Proficiencies
Physical Skills
FORCE
Brawl: Unarmed combat, grappling, shoving.
Athletics: Jumping, climbing, swimming, smashing doors.
Melee Weaponry: Swords, axes, clubs.
FRAME
Endurance: Long-distance running, holding breath, forced marches.
Resist: Withstanding poison, disease, or torture.
Haul: Lifting heavy machinery, carrying unconscious allies.
AGILITY
Acrobatics: Tumbling, balance, escaping grapples.
Sleight: Pickpocketing, card tricks, hiding small objects.
Piloting (Light): Motorcycles, hoverboards, horses.
Every action falls under one of the 12 Attributes. However, to differentiate a Barroom Brawler (Force) from a Master Swordsman (Force), we use a system of Proficiencies. A proficiency can be a Skill, or Power. Listed below are some suggested skills. Every World will have its own skills which you can devise. When using a Proficiency you receive a +1 Bonus to the roll. If you are an Expert you also add a d4 to your roll.
Tactical Skills
WARDING
Block: Using shields or parrying weapons.
Armor Training: Moving quietly/effectively in heavy gear.
Vigilance: Passive perception, standing watch, guarding.
GUILE
Stealth: Hiding, moving silently.
Subterfuge: Disguise, forgery, blending into crowds.
Thievery: Picking locks, disabling simple mechanical traps.
FOCUS
Ballistics: Firearms, bows, thrown weapons.
Piloting (Heavy): Tanks, starships, naval vessels.
Tracking: Following footprints, blood trails, or tire marks.
Mental Skills
METHOD
Medicine: First aid, surgery, diagnosis.
Mechanics: Repairing engines, crafting items, jury-rigging.
Forensics: Searching a room, analyzing physical clues.
DISCIPLINE
Concentration: Maintaining spells/hacks under fire.
Resolve: Resisting fear, insanity, or interrogation.
Meditation: Recovering Stress (Mental HP) during rest.
INTELLECT
Academics: History, sciences, law.
Systems: Hacking computers, deciphering magical runes.
Tactics: Knowing enemy weaknesses, military strategy.
Social Skills
PRESENCE
Command: Leadership, shouting orders, rallying morale.
Intimidate: Threatening violence or using authority.
Perform: Acting, music, distraction.
INSIGHT
Empathy: Detecting lies, sensing emotional states.
Negotiation: Persuasion, haggling, diplomacy.
Streetwise: Gathering rumors, finding black markets.
INSTINCT
Survival: Foraging, navigating the wild, handling animals.
Intuition: The "gut feeling," sensing magic/danger.
Attunement: Bonding with magical artifacts or alien tech.
The Proficiency Scale
Whenever a player makes a check, the GM determines if a specific Skill applies.
Untrained: d20 + Attribute.
You are relying on raw talent.
Proficient: d20 + Attribute + 1 PB (Proficiency Bonus).
You have trained for this. (PB starts at +2, scales to +6).
Expert: d20 + Attribute + 1 PB + d4
You are a specialist. Add an extra d4 "Expertise Die".
Mastering Skills: The Signature Move
At higher levels (Levels 3, 6, 9), players can turn a specific Skill into a Signature Move. This grants a unique mechanical bonus when using that skill. Sample signatures:
Signature: Ghost Walk (Stealth)
You can attempt to Hide even if you have no cover, by blending into the "social background" or moving in blind spots.
Signature: The Haymaker (Brawl)
When you hit with an unarmed strike, you can choose to deal -5 Damage to force the target to make a Frame Save or be Stunned.
Signature: Jury-Rig (Mechanics)
You can repair a broken item instantly during combat. It breaks again permanently after 1 minute, but it works for now.