Skill/Category/Effect Full List

Assay Object (Medic, Military, Science, Engineering, Merchant, Mischief)

This ability to carry out in-depth examinations of an item and glean information from it. The information gained is dependent on the skill category being used to carry out the inquiry – different skill categories will reveal different information.

Effects

Level 1:

  • “Initial Inspection” (all) – The player may ask the GM 1 question relating to an object and receive a Yes/No answer.

Level 2:

  • Deduce & Infer (all) – The player may ask may ask the GM 1 question relating to an object and receive a Yes/No answer AND ask 1 simple open-ended question (eg: “What does this item’s function appear to be?”, “What is it made of?” What does it appear to be worth?”)

Level 3:

  • Professional Opinion (all) – The player may ask may ask the GM 2 questions relating to an object and receive a Yes/No answer AND ask 2 simple open-ended questions (eg: “What does this item’s function appear to be?”, “What is it made of?” What does it appear to be worth?”)

Astrogation (MIlitary, Science)

A science that didn’t exist prior to the discovery of Jump technology, astrogation has since become the must-have skill for pilots and mathematicians alike in the Four Systems.

Effects

Level 1:

  • Operate Jump Systems (“Allows a character to use the astrogator’s station on a JumpShip”)

Level 2:

  • Predict Co-Ordinates (Requires Science) (“The character is able to return a set of Jump co-ordinates for any observable point in space, or any point in space that is described using some other co-ordinate system”)
  • Atmospheric Jump (Requires Military) (“The character is able to plot a Jump into and out of a planet’s atmosphere – a foolhardy plan otherwise”)

Level 3

  • Ship Action: Jump Torpedo (Requires Military) (“With a successful Skill Check against Military, difficulty 5, the character may cause a torpedo to automatically hit another vessel within ten squares”)
  • Predictive Jump (Requires Science) (“In a case where the character’s ship is in DIRECT pursuit of a Jumping vessel, with a successful Skill Check against Science, difficulty five their vessel may complete Jump a couple of seconds ahead of the pursued vessel

Communications (Military, Science, Mischief)

The knowledge to operate specialised communications equipment, this skill has many applications – military, scientific and… less than scrupulous.

Effects

Level 1:

  • Transmit/Receive (“Enables the use of communications equipment common to the Four Systems”)

Level 2:

  • Encrypt (requires Military or Mischief) (“Prevents communications from being read by eavesdroppers”)
  • Boost Signal (requires Military) (“Break through jamming effects with a skill check against Military, difficulty 5”)
  • Isolate Frequency (requires Science) (“Detect where a signal is coming from”)
  • Jam Transmission (requires Science) (“Prevent another ship from communicating”)
  • Intercept Signal (requires Mischief) (“Eavesdrop on another communication signal with a skill check against Mischief, difficulty 5.”)

Level 3:

  • Xeno-Comms Specialist (Race – see note) (requires Science) (“Allows the use of the communications systems of an alien race”)
  • Piggy-Back Signal (“Allows a second, hidden message to be contained in another communication”)
  • Decrypt (requires Mischief) (“Break through encryption with a skill check against Mischief, difficulty 5”)
  • Falsify Transmission (requires Mischief) (“Allows a signal to be disguised as coming from another source.”)

Create Medicine (Medic, Science)

Though many of the Four Systems have eliminated all the serious diseases they have encountered, Jump travel is bringing back a reliance on medicine to deal with strange and new diseases on other planets.

Effects

Level 1:

  • Pharmacist (“Allows a character to create, as a downtime project, a batch of medicine that will cure a known disease”)

Level 2:

  • Medical Research (Requires Science) (“Allows a character to research, as a downtime project, the cure to a newly encountered disease”)
  • Create Basic Poison (Requires Medic) (“Allows a character to create, as a downtime project, a batch of basic poison”)
Recipe Description Cost Days
Basic Poison 1 When consumed, the character loses 1HP over five minutes. 1 chemicals 4
Basic Poison 2 When consumed, character is at -1 on all skill draws for the next 15 minutes. Character is also visibly disoriented/dazed. 1 chemicals 4
Basic Poison 3 When consumed, the character temporarily loses control of their muscles – RP an epileptic fit for 20 seconds. 1 chemicals 4
Basic Poison 4 When consumed, character becomes unconscious for 10 minutes 1 chemicals 4

Level 3:

  • Research Specialist (Requires Science) (“Allows a character to research AND CREATE FIVE DOSES OF the cure to a newly encountered disease”)
  • Miracle Worker (“Allows a character to “spot diagnose” a newly discovered disease, predict its effects and epidemiology, and using any medicine prevent its spread for the duration of one uptime”)
  • Create Advanced Poison (Requires Medic) (“Allows a character to create, as a downtime project, a batch of advanced poison”)
Recipe Description Cost Days
Advanced Poison 1 When consumed, character’s hand is reduced by 1 card for the next 15 minutes. Character is also visibly disoriented 2 chemicals 6
Advanced Poison 2 When consumed, character loses their vision for the next 15 minutes. They can only assist in skill challenges, and may not take part in any challenge which requires the use of their sight. 2 chemicals 6
Advanced Poison 3 When consumed, the character loses the ability to communicate effectively through verbal means for 30 minutes – player must RP by talking gibberish for duration. 2 chemicals 6

Create Weapons (Military, Engineering)

This skill allows players to repair weapons and also to create new weapons from existing designs.

Effects

Level 1:

  • Repair Weapon (“Allows the repair of damaged personal weapons”)

Level 2:

  • Modify Personal Weapon (requires Military) (“Allows the modification of a personal weapon as a downtime project”)
  • Sabotage Ship Weapon (requires Military) (“Allows the sabotage of a ship weapon as a downtime project”)
  • Make Personal Weapon (requires Engineering) (“Allows the creation of a personal weapon from an existing design”)
  • Repair Ship Weapon (requires Engineering) (“Allows the repair of damaged ship weapons as a downtime project”)

Level 3:

  • Design Personal Weapon (requires Military) (“Allows the creation of a new personal weapon design”)
  • Modify Ship Weapons (requires Engineering) (“Allows a character to permanently modify a ship’s range or damage rating as a downtime project”)
  • Make Ship Beam Weapon (requires Engineering) (“Allows the creation of a ship’s beam weapon using an existing design as a downtime project”)
  • Make Ship Torpedo Weapon (requires Engineering) (“Allows the creation of a ship’s torpedo weapon using an existing design as a downtime project”)

Cybernetics (Medic, Engineering)

The loss of a limb or sense is a terrible trauma for any sentient being. Thankfully the cyberneticist exists to restore some of what was lost. However – some enter this field to bring the body beyond its natural frailties and to create a new level of evolution.

In order to create a cybernetic implant one must possess any relevant resources for the recipe. Secondly, one must spend the number of days required and possess the relevant cybernetics skill under the Engineering category. To install an implant requires the relevant cybernetics skill, but this time under the Medic category.

It is not possible for a character to install a cybernetic upgrade in themselves.

Effects

Level 1:

  • Functional Prosthesis (“Allows a character to create a functional, non-enhanced prosthetic for a missing limb or organ as a downtime project”)
Recipe Description Cost Days
Functional prosthesis Mirrors basic abilities of replaced limb/organ. Not suitable for use as a weapon 1 metal 6
Cyberneuro Gel A neuroconductive gel which suits as a growth medium for new linkages between muscle and mechanical 1 chemicals 1
Neurosynth Retroviral Viral treatment to allow the meat of the brain to understand new hardware attached to the body 1 chemicals 2

Level 2:

  • Advanced Cybernetics (Requires Engineering and Medic) (“Allows a character to create a basic enhanced replacement as a downtime project. This must be “installed” by a healer”)
Recipe Description Cost Days
Specialist Limb (Basic) Character receives a +1 bonus to a skill that they already possess 3 x metal
2 x cyberneuro Gel
6
Cyber-Weapon Player can possess a single-shot nerf gun which cannot be confiscated, or discovered on a search. 1 x metal2 x computers1 x cyberneuro gel 6
Enhanced Organ (Heart) UNCONSCIOUS count reduced to 50. DYING count increased to 400 1 x metal2 x computers2 x neurosynth retroviral 10
Enhanced Organ (Stomach) Immune to poisons, however medicines are ⅓ as effective 4 x computers3 x neurosynth retroviral2 x cyberneuro gel 10
Enhanced Organ (Skin) Resist decompression / vacuum effects 3 x computers2 x cyberneuro gel1 x metal 10
  • Cybernetic Engineer(Requires Engineering) (“Allows a character to repair a cybernetic system with five minutes of touch contact and appropriate role-play”)

Level 3:

  • Attack of the Drones (Requires Engineering) (“Allows the creation of a drone as a downtime project. Drones may perform one skill/effect and require 1 days maintenance during each 30-day downtime period”)
Recipe Description Cost Days
Drone A drone may be taught one effect that is known by the character who constructed the drone. A drone is able to sustain 12 days of activity in a downtime, and requires 1 day of maintenance from its creator in each downtime to keep it running. 8 x metal, 2 x computers 15
  • Dr. Soongh, I Presume? (Requires Engineering and Medic) (““Allows a character to create an advanced enhanced replacement as a downtime project. This must be “installed” by a healer”)
Recipe Description Cost Days
Physiological Re-spec Character receives a +1 bonus to all skills in a single named category, and -1 to all skills in all other categories 3 x metal
3 computers,3 x cyberneuro gel
12
Specialist Limb (Advanced) Character receives a +2 bonus to a single named skill, and -1 to all other skills in the same category 2 x metal2 x computers2 x neurosynth retroviral 12
System Link Character receives a +2 bonus when using a designated ship station for a specific kind of ship. The chosen ship station must be defined at time of creation, and also the type of ship – Capital or Fighter. This implant is not available for the Engineer station. 1 x metal4 x computers1 x cyberneuro gel 10

Diagnose (Medic)

While medical skills and research medical skills allow the curing of injuries and disease, these skills go hand in hand with the ability to observe and triage.
Effects

Level 1:

  • Diagnostician (“Allows a character to use the DIAGNOSE call to determine how wounded another character is”)

Level 2:

  • Xeno Research (“Allows a character to examine an unknown life form and with a Skill Check against Medic, difficulty 5, use the DIAGNOSE call on it”)
  • Detect Basic Poison (“Allows a character to instantly recognise the presence and effects of a Basic Poison on another character.”)

Level 3:

  • Detect Advanced Poison (“Allows a character to instantly recognise the presence and effects of an Advanced Poison on another character.”)
  • Detect Disease (“Allows a character to instantly recognise the presence and effects of an unknown disease on a Four Systems race.”)
  • Detect Xeno Disease (“Allows a character to recognise the presence and effects of an unknown disease on an unknown race with a Skill Check against Medic, difficulty 5”)

Firearms (Military)

Being trained in the operation of firearms covers a variety of different skills involved with the operation and maintenance of a gun. Anyone can pick up a non-automatic gun, point it at a target and pull the trigger. However, it takes training to maintain and reload a gun, or to use automatic weapons at all.

Effects

Level 1:

  • Basic Marksman (“Reload a manual action gun that holds less than seven shots”.)

Level 2:

  • Intermediate Marksman (“Reload a manual action gun that holds less than fifteen shots”)
  • Basic Full Auto Marksman (“Reload an automatic gun that holds less than twenty one shots.”)

Level 3:

  • Advanced Marksman (“Reload any manual action gun”)
  • Expert Full Auto Marksman (“Reload an automatic gun that holds less than forty one shots.”)

Gunner: Capital Ship (Military, Merchant)

The galaxy is a dangerous place, and even peaceful trader routinely carry weapons to defend themselves and their cargo. This skill allows a player to use shipboard weapons systems.

Effects

Level 1:

  • Ship Action: Target Lock (requires Military) (“Fire a weapon system OR get +1 to hit against a target next round”)
  • Ship Action: Warning Shot (requires Merchant) (“Fires a weapon system. May intentionally miss”)

Level 2:

  • Ship Action: Anti-Fighter (requires Military) (“Fires a weapon system. Weapon system is +1 to hit against fighters this round”)
  • Ship Action: Planetary Bombardment (requires Military) (“Fires a weapon system. System is +1 damage against planetary targets this round”)
  • Ship Action: Defensive Fire (requires Merchant) (“Fires a weapon system OR +1 to defense this turn”)
  • Covering Fire (requires Merchant) (“Fire a weapons system OR provide +1 defence to another ship”)

Level 3:

  • Ship Action: Beam Weapons Specialist (requires Military) (“Fires a weapon system. If system is a beam weapon system, +1 to hit and +1 to damage this round”)
  • Ship Action: Torpedo Specialist (requires Military) (“Fires a weapon system. If system is a torpedo weapon system, +1 to hit and +1 to damage this turn”)
  • Ship Action: Co-Ordinate Fire (requires Military) (“Fire a weapon system. +1 to hit for each other weapon system being fired at the same target this round”)
  • Ship Action: Crippling Shot (requires Merchant) (“Fires a weapon system. If hit is successful, can choose to knock out a system on the enemy vessel”)

Gunner: Fighter (Military)

This skill allows a character to use the specialised, cut down shipboard weapons systems common to small fighters and combat shuttles.

Effects

Level 1: Ship Action: Gunner (“Fire a weapon system”)

Level 2: Ship Action: Dogfighter (“Fires a weapon system. Weapon system is +1 to hit against other fighters this round”), Ship Action: Capital Specialist (“Fires a weapon system. Weapon system is +1 to hit against capital ships this round”)

Level 3: Ship Action: Capital Killer (“Fires a weapon system. If hit is successul, can choose to knock out a system on the enemy vessel if that vessel is a capital ship”), Ship Action: Precision Shot (“Fires a weapon system. If hit is successful, can choose to knock out a system on the enemy vessel if that vessel is a fighter”)

Heal (Medic)

Healing allows a character with the correct medical training to cure another character’s wounds. Effects that relate to the Heal skill are the sorts of things one might find a medical professional doing. More “first aid” type of effects can be found under the “Stabilise” skill.

Effects

Level 1:

  • Basic Healer (“Heal 1 wound on the same race as you with ten minutes of touch contact, staying still, and appropriate role-play.”)

Level 2:

  • Intermediate Healer (“Heal 1 wound on any Four Systems race with ten minutes of touch contact, staying still and appropriate role-play”)
  • Basic Combat Healer (“Heal 1 wound with five minutes of touch contact, staying still, appropriate role-play and a skill check against Heal, difficulty 5.”)

Level 3:

  • Advanced Healer (“Heal 1 wound on any humanoid race with ten minutes of touch contact, staying still and appropriate role-play”)
  • Expert Combat Healer (“Heal 1 wound with five minutes of touch contact, staying still and appropriate role-play”)
  • Expert Poisons Healer (“Remove any poison effect with five minutes of touch contact, staying still and appropriate role-play.”)

Jump Drive Design (Science, Engineering)

Jump Drive Design can be taken either with an engineering speciality – concerned with the actual building of a Jump Drive, or with a Science speciality, specialising in the theory behind Jump physics and their effect on the universe. Either one allows a Jump scientist to perform some tricks with a Jump ship’s engine that nobody else can.

Effects

Level 1:

  • Create Basic Jump Engine Plans (“Use 5 days in downtime to create Jump Engine Plans”)

Level 2:

  • Create Expert Jump Engine Plans (“Use 10 days in downtime to create Jump Engine Plans”)
  • Ship Action: Blink (“Avoid all incoming fire in the segment this card is played in.”)

Level 3:

  • Create Advanced Jump Engine Plans (requires Engineering) (“Use 20 days in downtime to create Advanced Jump Engine Plans”)
  • Advanced Jump Tracking (requires Science) (“Pre-empt the location of a ship that has just jumped to in order to create an advantage”)
  • Ship Action: Jump Jinking (“Avoid all incoming fire and move one square in a direction decided in the segment this card is played in.”)

Pick Locks (Engineering, Mischief)

The ability to pick locks has survived the age of technology, and encompasses the ability to tamper with the locks and alarms attached to computer systems as well as the less technical kind.

Effects

Level 1:

  • Lock Picker (“Can pick a basic lock with 5 minutes of appropriate role-play and a successful Skill Check against Mischief, difficulty 5”)

Level 2:

  • Lock Smith (Requires Engineering) (“Allows a character to create an Advanced lock”)
  • Alarmist (Requires Mischief) (“With 5 minutes inspection of a lock and its mechanism, the character can determine what the outcome of tripping the alarm will be”)

Level 3:

  • No Lock can Hold Me! (Mischief) (“Can pick an advanced lock with 5 minutes of appropriate role-play and a successful Skill Check against Mischief, difficulty 5”)
  • Someone’s Been Here (“The character can detect if a lock has been picked or opened in the past month”)
  • Shut it Down (Engineering) (“The character can caused a feedback loop in a computerised alarm system that will disable all locks and alarms attached to it with a successful Skill Check against Engineering, difficulty 5”)

Pilot: Capital Ship (Military, Merchant)

The ability to pilot capital ships traditionally comes from Four Systems corporations traders or the military. Capital ships in a trading sense are usually slow-moving freighter-class vessels that often have no Jump capability. Military capital ship-class vessels are usually destroyers and cruisers – heavily armed and designed for space combat.

Effects

Level 1:

  • Ship Action: Full Speed Ahead (“Move the ship 3 spaces forward in the segment this card is played in.”)

Level 2:

  • Ship Action: Ram (requires Military) (“If the pilot’s ship is adjacent to another ship in the segment this card is played, do 5 damage to that other ship and 5 damage to the pilot’s ship”)
  • Ship Action: Retreat (requires Merchant) (“Move 3 spaces in any direction away from another ship in the segment this card is played.”)

Level 3:

  • Ship Action: Calculated Ram (requires Military)  (“If the pilot’s ship is adjacent to another ship in the segment this card is played, do 5 damage to that other ship”)
  • Ship Action: Hasty Retreat (requires Merchant) (“Move 5 spaces in any direction away from another ship in the segment this card is played.”)
  • Ship Action: Spin on a Dime (“Turn the pilot’s ship to face any direction the pilot wants in the segment this card is played.”)

Pilot: Fighter (Military)

Thanks to advances in technology, anyone can fly a fighter spacecraft in these enlightened days. True aces are, however, few and far between. This skill is vital for any would-be Red Barons of the stars

Effects

  • Level 1: Ship Action: Combat Pilot (“Move the ship 1 square in any direction in the segment this card is played in”)

Level 2:

  • Ship Action: Race-specific Ship (Race – see note) (“Move the ship 1 square in any direction in the segment this card is played in. If in a ship of the chosen race, move two squares in any direction”)
  • Ship Action: Special Maneuver 1 (“Move 2 squares and make 1 heading change in any combination in the segment this card is played in”)

Level 3:

  • Ship Action: Wing Commander (“All allied fighters within 2 squares of this fighter this segment receive +1 to hit”)
  • Ship Action: Special Maneuver 2 (“Move 3 squares and make 2 heading changes in any combination in the segment this card is played in”)
  • Ship Action: Trench Runner (“Receive a +3 to hit bonus against a single adjacent capital ship”)

Propulsion Design (Science, Engineering)

In space, the ability to keep your ship moving is vital. This skill allows a character to get the best performance out of their ship’s engines, and also to design, repair and create ship engines

Effects

Level 1:

  • Engine Diagnostic (requires Science) (“Allows a player to examine an engine and determine its status and capability”)
  • Repair Engine (requires Engineering) (“Allows a player to attempt to repair a damaged engine”)

Level 2:

  • Make Engine (requires Engineering) (“Allows a player to create a new engine using existing designs as a downtime project”)
  • Modify Engine (“Allows a player to attempt to permanently modify an engine’s characteristics as a downtime project”)
  • Ship Action: Increase Range (requires Science) (“Ship Moves 1 extra square in each phase this turn”)

Level 3:

  • Ship Action: Red Line Operator (requires Engineering) (“Ship may move 6 squares in any direction this phase. Next phase, ship moves 2 squares less.”)
  • Design Engine (requires Science) (“Allows a player to attempt to design a new engine. This does not allow the design of Jump Drives”)
  • Mask Engine Signature (requires Science) (“Makes a ship’s engine signature appear to be that of another ship class to enemy scanners.”)

Scanners (Science)

Scanners represents the skill necessary to operate scanners and control the way that they work.

Effects

Level 1:

  • Operate Scanners (“Can operate the scanner station of any ship”)

Level 2:

  • Deep Scan (“Can detect a sneaking character or a cloaked ship within ten squares while operating the scanner station of any ship”)
  • Scan Engineer (“Can repair or disable, without setting off an alarm, any scanner in an area of play with 10 minutes of role-play and a skill check against Science, difficulty 5.)

Level 3:

  • A Scanner Darkly (“Can use feedback on scanning systems to render a single individual invisible to all scanning methods, including Deep Scan”)

Shipwright (Engineering)

This skill allows a character to repair and modify a ship’s hull, installing extra engines, weapons and other features. Experienced shipwrights are essential to the creation of new ships.

Effects

Level 1:

  • Repair Ship Structure (“Allows a character to repair damage to a ship’s hull as a downtime project”)

Level 2:

  • Modify Ship Structure (“As a downtime project, the character can make modifications to the ship’s hull, such as installing new systems or replacing old ones”)
  • Sabotage Ship Structure (“As a downtime project, the player can sabotage a ship’s hull”)

Level 3:

  • Make Fighter Hull (“As a downtime project, the character can build a fighter ship hull. Weapons and Propulsion systems must be built separately”)
  • Make Capital Ship Hull (“As a downtime project, the character can build a capital ship hull. Weapons, Propulsion and Jump systems must be built separately”)

Sneak (Mischief)

This skill allows a player to utilise stealth tactics to move undetected. Rarely possessed by honourable people, those known to practise this skill are often objects of suspicion and distrust.

Method: A player using any of the Sneak abilities must cross their index and middle fingers on both of their hands, and hold their hands up beside their head for the duration of their use of the ability. A player using the Sneak ability cannot run without immediately ending the Sneak effect.

Level 1:

  • “Footpad”. (The character may spend up to 30 seconds Sneaking, during which time they may not be detected by other players. The character using this ability cannot interact with an object/person without breaking the Sneak effect. After using this ability, the character must wait at least 30 seconds before re-using the ability.)

Level 2:

  • “Cloaked in Shadow”. (The character may spend up to 30 seconds Sneaking, during which time they may not be detected by other players. The character using this ability may interact with an object or person without breaking the Sneak effect. After using this ability, the character must wait at least 20 seconds before re-using the ability.)

Level 3:

  • “Stars, Hide Your Fires.” (The character may spend up to 30 seconds Sneaking, during which time they may not be detected by other players. The character using this ability may fire 1 single round from a firearm without breaking the Sneak effect. After using this ability, the character must wait at least 20 seconds before re-using the ability.)

Stabilise (Medic, Military)

Where the medical arsenal starts with diagnosis and often ends in surgery, the skill of stabilising the wounded goes in the middle and together the three skills form the pillars of medicine.

Effects

Level 1:

  • Basic Stabilise (“Allows the character to use the STABILISE call in uptime on a member of their own race”)

Level 2:

  • Intermediate Stabilise (Requires Medic) (“Allows the character to use the STABILISE call in uptime on a member of any Four Systems race”)
  • Stimulants (Requires Military) (“Allows the character to empower another character to ignore the UNCONSCIOUS state for ten minutes after thirty seconds of appropriate role-play. After that the affected character becomes UNCONSCIOUS immediately”)

Level 3:

  • Advanced Stabilise (Requires Medic) (“Allows the character to use the STABILISE call in uptime on a member of any humanoid race”)
  • Dead Man Walking (Requires Military) (“Allows the character to empower another character to ignore the DYING state for ten minutes after thirty seconds of appropriate role-play. After that the affected character becomes DYING immediately”)

Surveillance (Science, Mischief)

The art of spying is an old one, common to all of the 4 Races. This skill allows a character to use a variety of tactics to both spy on the unsuspecting, and to guard against unwanted surveillance.

Effects

Level 1:

  • Surveillance Operator (Requires Science) (“Allows a player to use existing surveillance equipment”)
  • Shadowing (Requires Mischief) (“Allows a character to physically track another player”)

Level 2:

  • Photo Surveillance (Requires Science) (“Enables a character to install photo/video surveillance equipment”)
  • Wiretap Installation (Requires Science) (“Allows a player to tap into hard-wired communications systems”)
  • Counter Surveillance (Requires Mischief) (“Allows a character to prevent others from following them”)
  • Forgery (Requires Mischief) (“Makes a copy of documents. The player must have possession of the documents they wish to copy”)

Level 3:

  • Photo Analysis (Requires Science) (“Allows a character to examine a picture or video for useful information”)
  • Bug Detection (Requires Science) (“Allows a character to sweep a location for bugs or detect if their communications have been tapped”)
  • Metadata Analysis (Requires Science) (“Allows a character to examine all available information to determine any patterns in a subject’s behaviour”)
  • Predictive Tracking (Requires Mischief) (“Defeats counter-surveillance attempts”)
  • Identity Theft (Requires Mischief) (“The character can duplicate another character’s official identification documents as a downtime project”)

Tactics: Naval (Military, Merchant)

Using an in-depth knowledge of the tactics used by spacefaring vessels the canny pilot can make predictions about how any enemy might move.

Explanatory Note: Tactics: Naval cards may be played during ship combat as either a ship action, or in support of a ship action. If a Tactics: Naval card is played as a ship action, it operates as per the normal rules for ship actions in combat. If a Tactics: Naval card is played in support of another ship action card, the effects of the Tactics: Naval card are still resolved. Movement granted due to the effects of a Tactics: Naval card is resolved after all other movement, but before the effects of weapons are resolved. Only one Tactics: Naval card may be played for a given ship in a single phase.

Effects

Level 1:

Ship Action: Predict Movement (“If the closest enemy ship to you played a non-Pilot skill ship movement action card in this phase, your ship may move 1 square in any direction.”)

Level 2:

Ship Action: Predict Maneuver (“If the closest enemy ship to you played a Pilot Skill action card in this phase, your ship may move 2 squares in any direction.””)

Level 3:

Ship Action: Predict Firing (““If any enemy ship within 6 squares of your ship fires a weapon system in this phase, your ship may move 2 square in any direction. Your ship can only benefit from the effects of this card once per phase, regardless of how many enemy ships have used their weapons systems in this phase.”)

Torture (Medic, Mischief)

While the ability to extract information by judicious application of pain is frowned upon in many cultures, there are those that still believe it is an important skill.

Effects

Level 1:

  • Cause Pain (“Being an expert in body manipulation the character can cause pain to a Four Systems race, causing +2 to the difficulty of skill checks for the afflicted character”)

Level 2:

  • Extract Information (Requires Mischief) (“An unresisting character who “Cause Pain” has been used on must answer two questions truthfully, then suffers three hits of damage”)
  • Keep Alive (Medic) (“An unresisting character who “Cause Pain” has been used on must answer one question truthfully, then suffers one hit of damage”)

Level 3:

  • Stave Off Death (Medic) (“A character may be induced to talk as normal during their DYING count”)
  • Tell Me Everything! (Mischief) (“An unresisting character who “Cause Pain” has been used on must answer one question truthfully, then suffers one hit of damage”)

Trade (Merchant)

“Buy Low, Sell High” is often considered to be one of the universal truths of life by many. This skill allows a character to get the edge in mercantile matters of all kinds.

Effects

Level 1:

  • Buy & Sell (“Allows a character to trade for specific commodities as a downtime project”)

Level 2:

  • Profitable Relationship (Race – see note) (“When trading with a specific race, the character receives a 10% discount”)

Level 3:

  • Antiquities (“The character receives a 10% bonus when trading unique/rare items in downtime”)
  • Black Marketeer (“Allows a character to trade for illegal items during downtime”)
  • Red-Tape Navigator (“When trading for legal commodities in downtime, the character receives a 25% discount”)

Traps (Science, Mischief)

Traps have been used for millennia for a variety of reasons – to protect valuable information and objects, or to cause chaos for the unwary. This skill lets a player disarm or bypass both traditional physical traps and also modern computer traps and viruses.

Effects

Level 1:

  • Examine Code (requires Science) (“Allows safe examination of Four Systems computers for code traps”)
  • Examine Physical (requires Mischief) (“Allows safe examination of a location or object for physical traps”)

Level 2:

  • Disarm Basic Code Trap (requires Science) (“Allows disarming of a code trap or virus of basic complexity with a skill check against Science, difficulty 5”)
  • Bypass Code Trap (requires Science) (“Bypass a basic code trap with a skill check against Science, difficulty 5. This does not disarm the trap.”)
  • Disarm Trap (requires Mischief) (“Allows disarming of a physical trap with a skill check against Mischief, difficulty 5”)
  • Bypass Trap (requires Mischief) (“Bypass a basic physical trap with a skill check against Science, difficulty 5. This does not disarm the trap.”)

Level 3:

  • Disarm Advanced Code Trap (requires Science)  (“Allows disarming of a code trap or virus of advanced complexity with a skill check against Science, difficulty 5”)
  • Disarm Advanced Trap (requires Mischief) (“Allows disarming of a physical trap or virus of basic complexity with a skill check against Science, difficulty 5”)
  • Identify Trap Creator (requires Science) (“Allows the identification of a trap’s creator with a skill check against Science, difficulty 5”)

Weapons System Design (Science, Engineer)

Weapons systems designers create the weapons for others to use, whether it be the engineering craftsmanship of handheld weapons or the scientific genius of the advanced weapons a spaceship uses.

Effects

Level 1:

  • Small Arms Tech (“Allows a character to create the plans for a personal weapon (from semi-auto up to fully auto) as a downtime project”)

Level 2:

  • Ship Weapons (requires Science) (“Allows a character to create the plans for a ship weapon as a downtime project”)
  • Small Weapons Engineer (requires Engineering) (“Can repair any small-arms weapon in game with 5-15 minutes of suitable role-play.”)
  • Ship Weapons Engineer (requires Engineering) (“Can repair any ship weapon in game with 20 minutes of suitable role-play and a skill check against Engineering, difficulty 5”)

Level 3:

  • A-Team Technician (“Can create a basic semi-auto weapon with 10 minutes of role-play and scrap resources”)
  • Weaponsmith (requires Engineering) (“Can create an advanced personal weapon as a downtime project”)
  • Master of Ordinance (requires Science) (“Can create advanced ship weapons as a downtime project”)

Xenobiology (Medic, Science, Merchant)

In a universe where – if the Custodian is to be believed – there are fifty-nine races of intelligent life lurking, being able to accurately determine what race one is speaking to and how one should react to it is a necessity

Effects

Level 1:

  • Determine Biology (“Enables a character to determine basic facts about an alien race – habitat, basic biology, probable safe foods”)

Level 2:

  • I Heard a Rumour (Requires Merchant) (“This character can, with a successful Skill Check against Merchant, Difficulty 5, know a single fact about an alien race”)
  • Gray Anatomy (Requires Science) (“Enables a character to determine advanced facts about an alien race – evolutionary path and basic anthropology”)
  • Makeshift Medic (Requires Medic) (“Heal 1 wound on an alien race with ten minutes of touch contact, staying still, appropriate role-play and a skill check against Heal, difficulty 5.”)

Level 3:

  • Interspecies Relations (Requires Merchant) (“Allows a character to gain a 10% bonus dealing with an alien race, cumulative with Trade bonuses”)
  • Predictive Biology (Requires Science) (“Enables a character to determine how an alien race works at a cellular level, what individual organs do and what other races might be related to this one”)
  • Doolittle (Requires Medic) (“Allows a character to use any Medic skill he/she can use on a Four Systems Race on an alien race with a skill check against Medic, difficulty 5.”)

 

A Note on Races – when a particular effect says “Race”, that race is a Four Systems race, that is to say Humans, Tarn, Teth or Krayce. It is not legal to have, for example, “Race Specific Ship (Seeders.)”