Skills
The Freelancer is a complicated being that brings a variety of skills and talents to the table.
Additional Skills
By no means is this a comprehensive list of all skills a Freelancer would have. These are specific skills that have been mentioned in this book or is otherwise directly referenced.
The Gamemaster and the player may add to this list and create a new skill that is unique to their needs or backgrounds such as history being a Knowledge-based skill or tracking being an Awareness-based skill.
Table of Contents
Skills Overview
Skills expands the abilities of the Freelancer and gives them more options.
Skill Usage
Skills increase the value of the Attribute being used. For example, making a Cleverness check to access a computer, and Freelancer has a 30 in Cleverness, they would roll a d100 and roll under 30, however, because they happen to have a +15 in computer as a skill, the roll threshold for the roll increases to 45.
Skills and Attributes
Skills are independent of Attributes in most cases. Because of this, skills are applied according to situation.
Stacking or Overlapping Skills
In the end, it is up to the Gamemaster to decide; however, if a check or challenge has two skills that can be considered related.
Skill Types
Skills come in three general types.
Combat skills
Specifically used in combat and are tied almost directly to the noted Attribute. Weapon types use the noted skill.
General skills
More universal and can be used in a variety of situations.
Wyrd Skills
Several skills that have a very specific function such as in the use of ontometric abilities. These skills are normally specifically named and only a Freelancer with access to that skill can use it. These skills are usually tied to Ego and are acquired through features.
Skill Points
A Freelancer gains skill points that are spent on skills. For each point, the skill grants a +1 to the Attribute used for the check.
Combat Skills
Combat skills are used skills used when attacking.
Brawl
Combat - Strength
Brawl is the general ability to fight in close quarters. Simple melee reach weapons use the brawl skill with Strength when attacking.
Grapple: Strength checks to grapple also use brawl.
Defense: Brawl can be added to defense when fighting in melee.
Exotic Weapon
Combat [Specific Weapon] - Strength/Agility
Exotic weapons require specialized training to be used correctly. When this skill is taken, it is for a specific named or type of weapon such as a cannon.
Stack: This skill can be taken multiple times, each time with a different weapon.
Finesse
Combat - Agility
Attacks that use finesse are weapons of precision and require an amount of dexterity.
Longarm
Combat - Agility
Longarms are two-handed firearms and require training to use properly.
Martial
Combat - Strength
Martial weapons require a bit more skill to use correctly.
Sidearm
Combat - Strength
Sidearms are one-handed firearms and require training to use properly.
Throw
Combat - Strength/Agility
Some attacks require the weapon to be physically thrown and will use the throw skill with either Strength or Agility, depending on the circumstance and weapon.
General Skills
Some skills serve functions outside of combat.
Acrobatics
General - Agility
When making a check that requires precise body movements such as balancing or tumbling, the acrobatics skill can be added to agility for the check.
Grapple: If attempting to slip out of a grapple, acrobatics can be added to the check.
Area of Effect: Acrobatics can be added to the check when the attack is an area of effect or otherwise is not targeting directly.
Astrogation
General - Intuition
Attempting to plot a course through deep space using drift and star charts and understanding thrust vectors and curves. The astrogation skill can be added to the check.
On-World: Astrogation cannot be used to navigate a world.
Orbital: Astrogation can be used to plot orbital positioning using stellar features of the world they are orbiting.
Deep Space: Astrogation uses charts and tables for space travel.
Athletics
General - Strength
When making a check that requires precise strength control such as climbing, jumping, or swimming, the athletics skill can be added to Strength for the check.
Grapple: If attempting to break out of a grapple, athletics can be added to the check.
Computer
General - Knowledge/Cleverness
When interacting with a computer or cognitive deck beyond surface level, computer skill can be added to the check.
Knowledge: Computer is added to Knowledge checks when they deal with computers or cognitive decks, understanding codes and synapses, and any other general interaction needed to identify and understand computer and neural network systems.
Cleverness: Computer is added to Cleverness checks when it comes to complex interactions such as hacking, coding, or writing instructions.
Deftness
General - Agility
Deftness can be added to checks that are made when requiring fine motor skills such as picking a lock or picking a pocket.
Influence
General - Ego
When making an Ego check in the attempt to bluff, intimidate, or otherwise persuade another entity, the influence skill can be added to it.
Investigation
General - Awareness/Intuition/Ego
Investigating something is to actively look for an item or to gather information from the general surroundings, including listening and talking to others.
Awareness: Investigation is added to Awareness checks when looking for something specific or attempting to gather information.
Intuition: Investigation is added to Intuition checks when attempting to gain information based on an entity’s behavior.
Ego: Investigation is added to Ego checks when attempting to interrogate another entity.
Language
General - Knowledge/Cleverness
Language is complex, especially between different species and culture; however, a strong lingual foundation can be a framework to understand a language that wasn’t encountered before.
Knowledge: Language can be added to a Knowledge check when attempting to identify a language that is being spoken.
Cleverness: Language can be added to a Cleverness check when attempting to understand a language that has not been encountered before.
Mechanics
General - Knowledge/Cleverness
When interacting with technology beyond surface level, mechanics skill can be added to the check.
Knowledge: Mechanics can be added when attempting to identify or diagnose technology or technical problems.
Cleverness: Mechanics is added when attempting to repair or construct technology. The repair amount in the table is if the item does not have their own hit die, otherwise that would be rolled instead.
Medicine
General - Knowledge/Cleverness
Diagnosing and tending to injuries can use medicine skill.
Knowledge: Medicine is added to Knowledge checks when identifying and diagnosing medical issues such as trauma and disease.
Cleverness: Medicine is added to Cleverness checks when attempting to heal someone.
Navigation
General - Awareness
To plot a course between two locations would require an Awareness check to notice and understand the terrain and hazards to make the journey as safe as possible. The navigation skill can be added to the check.
On-World: Navigation uses landmarks and other patterns for terrestrial travel.
Orbital: Navigation can be used to plot orbital positioning using geographical features of the world they are orbiting.
Deep Space: Navigation cannot be used in deep space or otherwise outside orbit.
Ontometry
General - Knowledge
Wyrding checks measures their knowledge of ontometric abilities and events and is generally more specialized.
Perception
General - Awareness
Perception skill is added to checks to notice or otherwise perceive something.
Perform
General [Specific Type] - Agility/Ego
Performance is purely for entertainment and culturally significant.
Select One: Select a type of performance and its related Attribute:
Oration [Ego]: Telling stories or rousing speeches
Dance [Agility]: Dancing both culturally classical and progressive.
Instrument [Ego]: Performing with a specific instrument such as a flute or a drum.
Singing [Ego]: Classical singing and beat poetry.
Stack: This skill can be taken multiple times, each time with a different performance.
Pilot
General - Agility/Cleverness
Actively making complex maneuvers of a vehicle may require an Agility check and pilot can be added to it.
Stealth
General - Agility
When attempting to sneak around or hide without detection, stealth can be added to the check. Stealth checks do not reduce signature.