Table of Contents

Skills Guide

Skills shape a player character's actions and knowledge about the world around them, and how they interact with it. There are six major areas of skill for a character to dabble in, and thirty five individual skills. From expertise within skills, characters may branch out from the general aspects of it

How Skill Levels Work

Skills are measured on a rank and point scale ranging from Unskilled (0 Points), all the way to Master (16 Points). This represents a character's level of competence with the skill. In each skill level will be what your character is expected to know and do. This is NOT an RPG stat system, this is simply a guideline to provide clarity for actual adeptness1).

The skill rankings are:

On the fly, most characters can be expected to be a Unskilled or a Beginner in a skill area. Generally, the higher skill levels described below are more likely to be written onto a character sheet.

See the Character Template to see how skill level descriptors are distributed on a character. Starting characters usually have 4 to 7 skill areas, with the following skill levels available for distribution:

=== Skill Area [Skill] ===
>Describe your character's skill here, and their level of competence within the square brackets. Competence levels include Beginner, Basic, Intermediate, Advanced, Expert, and Master.
>A skill area listing is not necessary for representing daily tasks at Beginner level. For example, the Vehicles skill doesn't need to be added to your character's biography if they will only use it to commute to work.
>>If they get involved in a car chase though, a GM using these guidelines is unlikely to rule in the character's favour over someone with the Vehicles skill.

Advancement

Characters may improve or modify their existing skills as a result of roleplaying, or pick up and learn new ones with education or experience. A guideline for how long it takes to learn enough to advance is as follows, assuming it's all the character's doing besides eating and sleeping.

Skill Level Time Needed
Unskilled 0 Weeks / 0 Days
Beginner 1 Week / 7 Days
Basic 2 Weeks / 14 Days
Intermediate 4 Weeks / 28 Days
Advanced 10 Weeks / 70 Days
Expert 24 Weeks / 160 Days
Master 52 Weeks / 364 Days

Consult your GM to work out how your character has been studying up and improving on a skill.

Skills by Area

The following is a list of skills, broken down by major areas in Wandering Star.

Skill Icons by Lorc, available freely from OpenGameArt.org

Combat

The following skills deal with making things hurt, one way or another.

Archaic Weapons

Smacking someone upside the head with a billy club, performing a clean diagonal cut on an incoming robot, throwing an outline of knives at someone to pin them to the wall. The Archaic Weapons skill is for anyone interested in stabbing, bashing, and cutting their way through problems, getting medieval, and using shields effectively. This skill also controls the use of muscle-powered ranged weaponry like bows, crossbows, and slings. This skill can also be applied to thrown weapons like darts, ninja stars, javelins, big rocks, cars, hunks of concrete, or people.

Artillery

Lobbing a shot over the hill, designating an area for a strafing run and watching the ensuing fireworks, dropping a salvo upon a small target with minimal splash. The Artillery skill dictates the use of heavy weapons which operate on indirect fire. This includes mortars, orbital beams, dropped bombs, guided missiles, cannon, torpedoes, and even catapults and trebuchets.

Artillery also includes the skills to operate any targeting or designation hardware necessary for the weapon's operation, and provide accurate forward observation details. For huge weapons which operate on direct fire, use Gunner.

Explosives

Pulling the pin and throwing frag, wiring up a brick of plastic explosive to the underside of a bridge, popping a safe open without harming the contents by utilising a measured and specific application of explosive force. Explosives requires a cool head under pressure, and some brainpower. It allows characters to recognise, set, detonate, and disarm explosive devices. This can include anti-personnel, anti-vehicle mines, fireworks and pyrotechnics, as well as knowledge in setting explosive traps.

Knowledge in the Chemicals, Construction, Mathematics skills can augment the Explosives skill and round out the skillset of an explosives specialist.

Firearms

Plinking down at the range with your .22, clearing your carbine of a jam and getting back into the fight, blasting through an enemy encampment with a big freakin' gun. The Firearms skill oversees the use of infantry scale, ballistic and energy weaponry. This can include, but is not limited to: Pistols, revolvers, submachine guns, assault rifles, shotguns, grenade launchers. For advanced practitioners, this adds weapons stretching the definition of 'infantry scale'! Miniguns, rocket launchers, guided missiles, and light machine guns, just to name a few!

This skill also includes using energy weapons, such as lasers, plasma, or otherwise; and firearm maintenance. For snipers, consider picking up the Survival, Stealth, and Mathematics skills for moving through hostile terrain undetected, and calculating long distance shots. Alternatively, use Technician to operate and install applications and hardware to do it for you.

Gunner

Directing a laser volley at the enemy ship, pointing the barrel of your tank at the enemy bunker and loading HEAT, releasing a swarm of minimissiles into the enemy fighter. The Gunner skill lets users take control of a heavy, crewed or mounted direct fire weapons. This is suitable for fighter pilots, tank crew, mecha operators, entrenched gunners, or bridge personnel on a spacecraft.

There is an acceptable level of overlap with the Firearms skill: Weapons like dug-in heavy machine guns, fixed and swivelling turrets, or miniguns mounted in front of a helicopter door incorporate much of the same principles for operation, albeit larger and shootier! For huge weapons which operate on indirect fire, use Artillery.

Hand to Hand

Fighting off someone who can't take no for an answer with a nearby bottle, slipping the punch and landing a sweet counterattack in the ribs, unleashing a flurry of immobilising blows. The Hand to Hand skill covers the use of bare fists, brass knuckles, claws, small knives, garottes, and powered fists.

It also covers the techniques of grappling, wrestling, throwing, tripping, disarming an opponent, and more. Species and characters with natural weapons such as claws, horns, talons, a tail, or a bite can use the Hand to Hand skill can represent skill and proficiency in fighting with them.

There are many different styles of hand to hand combat, ranging from artful and flashy to brutal and effective. Combat-oriented Psions are known to leverage their talents into hand to hand fighting for more effective strikes, and reading the opponent amongst other displays and tricks.

Powered Armour

Ensuring you don't break the egg or squash the tomato when you pick it up in suit, recognising the suit's ranges of motion and blind spots, flying on hardlight wings and raining hell from above. Powered Armour is different from wearing regular armour, since unpowered armour only needs to be worn to be effective. Powered armour needs to be operated to get the most out of it, and requires training with different makes and models.

Simulations can provide the experiences necessary for basic training, but the rest must come from the field. This skill also covers the specifics of powered armour tactics, fine motor control, reading and decoding the HUD, using integrated thrusters and propulsion systems effectively, aerobatic and air combat manoeuvres, and operating powered armour scale weaponry to the fullest potential.

This skill is not necessary for the use of EVAC suits or space suits, as they are made to be readily usable by civilians and civilian-trained operators. Powered armour isn't always person-sized, and pilots powered armour models similar to Frames can benefit from the principles in the Piloting skill.

Fabrication

This skill area focusses on creating things, and operating and directing the tools required for the job effectively.

Construction

Assembling a flat-packed desk with a screwdriver, building a house and ensuring it's up to code, planning a block of apartments and coordinating the logistics of connecting the utilities and labour. Construction is for building, planning, repairing, and assessing the structural integrity buildings, as well as familiarity with local legal codes for working to standard.

This skill can also cover building or assembling premade furniture, crafting furniture and decorations from scratch, and gardening and growing. For smaller scaled constructions and handiwork, or decorations for the above creations, use Craft.

Craft

3D printing a replacement screw for the bookshelf, carving a chunk of jade into a small idol, binding a spellbook with dragonskin and vellum pages. The Craft skill covers professional and traditional crafting skills such as metalworking, wood turning, 3D printing, weaving, wireworking, gunsmithing, glassblowing, gem cutting, gem setting, book binding, fletching, clothesmaking, and others.

This skill can overlap with Arts, granting the character the design sense and techniques for creating aesthetically pleasing wares, while Craft handles the technical challenges involved in making the item work effectively or assemble cleanly2). Enchanters frequently create their own items of power, and have some level of crafting proficiency.

Culinary

Preparing cup noodles and adding a little spice, preparing a hearty meal for a family of six or catering to a cafeteria of fifty, managing a restaurant chain, publishing cookbooks, and yelling. The Culinary skill is used for preparing and serving food and drink. With a higher skill levels, a complex and broad variety of recipes becomes available, with better tasting and better presented food.

Recipes and cultural favourite dishes will vary by society and locale, but there are common staples in cooking, along with easily prepared pre-packaged or preserved food in Wandering Star4).

Engineer

Assembling a wind-up toy robot, diagnosing the faulty component in an assembly line's machinery, having the knowledge and gumption to build a suit of powered armour in a cave with a box of scraps. The Engineering skill covers the understanding, operation, and component installation in a given mechanical system.

This can include the disciplines of gadgeteering, car mechanics, model construction, drone building, automated defences. Engineering can benefit from Mathematics, Construction, or Vehicles depending on career. Enchanters of a technical persuasion lend themselves to engineering, creating 'magitek'.

Technician

Programming a simple counter sequence, programming a robot to follow commands, writing a computer virus which attacks a previously unknown vulnerability. Users of the Technician skill display adeptness at working with computers at a hardware and software level. This can include writing and running programs and scripts, hacking and other methods of forced intrusion into systems, building websites and applications, overseeing network administrator duties and net security from a computer standpoint5), manipulating hardlight interfaces, and more.

Repair

Taping up a crack in a car's bodywork, restoring valuable information from a corrupted database, patching a hole in an EVAC suit and pressure testing it, patching up an electromagnetically contained particle structure modification and molecular condenser system7) with limited resources. The Repair skill allows characters to diagnose and fix problems in mechanical or technical systems, understand what maintenance procedures are necessary to keep the equipment functioning normally, and a little ingenuity to make jury-rig fixes.

At the most basic levels, Repair allows characters to know that if something is moving and it shouldn't be, to apply tape; while if something isn't moving and it should, to apply lubricant and solvent. Many mechanical and technological systems will have manuals and documentation of some sort provided with them to apply fixes. As expected, there's a strong synergy with the Engineer or Technician skills - understanding the underlying systems will benefit the user.

Knowledge

These skills concern academic pursuits, research techniques, and interpreting and applying the practical outcomes of an investigation.

Biology

Examining a new strain of plantlife on an unknown planet, assessing the impact of foreign substances on a person's mental state, studying the nature and abilities of an unknown creature. Biology is a field responsible for the study and classification of living organisms, such as animals, plants, environments or people - at a cellular and overall behavioural level.

This skill can also play a role in natural and environment sciences, or make use of data gathered from Humanities studies for anthropology. Handling living organisms at a living, breathing8) and physical level rather than studying why they work at a cellular or internal level, see the Animals skill!

Chemistry

Knowing that the acids and the bases do not mix, recalling the components and quantities necessary to create a medical substance, mixing acids and bases together anyway to make a horrid concoction. The Chemistry field displays aptitude in studying the chemical compositions of inert or fluctuating solids, liquids, gasses, plasmas, along with other substances; and combining them safely in controlled conditions. It can also cover material sciences, geology, alchemy9), poison making, radiology, electricity and power manipulation amongst other fields.

Communications

Ensuring the groupchat is managed properly, setting up network permissions for new users in the closed-loop system, deciphering runes on an ancient tablet. The Communications skill is the study of language, communication, and the various mediums and theories - as well as skill in communicating ideas clearly and efficiently. This skill is also used for managing cryptography, decoding and deciphering mundane text, advertising, administration, user management, and countering social engineering. Communication also helps with organising people to run a business or an organisation with some overarching goal.

Characters are assumed to be familiar with civilian-available communications technology, such as telephones, communicators, datapads, social networking, group chats, and other consumer electronics local to their area. Bear in mind that using commercial services may be monitored or tracked in some portions of space, regarding sensitive or illegal content and the prevailing politic.

Mathematics

Adding up the income and expenses for the house budget, writing the algorithms and curves necessary to make statistic trends and predictions based on data, calculating circumferences of single-surfaced objects in non-simply connected space and applying it to locomotion of a space phenomena. The Mathematics skill covers traditional fields like algebra, trigonometry, calculus, economics, topology, physics, computation, and more esoteric fields like numerology, chaos theory, and space navigation.

Medicine

Cleanly bandaging up a shallow cut on a limb, extracting a parasite from a patient without killing the host, performing keyhole heart surgery through an interface. The Medical skill concerns keeping people alive and breathing, identifying afflictions and diseases, and monitoring the effects of drugs, medicines and other forms of treatment on a patient.

Some elements of the Medical skill can overlap with Biology, Chemistry or Technician, as medical treatment can be administered through chemical or biological treatments and therapies, or through the use of interfaces for things like keyhole surgery or auto-doc machines.

Research

Hopping on the network and to look up a recipe for apple crumble, poring through a database of records for a research paper on geology, tracking down a hidden grimoire and gleaning knowledge that wasn't meant to be known. The Research skill allows characters to undertake work to increase their knowledge by using search engines, stepping through libraries, databases or microfilm archives, interviewing and more.

With this, the character can create a report or document which summarises their findings and their intended outcomes to prove, disprove, state a theory or add to an existing body of work. Naturally, this skill has a lot of traction with scientists, boffins, eggheads, librarians, statisticians and clerks. There is some overlap with Technician, as a bulk of the universe's knowledge is stored digitally but there are exceptions - knowledge can take many forms - oral traditions, carved upon stone, hand-written, imparted by Weirds, and others.

There are several forms of research which can be undertaken: scientific, humanities, artistic, economic, social, business, marketing, practitioner research, life, technological, thaumatological, and so on. Overlaps with the other skills can happen as the research demands.

Magic and Mental

This section covers skills relating to magical and psionic talents, as well as proficiency in other brainpower and senses dependent tasks.

Concentration

Holding breath as you're dragged underwater by a tentacle, keeping your attention on a quarry as they blend into a crowd, eliminating all possibility of botching the manifestation. Concentration is a skill which allows mages and psions to maintain their focus on a casting a spell, manifesting psionics, or withstanding negative effects.

Concentration also has benefits for non-spellcasters, as the discipline used can have practical benefits for willpower and mental fortitude. This can include remaining brave in the face of horrific imagery or revelations, resisting interrogation, or staying cool in a highly stressful or dangerous environment, such as bomb defusal.

PSI

Meditating on a problem to find another way to solve it, grabbing and flinging an object without touching it, projecting oneself onto another mind to 'eyejack'12) them. The PSI skill represents aptitude in using Psionics and related technology and equipment. It can represent the experiences of ascetic meditation and contemplation, an evolutionary trait of a species of creatures, or formalised training with implants to unlock a mind's potential.

For more detail on Psionics and how they operate, consult the guide.

Senses

Having a gut feeling about the cave you're walking into, feeling the presence of a ghost in an old house, tracking down the lair of a Phasma terrorising the land by following the wisps. The Senses skill is a reflection on the character's connection to magic or psionics, and how they recognise different spells, manifestations, or other effects cast around them.

This skill also allows spellcasters and psions to feel and identify presences, such as dispelling fields, haunting, consecration, distortions, non-simply connected space, Weald, or Witchspace. With advanced levels of Senses, it becomes possible to accurately pinpoint the locations of magical and psionic phenomena, and visualise them if they aren't visible with some concentration.

Non-spellcasters with access to the Senses skill are prone to 'gut feelings' and hunches when danger or weird phenomena occur - reacting to protect themselves before they have thought about what's happening.

Thaumatology

Reading the runes on an old magic scroll in the library, recalling the sigils, incantations and offerings necessary to communicate with a Weird Thing, writing a thick grimoire of forbidden knowledge using exotic inks. Thaumatology concerns the study of magic as a science13), and its practical applications.

This skill area covers spellcasting in general, and practitioners can specialise in different traditions and disciplines. These include, but aren't limited to alchemy, enchanting, binding, summoning, dispelling, necromancy, divination, weirdology, druidism, theology, and many others. Thaumatology may also make use of Fabrication and Knowledge skill trees for further applications.

Weald/Occult

Knowing the identity of that thing in the corner of your vision who keeps offering you magic (at a cost), knowing what to do and how to answer a strange being calling your name, travelling comfortably in the ever-shifting bright and terrible realities of the Weald. The Weald/Occult skill imparts the burden of knowledge that not only is space a place where alien life exists, but different dimensions of being where creatures who are even stranger to behold and unpredictable to interact with roam, obeying different rules.

This skill also helps identify Weird Things of all sorts, whether they are creatures, places, or objects. Spell casters and psionics are expected to have a surface level (Basic) understanding of the Weald and Weird Things since the practices of magic and psionics often get the attention of, or are bestowed by Weirds.

Mobility

Mobility Skills concern character movement. Whether it's on foot, in a vehicle, in a spacecraft, or across hostile terrain.

Fitness

Hauling a chair up a flight of steps, running foot race with competing athletes, marching all day with gear and a rifle. Fitness represents a character's bodily health and wellbeing. Characters who take efforts to maintain themselves and train regularly are able to perform acrobatics, parkour, run for long distances, hold their breath for long periods, and quaff a pint in one go, amongst other feats.

Good Fitness can also have positive effects on spellcasing, psionics, and innate abilities. Consult your GM.

Piloting

Performing takeoff and landing procedures in a spacecraft, shaking a bogey off the ship's tail, do aerobatics and put on a show. The Piloting skill is used to operate a one or two manned aerospace-craft in a fine manner, including shuttles, fighter craft, interceptors, helicopters, and large mecha.

Simulations usually serve as a starting point for learning Piloting whether its a aerospace-craft, aircraft, mecha, or otherwise. This includes sims used to train recreational pilots at local flight schools - they can provide up to Basic experience, and commercial piloting simulations with rigorous instructors and accreditation can provide up to Intermediate experience. There are also civilian grade, video game flight simulators, which if mastered can provide up to Beginner experience14).

For managing the operation of a larger vessel which isn't capable of swift, quick movement, and coordinating the underlying strategy for pilots rather than the immediate tactics, use Starship Operation.

Starship Operation

Handling yourself in zero gravity, placing navigation coordinates into the computer, being captain of the fleet. The Starship Operation skill lets you get by on spacecraft, starting with the general daily operation of a spacecraft, then leading a crew as a work leader or captain, and graduating into being able to coordinate strategy and movement for a fleet. As with Piloting, a common starting point for learning Starship Operation is with simulated scenarios in recreations of common starship layouts.

For the finer operation of a smaller, space capable vehicle like a craft, shuttle, or fighter, use the Piloting skill. For land-based, terrestrial vehicles.

Stealth

Swiping a packet of chewing gum without being seen, evading detection from a hostile sentry by utilising a misdirection, staying deep undercover in foreign territory and adopting a convincing persona. The Stealth skill allows characters to hide themselves, or their actions and intentions from detection. Stealth can also cover feats such as sleight of hand, pickpocketing, planting, filching, social engineering, and disabling security.

Survival

Finding clean water and food, setting up animal traps, living comfortably in a log cabin beside the heart of the forest. Survival allows characters to survive in natural environments, enabling them to locate vital resources, navigate, read and create maps, cook on an open fire, and construct shelter. Higher levels of the skill allows for the creation of more complex and secure lodgings and finer tools from the world around the character, crossing over with Craft and Construction.

Vehicles

Getting a driver's license test on the first try, winning a drag race at the traffic lights, making a firetruck drift sideways around a tight corner. The Vehicles skill concerns the use of traditional vehicles, such as cars, motorcycles, busses, trucks, boats, tanks, submarines, and other forms of transportation. High skill levels in Vehicles allow for stunt coordination and planning, and characters who make a living doing stunts often have abilities relating to Vehicle handling.

Social

These skills involve persuading, leading, reading, catering to, or otherwise interacting with people and creatures. Note how there's no Diplomacy skill - characters must roleplay it, and see if their words and actions produce the desired outcomes.

Note: These skills primarily concern dealing with non-player characters. For influencing other player characters with these skills, you must roleplay it out too.

Animals

Keeping your first dog or cat, pacifying a growling pack of wolves with a display, training a komodo dragon to jump up and bite people's legs off on command. The Animals skill covers handling animals, changing their attitudes, training them, and making the most of riding and controlling them as mounts.

Most people can keep domesticated house pets, but characters with higher skill levels can keep farms of domesticated herd animals, or tame fearsome beasts. Having proficiency in this skill also factors into the Medical skill for performing veterinarian procedures on animals the character is familiar with, and discerning an intelligent animal's motives.

Arts

Drafting quick cartoons and infographics to visually display complex information, painting a vivid picture of a reclining woman with oil paints, rendering and directing the ceiling of a chapel with a hardlight display. Arts governs the use of artistic skills such as painting, drawing, music composition, 3D modelling, sculpting, photography, directing, acting, visual programming, storytelling, art-oriented hardlight manipulation, writing, and other mediums of self expression.

Domestic

Keeping the apartment tidy, being responsible for keeping an office floor clean and stocked on refreshments, overseeing and coordinating the catering for a royal ball. The Domestic skill covers a character's ability to keep house, as well as serve as a retail, custodial, or janitorial figure for an organisation or workplace. This can also extend into other service options, such as acting as a personal assistant, retailer, or a butler or maid. This also extends into following the protocol dictated for carrying oneself with punctuality, dignity, and grace15) when performing duties, and keeping a stiff upper lip at various messes.

Entertainment

Telling a bawdy tale while playing a guitar at the pub, designing and programming a computer game, performing a rock concert to a packed stadium. The Entertainment skill represents a character's ability to rock an audience through performance, media presence, gambling, and games of skill and chance both physical and digital. Depending on how your character chooses to entertain, perform or play for their key audience or peers, abilities or skills in fields like Arts, Technician, or Communication to name a few can factor into the specifics of a character's performance.

This skill also governs topics like applying makeup, rehearsal, scheduling, stagecraft, maintaining stage presence, onscreen/online persona, staying in character17), stamina, reading the audience players, and a sense of timing. For use of the skill in playing games or gambling, it can represent familiarity with games, their rules and variants, recognising and working strategies, mind games with other players, and more.

Humanities

Knowing the customs, manners and ideas of a culture; fostering positive relations and finding common ground with a new group of arrivals, brokering a contract between two corporations. Humanities is the study of reading the customs, language, culture, and attitudes of a society, company, or other group of people.

Characters are considered to know the customs of their local area without needing the Humanities skill. Exceptions include lone travellers, refugees, amnesiacs, and the very alien who perceive and interpret the world around them entirely differently to the local population.

The Humanities skill can represent study in the metrics of a society, such as birth rates, death rates, census data, polling, and other information gathering. It is most often used by politicians, diplomats, interpreters, translators, aid workers, and government officials20).

Leadership

Taking charge of a tough situation and persevering, assessing and managing a group of unfamiliar allies, marching and leading an army into battle. Leadership is a quality present in many successful captains, commanders, governors, and company owners.

Most often, Leadership is for leading or directing non-player characters through dangerous or risky situations, and assessing their abilities so they can be best used for the situation. Experience in this skill for non-leading characters can be used for navigating the protocol and etiquette of a hierarchical organisation.

To be effective as a leader however, Leadership requires having a 'whole picture' of information to make informed decisions, a charismatic persona, values, vision, and the trust and loyalty of those assigned to the character. Relevant skills in the Social, Knowledge and Fabrication (or Combat!) areas can also be useful depending on the situation.

1)
Perhaps later we'll make an RPG game with this mechanic?
-Luca
2)
For example
Craft (Clothesmaking) + Arts = Fashion
Craft (3D Printing) + Medicine = Cybernetics
3)
Wouldn't that be Craft (Cloning)?
-Ed
4)
Or, you can order a pizza or get some Billy Boy's Burgers…
5)
For countering and managing social engineering, see Communications.
6)
Did you know that more devices can run Doom than any other video game?
8)
And cuddly, you'd hope!
9)
with some crossover from Thaumatology.
10)
3.14159265359…
11)
Danger, Response, Airway, Breathing and Circulation
12)
A portmanteau of Eye and Hijack, wherein a psionic hijacks a person's sight.
13)
Literally, 'the study of miracles'.
14)
Playing an open world game with aircraft in it doesn't quite mesh with the intricacies of flight, though.
15)
Dry wit is permitted.
16)
If you can't organise yourself, how can you hope to keep someone else organised?
17)
So you're a person, playing as a character, who in turn is playing as another character…
19)
A much tougher audience than willing, paying customers.
20)
You'd hope they put it to good use if they ARE using it, anyway.
21)
Such as the barracks-like home arrangements of a Maidenhand Posse.