Below is the Master Skill List and the associating Characteristic that supports the skill. This thread will be devoted to Skills and how to buy them and improve them.
Master Skill List
Acrobatics
(Athletic)
Administration
(Mental)
Alternate Identity
(Mental)
Appraisal
(Mental)
Archery
(Athletic)
Blade
(Athletic)
Bureaucracy
(Social)
Career Skill
(Mental)
Climbing
(Athletic)
Communication/Conventional
(Mental)
Communication/HPG
(Mental)
Computer
(Mental)
Cryptography
(Mental)
Demolitions
(Mental)
Disguise
(Mental)
Drive/Ground
(Physical)
Drive/Naval
(Physical)
Engineering
(Mental)
Escape Artist
(Physical)
Forgery
(Mental)
Gambling
(Mental)
Gunnery/Aerospace
(Physical)
Gunnery/Artillery
(Physical)
Gunnery/Battlemech
(Physical)
Gunnery/Battlesuit
(Physical)
Gunnery/Conventional
(Physical)
Gunnery/Spacecraft
(Physical)
Impersonation
(Social)
Interrogation
(Social)
Jump Pack
(Athletic)
Leadership
(Social)
Medtech
(Mental)
Navigation
(Mental)
Negotiation
(Social)
Perception
(Mental)
Piloting/Aerospace
(Physical)
Piloting/Battlemech
(Physical)
Piloting/Battlesuit
(Physical)
Piloting/Conventional
(Physical)
Piloting/Space
(Physical)
Protocol
(Mental)
Quickdraw
(Physical)
Riding
(Physical)
Running
(Athletic)
Scrounge
(Social)
Security System
(Mental)
Seduction
(Social)
Small Arms
(Physical)
Special Interests
(Mental)
Stealth
(Physical)
Strategy
(Mental)
Streetwise
(Social)
Support Weapons
(Physical)
Survival
(Mental)
Swimming
(Athletic)
Tactics
(Mental)
Technician/Aerospace
(Mental)
Technician/Battlemech
(Mental)
Technician/Battlesuit
(Mental)
Technician/Conventional
(Mental)
Technician/Electronics
(Mental)
Technician/Mechanic
(Mental)
Technician/Spacecraft
(Mental)
Technician/Weapons
(Mental)
Throwing Weapons
(Physical)
Tinker
(Mental)
Tracking
(Mental)
Training
(Social)
Unarmed Combat
(Athletic)
Zero-G Operations
(Physical)