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- Acrobatics - Running, jumping, parkour and sticking landings.
- Building - Putting together structures that can't be used as items. Anything from a small lean-to all the way up to a next-gen pod shelter.
- Computers - Interacting with software. Covers your ability to hack, as well as pick electronic locks.
- Explosives - Anything that goes boom. C4, grenades
- Firearms - Specifically guns/laser/plasma/light guns.
- First Aid - Fixing wounds on a biological body. Used to craft medicine.
- Husbandry - Taking care of plants and animals. This includes farming as well as taming animals.
- Intimidation - Making people and other things afraid of you. Works in tandem with the Speech skill.
- Major Defense - Your ability to dampen threatening injuries- deep stab wounds, broken bones, severed arteries.
- Melee Weapons - Up close and personal use of weapons, anything from a heavy stick to a beam katana.
- Minor Defense - Your ability to dampen minor injuries, like lacerations, gashes, or bruises.
- Ranged Weapons - Anything not a gun that still hits at a distance. Bows, slingshots, etc.
- Reflex - Dodging and making attacks of opportunity.
- Repair - Fixing "wounds" on a mechanical body. Used to repair Technocracy AI shells, as well as craft anything from guns to engines.
- Speech - Your ability to persuade people without outright threatening them.
- Stealth -Your ability to move quietly, as well as pick mechanical locks. It also includes pickpocketing.
- Survival - The most basic forms of living off the land. It includes things like telling healthy plants from poisonous ones and making very rudimentary weapons out of natural materials.
- Unarmed Combat - Fighting with the body itself. Hands, feet, claws, or whatever ungodly appendages one might have fall into this category.
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