TEXT: diaspora skill reference sheet                 
  http://www.vsca.ca/Diaspora/                                ©2009 VSCA Publishing 
   
  Skills modifying Stress Tracks 
  Assets—corresponds to wealth and money, which is not tracked 
  independently. Skill is used to purchase items and it establishes 
  the length of the character’s Wealth stress track. 
  Resolve—how dedicated a character is to his objectives. Resolve 
  determines the length of the Composure stress track, and could be 
  used to defend against covering fire or to oppose Intimidation 
  attempts. 
  Stamina—measures the character’s physical well-being and 
  strength. It is used to establish the length of the character’s Health 
  stress track, but would also be checked when exposed to disease 
  (fixed difficulty check) or to lift heavy weights. 
   
  Combat Skills 
  (confer weapon skills in Personal Combat) 
  Brawling—fists, feet, found weapons. 
  Close Combat—knives, swords, spears, etc. 
  Energy Weapons—lasers, plasma weapons, lightning guns, or 
  anything else that does harm with energy. 
  MicroG—the facility to move and fight in a very low-gravity 
  environment, such as a ship under low or no thrust or in space. 
  See Diaspora, page 39. 
  Slug Throwers—firearms, whether black powder, cordite, or 
  obscure binary propellants.  
   
  Space Skills 
  (offer specific applications in Space Combat) 
  Communications—hacking, subverting, destroying, or otherwise 
  incapacitating data and data carrying systems. 
  Computer—the computer engineer is the one coping with data-
  related disasters. He wrote the security policy and he can repair 
  and restore in real time.  
  Engineering— keeps the ship in space, moving, and at a 
  reasonable temperature; he also repairs damage from battle or 
  accident. 
  Gunnery—command over all the many ship’s weapon systems, 
  whether torpedoes or beams. 
  Navigation—locating that envelope of space where the slipstream 
  can be entered is tricky business, and the Navigator is the one 
  who knows it inside out. 
  Pilot—used to influence each turn’s positioning roll. It also might 
  be used outside of that system to resolve an escape scene quickly 
  or to conduct a complicated orbital maneuver.  
   
  Culture/Tech Table 
  Skill  
  Effect 
  nil 
  (untrained) you can get by on your home world. 
  1 
  (minimum investment) you can get by comfortably on 
  your homeworld and one additional world in the 
  cluster (specify) 
  2 
  you can get by comfortably on your homeworld and 
  two additional worlds in the cluster (specify) 
  3 
  you can get by comfortably on your homeworld and 
  three additional worlds in the cluster (specify). 
  4 
  you can get by comfortably on your homeworld and 
  four additional worlds in the cluster (specify). 
  5 
  you can get by comfortably on your homeworld and 
  five additional worlds in the cluster (specify). 
   
  Other Skills 
  Agility—how fast, flexible, and dexterous a character is. 
  Aircraft—fly all aircraft, and interface vehicles into low orbit. 
  Alertness—how on the ball a character is.  
  Animal Handler—control, break, and ride animals on all 
  worlds for which the character has Culture/Tech. 
  Archaeology—the study of earlier civilizations, before the 
  most recent fall. In a sense it is closer to prospecting. 
  Arts—understanding of the literature, history, and fine arts on 
  all worlds for which the character has Culture/Tech. 
  Brokerage—knowledge of interstellar trade and how to 
  manipulate it. 
  Bureaucracy—facility 
  with 
  handling 
  the 
  people 
  and 
  paperwork 
  associated 
  with 
  government 
  and 
  other 
  institutional processes.  
  Charm—sometimes you want to sway your opposition on 
  looks and a smile.  
  Culture/Tech—represents the facility of the character with 
  culture and technology of a given system in the cluster. 
  Instead of a world, players may also choose C/T proficiency 
  in "archaic weaponry" or "precollapse weaponry" to increase 
  weapon proficiencies. See table below and Diaspora, pages 
  42-43. 
  Demolitions—the controlled use of explosives. 
  EVA—the Extra-Vehicular-Activity master knows her way 
  around the outside of a spaceship and the equipment needed 
  to do that: patch a pressure suit, get people into emergency 
  gear fast, hang onto the hull under thrust, or find a way into 
  another ship. 
  Intimidation—sometimes you want to force the other guy to 
  back down or act against his interests and, violent though 
  you may be, you don’t feel like shooting him just yet. 
  Intimidation is your first stop before combat. 
  Languages (optional)— In campaigns where language 
  differences are interesting, this skill works like C/T. See 
  Diaspora, page 43. 
  Medical—low levels reflect basic first aid; advanced levels 
  reflect the skills of a professional surgeon or internist. 
  Oratory—when you need to be persuasive to a crowd, you 
  need to speak to them with that honeyed voice and careful 
  elocution that makes them want to love you. 
  Profession: <choice>—players choose a profession and can 
  expect to perform any tasks related to that profession using 
  this Skill rank. Examples: Bartender, Butler, Farmer, Naval 
  architect, Blacksmith, Teacher. May be taken more than 
  once. See Diaspora, page 42.  
  Repair—effect mechanical and electronic repairs, excluding 
  computer repairs, weapon maintenance, and spaceship drive 
  maintenance. 
  Science—an understanding of the principles of physics, 
  mathematics, chemistry, and biology.  
  Stealth—sneaking around, and avoiding notice. 
  Survival—survive in the wilderness: building fires, making 
  shelters, surviving hostile environments, etc. 
  Tactics—make the right choices in the heat of combat.  
  Vehicle—drive all terrestrial vehicles, on land and water. 
   
  
SOURCE: textdata/thevault/Diaspora/Diaspora Skill Reference Sheet.pdf