CoP: Skill List

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The skill list for this game is largely the same as for a standard Fate Core game, with a few exceptions. If in doubt, simply refer to the list below. Unless indicated otherwise, assume all stunts listed for a skill are available for purchase.

  • Athletics
  • Contacts
  • Deceive
  • Engineering (renamed from Craft)
  • Empathy
  • Intrusion (renamed from Burglary)
  • Investigate
  • Lore
  • Melee (renamed from Fight)
  • Notice
  • Physique
  • Pilot (renamed from Drive)
  • Provoke
  • Rapport
  • Shoot
  • Stealth
  • Survival†
  • Systems†
  • Will

† New skill.

Note that there is no Resources skill. The Credit extra replaces its use here.

What follows is a list of additions to the base Fate Core list of stunts and skills. Only new stunts and skills are detailed. For a complete list please see Confederacy of Planets pdf or the Fate Core book.


Fly. Your character has wings, jets, or psychic abilities that allow him to fly. Use Athletics to maneuver and for any movement using flight.


As per Crafts, but with some more stunt ideas:

Biotechnology. This stunt allows the character to repair advanced biotech equipment. It also allows the character a chance to use an overcome action to decipher what alien biotechnology might do.

Cybertechnology. This skill represents an advanced marriage of medical technology, engineering and biology to create tech that might be grafted to a biological host. This can be useful to create synthetic replacements for lost biological parts, such as arms and legs.

Hogtie. When you use Engineering to create a Hogtied (or similar) advantage on someone, you can always actively oppose any overcome rolls to escape the hogtie (also using Engineering), even if you’re not there. (Normally, if you weren’t there, the escaping character would roll against passive opposition, making it a lot easier to escape.)


This skill is like Burglary in Fate Core but is especially used for electronic hacking and warfare. A couple of stunts that illustrate it's use in the Confederacy setting.

Attack Programs. You can use Intrusion to make mental attacks and create advantages against a target by flinging attack programs at targets via the MindWeb or other access.

Specters. Requires Attack Programs. You have one or more fragments of TSIs (Translated Sentient Intelligences). They may be only a shadow of their former selves, but they know pain and anger, and are quite adaptable and creative. Use of specters as weapons is usually considered illegal and immoral. But it gets you +2 shifts of stress on successful mental attacks intended to shred mental firewalls and burn out minds.


Web Crawler. You have great familiarity with the MindWeb and have plumbed its depths far more deeply than most. Gain a +2 bonus to any research done via the MindWeb such as for create an advantage actions.


Medical Expert. You can use Lore to make overcome rolls to begin the healing process for physical consequences. Once per session you can reduce someone else’s consequence by one level of severity (severe into moderate, moderate to mild, mild to nothing at all) by succeeding on an Lore roll with a difficulty of Fair (+2) for a mild consequence, Good (+3) for moderate, or Great (+4) for severe. You need to have access to the person you’re treating for at least half an hour in order for them to receive the benefits of this stunt. You can use it on yourself by increasing the difficulties by 2.


The Melee skill covers all forms of close-quarters combat (in other words, within the same zone), both unarmed and using weapons. For the ranged weapons counterpart, see Shoot.

Melee also covers skill with exotic weapons such as lightsabers. However, in the case of lightsabers, an aspect reflecting the character’s connection to the Force is necessary in order to wield it.

Overcome: Since you don’t really use Melee outside of a conflict, it’s not often used to overcome obstacles. You might use it to display your fighting prowess in a demonstration, or to participate in some kind of regulated bout or sport fighting, which would allow you to use this skill in a contest.

Create an Advantage: You’ll probably use Melee for most of the advantages you create in a physical conflict. Any number of special moves can be covered with advantages, whether it’s a targeted strike to stun, a “dirty move”, disarming, and so on; you could even use Melee to assess another fighter’s style, spotting weaknesses in his or her form that you can exploit.

Attack: This is self-explanatory. You make physical attacks with Melee. Remember, this is for close-in work, so you have to be in the same zone as your opponent.

Defend: You use Melee to defend against any other attack or advantage attempt made with Melee, as well as pretty much any action where violently interposing yourself could prevent it from happening. You can’t use this skill to defend against Shoot attacks, unless you posses a lightsaber and the Deflection or Reflection stunt.

Melee Stunts
Backup Weapon. Whenever someone’s about to hit you with a Disarmed situation aspect, spend a fate point to declare you have a backup weapon. Instead of a situation aspect, your opponent gets a boost instead, representing the momentary distraction you suffer having to switch.

Flawless Parry. When taking a full defense action, you gain a +3 instead of a +2 to defend yourself.

Heavy Hitter. When you succeed with style on a Melee attack, you gain a full situation aspect with a free invocation instead.

Killing Stroke. Once per scene, when you force an opponent to take a consequence, you can spend a fate point to increase the severity of the consequence that he must take (so mild becomes moderate, moderate becomes severe). If your opponent was already going to take a severe consequence, he must either take a severe consequence and a second consequence or be taken out.


Life Support. You can survive most hostile environments including the vacuum of space. This provides no defense bonus against attacks due to weapons or extreme environments.


The Pilot skill is all about operating vehicles and things that go fast. What this means depends on the individual character’s background. If your character is from a primitive world, this might mean she has Ride instead if the main transportation is animal-based, or possibly Drive if the main transportation is ground-based.

By default, however, this skill means you can pilot anything from a hover bike to a fighter craft.

Exemplary Navigator. +2 to Pilot rolls when plotting courses.


The Fight in the Dog. You can use Provoke to enter the kinds of contests that you’d normally need Physique for, whenever your ability to psych your opponent out with the force of your presence alone would be a factor.


Child of the Court. Gain a +2 bonus to any attempt to overcome obstacles with Rapport, when you’re at an aristocratic function, such as a royal ball.

Striking Looks. Gain a +2 bonus on seduction attempts where your good looks can be used.


Blaster Shots in the Air. You really like emptying magazines. Any time you’re using a fully automatic weapon and you succeed at a Shoot attack, you automatically create a Fair (+2) opposition against sprint actions in that zone until your next turn, because of all the blaster shots in the air. (Normally, you’d need to take a separate action to set up this kind of interference, but with the stunt, it’s free.) Works with slug throwers as well as energy weapons.


Backstab. You can use Stealth to make physical attacks, provided your target isn’t already aware of your presence.


Survival covers virtually every sort of outdoor activity from wilderness survival to animal handling and riding.

For determining whether a character is able to survive in an environment, the GM should set a Difficulty appropriate to the harshness of the environment; success allows the character to survive. If required the character can also help a number of other characters equal to the Effect to survive as well.

When handling animals Survival is often used in a contest against the animal’s Will.

A successful Survival roll to overcome a Mediocre (+0) difficulty allows for a hide to be built that allows Survival to complement Stealth whilst in it. The hide lasts for one day, plus a number of extra days equal to the points of success by which you overcame the difficulty.

Overcome. Use this skill to train animals, ride animals and survive outdoors.

Create an Advantage. Survival might be used to create aspects you can use to help overcome wilderness obstacles.

Attack. Survival is not used to attack.

Defend. Survival is not used to defend, unless environmental hazards are being used to actively attack the character.

Survival Stunts
Animal Whisperer. Choose a specific kind of animal, such as horse, dog, cat, etc. Your character gains a +2 to Survival rolls to communicate with them.

Expert Rider. Your character is especially adept at riding beasts. When making an overcome roll against obstacles to movement while mounted, reduce obstacle difficulties by 2.

Huntsman. In a wilderness setting you may use Survival in place of Stealth.

Tracker. Your character is Skilled at tracking, and can infer a great deal of information from a trail. When studying tracks, the character may roll Survival. Each shift from this roll spent thereafter gives the character one piece of information about the person or creature being tracked (such as weight, how they were moving, and so on). Normally, Survival can’t be used to track something, leaving such attempts at a Mediocre default.


This skill covers the use of advanced technological systems, such those found in starships and advanced computers, in order to perform actions involving sensors, shields, security systems, navigation, computers and similar tech.

Overcome. Use Systems in order to remove aspects that are negatively impacting your starship or installation such as Disabled Shields and Fire in Engineering. You can also perform an overcome action in order to use sensors to detect targets or things of importance from afar.

Create an Advantage. Systems can be useful to create any advantage that might be detected through use of sensors or manipulation of the technology at your disposal. It can also be used during conflicts to place aspects such as Target Lock!.

Attack. Systems is not usually used for attacks.

Defend. Systems can be used to defend against vehicle-scale attacks when there is some form of technology at your disposal designed for this purpose. For example, if you “angle deflector shields” you might defend against incoming energy beam attacks. If you set up “jamming” you could defend against missiles or torpedoes.

Systems Stunts
Tactical Officer. You specialize in the use of ships systems for use in battle circumstances. You enjoy a +1 bonus to use ship systems to create advantages or defend during conflicts.

Science Officer. Your specialty is in scientific analysis. Gain a +2 bonus when you use sensors to analyze (overcome or create an advantage) something for the first time. This applies to naturally occurring celestial bodies or space anomalies, but not artificial creations.

Security Specialist. As the ship’s security specialist, your focus is in using the ship’s (or station, or planetary installation) internal systems to maintain security. This training provides a +1 bonus to any action related to the internal workings of your vessel or station, such as on-board sensors, fire suppression, and door control systems.

Fire Control. You can use Systems instead of Shoot when firing Starship scale or larger weapons.