Skills are the talents which your character uses to interact in relevant scenarios. They can be utilized in four ways.
Achieve assorted goals or overcome obstacles appropriate to the skill
Make a situation aspect that gives you a benefit or claim a benefit from an aspect
Harm someone in a conflict or remove them from the scene
Avoid an attack or prevent someone from creating an advantage against you
Stunts are special abilities related to a skill that may be used once per action or upon spending a FATE point.
Feats of dexterity, acrobatics, and speed
Overcome
Create Advantage
Defend
Move two zones for free in conflict without rolling instead of just one
+2 to overcome actions if in chase situation
When succeed with style on defend action, counter with stunning attack, attach Dazed situation aspect to your opponent with a free invoke, instead of just a boost
Get a +2 to athletics roll to throw an object
In low or zero gravity environments, you can get a +2 to an Athletics roll
Utilizing a nearby structure such as a pole, cross-beam, cable, crane, or crate, you may perform an ancient elven acrobatic martial art, using an athletics roll in place of fight for attack and defense.
Breaking in, sleight of hand, and theft
Overcome
Create Advantage
Get +2 on burglary rolls made to create advantage when trying to escape
You don't have to be present to provide active opposition to someone trying to overcome security measures you put in place or worked on (normally passive roll)
Use Burglary in place of Contacts when dealing with criminals
Receive a +2 when rolling to overcome a closed door, gate, hatch, container or other electronically locked barrier as long as you have a disposable data chip.
If you successfully steal a character's TOME without their knowledge, you may choose to keep it unlocked and use it to impersonate that character for the purpose of overcoming some sort of security device or procedure. Once used, it locks down and cannot be used this way again.
Gain a +2 when rolling to break into a surface vehicle, if you succeed with style, you may remove all security measures such as an alarm, tracking beacon, or remote shutdown.
If you succeed with style on a burglary roll to create advantage, you may gain a permanent extra to represent the theft.
Knowing important and useful people
Overcome
Create Advantage
Defend
Whenever someone initiates a conflict against you in an area where you've built a network of contacts, use instead of Notice to determine if you go first during the turn order
Get +2 to create advantage when you plant vicious rumors
Use Contacts instead of Provoke to create advantages based on fear generated by your reputation. Apply appropriate aspect
If you know the name of a character's superior, you may roll Contacts as a mental Attack versus their Will
If a character does not like you because you work for their rival or enemy, you may use contacts in place of rapport or provoke when dealing with that character.
Get +2 to Contacts rolls made to discover character aspects about other people, or to add invokes to known character aspects.
Lying, bluffing, and concealing
Overcome
Create Advantage
Defend
Get +2 to create an advantage against someone who has believed one of your lies already in this session
Use Deceive in place of Provoke to make mental attacks as long as you make up a clever lie
When you meet someone new, spend a fate point to declare that you met them before, but under different name or identity. Create situation aspect to represent cover story and you can use deceive in place of rapport with this person
Create a copy of an object, or a subtle alteration of it. To recognize it as fake, one must roll a Notice or Investigate that exceeds the Deceive made to create it.
(Fate Point). Gain a +2 on your next defensive roll. If your attacker fails or ties your defense, you gain a boost with a free invoke.
Through a confounding sequence of cash exchanges, you may roll Deceive as an attack against another's Wealth Stress. They defend with Notice. On a success, wealth stress equal to the shifts is exchanged with the target. On a failure, wealth stress is instead transferred to you. On a tie, nothing happens. Since this is part of a normal transaction, a deceive roll is not required.
Insight on people's thoughts, feelings, and motivation
Overcome
Create Advantage
Defend
Get +2 to empathy rolls made to discern lies against you or someone else
Use Empathy instead of Notice to determine if you go first in the turn order, provided you've gotten a chance to observe or speak to those involved before the scene
Once per session you can reduce someone else’s consequence by one level of severity. On an Empathy of Fair (+2) for a mild consequence, Good (+3) for moderate, or Great (+4) for severe. You need to talk with the person you're treating for at least half an hour in order for them to receive the benefits of this stunt, and you can't use it on yourself. (Normally, this roll would only start the recovery process, instead of changing the consequence level.)
Get a +2 to empathy rolls made to communicate with someone who does not speak the same language
Once per scene you may transfer up to 2 physical or mental stress from one character to yourself. You cannot convert that stress into a consequence.
(Fate point). Once per session, you may spend a fate point to make one skill roll as though you had another character's skill rating. You must have had sufficient time to get to know the character, and must have witnessed them use that skill at least once.
Making things, breaking things, and fixing things
Overcome
Create Advantage
If any device, structure, or vehicle of yours is damaged, gain a boost. Only one boost may be gained from each device per session.
When succeed with style on an overcome to repair, immediately give it situation aspect with free invoke reflecting improvements, instead of just boost
When in conflict with machinery, filter out unwanted targets from whole-zone attacks without dividing up shifts
Use Engineer in place of Lore to identify the purpose or layout of a structure, device, or vehicle.
(Fate Point). Create a Failsafe aspect for a particular ship subsystem if that system suffers a system consequence, you may ignore it.
(Fate Point). Once per scene, spend a FATE point, for the remainder of the scene, a ship upgrade may be exchanged for another in the same category.
(Fate Point). Spend a fate point to create a Drone. This drone is an NPC commanded by the player that can attack, overcome, defend, create advantage, and assist characters. It has +2 skill rating in one skill which the character also has at least a +2 in. This drone is taken out if they suffer any physical stress.
Producing resources from structures or environments
Overcome
Create Advantage
You may roll Extraction to create an Extra representing your useful discovery. Its value is equal or less than the shift.
Roll Extraction instead of Burglary to steal something or take something that would be hazardous to remove
Use Extraction instead of Resources to create wealth or useful materials
(Fate Point). Once per scene, spend a fate point and quote a loophole in Exodian Salvage Law to explain why you can take ownership of an unused or unattended object, resource, or vehicle
Gain a +2 to all rolls made to recover materials when disassembling technology
Roll to create an extra representing a plant garden, livestock pen, or other organic breeding station. Once per session, even if you have no access, you may roll to add 1 free invoke to the extra, if you succeed with style, you may add 2 free invokes. Any time you have access to the extra, you may use these invokes for any relevant roll, or convert them into commodities.
Hand-to-hand combat
Overcome
Create Advantage
Attack
Defend
When succeeding in Fight attack and would choose to reduce the result by -1 to gain a boost, gain a full situational aspect with a free invocation instead
(Fate Point). Whenever someone's about to hit you with a Disarmed situation aspect, spend a fate point to declare you have a backup weapon. Opponent gets boost to represent you being distracted while switching
(Fate Point). Once per scene, when you force an opponent to take a consequence, spend a fate point to increase the consequences severity. If they cannot increase the severity of the consequence, they must take a second consequence. If they cannot do either, they are taken out.
Ignore penalties to Fight due to high or low gravity, additionally, gain a +1 to any physical Attack roll in high or low gravity.
(Fate Point). Those trained in the Urka Gok martial art become more dangerous when the odds are against them. Spend a fate point and gain a +1 to your next fight roll to attack for each opponent in the same zone as you.
Systematic searching, reasoning, and perception
Overcome
Create Advantage
Use Investigate instead of Empathy to defend against Deceive
On successful Investigate roll to create advantage by eavesdropping, you can discover or create one additional aspect. No free invocation
(Fate Point). Once per scene, you can spend a fate point and a few minutes, to make special roll. For each shift you make you discover or create one aspect on either the scene or target. You can invoke one for free.
Discover an aspect of a person, place, or thing as long as you have access to the Net or a friendly stranger
If you are given a second-hand account of a scene you were not present for, you may roll to discover an aspect about a place, person, or thing from that scene.
Knowledge about people, places, things, and events
Overcome
Create Advantage
(Fate Point). Spend a fate point to use Lore in place of any other skill for one roll or exchange, provided you can justify why you would have read about it
(Fate Point). Once per scene, roll to create an Obscure Law situational aspect. This can be invoked by any ally to gain a +2 to overcome using Provoke, Rapport, or Investigate. The Obscure Law may also be invoked to provide a +2 to defend against attacks that are legal or procedural in nature.
Player must be able to create a name for the law including its title, section, subsection, paragraph, clause etc. The target it is used to overcome must also feel beholden to whatever legal system the law originates fromUse Lore to defend against Provoke attempts, provided you can justify your ability to overcome the fear rationally
Choose a field of specialization such as biology, chemistry, physics. You get +2 to all Lore rolls relating to that field.
Get a +2 to lore rolls to identify a ship type or discover aspects about it.
Healing and knowledge of illnesses and injury
Overcome
Create Advantage
Defend
(Fate Point). Using medicine and a pep-talk, spend a fate point to allow an ally to ignore one consequence for the remainder of the scene
Using powerful sedative, use Medicine as an attack. If it succeeds, apply a Sedated situation aspect to an enemy with a free invoke.
Use Medicine in place of an Extraction roll to find materials for treating an injury or illness
If another character has no consequences, roll to apply an Immunized aspect, granting that character +2 for any Physique roll against virus, toxin, parasite, etc.
(Fate Point). Injecting a microparticle oxygen solution into a character, they are capable of remaining conscious in complete vacuum for several minutes with little ill effect. Upon losing consciousness, they will continue to survive for up to 30 minutes, after which they suffocate.
(Fate Point). With that character's consent, you may inject them with jumpjuice. On their next turn, they gain the situational aspect Jumpjuice, all their physical and mental stress is removed. At the end of each of their turns, they must roll a Physique to overcome, on a tie or lower, they are taken out of the conflict. The Jumpjuice aspect is removed at the end of the scene.
(Fate Point). Inhaling a powerful strain of leaf, you can enter state of mind. Upon paying a fate point, for the remainder of the scene, you must reroll one die on every roll you make and accept the adjusted result.
Plotting courses through distance, geography, and hazards
Overcome
Create Advantage
Once per session, if you succeed on a Navigation roll to overcome, gain an I Know the Way aspect. If you fail, gain the I Do Not Know the Way aspect. The first gives a +1 to all Navigation rolls and remains until you fail a Navigation roll. The second gives a -1 to all Navigation rolls and remains until you succeed at one.
When attempting to activate a Zipp Drive, you may shorten the sequence by the number of shifts on your Navigation roll at the expense of a random system consequence (except for Zipp Drive).
Use Navigation in place of Contacts or Lore to determine an aspect of a location or its people
(Fate Point). Using gravity assists, Zipp Slides, aerobraking, and other techniques you can plan out a complex maneuver that conserves fuel, and generates minimal engine signature. Spend a Fate Point and roll Navigation, for each shift you may ignore 1 fuel cost during an intra-system trip. Scans rolls against this craft during the trip must exceed the shifts of this Navigation roll.
General awareness, observation, and attention
Overcome
Create Advantage
Defend
Your Notice skill works unimpeded by conditions like total concealment, darkness, or other sensory impairments where something intends to harm you
You can use Notice in place of Empathy to learn the aspects of a target
You may use Notice in place of Shoot to attack. However, because these are quick, instinctive, reactions, once you choose to use the stunt, the GM will choose your target from among enemies and concealed characters.
If you can see the object, use Notice in place of a Sensor scan to discover aspects of an object.
(Fate Point). During a conflict, chase, contest, or challenge, pay a FATE point to immediately discover an object in your zone. This becomes a boost with a free invoke to the next roll that incorporates the object. A different character may use the boost instead provided that the character using Lucky Charm can make them aware of it. You may spend any number of fate points to add free invokes to the boost.
Roll Notice to defend against an opponent's use of an invoke for an attack. If you succeed, the invoke only grants a +1.
Physical endurance, strength, and resistance
Overcome
Create Advantage
Defend
Get +2 to Physique rolls made to create advantages on an enemy by wrestling or grappling with them
You can use Physique to defend against Fight attacks made with fists or blunt instruments, though you always take 1 shift of stress on a tie
(Fate Point). Once per session, spend fate point to reduce the severity of a moderate physical consequence to mild. Or erase mild physical consequence.
Get +2 to Physique rolls made to overcome mechanical obstacles such as doors, hatches, arms, levers, and so on.
Gain a +2 to Physique rolls performed in high-gravity or acceleration
Roll Physique to bodily throw a character into an adjacent zone. The character may oppose with Physique.
Operating vehicles, robotics, and spacecraft
Overcome
Create Advantage
Defend
Get +2 to Pilot when you're pursuing another vehicle
Coax more speed out of your vehicle than seems possible. You succeed on ties when in a race. You do not need the Engine Stoke upgrade.
When ramming another vehicle, ignore two shifts of stress
Add your Pilot bonus to a defend roll verses attacks against your ship if it is larger than a fighter. If it is a fighter, then add an additional +1 to the defense roll.
Any time your ship is hit by an attack, collision, or other substantial force, after damage has been resolved you may immediately gain a full Maneuver.
Allows a pilot to operate utility vehicles such as Utility Pods, Multiped Utility Vehicles, Quartermasters, Surface Rovers, Powered Armor. Use a fate point to gain a +2 to Pilot, Engineer, and Extraction rolls made using a utility vehicle.
You may make an attack using Pilot instead of Shoot
Intimidation, disparagement, and instigation
Overcome
Create Advantage
Attack
Use Provoke to defend against Fight, but only until the first time you're dealt stress in a conflict.
When you create advantage on an opponent using Provoke, you can use your free invocation to become the target of that character's next relevant action
Use Provoke instead of Empathy to learn a target's aspects by bullying them. They defend with Will. If GM thinks they are vulnerable, you get a +2
Gain a +2 to Provoke actions to create advantages among criminals or outlaws.
If you use a relevant slur in earshot of a character, you gain a boost with a free invoke against them
(Fate Point). Once per session you can increase someone else’s consequence by one level of severity. On an Provoke of Fair (+2) for a mild consequence, Good (+3) for moderate, or Great (+4) for severe. You must be able to communicate with the character, and they may oppose with Will.
Making friends and soothing tension
Overcome
Create Advantage
Defend
Twice per session, you may upgrade a boost you receive with Rapport into a full situation aspect with a free invocation
Get +2 to Rapport when you're delivering an inspiring speech in front of a crowd. Named PCs and NPCs are grouped into one roll
(Fate Point). If you're popular in an area, you can use Rapport in place of Contacts. You may establish your popularity by spending a fate point to declare a story detail or because of prior justification
If your character makes a joke or pun that elicits a strong response from an ally, you gain a fate point. This may only be used once per session.
Once per scene, you may converse with a character in their language even though you do not know it. At the end of the scene your forget how to speak in that language.
(Fate Point). Once-per session, you may spend a fate point and roll to create advantage. You may create a boost with free invokes equal to the number of shifts on your roll. Characters may only use these invokes if they are capable of witnessing the performance in-person, or via the Net.
In a non-violent conflict, you may make a mental attack using Rapport with the opponent using Will to defend. If a character is taken out this way, you may spend a Fate Point to force them to attempt to reconcile with you once the conflict is over.
Finding useful things, wealth, and materials
Overcome
Create Advantage
You may take an item, resource, or favor within reason belonging to another character. You then gain the I Owe You aspect which can be compelled against you after your next milestone.
You can use Resources instead of Rapport in any situation where displays of wealth may aid in your cause
You get an additional free invoke when you create advantages with Resources, provided they describe a monetary return you made in a previous session
Twice per session, you may roll to reduce wealth stress.
Once per session, if you don't like the options provided by a vendor, you may roll to create a new selection. Or, spend a fate point to declare that a vendor has a particular item available.
Practicing science, experimentation, and reason
Overcome
Create Advantage
When using Science to overcome, get a +2 to your roll by trying an obscure and advanced solution that no one has thought of yet, provided that you describe it with technobabble before you roll
You may use Science instead of Lore to determine or discover an aspect for something
Roll Science instead of rolling Strategy when considering a course of action.
When you or an ally is rolling to Scan something, you may add +2 to the result.
Roll Science to discover a vulnerability in an enemy ship's shields and create a situational aspect to represent that. For the remainder of the scene, the ship's gunner gainst a +1 to attack on that ship. That aspect does not apply if the ship's shields are disabled or otherwise do not provide a bonus.
(Fate Point). Spend a fate point to apply a Technically a "" aspect to a device, with the name of a different device with a free invoke. It can instead by invoked as though it were that device.
Using ranged tools and weaponry
Overcome
Create Advantage
Attack
(Fate Point). During a Shoot attack, spend a fate point to declare a specific condition you want to inflict on your target, such as Shot in the Hand. If you succeed, place that as a situation aspect on them in addition to hitting them for stress
You can use Shoot instead of Notice to determine if you go first in the turn order
Once per conflict, stack an additional free invoke on an advantage you've created to represent the time you take to aim
(Fate Point). If you have made an attack using Shoot this turn, you may spend a fate point to make another.
Must be the ship's only attack this turn. For this attack, any stress damage dealt cannot be converted to system consequences.
On your ship's attack, if the attacking role ties the defending roll (but does not exceed it), you may create a Shield Overload aspect on the defending ship. It does not receive a shield bonus until the beginning of its next turn.
(Fate Point). Spend a fate point to roll Shoot to defend against a Shoot attack, if you succeed, then the attacker takes stress as though you were the attacker instead.
As long as there is no enemy in the same zone as you, you may use Shoot to attack opponents an extra zone away. If using shoot to attack on a ship, you gain +1 range.
(Fate Point). If you make a successful attack on a ship, you may pay a fate point to cause them to gain a random system consequence. This is in addition to any other hull stress or other system consequence they take.
Sneaking, camouflage, and concealment
Overcome
Create Advantage
Stealth
Get +2 to any Stealth roll to blend into a crowd
(Fate Point). Once per scene you can vanish in plain sight by spending a fate point and using an item that would aid in stealth such as camouflage, smoke, or bright flash. This applies the Vanished boost on you, no one can attack or create advantage on you until they have succeeded at an overcome roll with Notice
Provided you are in darkness, shadow, or behind cover, you can use Stealth to defend against Shoot attacks from enemies that are at least one zone away.
Once per scene, conceal an object or oneself from sensor devices by placing it near or inside of something that may have a strong signature, such as shields, engines, glimmer rod, transmitter, and so on. Roll a Stealth to create an advantage, give the object the Sensor Masked aspect with a passive opposition equal to the Stealth roll. Normal notice rolls made without the aid of a sensor device are not opposed by this aspect.
Roll to conceal yourself into a small space such as a crate, barrel, or locker. After the initial roll, you do not need to roll any further stealth unless you leave the container, or someone else opens it. Characters who help with this roll may benefit from the result as well.
You may use Stealth as an attack if your target is unaware of you or where you are.
Planning, logistics and tactics
Overcome
Create Advantage
Just Like I Planned
(Fate Point). Declare this stunt before an ally rolls for an action. If they succeed with style, you are refunded the fate point and awarded an extra fate point.
(Fate Point). During a challenge, may roll Strategy to create a situational aspect with free invokes equivalent to your shifts. You cannot invoke this aspect.
If you take stress or a consequence and have not taken your turn, you may choose to take your turn immediately following your attacker.
Give a fate point to another player
Create an Isolated situational aspect on an enemy who has no other allies in their zone. So long as that enemy is alone, that aspect may be invoked by you and your allies for a +2 to any physical and mental attacks against them.
(Fate Point). Spend a fate point to change any tie or better into a Succeeds with Style instead.
Using technology, computers, and electronics
Overcome
Create Advantage
Spend a fate point to apply a Backdoor aspect to a computer or electronic device you have tweaked into. The next time you access that device, you do not need to roll to tweak into it again.
You may access a previously accessed computer without having to be in the same zone as it.
You may use Tweaking in place of Deceive when rolling to lie to someone. If you succeed, apply an aspect to yourself Stolen Password.
(Fate Point). Spend a fate point and roll Tweak to add an Overclocked aspect to a weapon, increasing its weapon rating by the number of shifts in the roll. Aspect remains until the weapon is used to attack.
After successfully tweaking into a ship's computer, you may create a Programmed Sabotage aspect for one of its subsystems with a free invoke for the tweaker. When they choose to invoke Programmed Sabotage, the system is disabled, but does not generate any heat.
(Fate Point). By paying a fate point you may choose a piece of technology on another character's person. Roll Tweaking as a full-zone attack against that character's athletics to defend. That object may not be used until its owner's next turn.
Mental endurance, willpower, and stability
Overcome
Create Advantage
Defend
Use Will instead of Physique on any overcome rolls representing feats of strength
You can choose to ignore a mild or moderate consequence for the duration of the scene. It cannot be compelled against you or invoked by enemies. At the end of the scene, it comes back worse, gaining one severity
Get +2 to defend against Provoke attacks specifically related to intimidation and fear
While performing an act that requires concentration, you gain +2 to defend against any attempt to provoke, distract, or otherwise disrupt your work.
If you witness an ally taken out or concede during a conflict, gain a Last Stand aspect with a free invoke, for each additional ally taken out or conceding, add a free invoke.
You have a powerful personality that allows you to roll Will to defend against Tweaking attempts. If you succeed, you gain a boost.