Jumping

Driving/Ridinig

Climbing

Knowledge

Research

Doors

Walls

Breaking Things

Breaking objects is probably not a single roll, but a series of them. See the rules for attacking objects.

Locks

Picking, forcing, or jimmying a lock usually requires a tool of some kind. Actual lockpicks provide an asset.

Locks in a science fiction setting are probably electronic. For such locks, a character would want to use the hacking skill rather than lockpicking.]

Electronic Systems

Using an electronic system—a starship’s scanners, an office computer, the environmental systems of a building, an interstellar communicator—is usually routine if the character isn’t under any stress and is at least generally familiar with the task. Sometimes, though, it’s a non-routine task to operate a system while under stress or one that is entirely unfamiliar.

Hacking Tasks

When a character tries to access someone else’s computer or make an electronic system do something it wasn’t designed to do, that’s hacking as opposed to systems operation. This includes everything from hotwiring a car to getting someone’s bank information to disabling the security system of a space station.

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