Proficiencies

Proficiencies are the skills and talents you are trained to achieve. They are fairly broad and encompass quiet a bit in each field, as beings the galaxy wide usually have access to to the Holonet, mentors, and peers. For those who truly want to learn, a teacher isn't far away.

Needs each line to be edited for clarity & completeness. Otherwise done.


 * 1) Academics - Knowledge, applications of said knowledge including history, cultural mores & taboos, archeology & anthropology, geography, general knowledge of star systems and alien life, as well as literacy for languages known
 * 2) Alacrity - Training focused on making you faster and more accurate
 * 3) Artistry - Sculpting, painting, dancing, singing, composing songs & poetry,
 * 4) Athletics - Running, jumping, climbing & rappelling, swimming, catching & throwing, dodging & evasion. Also includes free running, lifting & leverage.
 * 5) Awareness – You notice things others miss, either through practiced observation, paranoia or acute senses. This covers both active and passive applications of all the senses your species possess, as well as focused observation and situational awareness.
 * 6) Beast Handling – Animal Husbandry, taming, training, calming & riding beasts, as well as knowledge of their behavior and territoriality.
 * 7) Coercion – Intimidation techniques, enthralling, manipulation, seduction, torture, and otherwise forcing someone into doing your will.
 * 8) Connections - Contacts from DFRPG
 * 9) Conviction - May need to be changed/folded. If kill this, kill connections, too.
 * 10) Deceit – Subtlety & intrigue; deception & innuendo. Chicanery.
 * 11) Discipline – Tenacity and endurance training. You are not easily shocked, can function even in the most stressful or demeaning of situations, and can resist psychological and physical coercion such as torture, telepathic attack, and brainwashing chemicals & other techniques.
 * 12) Engineering - repairing, improving, disabling, and otherwise exploiting mechanical technology
 * 13) Firearms - Covers slugthrowers, blasters, needlers/, grenades and archaic projectile weapons
 * 14) Gunnery – Ability to operate heavy squad support or tactical weaponry, as well as weapon emplacements, vehicle mounted weaponry, artillery as well as Ion & turobolaser banks.
 * 15) Hand-to-Hand - Covers basic brawling, military training, the school of hard knocks and Teras Kasai.
 * 16) Insight – Leaps of Intuition, a mind for puzzles, thinking outside the box, and possessing an open mind. Also covers empathy.
 * 17) Investigation - noticing, recognizing, and understanding clues You are expert at searching for hidden or obscure things, from tracks to small clues at a crime scene
 * 18) Larceny - covers techniques for breaking and entering premises, picking locks, disabling alarms, as well as locating ne’er-do-wells such as fences and other lawbreakers.
 * 19) Legerdemain - Slight of hand and diversionary measures, used to pick pockets, palm a letter, place false documents on an unsuspecting mark, make a quick diversion, or entertain children.
 * 20) Navigation - Astrogation, as well as being able to navigate by star charts, being aware enough of your surroundings to get your bearings and find your way back to civilization.
 * 21) Manufacturing - Building & crafting physical goods
 * 22) Melee - If it's used to cut, stab, slice, poke, beat, bash, crush or impale, you can wield it.
 * 23) Medical Arts - Treating burns, contusions, abrasions, old scars, mental anguish, or suppurating wounds, as well as setting bones, grafting on prostheses and installing cybernetics. Also covers diagnosing& treating illness and toxins, preparing medication to help speed recovery, and preventative measures.
 * 24) Poise & Bearing - Your appearance to others, including how they percieve you and think you are acting/feeling.
 * 25) Rapport - Empathy & Persuasion. Lying, seducing, inspiring, enthralling, calming, body language,
 * 26) Science - Applications of advanced mathematics, cutting edge designs, analyzing & synthesizing chemical compounds, as well as a working knowledge of physics, and in a push or if you’re insane, calculating the jump to lightspeed in your head.
 * 27) Security - Procedures, systems, and hardware used both to keep property and personnel safe & secure as well as how to bypass such measures.
 * 28) Statecraft - Bureaucracy, political acumen as well as the ability to lead & command.
 * 29) Strategy & Tactics - Setting up ambushes, planning raids, formations, coordinating troops in the field, and logistical support
 * 30) Strength Training - Knowledge of fulcrums, leverage, and the best way to maximize the performance of your muscles.
 * 31) Subterfuge - Stealth, shadowing, slipping by unnoticed, blending in with a crowd, as well as gathering intelligence and knowledge of camouflage techniques.
 * 32) Survival - Knowledge of herbs, tracking, scrounging, preparation for, prevention of, and dealing with environmental hazards.
 * 33) Technician - Slicing, programing, operating, maintaining, and otherwise manipulating computers, ships systems & other electrical technology
 * 34) Vehicle Operation - If is has legs, repulsorlifts, wheels, treads, thrusters, or turbines, you can pilot it.
 * 35) Vocation - Covers both skill in and drive to excel in a given trade, as well as a means to amass credits in a legitimate fashion

Wiki Contents
Basic Mechanics

Basic Traits

Character Creation

Species

Origins

Spheres

Advantages

The Force

Gear & Vehicles

Destiny Mechanics

Conflict Resolution