| Brawl | BRAWN | The Soldier | Hand-to-hand combat using fists, brass knuckles, or improvised weapons (bottles, wrenches). |
| Blades | BRAWN | The Soldier | Proficiency with knives, machetes, and mono-swords. |
| Heavy Weapons | BRAWN | The Soldier | Using chainguns, rocket launchers, or flamethrowers. Required to use weapons with the 'Bulky' tag without Disadvantage. |
| Athletics | BRAWN | The Soldier | Climbing, swimming, jumping, or chasing a suspect on foot. |
| Breaching | BRAWN | The Soldier | Forcing open doors, bending bars, or smashing objects. |
| Gut-Check | BRAWN | The Soldier | Resisting torture, holding your breath against toxic gas, or staying conscious when at 0 HP. |
| Intimidation | BRAWN | The Soldier | Using physical presence or threats of violence to coerce someone. |
| Haul | BRAWN | The Soldier | Lifting or dragging massive weight (e.g., carrying a wounded comrade in full armor). |
| Ballistics | FLEX | The Operator | Standard ranged combat (Pistols, SMGs, Rifles, Shotguns). |
| Zero-G Ops | FLEX | The Operator | Moving and fighting effectively in zero-gravity without getting disoriented/sick. |
| Melee | FLEX | The Operator | Close-quarters combat with speed and precision. |
| Stealth | FLEX | The Operator | Moving silently, hiding in shadows, and using camouflage. |
| Piloting (Atmosphere) | FLEX | The Operator | Driving ground cars, hover-bikes, or flying dropships in planetary gravity. |
| Piloting (Space) | FLEX | The Operator | Maneuvering starships, docking, and dogfighting in the void. Essential for Nav-Gilders. |
| Sleight of Hand | FLEX | The Operator | Pickpocketing, concealing small weapons, or card tricks. |
| Acrobatics | FLEX | The Operator | Balance, tumbling, and escaping grapples. |
| Hacking | INTELLIGENCE | Netrunner / Executive | Breaking ICE, seizing control of turrets/drones, and deploying viruses. Decoding messages or securing comms. Restricted to Netrunner. |
| Bureaucracy | INTELLIGENCE | Netrunner / Executive | Navigating corporate laws, filing reports, knowing who to bribe. Restricted to Executive. |
| Tactics | INTELLIGENCE | Netrunner / Executive | Knowing military doctrine, setting up ambushes, analyzing enemy formations. |
| Academia | INTELLIGENCE | Netrunner / Executive | History, Science, Astrophysics. Knowing facts. |
| Systems Ops | INTELLIGENCE | Netrunner / Executive | Operating complex ship computers (Sensors, Comms). |
| Sensors | INTELLIGENCE | Netrunner / Executive | Operating ship scanners, motion trackers, and analyzing signal data. |
| Comms | INTELLIGENCE | Netrunner / Executive | Encryption, decryption, jamming signals, and using long-range radios. |
| Data-Mining | INTELLIGENCE | Netrunner / Executive | Searching vast databases for specific clues, dirt, or blueprints. |
| Electronic Warfare | INTELLIGENCE | Netrunner / Executive | Using EMP devices, jamming enemy smart-links, or disrupting drone signals. |
| Forgery (Digital) | INTELLIGENCE | Netrunner / Executive | Creating fake IDs, altering video footage, or spoofing access codes. |
| Drone Ops | INTELLIGENCE | Netrunner / Executive | Piloting drones remotely via a screen (VR or tablet). |
| Engineer | AWARENESS | Engineer / Broker | Finding flaws in machinery and fixing them. Fixing engines, hydraulics, vehicles, and kinetic machinery. |
| Scavenge | AWARENESS | Engineer / Broker | Finding useful components (Scrap) in piles of junk or wrecked ships. |
| Insight | AWARENESS | Engineer / Broker | Reading body language, detecting lies, sensing motive. |
| Streetwise | AWARENESS | Engineer / Broker | Spotting gang colors, knowing safe alleys, finding black markets. Primary for Broker. |
| Investigation | AWARENESS | Engineer / Broker | Spotting clues (Sherlock style), ballistics analysis, searching a room. |
| Demolitions | AWARENESS | Engineer / Broker | Setting, disarming, and crafting explosives. Knowing where to place a charge to bring down a bridge. |
| Circuitry | AWARENESS | Engineer / Broker | Fixing electronic panels, soldering wires, and repairing robots/synths. |
| Locksmithing | AWARENESS | Engineer / Broker | Picking physical locks, cracking safes, and bypassing mag-locks. |
| Weapon-Smithing | AWARENESS | Engineer / Broker | Repairing, modifying, or maintaining firearms and armor. |
| Industrial Tech | AWARENESS | Engineer / Broker | Operating cranes, loaders, terraformers, and factory machinery. |
| Jury-Rig | AWARENESS | Engineer / Broker | Creating temporary devices out of garbage (MacGyver-ing). |
| Surgery | VIGOR | The Medic | Invasive medical procedures. Extracting bullets, implanting cyberware, or stitching deep wounds. Required to heal Critical Injuries. |
| First Aid | VIGOR | The Medic | Field medicine. Stopping bleeding, CPR, and stabilizing dying allies. |
| Pharmacology | VIGOR | The Medic | Identifying drugs, mixing chemical compounds, and synthesizing antidotes/poisons. |
| Xeno-Biology | VIGOR | The Medic | Knowledge of alien species (Verge flora/fauna), their weaknesses, and habits. |
| Forensics | VIGOR | The Medic | Determining cause of death, analyzing blood splatter, and gathering biological evidence. |
| Survival | VIGOR | The Medic | Hunting, finding water, and surviving in hostile wilderness environments. |
| Psychology | VIGOR | The Medic | Reading body language, therapy, and diagnosing mental trauma. |
| Animal Handling | VIGOR | The Medic | Training, calming, or riding non-sentient creatures. |
| Gloom-Navigation | PSYCHE | The Nav-Gilder | The ability to pilot a ship through the Sub-Quantum Manifold. Restricted to Gilders. |
| The Sight | PSYCHE | The Nav-Gilder | Sensing psychic resonance, detecting the 'Architect Signal,' or feeling emotions. |
| Resolve | PSYCHE | The Nav-Gilder | Mental defense. Resisting fear, mind-control, torture, and Panic. |
| Persuasion | PSYCHE | The Nav-Gilder | Convincing others through charm, logic, or diplomacy. |
| Deception | PSYCHE | The Nav-Gilder | Lying, acting, and maintaining a cover identity. |
| Command | PSYCHE | The Nav-Gilder | Leading troops, rallying morale, and giving orders under fire. |
| Culture | PSYCHE | The Nav-Gilder | Knowledge of customs, religion, politics, and street-etiquette (Core vs. Verge). |
| Acting | CHARISMA | Broker / Executive | The ability to counterfeit moods, emotions, and voices, and to lie convincingly over a period of time. |
| Broker | CHARISMA | Broker / Executive | The ability to negotiate trades and arrange fair deals. |
| Diplomat | CHARISMA | Broker / Executive | The skill for negotiating deals, establishing peaceful contact and smoothing over social faux pas. Includes how to behave in high society and proper ways to address the Nephilim. |
| Leadership | CHARISMA | Broker / Executive | The skill for directing, inspiring and rallying allies and comrades. |
| Streetwise | CHARISMA | Broker / Executive | The skill of getting along in rough company and knowing your way around the Sump. |