Diaspora has a very long skill list. Fate Core’s is much shorter. Here is a tentative attempt to merge them. Diaspora has historically used a 5 cap skill pyramid, but for this shorter list a 4 cap is more appropriate. Each skill also has a sort list of stuns. Stunts marked with special indicate that this stunt represents some form of super human ability, possibly due to cybernetic augmentation, alien physiology, or simply Hollywood logic. It might not be appropriate for more grounded hard sci-fi campaigns and requires the GM’s permission.
Diaspora Skill list
The Aircraft skill is used to pilot atmospheric craft ranging from primitive airplanes to advanced trans-atmospheric interface vehicles. It only applies to flight within an atmosphere, in space the Astrogation skill is used instead.
An aircraft roll is used to safely take off, land, and navigate in flight.
An aircraft roll may be also be used to preform various stunts and maneuvers to gain or provide advantage.
The aircraft skill is used to defend against attacks made against the aircraft being piloted.
A character with the Aircraft skill is assumed to possess a flight-suit and pilot’s license but will have to purchase an aircraft with the resources skill or the personal aircraft stunt if they want to own one themselves. Alternately a character with ranks in Aircraft and Profession: Pilot will have access to an aircraft, but it will belong to their employer.
|The right stuff: This character is an astronaut from a primitive world that has just begun to explore space. As such they are drafted from the ranks of test pilots and trained to navigate without the use of computer assistance. They may use Aircraft instead of Astrogation when piloting spacecraft.|
|Personal aircraft: This character possesses their own aircraft. It may be stated as a platoon combat unit with the same tech restrictions as Personal spacecraft.|
|Ace: This character can always get just a little more performance out of their aircraft. Ties are always upgraded to success unless the opposition has a similar stunt.|
The Art skill represents a character’s familiarity with various cultural artifacts from their home world, as well as any other cultures they have familiarity with (see culture tech)
An art may be used to analyze the meaning of or locate a specific work.
Art may be used to create works of art, or to discover or create aspects related to artwork.
A character with the Art skill will have access to an artists’s tools or access to a database of cultural information.
|Artisan: This character may use art in place of engineering to build or repair things of artistic value.|
|Postmodern Critique: Provided they have access to the proper research materials and cultural familiarity, This character may use art in place of empathy to discover aspects about the person who made a particular work. The target does not have to be present, or even alive for this to be successful.|
|Artiste: This character may use art instead of contacts to represent people who are fans of their work.|
|Dealer: This character may use art instead of brokerage when trading works of art.|
Archaeology is the study of the cultures and technology of pre-collapse civilizations. In this cynical age it tends to focus mainly on scavenging and recovering lost technologies for valuable artifacts.
Archaeology may be used whenever knowledge of pre-collapse civilizations might be useful, or when trying to operate or repair ancient technology.
Archaeology may be used to uncover to create an aspect related to the functionality of a mysterious artifact.
An archaeologist possesses excavation tools and rugged clothes, and has access to a database of historical information.
|Tech-romancy: This character may use Archaeology in place of Engineering when working on pre-collapse artifacts.|
|Looter: This character may use Archaeology in place of Brokerage when trading pre-collapse artifacts.|
The Astrogation skill represents a knowledge of orbital mechanics. At low tech levels this is mostly a matter of theoretical or mystic knowledge, but at high tech levels this skill is used to pilot spacecraft.
An astrogation roll is required for each maneuver a spacecraft makes, either plotting a course between planets, or acting in the positioning phase in space combat. It may also be used to preform celestial navigation on a planetary surface provided the character has a clear view of the night sky and has cultural familiarity with that world and knows the constellations.
Astrogation can also be used to make declarations about the specific alignment of planets in a system. This might be used to “predict” an eclipse, or to simply schedule a flight to make the most efficient use of Delta-V.
A character with the Astrogation skill possesses a spacecraft operation license but will have to purchase a spacecraft with the resources skill or the personal spacecraft stunt if they want to own one themselves. Alternately a character with ranks in Astrogation and Profession: Captain will have access to an spacecraft, but it will belong to their employer.
|Personal spacecraft: This character owns an T2 interplanetary spacecraft. How they got this should be reflected in the character’s backstory. For an additional refresh this spacecraft is T3, and for three refresh it is T4. The value of this stunt is much higher than any of the other gear stunts, and is only considered to be balanced by the nature of the game.|
|Guild Navigator: (special) In some campaigns, FTL travel might require telepathic powers or mind altering drugs. This stunt represents that and allows the character to activate the slipknot. By default this stunt is unnecessary and anybody with a slipdrive and the Astrogation skill may preform a slipstream jump.|
The athletics skill is largely unchanged from Fate Core but there are a few minor tweaks. In Diaspora, athletics only applies in environments with significant gravity. For micro-gravity environments the EVA skill is used instead.
Athletics can defend against melee attacks and ranged attacks with archaic weapons, but not firearms.
A character with the athletics skill owns athletic clothing and has access to a Gym.
|Low gravity adapted: This character grew up on a world with low gravity. They are tall but very frail. They gain +2 athletics in low gravity environments. It is not compatible with high-gravity adaptation or micro-gravity adaptation. This stunt may be had for free (no refresh) if the character also chooses to suffer a -2 to all physique and athletics rolls under gravity.|
|Superhuman reflexes: (special) This character may use athletics to defend against firearms attacks.|
|Self Defense Training: This character may use athletics to make unarmed attacks. This is not compatible with any stunt that grants a weapon rating to unarmed attacks.|
The Brokerage skill represents proficiency in trading and selling commodities and capital. On low tech worlds it might be used to trade grain and clay bricks, while on high tech worlds it handles controlling networks of software agents buying and selling stock thousands of times a second. It is differentiated from Resources in that Resources handles spending money and buying things, while Brokerage handles earning or managing money.
A brokerage roll is made to represent maintaining the value of a financial asset. The most common example of this is spacecraft maintenance rolls.
A create advantage roll is made to represent leveraging an asset. The free invoke created in this manner can be used to help pay for things using resources. This is the only instance when a free invocation may be used on a resources roll.
A character with the brokerage skill owns a set of formal business clothing and has access to a database of financial information. On high tech worlds they will also posses a pager, or mobile communications device. (smartphone)
|Business Associates: This character may use Brokerage in place of Contacts. Any contacts gained in this manner will also have the aspect in it for the money and may not be as reliable as normal contacts.|
|Good old boys: This character may use Brokerage in place of Rapport when talking to rich people (characters with +3 or higher resources)|
Contacts, like all the social skills, is mostly unchanged from it’s Fate Core version.
A character with the contacts skill will posses stationary on a low T world or a mobile communications device (smartphone) on a high T world. Whether or not they will have postal or wireless service available at any given time is another matter entirely.
|Followers: This character leads group of NPCs. If it is a militarily unit, it may be stated as a platoon combat unit with the same tech level as the character’s homeworld. Otherwise they count as mooks in personal combat and are built with a cap 2 skill pyramid. The followers are considered to be loyal to the character, if they are killed or otherwise lost, the stunt is refunded as with the Artifact gear stunt. For additional refresh the followers may have their skill cap raised to three in personal combat, or be equipped with gear one tech level higher.|
Culture tech is a special skill. It is not rolled, but enhances the utility of other skills. By default, a character is Familiar with the languages, customs, and technologies of their homeworld. Each level of the Culture-Tech skill however grants them familiarity with an additional system. Many skills are limited to the context of the character’s homeworld, buying Culture tech will allow those skills to be used in other places as well.
All characters posses a set of normal civilian clothes from their homeworld as well as an similarly appropriate outfit for each culture they are familiar with.
|Well traveled: This character gets two familarities per rank of culture-tech instead of one.|
|Advanced: (special) This character is either from a T4 world or is otherwise familiar with T4 technology. This stunt is required to have a homeworld or cultural familiarity with T4 tech.|
Deceive like all the social skills, is mostly unchanged from it’s Fate Core version.
|Simulated personality: (special) This character is only pretending to posses human emotions, as such they can make any statement with any intonation. They may use Deceive in place of rapport for any circumstance. Some characters may find this unsettling increasing the difficulty of all social interactions against them by one.|
|Face dancer: (Special) This character is a shapeshifter who can assume the appearance of others. They may use Deceive to impersonate another person without any special equipment. For an extra refresh this stunt can be used to completely change ones gender at will, and for three refresh this stunt can even impersonate a member of another species.|
|Advertising: This character may use|
The Drive skill is used to drive any vehicle other than an aircraft or a spacecraft. This usually refers to ground vehicles such as cars, trucks, or ATVs, but might also apply to small watercraft. Sailing ships is covered with Profession: Sailor and riding animals is covered with Survival. A character with the drive skill knows how to operate most ground vehicles or small watercraft from their homeworld and any cultures they have familiarity with.
Drive rolls are not necessary for simple everyday driving, but are required to avoid traffic, get to a destination when time is important, or navigate treacherous conditions.
A drive roll may be also be used to preform various stunts and maneuvers to gain or provide advantage.
The drive skill is used to defend against attacks made against the vehicle being driven.
A character with the drive skill will have a licence and a cheap motor vehicle. Anything more fancy has to be purchased with resources or the Custom Ride stunt. Alternately, a character with Profession: Driver will have access to a vehicle but it will belong to their employer.
|Custom ride: This character possesses their own vehicle. It may be stated as a platoon combat unit with the same tech restrictions as Personal spacecraft.|
Empathy like all the social skills, is mostly unchanged from it’s Fate Core version.
Engineering is used to build, repair, and maintain equipment ranging from primitive stone tools to interstellar spacecraft. On low tech planets this represents traditional craftsmanship and simple mechanics. On high tech planets this is the skill required to keep spacecraft running. A character may only use Engineering on equipment from their homeworld and any additional cultures granted by the Culture-tech skill.
Engineering overcome rolls are used to repair broken things.
Engineering can also be used to build or customize various technological gadgets.
A character with engineering has work clothes, tools, safety equipment, and access to a workshop. An actual engineering certification requires Profession: Engineer.
|Maker: This character can use Engineering to ‘purchase’ gear by building it for themselves. Like normal resources rolls, any failure shifts are applied as resources stress damage. Turns out parts cost money! There’s no such thing as a free lunch.|
The EVA skill replaces Athletics in micro-gravity environments and represents a general knowledge of how to properly wear a space suit and survive in a vacuum. It is indispensable for spacers.
An EVA roll is used to overcome any penalties in due to micro-gravity, and travel safely between zones without the aid of handholds. It is also used to preform emergency repairs on spacesuits such as patching a leak.
An EVA roll may be used to take advantage of a micro-gravity environment, for instance declaring that another character object is Spinning.
EVA is used as the defensive skill against all forms of physical attack in micro gravity environments.
A character with the EVA has access to a spacesuit.
|micro-gravity adapted: This character grew up in space with no gravity. They are tall but very frail. They gain +2 to EVA. It is not compatible with low-gravity adaptation or high-gravity adaptation. This stunt may be had for free (no refresh) if the player chooses to suffer a -2 penalty to athletics and physique normal gravity.|
|Vacuum adapted: (Special) Whether through inhuman physiology or cybernetic augmentation, this character can survive in the vacuum of space unassisted. Mechanically this is the same as buying a spacesuit with Natural armor.|
|Tactical Neural Implant: This character has the proper interface jacks and or training to use powered armor.|
|Spacer Jujutsu: This character may make Melee attacks using EVA while in micro-gravity. If their fight skill is higher, then they may use that instead and suffer no penalty.|
The Fight skill is unchanged from Fate Core. This covers both Brawling and close combat from Diaspora.
A character with Fight owns athletic or martial arts training clothes, and a melee weapon created with the gear creation rules. They may or may not be allowed to carry it in public depending on the situation.
|unarmed master: This character is trained in unarmed combat and always counts as having weapon rating 1 when fighting empty handed. They also posses armor rating 1 against all attacks from within the same zone when not wearing armor. This does not stack with Natural weapon or Natural armor.|
|Dual wield: This character is trained in dual wielding one handed melee weapons. Combined they count as a two handed weapon with a range equal to the shortest of the two ranges, and a weapon rating equal to the highest weapon rating +1. No stunt is necessary to wield a one handed melee weapon alongside a one handed ranged weapon, as only one may be used at once.|
|Natural weapon: (special) This character is some sort of alien or cyborg with claws or another form of natural weapon. Construct an archaic weapon using the gear creation rules, this character is assumed to always have it in their possession. For an additional refresh, this gear counts as T2, and for three refresh it counts as T4.|
The gunnery skill represents the use of artillery and other heavy long range weapons systems. It is not generally used in personnel combat but rather in the Platoon combat and Space combat systems. As Artillery systems come in many forms over the course of history, use of this skill is limited to systems from the character’s homeworld or cultures they have familiarity with.
A gunnery roll is used to reload or repair an artillery piece. It is also used to launch and land tail-siting rocket style spacecraft capable of ballistic flight.
Artillery is not generally used offensively in personnel combat, but it may be used to provide fire support, creating aspects such as Under fire or Artillery support. Conversely it may also be used by a character in the personal scale to paint targets for Platoon combat.
Gunnery is used to make attacks in Platoon and Space combat.
Gunnery can also be used to represent point defense beam fire in space combat, and in Platoon combat by a unit with the proper stunts.
|Heavy weapons specialist: This character may use gunnery instead of shoot in personnel combat when using heavy weapons (weapons possessing the heavy or mounted stunt)|
|Launch codes: This character is trained and authorized to use nuclear weapons by the governing authority of their homeworld. They may use them in space and platoon combat, in fact their presence is required to legally operate spacecraft armed with nuclear weapons or possessing engines above a specific power threshold. Other cultures will respect this right reluctantly if at all, and local intelligence agencies will be closely monitoring the character’s actions.|
|The right stuff: On some primitive worlds, space travel is seen as an offshoot of artillery rather than aviation. This stunt works like the Aircraft stunt of the same name, but allows Gunnery to be used instead.|
The Medical skill represents knowledge of medicine and anatomy ranging from Herbs and primitive medicine at low tech levels, to nano-tech antibodies and gene therapy at high tech levels. This skill assumes the patents will have a similar anatomy to the inhabitants of the character’s home world. In clusters with alien races or divergent humans, the character must have a familiarity with a particular culture before they can treat people from it. Familiarity with a culture also includes a knowledge of it’s medical techniques. At higher Tech levels this includes knowledge of how to install and maintain cybernetic augmentations.
Medical is used to overcome physical consequences in order to begin recovery.
Medical can also be used to diagnose diseases and create drugs.
A character with the Medical skill has access to basic medical supplies. However an actual MD requires ranks in Profession: Doctor.
Notice is unchanged from Fate Core.
|Augmented senses: (special) This character is an alien or a cyborg with super human senses. Pick one sense (hearing, vision, ect) this character gets a +2 to all notice rolls using that sense.|
|Extra senses: (special) This character possesses senses that regular humans do not. They may make Notice rolls to detect things that would otherwise be undetectable. If this character lacks normal human senses (IE, an alien with no sense of sight and navigates using echolocation) this stunt is free.|
Physique is Unchanged from Fate Core. It controls the physical stress track.
A character with the Physique skill has a set of athletic clothes an access to a Gym.
|High-gravity adaptation/Augmented strength: (special) This character grew up on a high gravity world or is cyberneticly augmented. They gain +2 to all physique rolls. This stunt may be purchased several times, each time adding another +2. It does not effect stress boxes.|
|Toughness: Weather through an inhuman physiology or simply good old fashioned endurance, this character is capable of shrugging off regular wounds. They posses an extra physical stress box. This stunt may be taken multiple times.|
|natural armor: (special) This character is some sort of alien or cyborg with thick hide or another form of natural armor. Construct an armor using the gear creation rules, this character is assumed to always have it in their possession. For an additional refresh, this gear counts as T2, and for three refresh it counts as T4.|
|Regeneration: (special) This character is capable of quickly healing their own wounds. Once per session, at the cost of a fate point, they may remove a minor consequence or downgrade a moderate consequence to minor if no minor consequences exist.|
Provoke, like all the social skills, is mostly unchanged from it’s Fate Core version.
Profession is an open ended skill intended to fill in any gaps. A player taking this skill must specify which profession they are taking in chargen. A character with the profession skill is expected to know information relevant to their field. If no other skill exists to represent the practical applications of this field, this skill may also be used in that manner. If a character has both a profession skill and the relevant practical skill (IE, Profession: Engineer and Engineering) profession will be used for the social and business side of things, while the regular skill will be used for actual tasks. A character with high profession but no practical skills is a desk jockey, a character with high practical skills but no profession on the other hand is unprofessional. This skill may be taken additional times.
Provided they can find work relevant to their profession, a character may roll profession during down time as if they were making a maintenance roll on a spacecraft. If successful they may clear a box of wealth related stress or remove a finance related consequence.
The Profession skill can be used to create or discover aspects related to the character’s profession, provided another skill would not handle that better.
A character with the Profession skill has a uniform, certification, union membership, and subscription to trade journals. If the character is not self employed they will have access to any gear required to preform their job that they do not own themselves, (possibly including vehicles or armor) On high tech worlds their employer might also supply them with a pager, walkie-talkie, or personal mobile communications device (smartphone). Any gear acquired in this manner has the aspect For official use only attached to it. The employer will monitor it’s use.
|Shop-talk: This character may use profession instead of rapport when interacting with other members of the same profession.|
|Unionized: This character may use profession instead of contacts to represent knowing other members of the same profession.|
|Jargon: This character may use profession instead of deceive when talking about their profession to laypersons.|
|Expense account: This character receives extra money from their employer for incidental expenses. They may use Profession in place of resources to make purchases. This stunt will not grant stress boxes.|
Rapport is mostly unchanged from it’s Fate Core version, with one distinction. Using rapport in a group consisting mostly of people from a culture you are not familiar with will net a -2 penalty due to cultural misunderstandings. Other social skills such as empathy and intimidate are more intuitive and thus do not suffer this penalty.
A character with the Rapport skill possesses fashionable clothes appropriate for their homeworld and any other culture they are familiar with. On high tech worlds they may also posses a mobile communications device. (smartphone)
|Howdy Stranger: This character does not suffer the -2 penalty to using rapport to interact with people from an unfamiliar culture. They are always given the benefit of the doubt.|
The resources skill Controls the assets stress track and deals with any problem that could be solved by throwing money at it. Exactly how rich a given character is depends on their homeworld and familiar cultures. A rich man from a low tech world might be a feudal lord or merchant prince while a rich man from a high tech world could conceivably own planets.
Resources is rolled to purchase things with a passive opposition representing the cost of the item. If the roll is a success the item is purchased. If the roll is a failure, the item is still purchased, but the negative shifts are applied as damage to the Resources stress track, possibly accumulating consequences.
Buying things with resources also functions as a create advantage gear. If a piece of equipment has no obvious mechanical effect, it counts as an aspect, and freshly purchased equipment comes with a free invocation. If the purchase roll has a success with style, you get two free invocations.
Resources can also be used to buy services or bribe people, in which case it creates situation aspect rather than a gear aspect.
Note that while this means that Resources can potentially be used to create advantage in any situation, resources rolls are unique in that they may not benefit from teamwork or create advantage actions. Otherwise it would be too easy for characters to pool their wealth by making group purchases and buy anything they needed with no consequence. The players may however, acquire loot or treasure over the course of an adventure. This takes the form of aspects with a single free invocation, this free invocation may be used on a resources roll but doing so expends the aspect, The loot is sold.
A character with the resources skill is assumed to always have cash or credit valid on their homeworld and any familiar culture.
|Funding This character has sources of money not their own and gains an extra box on the assets stress track.|
|Artifact: This character owns a special weapon or armor more powerful than would normally be expected for the setting. Construct a piece of equipment using the gear creation rules and make it one tech level higher than the highest tech level in the cluster (maximum T4.) This piece of equipment is free, but unlike natural weapon it is not physically part of the character and may not always be available. The GM should however respect the character’s equipment, and in the event it is somehow lost, the character should be refunded the refresh or allowed to buy a new stunt. For two refresh, this can purchase a piece of gear two tech levels above the highest tech level in the cluster (again no higher than T4)|
The science skill represents formal knowledge of one or more natural sciences. Specifically fields not covered by other skills such as Astrogation, Engineering, or Medical.
A science roll is used to make sense of gathered data or explain some unknown phenomena.
In some campaigns Science can be used to create advantages based on techno-babble The amount of bullshit the players are allowed to make up with this skill depends on the pre-established tone of the campaign. Science should not be abused in this manner in hard sci-fi campaigns.
A character with the science is assumed to have access to a database of scientific information, they also have note taking or recording equipement and appropriate clothes for either the lab or field work depending on their specialty.
|Applied physics: This character may use science in place of engineering when working on experimental high energy devices such as Reactors, space drives, or energy weapons. It may not be used for regular equipment, that is an engineer’s job.|
|Specialist: Pick a particular field of science such as biology or chemistry, this stunt grants +2 to that particular field.|
|Technobabble: Once per scene this character may spend a fate point and make a special science roll. For each shift on the roll the character may create or discover an aspect on either the scene or the target of their observations, only one of them may be invoked for free.|
Security combines burglary from Fate Core with Communications and Computers from Diaspora. It represents knowledge of various anti-intrusion systems and the ability to manipulate, bypass, or subvert them. On low tech worlds this means picking locks and climbing through windows. On high tech worlds this means hacking computers and preforming or defending against Electronic Warfare attacks. A character with security will know how to set up or bypass security systems from their homeworld and any culture they have familiarity with.
A security roll is used to bypass a security system such as a locked door or a computer firewall.
Security can also be used to set up security systems, or discover what security systems are already guarding something.
A character with the hacker stunt (see below) may use security to make electronic warfare attacks in space or platoon combat at high tech levels.
At high tech levels, Security is used to defend against electronic warfare attacks in space or platoon combat.
A character with the security skill will possess lockpicks at low tech levels or a personal computer at higher tech levels.
|Black hat: This character can initiate electronic warfare attacks rather than just respond to them.|
|White hat: This character does not need to be present to provide active opposition to attempts to breach a security system they set up. This does not apply to space or platoon combat as those always involve active opposition.|
|Escape artist: This character gets +2 to security rolls specifically to escape from somewhere or something.|
|L33tsp3k: So long as they have the appropriate cultural familiarity, This character may use security in place of contacts when dealing with the criminal underworld or using planetary communications networks.|
The shoot skill is unchanged from Fate Core. This covers both energy weapons and slug thrower from Diaspora.
A shoot roll is made to reload a weapon which has run out of ammo, or clear a jam.
There are many ways to create advantage using shoot, see my blog post about gunplay in Fate Core for more info.
Shooting is used to make ranged attacks in personal combat.
A character with shoot gets one firearm for free and either possesses any necessary permits to carry it in a discrete and non threatening manner, or the street smarts to not get caught. Some cultures will mandate that this weapon must be concealed in public, while others will prohibit carrying weapons entirely.
|Militarily grade: This character is a member of some sort of warrior class and is permitted to own and carry weaponry normally restricted. The character may buy weapons without the civilian stunt, and carry them lawfully on their homeworld without attracting the attention of the authorities. Weather or not these rights are respected by other worlds depends on the setting.|
|Akimbo: (special) This character is skilled using two one handed weapons at once. If neither weapon is capable of full auto fire, combined they function as a two handed weapon with a range equal to the shorter of the two weapons, a weapon rating equal to the higher of the two weapons, and the full auto stunt. If one or both weapons already has full auto, they are not combined, but rather the character is able to use one even after the other has run out of ammo, and reload both at once. This stunt might be too unrealistic for some campaigns, but might possibly represent cybernetic augmentation.|
|Bulging biceps: (special) Whether through an impressive physique or cybernetic augmentation, This character is strong enough to wield heavy weapons. Weapons with the mounted stunt count as heavy, weapons with heavy count as regular two handed weapons, and regular two handed weapons can be wielded in one hand. Like Akimbo, this stunt might be too unrealistic for some campaigns, but might possibly represent cybernetic augmentation. Combining it with Akimbo will allow a character to dual wield rifles, consider this before choosing to allow either stunt.|
The Stealth skill is unchanged from Fate Core.
A character with the stealth skill has a set of camouflaged or inconspicuous clothing suitable for their homeworld or any culture they are familiar with.
|Chameleon: (special) This character is an alien or cyborg with chameleon skin and can become partly invisible. They gain a +2 to all stealth rolls relating to visual detection but will still be detectable through other senses. This is the same as taking natural armor with the stunts flexible and optical camo.|
The survival skill represents a character’s ability to survive in the wilderness away from civilization. A character with survival can use this skill on their homeworld, and any planets they have cultural familiarity with. This stunt also covers animal handling and is used to ride certain animals. This skill might also be used to represent survival in an “Urban jungle” representing street smarts rather than wilderness knowledge.
The Survival skill is used to overcome obstacles related to wilderness hardships as well as dealing with wild or domesticated animals. It may also be used in place of profession rolls during downtime, provided the character is living in the wilderness.
The survival skill can be used to create advantages to any task where a practical knowledge of nature would be helpful. Guerrilla warfare being one common example.
A character with the survival skill either possesses, or knows how to create the necessary tools to survive in the wilderness including but not limited to a knife, fire starter, and climate appropriate clothing.
|Predator: This character may use survival in place of stealth when hiding in a wilderness area they have familiarity with.|
|Animal whisperer: This character gains +2 to all rolls interacting with animals.|
|Explorer: This character may use survival even on worlds where they do not have cultural familiarity.|
|Toolmaker: This character may use survival in place of engineering when improvising tools and shelter necessary for survival.|
|Hunter: This character may make ranged attacks with archaic ranged weapons or civilian firearms using Survival rather than shoot.|
Will is unchanged from Fate Core it Controls the mental stress track.
|Iron will: This character is determined, they possess an extra box on their mental stress track.|
|Fearless: (special) This character is incapable of fear. They are still vulnerable to mental stress damage, but not from any fear based attack.|
|Digital mind: (Special) This character thinks with silocon rather than meat. They posses a data stress track rather than a mental one. They are immune to all will stress damage, but may be subject to electronic warfare attacks. This stunt also allows the character to initiate electronic warfare attacks.|