Skill Name Brief Summary Where to Find
Academics A measure of a character’s “book knowledge” SoTC SRD
Alertness A measure of a character’s passive and active awareness. SoTC SRD
Athletics A measure of a character’s physical capability excepting raw power SoTC SRD
Burglary The ability to overcome security systems and the knowledge of these systems SoTC SRD
Computers The ability to manipulate computer systems Here
Contacts A measure of a character’s connections in the social world SoTC SRD
Conviction Acts of Faith, Mental Fortitude Here
Deceit The ability to lie SoTC SRD
Discipline Concentration, Emotional Control, Mental Defense Here
Driving The ability to operate most land and sea vehicles SoTC SRD
Empathy The ability to understand others emotions SoTC SRD
Endurance The ability to resist fatigue, physical fortitude. This is also the skill for determining the physical stress track. SoTC SRD
Engineering The understanding of how machinery works SoTC SRD
Fists The ability to brawl without weapons SoTC SRD
Guns The ability to use firearms SoTC SRD
Intimidation The ability to scare people SoTC SRD
Investigation The knowledge and ability of looking for things and investigation SoTC SRD
Might A measure of a character’s brute force SoTC SRD
Performance The ability to compose, play to an audience or even appreciate other art. Here
Pilot The knowledge of how to operate flying vehicles SoTC SRD
Presence A measure of a character’s unspoken ability over others Here
Rapport The ability to charm people and leave good impressions SoTC SRD
Resources A measure of a character’s monetary wealth SoTC SRD
Stealth The ability to remain unseen and unheard. Includes Sleight of Hand SoTC SRD
Survival The ability to survive in the wilderness SoTC SRD
Weapons A measure of a character’s ability with melee and thrown weaponry SoTC SRD

*This skill affects a stress track

Special Skill Application: Reaction Dice

Reaction Dice allow a character to interrupt what is going on and have a chance to react. This allows characters to interject into the flow of events their own touch. Whenever the GM announces something that will affect the characters, the affected characters may roll their Reaction Dice to see if they have a chance to do something before the event takes place.

If the event would normally allot the characters some sort of defense, and the player chooses to try their Reaction Dice, that character loses their defense skill bonus for that event. Meaning, if a character attempts to use their Reaction Dice and fails, the character is effectively Surprised for that event. The Difficulty of this roll is set by the GM depending on what the situation is. In combat, characters may take no more than 1 Reaction per round.

Reaction Dice is based off of Alertness but is similar to stress tracks. If a character has an Average (+1) or Fair (+2) Alertness, they receive a +1 bonus to Reaction Dice. If a character has a Good (+3) or higher Alertness, they receive a +2 bonus.


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