SKILLS
Skills are checked against a Target Number. Primary stat sets the base; bonus stat adds half its value.
STRENGTH
Athletics
Physical prowess and bodily coordination — running, jumping, lifting, swimming, climbing, and enduring brute force trials. Used whenever raw physical performance is demanded outside of combat.
Brute Force
Raw, overwhelming physical force. Breaking down doors, lifting debris, hurling enemies, smashing barricades. When subtlety has already failed and something needs to stop existing, you call on Brute Force.
Intimidation
Dominating others through physical presence and implied threat. Flexing metal arms, slamming weapons down mid-sentence, showing no pain when you should. You don't persuade — you make people reconsider.
Climbing
Scaling walls, navigating vertical terrain, and pulling yourself up with precision under pressure. Used for sheer surfaces, damaged bulkheads, combat environments with vertical elements, and any situation where gravity is an obstacle.
DEXTERITY
Sleight of Hand
Quick, precise hand movements — palming objects, pickpocketing, fine mechanical manipulation, and subtle movements during social interaction. You make things disappear and appear without anyone tracking when it happened.
Perception
The ability to spot movement, details, or patterns in the environment — tactile and reaction-based observation. Noticing the sniper before the shot, the wire before the step, the lie before the second word.
Piloting
Operating fast-moving vehicles — starfighters, hoverbikes, mechanized suits, drop-ships, and anything with thrusters or wheels. Under fire, in atmosphere, through a Void rift. Speed and precision, not just control.
Stealth
Remaining unseen, unheard, and unnoticed — whether via shadows, environmental cover, timing, or light distortion. Moving through a patrol without a breath disturbed. Disappearing in plain sight.
Acrobatics
Agility and body control during dynamic motion — flips, rolls, narrow jumps, wall runs, and flexible combat stances. Used when the environment itself is the challenge, or when falling is not an option.
Lockpicking
Bypassing mechanical or digital locks using precision, tools, and knowledge. Opening sealed containers, security doors, safes, or terminals without a key — or with the wrong one.
First Aid
Battlefield medical application — stabilizing wounds, applying trauma packs, treating bleeding, and administering stim shots under pressure. Fast hands and enough knowledge to keep someone alive until better help arrives.
WILLPOWER
Psychic Defence
Mental resistance to psychic attacks, Void corruption, and psionic interference. Your mind is a locked room — Psychic Defence keeps the door shut when something ancient tries to push through.
Mental Defence
Defence against non-psychic mental influence — fear, manipulation, interrogation, illusions, charm, panic, or neural disruption. Staying yourself when everything around you is designed to make you someone else.
Negotiation
Pushing your point in conversation, bartering deals, or dominating an exchange through brute presence or sharp wit. Not charm — pressure. You don't ask. You establish terms.
Persuasion
Influence through inspiration, charm, or emotional manipulation — heartfelt speeches, soothing whispers, and elegant lies. You don't force people to agree with you. You make them want to.
Leadership
Commanding, organizing, and directing others under pressure through strength of presence and resilience. When everything is falling apart, someone needs to be the axis. Leadership determines whether that someone is you.
Performance
Projecting emotions, concepts, or personas with such intensity that others believe or feel them — music, theatre, oration, and mimicry. Every lie is a performance. Some performances become legend.
PHYSIQUE
Survival
Enduring and adapting in hostile environments — tracking food sources, resisting environmental extremes, crafting shelter, and sensing incoming threats. In the void-touched wastes, the last skill you'll ever need.
Resilience
The capacity to withstand harm — physical trauma, poisons, diseases, crushing forces, or suffocating heat. You don't avoid damage. You absorb it and keep going.
Deception
Physically lying — keeping a steady breath under interrogation, hiding pain, faking reactions, or suppressing body language. Your face is a mask. Your body tells whatever story you need it to tell.
Endurance
Long-term stamina — marching through irradiated deserts, staying awake for days, or fighting through exhaustion and pain. Not a sprint. The question is how long you last after everyone else has stopped.
INTELLIGENCE
Hacking
Access to digital systems, AI subnets, locked terminals, drone networks, and data encryption. You don't break in — you convince the system to let you through, or rewrite the rules of what counts as permission.
Investigation
Gathering information from physical spaces, interpreting clues, and reconstructing past events based on logic and detail awareness. You read a room the way others read a book — and you never miss the subtext.
Demolitions
Proper use of explosives, breaching charges, and structural sabotage. Placing the charge where it matters, with exactly the yield you intend. Demolitions is the difference between 'opening a door' and 'making a door.'
Repair
Fixing or rebuilding machines, armour, weapons, and cybernetics. Knowing what went wrong, knowing what needs to change, and having enough strength to do it with whatever tools survive the situation.
Medicine
Advanced medical treatment — diagnostics, surgery, disease treatment, and managing long-term injuries or Void mutations. First Aid keeps someone breathing. Medicine determines if they walk again.
Initiative
How fast you react when chaos unfolds — awareness, tactical muscle memory, and the ability to think fast enough to move first. Not just reflexes. Knowing what to do with them.
Tactics
Reading a combat situation and acting on that reading — identifying enemy weaknesses, coordinating flanking manoeuvres, exploiting terrain. You don't just fight. You solve the fight before it's over.
FORESIGHT
Psionic Tracking
Detecting and following psionic signatures, Void energy trails, or mental imprints left behind by people, creatures, or events. You follow what was there, not just what remains. The Void leaves fingerprints.
Gambling
Chance manipulation, risk assessment, and intuition-based strategy — particularly relevant to games of luck and fate-twisting mechanics. You don't play the odds. You play the moment just before they change.
Astronavigation
Charting safe paths through space — including unstable rift sectors, Void anomalies, and fractured gravitational fields. The stars lie. You know which ones to trust.
Tracking
Physical tracking enhanced by uncanny perception and environmental prediction — footprints, disturbances, biological clues. You follow something not just by what it left, but by where it was going.
Void Reading
The ability to perceive alternate futures, Void echoes, or dimensional anomalies through mental attunement to the Void. You see what hasn't happened yet. You feel what shouldn't exist. And sometimes, they look back.