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A character has skills, which are a choice of strengths in different fields that can affect their abilities and chances of success in carrying out actions. The skills that a character has are dependent on their job - it is unlikely that a Commanding Officer will have a similar set of skills to an Engineer or Janitor.

Skill levels

Skill selection screen.
Skill Levels
While skill levels mean different things for some skills, the general theme is as follows.

Unskilled You have no real experience -- you've flipping through a booklet or watched an introductory video.

A skill at Untrained just isn't a part of your interests, career or personal.

Basic You have a little experience -- you've taken a one-day practical course or been given minimum training.

A skill at Basic might be a hobby, something you use rarely, or perhaps you're just new and junior.

Trained You have working experience -- you're employable in this field, and have had work experience or been formally taught.

A skill at Trained is your bread and butter. You use it daily in your job, or you've got a degree in it.

Experienced You're knowledgeable -- this has been part of your daily job for some time, and you have practical knowledge, tricks, and shortcuts.

A skill at Experienced is your main focus. It's the core of your job, or you teach it.

Master You are this skill -- you're a recognized expert, fast and reliable, perhaps even showy.

A skill at Master is something you've built your lift around, or you're a savant. Perhaps your other skills have suffered for it.

Selecting skills

To access the skills selection screen you must click on the name of the job title you will be choosing.

Skills are tied to a character's occupations rather than the character as a whole. So if you have one character, but you play them as both chef and janitor, you may have moderately different skills across these two roles. To select skills for a position, click on the name of the position itself. This should open up a window like the one on the right (pictured), at the top you should see Skill points remaining: ## this is how many points you can put into your skills, each of which have costs associated with them. Different positions that demand experience and higher education will have more skill points available than positions that require little to not education, an example is that the executive officer has 40 points available while a passenger only has 16.

Ensure the skills you select are entirely relevant to your occupation, they may have mechanical implications. However, while most occupations have their essential skills force-set, there is still some wiggle-room that can affect how your character is played. This means if you want to play a physician that able to do surgery, but has a chance at making more errors, you can! Be sure to keep in mind that your character will still be expected to perform their job duties to a satisfactory standard, in line with server rules.

Skill mechanics

In Baystation 12, skills can also have an impact on how your character performs their jobs and other duties; they are not just meant for role-play. The skills you choose and spend points on, in general, go hand in hand with the job your character will be performing. Because of the limited amount of points you will be granted, you should leave spending points on skills not in your job category for last.


These skills apply to day to day life, or to most jobs.

Your ability to perform tasks requiring strength, dexterity, and endurance.

Unskilled You can pull objects but start to generate Lactate after tiring out. Your strength increases with level.

You can throw objects. Their speed, thrown distance, and force increases with level.

Basic You can throw "huge" items or normal-sized mobs without getting weakened.
Extra-Vehicular Activity (EVA)
Your ability to safely operate in low gravity with suits and jetpacks.

Unskilled Increased chance of slipping in no gravity. Can fumble jetpack controls and move in the wrong direction.
Basic Lower chance of slipping, lower chance of fumbling jetpack controls.
Trained Even lower chance of slipping, cannot fumble jetpack controls.
Experienced Cannot slip, cannot fall when moving from no gravity to gravity.
Master Can move faster than normal with jetpacks.
Exosuit Operation
Your ability to operate heavy machinery, including exosuits and ground vehicles. Requires Trained EVA.

Your ability and understanding of piloting spacecraft.

Unskilled Can operate the GUP. Can fumble other ship controls and move in the wrong direction.
Basic Can operate the Aquila and the Charon.
Trained Can operate the Torch.
Master Fewer meteors spawn when flying though asteroid fields.


These skills apply to handling office politics, information, and money.

Your ability to write and complete paperwork, navigate complex organizations, and understand laws and regulations.

Information Technology
Your understanding of computers, software, and communication.

Experienced Traitor DOS program adds extra fake attacking nodes to the log.

Can use the command terminal on computers.

Your ability to manage money and investments.

Unskilled You get some starting money. Its amount increases with level.

You can use the verb "Appraise" to see the value of different objects.



These skills apply to construction and demolition, electrical systems, atmospherics, and engines.

Your knowledge of piping, air distribution and gas dynamics.

Your ability to construct various structures, such as walls and floors. Note that constructing devices such as APCs additionally requires the Electronics skill.

Unskilled You can deconstruct (or break) furniture.
Basic You can construct items from Steel, Plastic and Wood.
Trained You can construct items from Bronze, Gold, Osmium, Plasteel, Platinum, Reinforced Glass, Sandstone, Silver, Deuterium, Metallic Hydrogen, Phoron, Phoron Glass, Tritium, and Uranium.

You can construct furnitures.

You can construct simple objects such as light fixtures, crude weapons, and wall-mounted frames.

Experienced You can construct items from Osmium-Carbide Plasteel, Titanium, Diamond.

You can construct complex objects such as machine and weapon frames.

Master You can construct anything.
Electrical Engineering
Your knowledge of electronics and the underlying physics.

Unskilled Every time you open the hacking panel, wires are randomized.

Every time you pulse a wire, there is a chance you pulse a different one.

Every time you cut a wire, there is a chance you cut/mend extra ones.

You can misconnect remote signalling devices.

Basic Every time you open the hacking panel, some wires might be duplicated.
Trained You can safely hack machines.
Experienced You can safely place remote signaling devices.

You can examine one or two wires on the hacking panel.

Master You can examine most wires on the hacking panel.
Your knowledge of the various engine and generator types common in space.

Unskilled You can read the SM monitor readings with 40% error. This decreases with level.
Experienced You can fully read the SM monitor readings.

You can examine the SM directly for its integrity.

Master You can examine the SM directly for an approximate number of its EER.


These skills have to do with general medical knowledge, chemistry, virology, and other things pertaining to the medical department.

This skill covers the understanding of the body and its organs. It affects the speed of surgeries. It is extremely dangerous to do surgery with a low Anatomy skill.

Unskilled High chance to fumble all surgery steps. Delicate steps (like attaching organs) fumble even more often.
Basic Reduced chance to fumble all surgery steps.
Trained Cannot fumble basic surgery steps. Chance to fumble delicate steps.
Experienced Cannot fumble delicate steps.
Master Reduced effect on success from improper conditions (eg. no proper op table).
Your knowledge and practical ability with chemicals and chemistry machinery. This does not include knowledge of the effects of medicines on the body. It is extremely dangerous to do chemistry with a low Chemistry skill.

Unskilled Grinder can fumble and hurt your hands, and has a low yield. Yield increases with skill.

ChemMaster, Thorough Mode buffer transfers lose chemicals. Loss decreases with skill.

ChemMaster, Quick Mode buffer transfers can move other chemicals as well. Chance decreases with skill.

Dispenser can add up to 2 contaminants as well. The amount dispensed is inaccurate.

Science glasses/HUD allow you to reveal the chemicals in a container by examining. Accuracy increases with skill.

Basic Grinder can no longer hurt your hands.

Dispenser can add 1 contaminant as well. The amount dispensed is more accurate.

Trained Dispenser works correctly.
Experienced Examining A Held Container reveals the scannable chemicals it contains.
Master Examining A Held Container reveals all of the chemicals it contains.
Medicine covers the understanding of the human body and medicine. Low levels give general knowledge of basic medicines and simple medical devices. High levels give exact knowledge of medicines and medical devices. It is dangerous to use medicine and medical devices with a low medicine skill.

Unskilled Health Analyzer displays partial, badly formatted results.

Body Scanner displays partial, badly formatted results.

Syringes injecting always acts as if on harm; drawing blood can fumble and injure the patient.

IV Drip removing the IV always rips it out; inserting it can fumble and injure the patient.

Sleeper does not display patient status, dialysis and stomach pumping not available.

Defibrillator can fumble and shock the patient or user.

Basic Health Analyzer, Syringes, IV Drip, and Defibrillator work correctly.

Sleeper can do dialysis and stomach pumping.

Trained Body Scanner displays correctly.

Sleeper displays patient status.

Splints always succeed when applying to others.

Your understanding of infectious particles and organisms, and their effects on humans.

Basic You can read virus reports more or less precisely. This increases with level.
Trained You can safely use the Disease Splicer and the Pathogenic Incubator.
Experienced You can fully operate the Disease Analyser.

You can fully read virus reports.

You can splice and mutate viruses more or less precisely.

Master You can splice and mutate viruses precisely.


These skills have to do with your ability to research, handle complex devices, and perform scientific research.

Complex Devices
Your ability to assemble complex devices, such as computers, circuits, printers, robots or gas tank assemblies (bombs).

Your experience and knowledge with scientific methods and processes.



These skills have to do with close combat, forensic science, and weapons handling.

Close Combat
Your training in hand-to-hand combat or melee weapon usage.

Unskilled You can disarm, grab, and hit. Their success chance depends on the fighters' skill difference.
Trained You can parry with weapons. This increases with level.

You can do grab maneuvers (pinning, dislocating).

Forensics is used to handle forensic evidence safely and to use forensics equipment to hunt down criminals.

Unskilled Increased chance of leaving fingerprints when touching things. Can contaminate evidence when trying to put it in evidence bags.
Basic Can safely handle evidence bags, normal chance to leave fingerprints and such.
Trained Can use forensics equipment, evidence collections kits and machinery.
Experienced Can detect fibers, prints and GSR on examination up to a tile away.
Master Increased detection range to two tiles, can now detect traces of blood.
Weapons Expertise
Weapons Expertise is required to safely and efficiently handle guns. Without at least basic gun handling skill you'll be prone to safety-related accidents, while higher skills increase accuracy, especially in stressful conditions.

Unskilled Can accidentally set safety on while handling gun. Need to examine gun to see safety state. If gun's not on safety, can accidentally discharge it while putting it in bags/holsters/pockets or taking it out.
Basic Can see safety state on gun's icon when in inventory, can tell if gun is jammed. Still not as good in combat situations - accuracy penalty when in pain, can fail at reflexive fire, less accurate automatic fire.
Trained Can ignore accuracy penalty from minor pain, can tell how many rounds are left in the gun, no extra accuracy loss when firing bursts, slightly better accuracy overall.
Experienced Further accuracy bonus, higher chance to automatically clear a jam, automatically switch safety off when unholstering a weapon with harm intent.
Master Even more bonus accuracy, when handing bolt rifles, automatically cycle spent round out.


These skills have to do with your ability to grow plants, and cook food.

Required to effectively tend to plants. A low skill level is enough to grow crops, but plant science and xenobotany require a higher level.

Unskilled General: Cannot recognize whether weeds or pests harm the plant. Planting might not be successful. Attempts at weeding can harm actual plant.

Bioballistic Delivery System: Has a chance to fail at extracting the gene. Increases seed degradation more rapidly.

Lysis-Isolation Centrifuge: Has a chance to fail at extracting the gene. Increases seed degradation more rapidly.

Basic General: Works normally for non-exotic seeds.
Trained General: Works normally for exotic seeds.

Bioballistic Delivery System: Works normally.

Lysis-Isolation Centrifuge: Works normally.

Experienced Bioballistic Delivery System: Slower seed degradation.

Lysis-Isolation Centrifuge: Slower seed degradation.

Describes a character's ability to prepare meals and other consumable goods. This includes mixing alcoholic beverages.

Basic You can safely use the All-In-One Grinder.
Trained You can fully operate the drink dispensers.