I recently had someone ask me how Aether Nexus handles skills, and my answer was it doesn't really have skills as such. Most things a skill might be used for are just an aspect test, maybe opposed by an NPC or foe's own aspect value the way at attack or defense test would be if it makes sense. For ex, trying to sneak past a wary sentry might have your Flux test modified by their +1 Aether aspect, while a drunken sentry might be a -1 instead. You don't really need more than that foundation.
Still, I can see where people might want more definition about what their knight is good at outside of combat, so here are some quick ideas for adding a formal skill system to the game. As always, this is really unofficial and entirely optional.
Skills
The basic skill mechanic is simple: When you attempt to do something that your skill would reasonably apply to, the ensuing aspect test gains favor.
When testing against opposition like a foe or other NPC, your die roll may be modified their own aspect modifier in the same way attack and defense tests are during combat, although few NPCs will have aspects outside of the -1 to +1 range. Extreme circumstances might also apply hindrance to the test at the GM's discretion. Unskilled knights can attempt tests covered by skills, but they'll obviously be less likely to succeed unless their relevant aspect score is much higher than a skilled knight, and are more likely to suffer hindrance when attempting more specialized tasks.
Skills are most often used when Questing or during Voyages. They might apply during Battle when doing something that isn't covered by a basic action (such as sabotaging a piece of machinery with an Interaction, or sneaking around without being spotted with a Maneuver) but never apply to attack or defense tests or any other tests called for by a basic action (eg the Flux test to retreat). The augment and boon rules already offer plenty of ways to gain favor in battle, and skills are not intended to be an easy replacement for those, or for the basic Aid action. Similarly, when Skyvaulting the GM should generally disallow skill use on tests called for by tricks unless there's an excellent justification for doing so.
When using skills, add a step to character generation where the players can choose one skill to start with, possibly two if you have a very large list (more than ten or so, which again I advise against). You can purchase new skills during respite by taking this new respite action (which, as always, is the only action you can undertake other than Bond):
Study - Choose a new skill for 4AP
The GM (maybe with some player input) should make up a list of skills for their campaign. Concentrate on skills that you expect to be get used often enough and in a wide enough range of circumstances to be meaningful. Keep your skills broad and your list short. Something like "Roguery" is fine, having ten different skills for different thieving functions is not. I'd be surprised if a campaign needs more than a dozen skills, and less wouldn't hurt. If a player comes up with a skill they really want during play and none of your current ones cover it, you can always add it later.
For an example of a skill list I might use and how they would operate:
- Aetherics - Study and practice of manipulating ambient aether to produce magical effects, as well knowledge of fissure theory, slipgates, and the Aethereal itself. Usually includes some degree of familiarity with aether-related technologies as well, from skyship catalysts to various 'ratus augments. Test Stone to stay focused during long rituals, Flux to quickly react to sudden changes in the local aether (both within Eskahara and the Dream Sea), Aether to recognize and avert aetheral dangers, and Hearth to convince the inquisitor from the Aethereal Authority you aren't a danger to their own plans.
- Artifice - Familiarity with the many arcane technologies of Eskhara, including use, maintenance, repair and even construction when time and supplies are available. Of course, being able to fix something also makes it easier to break something if a bit of sabotage is called for. Test Stone for jobs that requires some muscle, Flux for precise work, Aether to assess exotic or ancient mechanisms, and Hearth to coordinate with assistants and schmooze with fellow experts in the field.
- Delve-Wise - A talent for exploring Eskhara's many old ruins and forgotten battlefields in search of relics of the past, from lost knowledge to legendary magical and technological wonders to valuable salvage and the strange treasures of old. The Delve-Wise can often understand and use exotic artifacts from before the Hive Wars, and they usually have a wide web of contacts that help them find potential sites of interest. Test Stone to shift rubble and excavate a site efficiently, Flux to slip past dangers and navigate treacherous ruins, Aether to research your finds and dig through dusty records, and Hearth to pursue rumors and negotiate with museums and collectors.
- Heraldry - Extensive knowledge of knightly lore ranging from history dating back to the Hive Wars to the shifting allegiances of modern banners. Also useful for finding likely patrons and quests for your Nexus. Test Stone or Flux to display your prowess in knightly contests without resorting to violence, Aether to identify other knights on sight and recall their reputations, and Hearth to politely boast of your own deeds and prove your status to others, knightly and otherwise.
- Lawkeep - A thorough grounding in the diverse systems of law and justice that keep Eskhara's shattered civilization running, from the baroque formalities of Korward House nobility to the eccentricities of the Cinder Clan councils and even the unwritten codes of some criminal groups. Usually includes some practical experience in solving crimes, which could be turned toward committing them in a pinch. Test Stone to efficiently apprehend resisting suspects without undue harm to them or yourself, Flux to pursue fleeing criminals, Aether to detect criminal activity and reason out the meaning of clues, and Hearth to argue a case in court or interrogate a suspect or informant.
- Roguery - A wide array of skills and talents conducive to living a shadier lifestyle than most knights pursue - or admit to, anyway. Equally handy for both espionage work and outright criminal activity. Test Stone to cow potential victims or break bonds with brute force, Flux to move swiftly and stealthily or to perform feats of dexterity, Aether to plan a heist or collect and memorize information, and Hearth to blend in to social situations, run a confidence game, or locate and do business with criminal contacts.
- Sky-Sailing - Experience in the many tasks required of a skyship crew, from simple repairs to ship-handling to basic navigation and having a "weather eye" for changes in the Flux. Often includes familiarity with flying mounts like driftwings, as well as less "official" perks like social and business contacts in every port and a knack for carousing. Test Stone for task that call for great strength like rigging sails in a storm, Flux for steering a tricky course, Aether for plotting routes and keeping a sharp watch, and Hearth for keeping the crew's morale up in the face of adversity, dealing with portside officials, and frightening off pirates.
- Wildwalking - Hard-earned wilderness survival skills, including foraging for food and water, improvising suitable shelter, pathfinding, tracking both animals and kin, and detecting and avoiding perils like erratic fissures to the Aethereal or oghdra infestations. Care and handling of mounts, livestock and hunting animals is also commonplace, as is familiarity with hunting or avoiding great beasts. Test Stone to endure privation and make hike for long periods, Flux to hunt small animals or avoid sudden dangers, Aether to navigate by the stars and Fragments or survey an area, and Hearth to organize expeditions and keep morale up on difficult treks.
That's only eight skills, but it offers a wide range of flavorful "things to be good at" for the players to consider as well as hinting at the kind of quests your knights might undertake. If no one seems interested in a skill it can always be dropped, although ideally consulting with your PCs should keep such skills off your list in the first place. You can also add more (and possibly more specialized) skills if the campaign direction seems to call for them.