Skills

Skills are the measurement of what any particular crew member (including Captain and Officers) is capable of doing. Skills are increased through training in various Jobs. Characters may also have natural skill bonuses or gain them based on the Traits that they have. Regular crew can only use these bonus skill points in combat, while officers can use them in any situation. The Ship Ops Skills of all crew members contribute to fulfilling the skill pools necessary to successfully fly and land the ship. Nearly all Ship Ops and Personal Skills are also collectively tested in various Skill Tests, such as in deep space events, which are listed in the scrolling log on the right side when flying through deep space. Skills are also tested collectively in different operations such as Patrolling, Blockading, Spying, Exploring and accessing the Black Market. Combat skills apply uniquely to crew combat situations though some are tested in deep space travel.

Talents utilize a crew member's individual Skill modifier.

The only character who can be assigned specific skill bonuses is the Captain. This is done using the Character Template Creator. The player will be given a number of bonus skill points to assign based on the priority level they have given to Skills. The Captain's skills can be very important because certain parts of the game have unique tests which are difficult to build large pools in, such as Exploring. Bonus skills in explore will help an explorer captain get going much more quickly. Bonus skills can also be very important for captain who will be joining in Crew Combat as many jobs outside of Soldier, Pistoleer and Swordsman do not provide Evasion or substantial weapons skills.

Pistols

 * Crew Combat
 * Ranged
 * Strong Dice for Ranged Attack with a pistol
 * Increases the effectiveness of Critical Hits from pistol attacks
 * Grenade
 * Strong Dice for Grenade Attack (if higher than Blades and Rifles)
 * Increases the effectiveness of Critical Hits from grenade attacks (if higher than Blades and Rifles)
 * Jobs
 * Primary skill of Pistoleer, Bodyguard, Saboteur
 * Secondary skill of Combat Medic, Military Officer
 * Tertiary skill of Spy,

Rifles

 * Crew Combat
 * Ranged
 * Strong Dice for Ranged Attack with a rifle
 * Increases the effectiveness of Critical Hits from rifle attacks
 * Grenade
 * Strong Dice for Grenade Attack (if higher than Pistols and Blades)
 * Increases the effectiveness of Critical Hits from grenade attacks (if higher than Pistols and Blades)
 * Jobs
 * Primary skill of Shock Trooper, Sniper, Soldier, Xeno Hunter
 * Secondary skill of Bounty Hunter, Exo-Scout

Blades

 * Crew Combat
 * Melee
 * Strong Dice for Melee Attack with a blade
 * Strong Dice for Melee Defence from a blade, if holding a blade
 * Increases the effectiveness of Critical Hits from blade attacks
 * Grenade
 * Strong Dice for Grenade Attack (if higher than Pistols and Rifles)
 * Increases the effectiveness of Critical Hits from grenades attacks (if higher than Pistols and Rifles)
 * Jobs
 * Primary skill of Blade Dancer, Swordsman, Wing Commando
 * Secondary skill of Assassin, Bodyguard
 * Tertiary skill of Zealot
 * Talents
 * Increases the effectiveness of Talents for:
 * Swordsman: Strength of Steel (5)

Evasion

 * Crew Combat
 * Melee
 * Standard Dice for Melee Defence (if higher than Armor's Stealth Dodge)
 * Ranged
 * Strong Dice for Ranged Defence
 * Grenade
 * Strong Dice for Grenade Defence
 * Jobs
 * Secondary skill of Pistoleer, Shock Trooper, Soldier, Swordsman, Wing Commando
 * Tertiary skill of Assassin, Bounty Hunter, Exo-Scout, Sniper, Bodyguard
 * Talents
 * Increases the effectiveness of Talents for:
 * Pistoleer: Aimed Focus (1)
 * Swordsman: Bladesman Rally (8)

Stealth

 * Missions
 * Can be tested with:
 * Captain's Charisma to complete certain Missions
 * Captain's Quickness to complete certain Missions
 * Crew Combat
 * Ranged
 * Standard Dice (half) for Ranged Defence (if higher than Tactics)
 * Grenade
 * Standard Dice (half) for Grenade Defence (if higher than Tactics)
 * In Stealth Mode, increases % Critical
 * Required for Armor's Stealth Dodge
 * Black Market
 * Increases rewards
 * Jobs
 * Primary skill of Assassin
 * Secondary skill of Sniper, Spy, Saboteur
 * Tertiary skill of Smuggler
 * Talents
 * Increases the effectiveness of Talents for:
 * Assassin: Silent Executioner (5), Gut the Leadership (15)
 * Smuggler: Garbled Identity (5), Light-Fingers (8)
 * Sniper: Unseen Fear (8)
 * Spy: Stealth Op (5)

Pilot

 * Provides a skill save for negative Spying or Exploration results along with Quickness
 * On small craft, allows the pilot to gain a benefit of +2% Small Ship Evasion per point (limited by ship pilot rating)
 * Deep Space
 * Tested in certain Deep Space Events
 * Tested in Landings
 * Ship Combat
 * Defeat if Pilot Skill Pool < 5
 * Long Range
 * Strong Dice for Defending (if higher than Electronics Skill Pool)
 * Standard Dice for Defending (if lower than Electronics Skill Pool)
 * Short Range
 * Strong Dice for Attacking
 * Strong Dice for Defending (if higher than Electronics Skill Pool)
 * Standard Dice for Defending (if lower than Electronics Skill Pool)
 * Strong Dice for Changing Range
 * Strong Dice for Boarding
 * Blockading
 * Increases rewards
 * Salvaging
 * Increases rewards
 * Jobs
 * Primary skill of Pilot, Pirate, Wing Bomber, Wing Leader
 * Secondary kill of none
 * Tertiary skill of Wing Commando, Saboteur
 * Talents
 * Increases the effectiveness of Talents for:
 * Wing Bomber: Intimidating Fly Over (5)
 * Wing Commando: Launchpad Spike (1), Long Range Support (8), Grandiose Arrival (11)
 * Wing Leader: Ransom Escort (5)

Ship Ops

 * Provides a skill save for negative exploration results along with Resilience
 * Provides a skill save for negative spying results along with Fortitude
 * Deep Space
 * Tested in certain Deep Space Events
 * Ship Combat
 * Defeat if Ship Ops Pool < 5
 * Jobs
 * Primary skill of Crew Dog
 * Secondary skill of Electronics Tech, Gunner, Mechanic, Wing Tech
 * Tertiary skill of Quartermaster
 * Talents
 * Doesn't Increase the effectiveness of Talents

Gunnery

 * On small craft, increases the accuracy of the small ship by 2% per point.
 * Ship Combat
 * Long Range
 * Standard Dice for Attacking
 * Short Range
 * Standard Dice for Attacking
 * Jobs
 * Primary skill of Gunner
 * Secondary skill of Wing Leader
 * Tertiary skill of Crew Dog, Electronics Tech, Pirate
 * Talents
 * Increases the effectiveness of Talents for:
 * Gunner: Loot Armory (1), Disarming Sabotage (5), Meteor Defense (5), Prowling the Void (8)
 * Wing Leader: Extended Vigil (8)

Electronics

 * Provides a skill save for negative Exploration results along with Wisdom
 * Provides a skill save for negative Spying results along with Quickness
 * On small craft, increases the Small Ship accuracy by 2% per point.
 * Deep Space
 * Tested in certain Deep Space Events
 * Ship Combat
 * Long Range
 * Strong Dice for Defending (if higher than Pilot Skill Pool)
 * Standard Dice for Defending (if lower than Pilot Skill Pool)
 * Standard Dice for Escaping
 * Standard Dice for Changing Range
 * Short Range
 * Strong Dice for Defending (if higher than Pilot Skill Pool)
 * Standard Dice for Defending (if lower than Pilot Skill Pool)
 * Standard Dice for Escaping
 * Standard Dice for Changing Range
 * Spying
 * Increases rewards
 * Salvaging
 * Increases rewards
 * Jobs
 * Primary skill of Electronics Tech, Spy
 * Secondary skill of Engineer, Explorer, Wing Bomber
 * Tertiary skill of Mechanic, Wing Leader
 * Talents
 * Increases the effectiveness of Talents for:
 * Electronics Tech: Signature Jammer (1), Alert Scanner (1), Weakened System (5), Listening Post (8)
 * Spy: Unauthorized Access (5), Data Haul (8), High Stakes (11), Secrets Unbound (11)
 * Engineer: Contemplative View (8)
 * Wing Bomber: Explosive Screen (1), Ruthless Destruction (5), Alarming Pass (8)

Navigation

 * Provides a skill save for negative Spying results along with Wisdom
 * Provides a skill save for negative Blockading results along with Resilience
 * Deep Space
 * Tested in certain Deep Space Events
 * Tested in Hyperwarp Jumps
 * Ship Combat
 * Defeat if Pilot Skill Pool < 5
 * Long Range
 * Strong Dice for Attacking
 * Strong Dice for Escaping
 * Strong Dice for Changing Range
 * Strong Dice for Boarding
 * Spying
 * Increases rewards
 * Patrolling
 * Increases rewards
 * Jobs
 * Primary skill of Hyperwarp Navigator
 * Secondary skill of Pilot
 * Talents
 * Increases the effectiveness of Talents for:
 * Hyperwarp Navigator: Efficient Route (1), Talk of Far Worlds (8), Skip Off the Void (11)
 * Pilot: Swift Route (5)

Command

 * Provides a skill save for negative exploration results along with Charisma
 * Deep Space
 * Tested in certain Deep Space Events
 * Missions
 * Can be tested with:
 * Captain's Charisma to complete certain Missions quickly without payment
 * Ship Combat
 * Long Range
 * Standard Dice for Defending
 * Standard Dice for Escaping
 * Standard Dice for Boarding
 * Short Range
 * Standard Dice for Defending
 * Standard Dice for Boarding
 * Patrolling
 * Increases rewards
 * Jobs
 * Primary skill of Commander, Military Officer
 * Secondary skill of Doctor, Merchant, Quartermaster, Zealot
 * Tertiary skill of Hyperwarp Navigator, Scientist
 * Talents
 * Increases the effectiveness of Talents for:
 * Commander: Loyalty Rousing (1), Rallying Aura (1), Steady Hands (1), Quell Mutiny (5), Bolster (8), Shrewd Dealings (8)
 * Military Officer: Militant Patrol (1), Deserving Rank (5), Honorable Release (8), Military Discipline (8), Overriding Discipline (8), Incite Victory (11)
 * Quartermaster: Perceptive Boss (1), Calming Speech (5), Second Shadow (11)
 * Zealot: Devoted Service (1), Righteous Rank (1), Fervor (8)
 * Scientist: Field Distortion Survey (5)

Intimidate

 * Deep Space
 * Tested in certain Deep Space Events
 * Missions
 * Can be tested with:
 * Captain's Resilience to complete certain Missions
 * Blockading
 * Increases rewards
 * Black Market
 * Increases rewards
 * Jobs
 * Primary skill of Bounty Hunter, Quartermaster, Zealot
 * Secondary skill of Commander, Diplomat, Pirate, Smuggler, Xeno Hunter
 * Talents
 * Increases the effectiveness of Talents for:
 * Bounty Hunter: Abiding Death (1), Hunter's Challenge (5), Red Badge (5), Cold-blooded Threats (8), Resolute Hound (8)
 * Commander: Scorn (11)
 * Diplomat: Legal Pressure (8)
 * Pirate: Furious Prodding (1), Infamous Presence (5), Lethal Example (8), Menacing Demeanor (8)
 * Quartermaster: Rallying Cry (5), Reliable Hand (5), Call to Arms (8)
 * Xeno Hunter: We The Hunters (1), Unfailing Stand (5), Death Haunt (8), Exalted Hunter (11), Triumphant Predator (11)
 * Zealot: Unstoppable Force (1), Rough Interrogation (1), Summary Execution (8), Infliction Rage (11)

Negotiate

 * Deep Space
 * Tested in certain Deep Space Events
 * Missions
 * Can be tested in mediation Missions to increase rewards
 * Can be tested with:
 * Captain's Charisma attribute to complete certain Missions quickly with bigger payment
 * Captain's Wisdom attribute to complete certain Missions
 * Jobs
 * Primary skill of Diplomat, Merchant, Smuggler
 * Secondary skill of Blade Dancer
 * Talents
 * Increases the effectiveness of Talents for:
 * Blade Dancer: Esteemed Guest (5)
 * Diplomat: Silver Tongue (1), Winning Compromise (1), Warm Invitation (5), Adept Mediation (5), Magnanimous Victory (8)
 * Merchant: Fuel Bargain (1), Known Trader (1), Cordial Invitation (5), Garner Favor (5), Righteous Profits (8), Lucrative Wholesale (11)
 * Smuggler: Dubious Handshake (1), Bootleg Profits (5), Slippery Trader (5), Insider Trading (8), Underport Bribe (8)

Tactics

 * Tested to avoid angry mobs (and reputation penalties) when trying to reach Contacts during Civil Unrest Rumors
 * Deep Space
 * Tested in certain Deep Space Events
 * Missions
 * Can be tested with:
 * Captain's Wisdom to complete certain Missions
 * Captain's Strength to complete certain Missions quickly without payment but with possibly violence
 * Crew Combat
 * Ranged
 * Standard Dice (half) for Ranged Defence (if higher than Stealth)
 * Grenade
 * Standard Dice (half) for Ranged Defence (if higher than Stealth)
 * Increases % Critical
 * Ship Combat
 * Long Range
 * Standard Dice for Attacking (if Gunnery is not understaffed)
 * Standard Dice for Changing Range
 * Standard Dice for Boarding
 * Short Range
 * Standard Dice for Attacking (if Gunnery is not understaffed)
 * Standard Dice for Changing Range
 * Standard Dice for Boarding
 * Patrolling
 * Increases rewards
 * Exploring
 * Increases rewards
 * Jobs
 * Secondary skill of Hyperwarp Navigator
 * Tertiary skill of Blade Dancer, Commander, Doctor, Explorer, Gunner, Merchant, Military Officer, Pilot, Wing Bomber, Wing Tech
 * Quaternary skill of Bodyguard
 * Talents
 * Increases the effectiveness of Talents for:
 * Military Officer: Call for Surrender (5), Leader in the Ranks (5), Steely Authority (8)

Doctor

 * Provides a skill save for negative exploration results along with Resilience
 * Deep Space
 * Tested in certain Deep Space Events
 * Jobs
 * Primary skill of Combat Medic, Doctor, Scientist
 * Secondary skill of none
 * Tertiary skill of Scavenger
 * Talents
 * Increases the effectiveness of Talents for:
 * Combat Medic: Cleansing Purge (1), E-Suture (1), Toxin Terror (5), Flatline (8), Lifeline (8)
 * Doctor: Assisted Care (1), Field Surgery (1), Treat Wounded (1), Healer's Intuition (5), Life Saver (5), Medical Ward (5), Voice of Reason (8), Solace in Battle (11)
 * Scientist: Sample Analysis (1), Dissected Scrutiny (1), Genetic Sequencing (8), Laboratory Triage (11), Value Analysis (15)

Explore

 * Exploring
 * Increases rewards
 * Jobs
 * Primary skill of Exo-Scout, Explorer, Scavenger
 * Secondary skill of Scientist
 * Tertiary skill of Xeno Hunter
 * Talents
 * Increases the effectiveness of Talents for:
 * Exo-Scout: Persistent Search (1)
 * Explorer: Far Voyager (1), Plentiful Rewards (1), Artifact Profiteer (5), Makeshift Repairs (5), Unseen Traces (5), Dredge Artifacts (8), Face the Terror (8), Digging Deeper (11)
 * Scavenger: Diamond in the Debris (1), Pick Clean (1), Depot Sweep (1)
 * Scientist: Sample Analysis (1), Empirical Tell (1), Behavioral Analysis (11)
 * Xeno Hunter: Blooded Lure (1), Macabre Harvest (5), Eradication Prize (15)

Repair

 * Deep Space
 * Tested in certain Deep Space Events
 * Salvaging
 * Increases rewards
 * Jobs
 * Primary skill of Engineer, Mechanic, Wing Tech
 * Secondary skill of Crew Dog, Scavenger
 * Talents
 * Increases the effectiveness of Talents for:
 * Crew Dog: Scrap Procedures (5), Battle Damage Repair (8)
 * Engineer: Port Maintenance (1), Unrivaled Patch (1), Assisted Installation (5), Warfare Patch (5), Hard Bargain (8)
 * Mechanic: Discounted Repairs (1), Orchestrated Salvage (1), Engine Reboot (5), Thrown Wrench (5), Helpful Hands (8), Ordnance Overhaul (8), Rushed Patches (8)
 * Scavenger: Cascading Destruction (5), Redemption Purge (8)
 * Wing Tech: Fleet Maintenance (1), Recovery Pod (1), Discounted Acquisition (5), Hangar Triage (8)