As I have admitted, I've lately been oddly obsessed by both Chivalry and Sorcery and Space Opera, two FGU games I never played back in the day and that each have the reputation of being "unplayable." I was all prepared to put the lie to the notion that Space Opera at least was unplayable by creating and posting a character I'd created for the game. And, though a bit confusingly worded and organized, the character generation rules work, more or less, so that much of the game at least is viable.
In creating my character, though, I soon realized that, so far as I could see, there's no skill mechanic in the game whatsoever. There are "characteristic rolls" (CRs), which are 1D20 rolls under inconsistently variable target numbers (i.e. some CRs use the characteristic itself as the target, while others have a fixed target and have modifiers derived from the characteristic being tested), but there don't appear to be any skill rolls, unless I'm missing something. The descriptions of skills sometimes note specific game mechanic benefits (e.g. "build structures 5% faster for every level of experience"). Other skill descriptions provide no such guidance, despite the fact that all skills have levels and its implied that having, say, Advanced Mathemetics/5 is better than having Advanced Mathematics/4.
So, does anyone out there have any idea what I'm missing? I confess that a big part of the problem is that Space Opera is simply horribly organized and needed information is often difficult to find. Once you know where everything can be found in the two rulebooks, it's not so bad, but the trick is figuring out where everything can be found. In this case, I confess I can't quite figure out if there are rules for skill use I simply haven't found or there are no rules at all, at least none beyond the jumble of sub-systems found in some of the skill descriptions. As I said, if anyone knows better, please enlighten me.