicles skill group.
This skill costs 100 skillpoints.
This skill grants the 'Driver' nickname.
[ Flying ]
This skill is required to fly aircraft. Aircraft can travel the planetary surface quickly, as well as support ground operations or engage in air-to-air combat.
Part of the vehicles skill group.
This skill costs 100 skillpoints.
This skill grants the 'Pilot' nickname.
[ Expert Control Operation ]
Part of the vehicles skill group.
This skill costs 150 skillpoints.
Max Health Increase: 5
Requires Driving, Flying pre-requisite skills.
[ Experienced Pilot ]
Part of the vehicles skill group.
This skill costs 150 skillpoints.
Max Health Increase: 5
+1 to success rolls requiring this skill.
Requires Expert Control Operation pre-requisite skills.
This skill grants the 'Ace' nickname.
This skill assists play.
This skill assists basic_play.
[ Underhanded ]
Part of the cunning skill group.
This skill costs 125 skillpoints.
+1 to dodge rolls.
+1 to success rolls requiring this skill.
This skill assists throw.
[ Shadow Fiend ]
Part of the cunning skill group.
This skill costs 125 skillpoints.
Requires Underhanded pre-requisite skills.
This skill grants the 'Night Strangler' nickname.
This skill assists throw.
[ Under the Radar ]
Part of the cunning skill group.
This skill costs 125 skillpoints.
Max Health Increase: 5
Requires Underhanded pre-requisite skills.
[ Ghost Profile ]
Part of the cunning skill group.
This skill costs 125 skillpoints.
+1 to dodge rolls.
Requires Underhanded, Shadow Fiend, Under the Radar pre-requisite skills.
This skill grants the 'Terrorist' nickname.
This skill grants the BACKSTAB command.
[ Heavy Tan ]
Part of the survival skill group.
This skill costs 75 skillpoints.
Max Health Increase: 10
[ Situational Awareness ]
Part of the survival skill group.
This skill costs 75 skillpoints.
+1 to dodge rolls.
This skill grants the FOCUS command.
This skill modifies stamina dice maximum by 1.
This skill assists hunt.
[ I Work Out ]
Part of the survival skill group.
This skill costs 100 skillpoints.
+1 to defense roll.
Requires Heavy Tan pre-requisite skills.
This skill modifies stamina dice maximum by 1.
[ Tough Guy ]
Part of the survival skill group.
This skill costs 250 skillpoints.
Max Health Increase: 10
Requires Heavy Tan, Situational Awareness, I Work Out pre-requisite skills.
This skill modifies stamina dice maximum by 2.
[ Strong Back ]
You have a strong back and shoulders and can bear a greater load as a result. You can carry 40% more weight when you learn this skill.
Part of the survival skill group.
This skill costs 100 skillpoints.
[ Packrat ]
You can find a place for anything! Resultingly, you can carry 25% more items when you learn this skill.
Part of the survival skill group.
This skill costs 100 skillpoints.
[ Theology ]
Part of the social skill group.
This skill costs 250 skillpoints.
This skill grants the 'Chaplain' nickname.
This skill grants the BLESS command.
This skill grants the PREACH command.
This skill grants the ABSOLVE command.
This skill modifies stamina dice maximum by 1.
This skill modifies clarity dice maximum by 1.
This skill modifies aggression dice maximum by -2.
You must have earned at least 1 reroll points to learn this skill.
[ Musician ]
Part of the social skill group.
This skill costs 500 skillpoints.
This skill grants the NEGO*TIATE command.
This skill grants the REHEARSE command.
This skill grants the RECORD command.
This skill grants the MERCH command.
This skill grants the BAND command.
This skill grants the PERFORM command.
You must have earned at least 1 reroll points to learn this skill.
[ Consultant ]
Part of the social skill group.
This skill costs 500 skillpoints.
You must have earned at least 10 reroll points to learn this skill.
[ negotiation ]
This skill represents the basic ability form business relationships and produce income by selling items.
Part of the economics skill group.
This skill costs 100 skillpoints.
This skill grants the CONTRACTS command.
[ supply expert ]
Part of the economics skill group.
This skill costs 200 skillpoints.
Requires negotiation pre-requisite skills.
This skill grants the REQ*UISITION command.
[ Void Gunnery ]
Training in class 1 starship gunnery.
Part of the starships skill group.
This skill costs 100 skillpoints.
+1 to success rolls requiring this skill.
Requires Technology Buff pre-requisite skills.
[ Starship Operation ]
General knowledge of a starship's mechanics.
Part of the starships skill group.
This skill costs 100 skillpoints.
Max Health Increase: 5
[ Void Piloting ]
Capable of operating most starship navigation consoles.
Part of the starships skill group.
This skill costs 100 skillpoints.
+1 to success rolls requiring this skill.
Requires Starship Operation pre-requisite skills.
[ Starship Command ]
Capable of giving orders from the bridge.
Part of the starships skill group.
This skill costs 200 skillpoints.
Max Health Increase: 10
+2 to success rolls requiring this skill.
Requires Void Piloting, Starship Operation, Void Gunnery pre-requisite skills.
This skill grants the 'Space Captain' nickname.
This skill assists play.
This skill assists basic_play.
[ Starship Engineering ]
Familiarity with most starship drive, fuel, and power systems.
Part of the starships skill group.
This skill costs 250 skillpoints.
Max Health Increase: 2
+2 to success rolls requiring this skill.
Requires Starship Operation pre-requisite skills.
This skill assists cut.
[ Starship Repair ]
Training in general starship repair, including conduits, panels, cabling, as well as inner and outer hulls.
Part of the starships skill group.
This skill costs 250 skillpoints.
Max Health Increase: 2
Requires Starship Operation pre-requisite skills.
[ EVA Specialization ]
Specialized training in void operations using various suits.
Part of the starships skill group.
This skill costs 250 skillpoints.
Max Health Increase: 2
Requires Starship Operation pre-requisite skills.
[ Void Data Analyst ]
Capable of preforming electronic warfare on an appropriately equipped starship.
Part of the starships skill group.
This skill costs 250 skillpoints.
Requires Starship Operation, Data Decryption pre-requisite skills.