Not all skills will have a significant effect on the mission, creating a painting won't change whether people starve to death or get devoured by the local lifeforms, but such skills can add flavour to roleplaying. These skills fall into the Hobby category. Hobbies don't have ranks and usually don't involve rolls or the potential for failure, either your character can do something or they can't. Hobbies are mostly for roleplaying but can have mechanical effects if used creatively.
At GM discretion a hobby may be used if you lack the appropriate skill for a task. This gives you +1 to your roll so you need to roll a 5+ instead of a 6 as you normally would with an unskilled roll and of course the hobby must be suitable for the task.
When choosing your hobbies, you can select them from the examples listed below or suggest new ones for GM approval. Almost any real skill or hobby can be taken with only one restriction: No hobby can duplicate the effects of a Skill. For this reason some hobbies are simply not appropriate, for example chemistry falls under the Research skill, and archery falls under the Combat skill.
- Extra Language
- Film Making
- Play Instrument
- Ride (animal)
- Sign Language