Skills




A skill in StarslingerTM is a specific field of expertise. You add your skill proficiency bonus to DCs and rolls that use those skills, in addition to your attribute modifier. Most skills are used for attack or skill rolls but some can allow you to make a saving throw with them in place of a normal saving throw.

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.


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



Specialties



Instead of improving proficiency with a skill, you can improve proficiency with a specialty. A specialty represents a specific field of expertise that may encompass up to three other skills but only for specific uses. When you create a specialty, you must select a subcategory of a skill you're trained in and then select 2 other skills it can apply to (3 total). The specialty must be appropriate for the setting.

For example, you could have Specialty (Firearms) in a high fantasy setting which would function as Alchemy, Marksmanship, and Mechanics proficiency but only for the purposes of working with firearms and ammunition for firearms. This would not work in a modern or futuristic setting where firearms are the primary method of weaponry everywhere, but choosing something like Specialty (Shotguns) or Specialty (Slugthrowers) might work instead.

Specialties never stack with other skills, you simply use whichever is best.