Agility describes a character's manual dexterity, their hand-eye coordination, and their reflexes. In general, it correlates to a skill in difficult physical maneuvers, as well as the split-second reactions required for advanced vehicular maneuvers. It does not replace the Defense skill, though it may augment it at the GM's discretion.
Deception consists of the ability to make circumstances appear as they are not, and the ability to take advantage of that shift. A convincing lie, a silent footstep - these are the hallmarks of a high Deception skill.
The Technologist skill corresponds at its most basic level to an understanding of mechanics and electronics, and the ability to put that understanding to practical use. The skill covers anything from disabling security systems to improvising an in-field vehicle repair. Proper handling of explosive devices also falls under Technologist's umbrella.
Perception is the capability to overcome the efforts of the Deception skill. Acute hearing, sharp eyes, and a canny understanding of how things ought to be in a given situation all come together.
Sociability is an indicator of one's force of personality, combined with an understanding of cultural rules and customs. Communication from its most simplistic to the stringently formal: crude hand signs, diplomacy, formal dining etiquette - they all fall under Sociability's purview.
Resilience (Mental Defense)
Resilience is a measure of a character's mental endurance, their capability to withstand psychic assault and to ignore or defuse hostile memetic patterns. Generally, Resilience will be called upon to resolve the results of any non-physical attack.
Fortitude (Physical Defense)
Fortitude is a gauge of a character's combat awareness. The ability to avoid bodily injury in conflict situations is the role of Fortitude. Attacks which attempt to harm the body directly (a telekinetically thrown knife, a gun shot, et cetera) would be defended by the Fortitude skill.
Ranged Weapons describes how skilled a character is in the maintenance and usage of personal firearms, as well as the usage of tripod and vehicle-mounted weaponry. For maintenance of large weapons, see the Technologist skill.
Simple Weapons governs the use of bladed, blunt, and powered melee weapons, as well as their thrown variants. In addition, Simple Weapons governs skill with other thrown weapons, such as grenades.
A character's training in the medical sciences and their application. Three points or more indicates possession of a M.D. or equivalent.
Advanced understanding of the hard sciences. Chemistry, biology, physics, et cetera. Most research staff will have at least 3 points in this skill, to indicate possession of a Ph. D. or equivalent.
Collegiate-level training in non-scientific areas of inquiry, such as law. Your character may know one additional language for every point in the Academia skill.
A character's bodily integrity. If this reaches 0, you are incapacitated, and cannot defend yourself. If you are attacked while incapacitated, you are dead.
A character's mental state. As it is reduced, your character is accumulating mental trauma to the point they reach 0, at which point they are incapable of acting of their own accord or preparing their mind to defend themselves. Another mental attack at 0 HP renders them permanently damaged mentally and unfit for Foundation service, at the very least.