Table of Contents

Skills

Introduction

In Generation, skills and items are enablers. They primarily define what you can do, and what talents you can rely upon when carrying out your plan. Assuming you have a “good enough” skill level, having a greater ability will not enhance the action. If you have questions about the feasibility of a plan, contact the GM team and we'll happily answer questions.

Conflict resolution will primarily be based on the quality of the plan(s) involved, unless neither side has any plan at all.

Each skill comes in three levels that must be purchased in order:

With the explicit assistance of Computer you can act at the level of Competent even if you don't have the skill. This assistance is generally available if you are in a well connected part of the ship, are not on Computer's bad side, and are not attempting anything that might be construed by Computer as at all dodgy. Computer assistance takes the form of verbal advice or a vision overlay and as such is of limited use in time-critical situations such as combat.

Available skills

Academic

The Academic skill represents your practical knowledge of how to conduct in-depth research into a topic. Unlike other skills it also represents your theoretical knowledge of how the world works; in particular an academic specialism represents theoretical rather than practical knowledge.

Suggested specialisms: Physics, Chemistry, Biology, Anthropology, High Art, The History of the Null-Grav Football Leagues

Agriculture

The Agriculture skill represents your practical knowledge of the tending of such plants, animals, funghi and algae as exist on the ship. See also: Flora and Fauna.

Suggested specialisms: Hydroponics, Cross-breeding, Veterinarian

Athletics

The Athletics skill represents your level of physical fitness and your confidence in your ability to perform various athletic feats.

Suggested specialisms: Powerlifting, Competitive sprinting, Extended breath control, Null-Grav Football maneuvers

Combat

The Combat skill represents your practical expertise in the use of lethal and non-lethal weapons and tactics. This has limited direct application in most areas of the ship as Computer will usually intervene to break up fights, but some crew of the Asimov train in this anyway.

Note: An effective ambush is likely to involve use of the Stealth skill.

Suggested specialisms: Unarmed Combat Mastery, Pacification Devices, Zero-G Fighting, Improvised Weaponry

Engineering

The Engineering skill represents your practical knowledge of how to maintain and fix parts of the ship's technology, essentially your ability to swap out, repair and combine ship standard components. More unusually your knowledge of parts and their connectors allows you to throw together one-off projects for specific purposes — with or without duct tape.

Note: To make whatever you produce look pretty will require the Artistic quirk.

Suggested specialisms: Juryrigger, Scavenger, Electronic Engineer, Zero-G Engineer, Manufacturing Engineer

Exploration

The Exploration skill represents your practical knowledge of how to explore the ship in a safe and repeatable fashion, as well as your understanding of principles of ship design that can guide you in unfamiliar territory.

Suggested specialisms: Ductrunner, Cartographer, Mental map, Hidden Routes:Green Sector

Hacking

The Hacking skill represents your practical knowledge of how to manipulate the regular, low-level computer systems on board ship into doing what you want.

Note: Attempting to directly hack or crack Computer (the ship AI) is likely to lead to bad things happening to you — it is smarter than you are, and controls the life support.

Suggested specialisms: Subversion, Programming, Stealth, Computer Diplomacy

Larceny

The Larceny skill represents your practical knowledge of how to bypass physical and social protections often applied to prevent theft. The ability to pick locks, escape confinement, locate weak points and bypass alarm systems.

Note: To control rather than disconnect alarm systems, look also to the Hacking skill.

Suggested specialisms: : Lock-picking, Bypassing alarms, Escaping confinement

Medical

The Medical skill represents your practical knowledge of the human body and how to fix (or break) it through the application of medicine.

Suggested specialisms: Trauma Surgeon, Psychologist, General Practitioner, Pain Technician

Social

The Social skill represents your practical knowledge of how to interact with others and their likely response to an event.

Note: We can't make other players recognise your charisma — you'll have to dazzle them with your sparkling wit on your own. This skill primarily influences NPCs, and applies to downtime actions.

Suggested specialisms: Teacher, Orator, Police Officer, Actor, Con-man, Anthropologist:Green Sector

Stealth

The Stealth skill represents your practical knowledge of physical stealth. The ability to sneak past guards, to avoid being seen if you don't want to, to disguise yourself and to identify good ambush locations.

Note: Bypassing electronic sensors uses the Larceny skill.
Note: To gain significant tactical advantage from an ambush you will also need the Combat skill.

Suggested specialisms: Impersonation, Camouflage, Scouting, Ambush