A skill in Starslinger(TM) is a specific field of expertise. You add your skill proficiency to DCs and rolls that use skills, in addition to your attribute modifier.

ATTRIBUTESKILLS
CharismaDeception, Diplomacy, Eminence, Intimidation, Presence
DexterityAcrobatics, Finesse, Marksmanship, Piloting, Stealth
IntelligenceAlchemy, Cipher, Civilization, Investigation, Mechanics, Physics
StrengthAthletics, Brawn, Guard, Melee
WisdomInsight, Medicine, Mysticism, Nature, Perception, Survival

Acrobatics: Acrobatics, Escape Artist, Fly
Alchemy: Appraise, Craft, Knowledge (Arcana, Engineering), Profession, Use Magic Device for alchemical creations only
Athletics: Climb, Swim
Brawn: Base attack bonus for melee weapons, grapple, and sunder
Cipher: Computers, linguistics
Civilization: Appraise (historical objects only), Knowledge (geography, history, local, nobility)
Deception: Bluff, Disguise
Diplomacy: Diplomacy
Eminence: Handle Animal, Leadership score
Finesse: Disable Device, Escape Artist, Sleight of Hand
Guard: Proficiency with armor and shields
Insight: Diplomacy (gather information only), Sense Motive, Knowledge (geography, local) (current events only)
Intimidation: Intimidate
Investigation: Diplomacy (gather information only), Any knowledge check (research only), Perception (deduction only)
Marksmanship: Base attack bonus for ranged weapons
Mechanics: Appraise, Craft, Knowledge (Arcana, Engineering), Profession, Use Magic Device for crafted creations only
Medicine: Heal, Appraise, Craft, Profession for cures, drugs, remedies, potions, etc. only
Melee: Base attack bonus for light and medium melee weapons and combat maneuvers
Mysticism: Knowledge (Arcana, Planes, Religion), Spellcraft, Use Magic Device
Nature: Knowledge (Nature, Planes), Spellcraft, Use Magic Device for druidic magic only
Perception: Perception
Physics: Knowledge (Planes), astronomical charting and navigation, understanding of general physics
Piloting: Drive, Ride
Presence: Perform
Stealth: Stealth
Survival: Survival

General Skill Uses


Many actions can use different skills based on circumstances. Some common general skill uses are listed here.

ASSIST
When you want to assist another character, you can spend the same number of actions they need to perform the task and roll the same skill. If it requires only 1 action, you can do this as a reaction to help them. You can only help someone you're in melee with.

ATTACK
You must be wielding an appropriate weapon to make an attack with the chosen skill. Most physical weapons require Brawn, Finesse, Marksmanship, or Melee but some special tools or magical devices may use other skills.

CRAFTING
You can craft to "earn income" but instead of gaining cash you get the value as targeted items are crafted or repaired. If it's not enough value to complete the item, you can make multiple checks until it is complete. Once the item is finished you can attempt to sell it.*If an item has abilities embedded in it, add the sum of all tiers of them together (tier 0 = 1/2) and add this to the DC.
Repair: A broken item's value drops to half. Repairing it simply requires you to craft the remaining value back to full.

Dynamic Crafting (Optional): Dynamic crafting adds a perk, quirk, and/or flaw based on your final check result. Dynamic repair on an item causes it to lose its original perks and flaws and a 50% chance to lose its existing quirks too.Flaws, Perks, Quirks: Depending on the flaw, perk, or quirk, some NPCs may want to pay more or less for an item fluctuating between 50% and 150% actual value before accounting for haggling.


HAGGLE
Normally, merchants pay only 50% of an item's full price but you can use Deception or Diplomacy to haggle.Haggling represents already having made a deal, so attempting to reneg is the same as stealing something after already having sold it.


INCOME
You can declare working 1 day, 1 week, or 1 month straight without adventuring or other interruptions (other than eating, sleeping, resting, etc.) and then make an Income check with a skill you can use as a profession.

INITIATIVE
You usually roll Wisdom (Perception) to join initiative to spot a foe before they spot you. However, in circumstances where you're already sneaking up on a foe before you get close, you can roll Dexterity (Stealth) instead. If combat interrupts a social scene, you roll Wisdom (Insight) or Charisma (Deception) instead.


KNOWLEDGE
You can use any INT or WIS based skill to make a knowledge check based on the topic. GM rolls secretly. This is a single action when you first encounter something but requires 1 day of research thereafter to affect the same target.

PUSH/PULL
You can easily lift an object in your hands up to your light load (half that in one hand and half that again to be wielded as a weapon). If you want to push/pull/knock over heavier objects, you make a Strength (Brawn) check. (check result)2 * 2 is the heaviest you're able to budge. Double this if it has wheels or something else to smoothen its movement.


OPERATE
You attempt to examine, repair, steer, tinker, or otherwise operate a device or mount or examine or treat a creature. This is a 2-action activity unless noted otherwise. Which skill you use varies based on what you're doing.

TRAVERSE
Some skills can allow you to traverse certain obstacles and access certain things you otherwise couldn't This could be nearly anything such as balancing across a tight rope, barreling through a blocked doorway, picking a lock, hacking a computer network, schmoozing with the guards to let you backstage, or slipping past foes unnoticed. Depending on the task it may simple requiring only 1 or 2 successes or it could be complex requiring 3 or more successes.*Mishaps are like conjured creatures, spells, traps, or other hazards that occur as a result of failure. The CR of a minor mishap is typically 2 lower than the obstacle. A major is equal to the obstacle. Some mishaps may destroy the location, relationship, or access point you're using, making the task impossible until you find a new one. Typically 3 mishaps in a row automatically does this.


Most skills are used for skill checks or attack rolls but some can allow you to make a saving throw in with them instead of a normal save.

Example:
You can use Wisdom (Perception) instead of a Wisdom save against Illusion effects and a Dexterity (Acrobatics) instead of a Dexterity save against obstacles and traps you trigger as a result of your movement. Your GM determines which skills you can use and they are usually the same attribute anyway.