Astrogation (Intellect) Used for plotting hyperspace jumps. s = better location, less travel time, less calculation time a = less time, convenient stopovers x = fast calculation, much less travel time, valuable info like alternate route t = less accuracy, longer travel time, missing details y = drop out on collision course, damage hyperdrive, etc. Athletics (Brawn) Running, jumping, climbing, swimming, etc. s = less time or better distance a = b for allies or aa for an extra maneuver (max 2) x = Impressive results t = strain, fall prone, wounds, etc y = Critical Injury Charm (Presence) Persuasion, appeal to better nature, seduction, etc. s = support for more scenes a = affect nearby people x = target becomes a recurring minor ally t = affect less people or rub them wrong y = target becomes a recurring minor enemy Coercion (Willpower) Threaten, questioning a captive, torture. s = Inflict 1 strain for ss a = Affect others for aa x = Break the target's willpower to be subjugated ally t = Building resentment in the target y = Give away pertinent info accidentally Computers (Intellect) Slicing, hacking, etc. s = less time to do the job
a = uncover additional information
x = cover up well and add c to attempts to track the user t = Alert security systems and give leave evidence that grants b y = As t but character is trackable via data trail Cool (Presence) Resist Charm, Initiative when lying in wait/ready, social initiative s = Usually just to go first a = Get additional insight or helpful side info x = Recover 3 strain t = Miss vital details y = Lose 1 turn while overwhelmed (as being stunned) Coordination (Agility) Balance, escape bonds, crawl through a tight space, acrobatics, etc. s = Increase distance or decrease time. Each s = +25% distance, to a max of +100% a = Spend aa for a free maneuver (max 2) x = Impressive results/benefits t = Lose free maneuver for 1 round per t y = Take a wound or lose vital equipment Deception (Cunning) Mislead, distract, leave a false trail, lie, etc. s = Longer before the target realizes it was a lie a = Increase the value of good or make the target feel like he's getting a deal x = Future checks against the target are base difficulty, rather than opposed. t = Give away a little bit of the lie. y = Target spreads mistrust or tries to screw the character over Discipline (Willpower) Resist Fear, Leadership, Coercion, and Deception, and resist a too good to be true deal s = Usually opposed, but when unopposed, downgrade next die pool difficulty once a = Get additional insight or helpful side info x = Give b to allies' next checks. t = Lose resolve and take penalties y = Overwhelmed and may only take 1 maneuver next turn Leadership (Presence) Rally the fearful, sway a crowd, reassert loyalty s = Extend support for more scenes a = Affect bystanders x = The target may become a recurring follower or aide t = Orders take longer and are done poorly y = Undermine authority or worse, make a target a recurring thorn in the side Mechanics (Intellect) Fix something, build something, etc. s = Each s reduces the time taken by 10-20%
a = High quality repairs may even grant a b for a session
x = Add a single-use bonus function t = Shoddy repairs malfunction shortly thereafter. y = Break the object or damage related systems Medicine (Intellect) Heal someone s = Heal a single wound per s a = Eliminate a single strain per a x = Heal a critical wound or extra wounds t = Longer time or inflict shock/pain y = Unintentionally inflict additional wounds Negotiation (Presence) Buy something, work out a deal or treaty s = Each s adds 5% profit or increases the scope of the deal a = Concessions, boons, and perks x = The target may become a regular client or supplier who helps out t = Increase good cost or shorten contract. y = Get bad goods or get sabotaged/betrayed Perception (Cunning) Avoid surprise, oppose Skulduggery, notice stuff, scrutinize, etc s = Additional details a = Get other info associated with the target x = Get a b on future checks related to the target t = Miss vital details y = Assume something very wrong Piloting (Planetary or Space) (Agility) Fly a speeder or starship of some sort s = Gain insight or a way to tweak the vehicle a = Reveal a vulnerability in another vehicle x = Get a free maneuver t = tt gives the opponents a b y = Deal damage or strain to the vehicle Resilience (Brawn) Stay away, dehydration, hunger, heat, cold, poison, etc. s = Ignore the effects longer a = Reduce the difficulty of future checks x = Recover 3 strain t = Penalties on future checks y = Take a wound or Critical Injury Skulduggery (Cunning or Agility) Pick a lock, pick a pocket, sleight of hand, spot weak security, etc. Opposed by Perception s = Gain additional insight if unopposed
a = Spot another mark or a side benefit
x = Get an unexpected boon t = Get caught right after the act y = Leave evidence or get caught red handed Stealth (Agility) Hide, sneak, etc. Opposed by Perception. s = Aide allies in sneaking a = Reduce time, move faster, or find really good cover, or distract someone x = Distract a target for the whole scene so stealth is unnecessary t = Take longer (25%ish) or be hindered in some way y = Leave evidence behind Streetwise (Cunning) Gather information, innuendo, etc. s = Reduce time taken or funds expended a = Additional rumors and sources x = Earn a semi-permanent contact t = Misinformation y = Let important information slip, maybe to an adversary Survival (Cunning) Find food, shelter, track someone, estimate weather, handle animals, etc. s = Assist others or stockpile future goods a = Learn some important information x = Learn a vital clue or become fast friends with the animal t = Lose resources y = Take wounds, strain, or a Critical Injury Vigilance (Willpower) Initiative when prepared, prep work beforehand s = Usually for Initiative, but sometimes indicates extra preparation a = Note an important environmental factor x = A free maneuver during the first round of combat t = Miss something very important in the environment y = Get surprised and take only a maneuver on the first combat round Knowledge (Intellect) Recalling information about something s = Additional information a = Extra trivial information x = Relevant, advantageous information t = Miss a detail y = Get outright wrong information that is misleading