# Zero Space : Skills Skills allow a character to apply their attributes to solve a specific problem or accomplish a specific task. Skills cost one character point each. Expertise in a skill costs one additional character point, and it grants the character a bonus die to rolls pertaining to that skill. We suggest spending about 10 character points on skills, unless you have alien traits, gifts, or esoteric powers, in which case we suggest spending at least 5 points on skills. Note that skills are quite broad. For example, Science covers everything from Acarology to Zymology. However, just because a character *could* do everything encompassed by a skill does not mean that they *should*. For example, a character with the Engineering skill could, in theory, do everything from repairing holocams to designing repulsorlift bridges. That doesn't mean it makes sense for them to do so. A character who is an electronics whiz does not necessarily know how to rebuild a speeder engine, even though both tasks use the same skill, Engineering. It's up to you as the player to know what makes sense for your character and what doesn't, and to communicate that information to the GM. ## Action Value A character's action value (AV) is usually equal to the attribute they are using to accomplish the task at hand, plus the rating of any equipment being used. For example, if a character is attempting to climb a sheer cliff (attempted with an Athletics roll), the character's action value is usually equal to their Brawn plus the rating of their climbing equipment. Most skills are associated with a specific attribute (Brawn, Agility, etc.). However, the relevant attribute might change depending on the circumstances. Better equipment makes success more likely. For example, a character attempting to hack into a ship's computer would make a Computing (Reason) roll. If they had a decryption tool with a rating of 2, their action value would be equal to their Reason + 2. Simple or multipurpose equipment, such a general-purpose handheld computer or a pocket multitool, generally has a rating of 1. Ordinary equipment, such as a reasonably complete box of tools or a handheld computer with programs for specified tasks, would have a rating of 2. Special-purpose or very high quality equipment, such as a device designed specifically to bypass a particular model of security lock, would have a rating of 3. #### Being Unskilled A character may attempt a task in which they have no skill, if the GM says it is possible. For example, anyone can tell a lie (attempted with a Deception roll), but not everyone can recite an epic poem and keep the audience's attention (attempted with a Performance roll). If a character attempts a task in which they have no skill, the character's attribute is not added to their action value: their action value is equal to the rating of the equipment they are using, if any. ## Typical Skills *ZeroSpace* divides skills into broad disciplines. This list of skills is not exhaustive, nor is it objective: skills are divided by their usefulness in a game, not by any objective taxonomy. This is why "Science" is a very broad skill, while "Computing" is relatively specific. A character may have a skill not listed here, subject to GM approval. However, any new skills should be approximately as useful as these skills in order to maintain a sense of fairness with other characters. For example, having a new skill called "Commando" which does everything that "Athletics", "Stealth", and "Survival" do would not be fair. The attribute typically associated with a skill is listed here, but keep in mind that the relevant attribute might change depending on the circumstances. Also note that the same task might be accomplished in more than one way. Climbing a tree might be an exercise in Athletics (Brawn), but it might also be accomplished with the proper application of Survival (Brawn).
Skill | Attribute | Examples |
---|---|---|
Athletics | Agility or Brawn | Climbing, gymnastics, riding, running, scuba, swimming, throwing objects |
Close Combat | Brawn | Axes, clubs, psiblades, spears, swords, unarmed strikes, vibroknives; close combat powers |
Computing | Reason | Artificial intelligence, forensics, forgery, hacking, programming, security systems, sensor operation |
Culture | Reason | Art, fashion, history, music, philosophy, politics, popular media |
Deception | Presence | Bluffing, disguise, lying, sales |
Diplomacy | Presence | Carousing, conversation, etiquette, negotiation, streetwise |
Engineering | Reason | Architecture, demolitions, electronics, mechanical engineering, starship engineering |
Finesse | Agility | Explosive ordnance disposal, lockpicking, pickpocketing, sleight of hand |
Investigation | Reason | Analyzing evidence, collecting evidence, identifying clues |
Manipulation | Presence | Bribery, interrogation, leadership, seduction |
Medicine | Reason | Cybernetics, diagnosis, nanotherapy, pharmacology, surgery |
Perception | Reason | Eavesdropping, identifying an odor or taste, noticing a tail |
Performance | Presence | Comedy, dancing, music, singing, theatre |
Piloting | Agility or Reason | Aircraft, ground vehicles, heavy machinery, drones, spacecraft, submersibles, watercraft |
Ranged Combat | Agility | Blaster pistols, blaster rifles, crossbows, thrown weapons, wrist rockets; ranged powers |
Science | Reason | Astronomy, chemistry, genetics, geology, mathematics, nanotechnology, physics, psychology |
Starship Combat | Reason | Disruptor, hellbore, proton torpedo, warp missile |
Stealth | Agility | Hiding, shadowing, sneaking |
Survival | Reason | Foraging, hunting, orienteering, tactics, tracking |