Explorers!/Skill

=Skills and Proficiencies= When creating a Skill Action Value, make a roll using Skill Value if you have the exact Proficiency, or Skill Value-5 if you only have the Skill.
 * Stunt,
 * Dodge,
 * Martial Arts,
 * Thrown,
 * Athletics


 * Bluff,
 * Disguise,
 * Trick,
 * Tactics,
 * Guile


 * Archaic,
 * Guns,
 * Heavy Weapons,
 * Mecha,
 * Ship


 * Social,
 * Leadership,
 * Intimidation,
 * Performance,
 * Willpower


 * Artifact,
 * Physician,
 * Psychologist,
 * Trauma Care
 * Xeno Medicine,


 * Gambling
 * Navigation
 * Notice
 * Recon
 * Research


 * Artifact1,
 * Artifact2,
 * Artifact3,
 * Artifact4,
 * Artifact5,
 * Artifact6,
 * Artifact7,
 * Artifact8,
 * Artifact9,
 * Artifact10,
 * Artifact11,
 * Artifact12,


 * Drive,
 * Mecha,
 * Ride,
 * Pilot,
 * Captain


 * Intrusion,
 * Crime,
 * Pickpocket,
 * Sneak,
 * Forgery


 * Tropical
 * Subtropical
 * Cool Temperate
 * Warm Temperate
 * Polar
 * Exo-Survival*
 * Space

Other exotic Survival types include: Urban, Dungeon, Ocean, Zombie, Mars. * This Proficiency use is always Hazardous.


 * Build,
 * Demolitions,
 * Juryrig,
 * Repair,
 * Use

Common examples in this campaign include:
 * Artifact,
 * Mecha Science,
 * Ship Science,
 * Corps Knowledge,
 * Xenoarcheology

Profession and livelihood
 * Examples include Security Guard, Nuclear Physicist, Police, Mercenary, Freedom Fighter

The fine and not-so-fine arts
 * Examples include Songwriting, Journalism, Taoist ceremonies, Landscape painting.