Skills in this setting are D20 based. Each of the generic skill types gets a bonus/penalty depending on it's base attribute.
Each of the generic skills can have specialization. For example: Tracking would be a specialization of Survival, Pick Locks would be a specialization of Mechanisms, Computer Operations would be specialization of Tech Ops, etc...
When making a skill check, roll D20 plus the generic skill (+/-) attribute modifier.
If you have a specialization, do that same, just add the specialization bonus to the generic skill (+/- bonus) it is based on.
Any time a character gets a Natural 20 on a skill check, he/she receives a +1 in an appropriate specialization. Either the one rolled or what would be applicable for rolling under the generic skill. The Game Master may even award them when appropriate. (Such as a +1 specialization in Riding: Goar if traveling with a nomadic tribe that exclusively ride such creatures, if the characters have never prior had training with such beasts.)
If the skill check was to cast a spell/ritual/psychic ability, etc... all specializations will be for that particular power.
Zero or less in a Generic Skill:
Treat such skill checks as having a Tough challenge rating to reflect the unskilled nature of the roll, or worse depending on the situation.
Generic Skill List:
* Arcane [INT]: Generic go to for Sorcery & Cult power rolls, as well as covering lores & manipulation of Sorcerous devices & artifacts.
* Art/Craft [INT]: Generic go to for any Art or Craft related skills. True artists & craftsmen will have specializations of this.
* Influence [CHA]: Covers barter/trade, fast talk, oratory, intimidate, etc.. (Sense motive/detect lies is covered under Perception.)
* Linguistics [INT]: Used to attempt to communicate in a related or unfamiliar language. (A critical success with a linguistics roll should provide the character with the language attempted in compensation for lack of specialized skill.)
* Lores [INT]: Covers all the various possible lores skills, such as plants, fungi, animals, etc... (Arcane & Psych cover Sorcery, Miracles & Psionic lores.)
* Mechanisms [DEX]: Covers lock picking, disabling traps, basic mechanical repairs, etc... (For advanced tech, use Repair skill.)
* Perception [WIS]: Covers spot, search, sense motive/detect lies, smell, taste, etc...
* Physical [STR]: Covers climbing, swimming, lifting gates, smashing doors, etc...
* Pilot [DEX]: Covers piloting skill of a high tech & alien nature.
* Psych [WIS]: Covers use of Psychic powers and lores related to Psionics.
* Repair [INT]: Covers repair of advanced & alien technologies.
* Ride/Handle [DEX]: covers various riding and/or handling of animals/creatures. Also covers piloting primitive vehicles such as gliders & chariots.
* Science [INT]: In most cases this is the advanced sciences of the space aliens, though Astronomy is a common specialization for Sorcerers.
* Stealth [DEX]: Covers hiding, sleight of hand, pick pockets, disguise as well as balance related skills, such as walk tight rope, etc...
* Survival [INT]: Covers various survival elements, such as tracking, counter tracking, foraging, etc... If higher can substitute for survival related lores.
* Tech Ops [INT]: Covers various high tech operations skills like operation, programming & hacking computers, robots, security systems, etc...
Specialized Skills:
Too many potential specialized skill to effectively list.
Sometimes a specialization could easily cover two or more categories. For example: Lore: Animals would normally be within the domain of the Generic Lore skill, though if the character has a higher Generic Survival and he/she is trying to determine if the creature is edible, by all means allow the specialization to be rolled with Survival as the base, instead of Lore.
Examples:
Alchemy: [based on Lore skill]
Appraise: [based on Lore skill]
Pick Pockets: [based on Stealth skill]
Tracking: [based on Survival skill]
Robot Programming: [based on Tech Op skill]
Starship Repair: [based on Repair skill]
Swimming: [based on Physical skill]
Climbing: [based on Physical skill]
Sense Motive: [based on Influence skill]
Weaponsmith: [based on Craft skill]
Astronomy: [based on Science skill]
Disarm Traps: [based on Mechanisms skill]
Pick Locks: [based on Mechanisms skill]
Pilot Flying Saucer: [based on Piloting skill]
Ride Dinosaur: [based on Riding skill]