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Key Attribute (Rules) (Player Core)

Each skill is tied to a key attribute. You add your modifier for this attribute to checks and DCs when using that skill. For example, skulking about …

Each skill is tied to a key attribute. You add your modifier for this attribute to checks and DCs when using that skill. For example, skulking about the shadowy corridors of a derelict starship with Stealth uses your Dexterity modifier, navigating the fickle personalities and treacherous power plays of interstellar politics with Society uses your Intelligence modifier, and so on. The key attribute for each skill is listed on the Skills, Key Attributes, and Actions and also appears in parentheses following the skill's name in the descriptions on the following pages. If the GM deems it appropriate for a certain situation, however, they might have you use a different attribute modifier for a skill check or when determining your skill DC. ### Skills, Key Attributes, and Actions Skill Key Attribute Untrained Actions Trained Actions Acrobatics Dexterity Balance Single Action Tumble Through Single Action Maneuver in Flight Single Action Squeeze E Arcana Intelligence Recall Knowledge G Single Action Borrow an Arcane Spell E Decipher Writing E, G Identify Magic E, G Learn a Spell E, G Athletics Strength Climb Single Action Force Open Single Action Grapple Single Action High Jump Two Actions Long Jump Two Actions Reposition Single Action Shove Single Action Swim Single Action Trip Single Action Disarm Single Action Computers Intelligence Access Infosphere E Recall Knowledge G Single Action Operate Device E Decipher Writing E, G Disable a Device Two Actions Hack E Crafting Intelligence Recall Knowledge G Single Action Repair E Craft D Earn Income D, G Deception Charisma Create a Diversion Single Action Impersonate E Lie Feint Single Action Diplomacy Charisma Gather Information E Make an Impression E Request Single Action - Intimidation Charisma Coerce E Demoralize Single Action - Lore Intelligence Recall Knowledge G Single Action Earn Income D, G Medicine Wisdom Administer First Aid Two Actions Recall Knowledge G Single Action Treat Disease D Treat Poison Single Action Treat Wounds E Nature Wisdom Command an Animal Single Action Recall Knowledge G Single Action Identify Magic E, G Learn a Spell E, G Occultism Intelligence Recall Knowledge G Single Action Decipher Writing E, G Identify Magic E, G Learn a Spell E, G Performance Charisma Perform Single Action Recall Knowledge G Single Action Earn Income D, G Piloting Dexterity Recall Knowledge G Single Action Drive Single Action to Three Actions Navigate E Plot Course E Run Over Three Actions Stop Single Action Stunt Single Action Take Control Single Action Religion Wisdom Recall Knowledge G Single Action Decipher Writing E, G Identify Magic E, G Learn a Spell E, G Society Intelligence Recall Knowledge G Single Action Subsist D, G Create Forgery D Decipher Writing E, G Stealth Dexterity Conceal an Object Single Action Hide Single Action Sneak Single Action - Survival Wisdom Sense Direction E Subsist D, G Cover Tracks E Track E Thievery Dexterity Palm an Object Single Action Steal Single Action Disable a Device Two Actions Pick a Lock Two Actions D This skill action is used during downtime. E This skill action is used during exploration. G This is a general skill action, with a description appearing on the listed page number instead of in the skill's entry.

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