[glow=red,2,300]Character Creation - Skills[/glow]
So you start with 62 Skill Points. Quit celebrating, I'm not gonna make this that easy. Skills are purchased the same way Attributes are, by the highest number on the die.
So you've got your basic skills. Take for example, Athletics. Then you've got your specialties, like running and dancing. You can't have more than a d6 in any Basic Skill. But thankfully, in order to build on that skill, you don't have to spend those 6 points again.
For example, if I want both the riding and running specialties in Athletics, I spend the 6 points for a d6 in Athletics and an additional 2 points for a d8 in Riding. I can then spend four points for a d10 in Running. You build off the original 6 points for each specialty.
If you don't see the specialties you want here, don't hesitate to PM me with your own. I'll accept just about anything.
Even if you don't have a particular skill, you can still attempt to do it using only your Attributes. Just be forewarned that it will be more difficult.
Skills that are labeled as "Skilled Only" cannot be tried untrained. You don't want Jayne doing your doctoring, etc.
Skills:
Animal Handling
(animal training, riding, veterinary, zoology)
Artistry
(appraisal, cooking, forgery, game designing, painting, photography, poetry, sculpting, writing)
Athletics
(climbing, contortion, dodge, juggling, jumping, gymnastics, parachuting, parasailing, pole vaulting, riding, running, swimming)
Covert
(camouflage, disable devices, forgery, infiltration, open locks, sabotage, sleight of hand, stealth, streetwise, surveillance)
Craft
(architecture, blacksmithing, carpentry, cooking, leatherworking, metalworking, pottery, sewing)
Discipline
(concentration, interrogation, intimidation, leadership, mental resistance, morale)
Guns
(assault rifles, energy weapons, grenade launchers, gunsmithing, machine guns, pistols, rifles, shotguns)
Heavy Weapons
(artillery, catapults, demolitions, forward observer, mounted guns, repair heavy weapons, rocket launchers, ship's cannons, siege weapons)
Influence
(administration, barter, bureaucracy, conversation, counseling, interrogation, intimidation, leadership, marketing, persuasion, politics, seduction, streetwise)
Knowledge
(appraisal, cultures, history, law, literature, philosophy, religion, sports)
Linguist - Skilled Only
(Arabic, French, Portuguese, American Sign Language, come on guys, you're not gonna make me spout off every language on Earth-That-Was?)
Mechanical Engineering - Skilled Only
(create mechanical devices, machinery maintenance, mechanical repairs, fix mechanical security systems, plumbing)
Medical Expertise - Skilled Only
(dentistry, forensics, general practice, genetics, internal medicine, neurology, pharmaceuticals, physiology, psychiatry, rehabilitation, surgery, toxicology, veterinary medicine)
Melee Weapon Combat
(clubs, knives, melee weaponsmithing, nunchaku, pole arms, swords, whips)
Perception
(deduction, empathy, gambling, hearing, intuition, investigation, read lips, search, sight, smell, tactics, taste, tracking)
Performance
(acting, dancing, costuming, keyboard instruments, impersonation, mimicry, oratory, percussion instruments, singing, stringed instruments, wind instruments)
Pilot
(aerial navigation, astrogation, astronomy, astrophysics, space survival, any type of ship, ie gunships, transports, short-range shuttles, etc)
Planetary Vehicles
(aquatic navigation, cars, canoes, equestrian, ground vehicle repair, horse-drawn conveyances, hovercraft, industrial vehicles, land navigation, large ground transports, military combat vehicles, powerboats, sailing, scooters, scuba diving, skiffs, submarines, yachts)
Ranged Weapons
(blowguns, bows, crossbows, darts, grenade, javelin, ranged weaponsmithing, slings, throwing axes, throwing knives)
Scientific Expertise - Skilled Only
(earth sciences, historical sciences, life sciences, mathematical sciences)
Survival
(aerial survival, aquatic survival, general navigation, land survival, nature, space survival, specific environment (ie Zero-G), condition survival (ie heat, cold), tracking, trapping)
Technical Engineering - Skilled Only
(communications systems, computer programming, hacking, create/alter technical devices, demolitions, electronics, technical repair, technical security systems)
Unarmed Combat
(boxing, brawling, judo, karate, kung fu, savate, wrestling)
[glow=red,2,300]Gameplay How-To's[/glow]
So you're wondering what all these shiny dice do. The general rule of thumb is Attribute + Skill = Result. For example, if you want to find a problem in the engine, you roll your Alertness die and your Mechanical Engineering. If you want to fix said problem, you roll your Intelligence and your Mechanical Engineering. No one Skill pairs up specifically with one Attribute.