# Skills
## Data
_Source: Dark Matter_
This new skill in Dark Matter governs how well one can manipulate a technological interface and gain access to information or other functions. Your Intelligence (Data) check encompasses your knowledge of software and its exploits, more than hardware (which is covered by the Technology skill), and so will only be used when you use technology that has an interface, like a datapad, an arcane terminal, a ship's computer, or other control technology, like a door control or the computers that govern a [shield generator](/📚%20-%20Information%20Compendium/items/shield-generator-darkmatter.md) or ship weapon. If a piece of technology doesn't have an interface, an interface rig is required to interact with it. The GM should call for an Intelligence (Data) check whenever you attempt complicated operations on a data system, when you attempt to reprogram a construct, or when you attempt to hack a device.
Any sort of illegal or unauthorized access to a technological system is called Hacking and requires the use of an [interface rig](/📚%20-%20Information%20Compendium/items/interface-rig-darkmatter.md), as well as an Intelligence (Data) check. In general, a hacking attempt requires 1 minute of work using the technology, though the GM can decide that certain tasks might take only an action. On a successful check to hack a device, you can perform operations on the system as if you had full access. On a failed check, roll a d6. On a 6, the device locks down and no further attempts can be made to hack it. More secure devices might lock on a roll of 5 or 6, or on a roll of 4 to 6, as determined by the GM. You can hack into devices to illegally access a security system, open a door, disable an alarm, or manipulate someone else's datapad to give you access to their information or bank account.
## Mechanics
_Source: Obojima: Tales from the Tall Grass p. 165_
Your Intelligence (Mechanics) check measures your ability to comprehend, operate, craft, and repair non-magical machines.
## Navigation
_Source: Crystalpunk Campaign Guide p. 204_
Wisdom (Navigation) governs one's ability to track monsters, beasts, or people, as well as find the best path for a group through an area, such as shortcuts through the streets or through more dangerous areas such as a frozen wasteland.
> [!note]
> This skill replaces Survival as part of the variant rule [Skill Replacements and Adjustments for Crystalpunk](/📚%20-%20Information%20Compendium/📝%20-%20Rules%20&%20Mechanics/variant-rules/skill-replacements-and-adjustments-for-crystalpunk-ccg.md).
## Piloting
_Source: Dark Matter_
A new skill in Dark Matter, your Dexterity (Piloting) check covers how well you maintain control over a ship in difficult circumstances. You don't need proficiency in Piloting to fly a ship (be it an aircraft or a spacecraft), but proficiency in this skill can help when you need to make a crash landing or pull off a risky maneuver in a dogfight. The GM might call for a Dexterity (Piloting) check when you attempt to fly a ship through an electromagnetic storm that disrupts the controls, or when you wish to perform a hard stop or pull a high-G turn.
## Salvage
_Source: Obojima: Tales from the Tall Grass p. 165_
The GM might ask you to make an Intelligence (Salvage) check to search for, disassemble, or otherwise recall information about mechanical parts that are useful for magical and non-magical machines or potions.
## Streetwise
_Source: Crystalpunk Campaign Guide p. 204_
As a GM, you might ask your players to make a Wisdom (Streetwise) check to gather information, intuit information related to gangs, reputations, rivalries, events, or crime in the immediate area, conjure a false identity that can bypass scrutiny, or attempt to gain access to exclusive areas such as clubs or criminal hideouts.
> [!note]
> This skill replaces Animal Handling as part of the variant rule [Skill Replacements and Adjustments for Crystalpunk](/📚%20-%20Information%20Compendium/📝%20-%20Rules%20&%20Mechanics/variant-rules/skill-replacements-and-adjustments-for-crystalpunk-ccg.md).
## Technology
_Source: Dark Matter_
Your Intelligence (Technology) check measures your ability to understand the inner workings of technological devices. Most devices are powered by some form of magic, but plenty of intricate design goes into channeling that magic into useful effects. Use this skill to understand unfamiliar or complex technology or to modify or repair devices. The GM may call for an Intelligence (Technology) check when you attempt to modify a blaster, repair your ship's [shield generator](/📚%20-%20Information%20Compendium/items/shield-generator-darkmatter.md), disable a rogue android, or sabotage an arcane terminal.