Post by Darth Kairos on Mar 10, 2019 12:49:29 GMT
Skills are sets of techniques honed through training over time. Below is a complete list of Skills; those with titles marked with an asterisk can be used untrained (i.e. with zero total Ranks), but using a Skill untrained produces notably shoddier results than if it were it used by a trained individual as you cannot apply your Proficiency Modifier. To make a Skill check, roll the following:
Each Skill also has a specialization, an extremely potent application that can turn the tide in combat or provide invaluable resources off the battlefield. A character may use a Skill's specialization by spending a Force Boon, so long as they have at least three ranks in the skill; alternatively, a character who purchases the Skill Focus perk for that skill may use it without restriction (they must still have at least three ranks in the Skill, however).
The Acrobatics, Athletics, Endurance, Legerdemain and Stealth Skills are all negatively impacted by wearing armor and suffer a penalty to related DCs while armor is worn. Light armor suffers a -2 DC penalty if worn by a character not proficient in Light armor. Medium armor imposes a -2 penalty, or -5 if not proficient. Heavy armor imposes a -5 penalty, or -10 if not proficient.
Many of these Skills are adapted from the Star Wars Roleplaying Game: Saga Edition Skill list. SWSE is suggested as an example of how these Skills may be used, especially for numbers-heavy purposes such as jump height or hacking rules. However, SWSE's rules are by no means immutable and should be considered inspiration, not gospel.
Acrobatics* (Dexterity): Sith and Jedi are well known for their keen coordination and impressive balance but few realize that this only partly comes from the Force. The majority of this perceived ability is actually produced by a strict regimen of acrobatic training. This Skill allows a character to maintain balance in tenuous situations, tumble down sharp angles or off moving vehicles safely and swing gracefully on ropes and jungle vines.
Astrogate (Intellect): In ages past space travelers depended on hyperspace beacons and jump gates to guide their journeys. The development of hyperdrives that allowed for free travel opened up new horizons for explorers and traders but also created the added demand of charting one’s own course. The Astrogate Skill allows a character to calculate hyperspace jumps for maximum efficiency; the more Ranks, the shorter the length of the journey, the less stops that are required, and the more hazardous the route that can be navigated.
Athletics* (Strength): The life of even the most studious Sith requires rigorous physical conditioning. As such, they often receive training in the Athletics Skill during their Apprenticeship. Athletics covers a wide gamut of bodily demanding tasks ranging from the long jump and high jump to running, climbing and swimming.
Awareness* (Spirit): Be present, be centered and be mindful. These are words that every Sith will be told repeatedly by their Master. This constant reinforcement is designed to cultivate Awareness in the Apprentices. Awareness is the Skill that governs such acts as spotting hidden foes, listening for distant or subtle sounds and searching a room for hidden objects.
Bluff* (Charisma): Sith have a reputation for being grand manipulators; the fact that to this day individuals continue to be successfully manipulated by Sith despite this reputation speaks to great collective proficiency in this Skill. Put simply, Bluff is the Skill used to lie, misdirect foes in combat and deceive.
Computer Use* (Intellect): Information technology is omnipresent throughout the civilized galaxy. Many children learn to access the holonet via datapad before they can walk or talk. But there is a universe of difference between knowing how to operate and access systems others have designed for your use and being more...creative with computers. Ranks in Computer Use allow for tasks like slicing computer systems, writing or altering software and developing viruses.
Concentration (Intellect): Hacking a datapad while blaster bolts sizzle past you, sustaining your Force Grip against a man while his daughter attacks you with a club, or keeping a heavy crate lifted when rats begin to crawl over your feet - Sith are able to keep focused on their task no matter the circumstances. Concentration is used whenever you are attempting to sustain the effects of another check when something new, dangerous, and distracting has occured.
Diplomacy* (Charisma): In the past some Jedi Masters referred to a concept called “Lightsaber Form Zero.” By this they meant resolving a potential conflict through discussion rather than relying on combat. Though the Sith are mostly unmoved by the original, pacifistic motivations of this idea, some of them do see “Form Zero” as the most efficient approach in certain situations. The Diplomacy Skill is the key to Form Zero, and represents proficiency in discussion, negotiation and honest (or mostly honest) persuasion.
Disguise* (Charisma): The galaxy can be a hostile place and sometimes it’s better for the well-known to make themselves inconspicuous. Then there are those who want to escape pursuers or enter somewhere they’d normally be denied access. The Disguise Skill can facilitate all these things and more. A disguise’s difficulty is based on how close the user’s actual appearance is to the disguise. Appearing as someone specific is also much more difficult than creating an original persona and passing as a different species or gender has its own daunting challenges.
Endurance (Constitution)*: Sith training is brutal, and the number of Sith who break during their training far outstrips the number who succeed. But those who complete their training have been taught to push themselves beyond normal physical limits, with stamina and constitution that outstrips all but the galaxy's toughest mercenaries. The Endurance Skill allows is used whenever a character attempts to push themselves beyond their normal physical limits, such as surviving without water in a desert, holding their breath underwater, or ignoring their body's physical needs.
Forgery* (Intellect): A quality fake is as good as the genuine article until someone finds it out; by that point smart forgers are long gone. This Skill can be used to counterfeit many different items such as artifacts, currency and official documentation. Among the galaxy’s criminal element this Skill is in high demand.
Gamble* (Spirit): Luxury, fortune, fame and romance! That’s what every gambler dreams of. Crushing debt, ruined hope and legs broken by pit bosses! That’s what most gamblers wind up with. The Gamble Skill represents a character’s proficiency at games of chance.
Gather Information* (Intellect): Forewarned is forearmed, it has been said but one often has to scavenge for armament. A character uses the Gather Information Skill by talking to locals, calling contacts, listening in on conversations or discovering relevant records to investigate a subject of inquiry.
Handle Animal (Charisma): There are a few common traits that can be found in all sentient cultures. One of these is the domestication of animals. The Handle Animal Skill enables a character to train, understand the behavior of and influence beasts.
Haggle* (Intellect): The markets of the galaxy operate on ruthless tactics. Those who know the secret techniques of profit are at an advantage over less talented consumers. Haggle governs the art of negotiating business arrangements, appraising the value of objects and getting the best prices on goods. This Skill also allows a character to detect counterfeits made with the Forgery Skill.
Initiative* (Dexterity): React first, and react fast. Sith have these words drilled into them through endless combat training, while other beings tend to learn their meaning through experience. Initiative is used to determine how quickly a being responds to a new and dangerous development - most frequently, it is used to determine the order of combat.
Insight* (Spirit): For every offense there is a defense. Deflector shields counter turbolasers, armor turns aside blades and Insight defeats those who would deprive you of the truth. This is the Skill that governs detecting hidden interests, deceptions and misdirection. Insight is also a useful skill for piercing obfuscating situations and putting together the pieces of puzzles you have collected during an adventure.
Intimidate* (Strength or Charisma): One can get more with a kind word and a blaster than with just a kind word. Though every thug tries his hand at Intimidate, the true heights of this Skill can be awe-inspiring in their subtlety and precision. Intimidate can be used to influence a hostile to back down, coerce cooperation from the uncooperative or interrogate a prisoner. When rolling an Intimidate check, use the higher of your Strength or Presence Modifiers.
Legerdemain (Dexterity): Practiced by thieves and stage magicians, the Legerdemain Skill enables a variety of dexterity tricks. Potential applications include pickpocketing, escaping restraints and squeezing through tight spaces.
Stealth Draw: A character with this specialization has achieved such precise control of their hand movements that they may draw a weapon unnoticed.
Mechanics (Intellect): The whir of machinery is all around you. When you sleep and awaken, when you labor, when you play and when you travel. Its sound carries from world to world, defying the void of space. Everyone is surrounded by this chorus their whole lives, but only some understand this language. The Mechanics Skill allows a character to create, maintain, and modify all kinds of mechanical hardware. This Skill may also be used to modify and repair (but not create) most weapons.
Pilot (Dexterity or Spirit): Nearly every sentient species owns and produces a greater number of vehicles and ships than its population. The galaxy is practically cluttered with starfighters, airspeeders and hovercrafts. The Pilot Skill represents the ability to operate these means of conveyance. Force-sensitives have a natural affinity for piloting due to the enhanced reflexes the Force affords them - if you possess the Force-sensitive perk you may use your Spirit Modifier instead of your Agility Modifier for Pilot Skill checks.
Ride* (Agility): First one learns to walk, then one learns to run, then one learns to ride. This is the way of life for many primitive peoples and, even among the civilized, riding persists as a pastime. This Skill governs a character’s skill at directing and maintaining balance on a trained mount.
Sabotage (Intellect): The saboteur is a perennial unsung hero in the history of warfare. Many battles have been won by a well-placed mine, a shorted circuit in an ion cannon or a deactivated tractor beam, yet few have been credited to them. The Skill of Sabotage enables a character to set or deactivate demolitions and traps, disable mechanical devices or create serendipitous malfunctions.
Stealth* (Dexterity): One is often oblivious to how much noise they make without realizing. Drawing breath, shifting positions and the rustling of clothes are like war drums to the properly trained ear. And this says nothing of the respective challenges presented in being neither seen nor smelled. Yet those who train in the Stealth Skill have developed an awareness of their movements and surrounding that allows for successful sneaking.
Survival* (Intellect): There was a time when this was less a skill and more a universal factor of existence but millennia of civilization have changed that. Now it is only a small portion of the galactic population that is capable of living deep in the wilds of their planet. The Survival Skill represents both familiarity with and knowledge of wilderness living.
Treat Injury* (Intellect): Lacerations, broken bones and even small cuts under certain circumstances can prove fatal if not attended. Having someone skilled in first aid on hand can alleviate a wide array of problems that might arise in dangerous scenarios. Treat Injury allows its user to act as first responder to a medical emergency. Through the use of this Skill, a wounded person can be stabilized or even healed of mild enough injuries. Providing First Aid to yourself or another being requires a medpac and a Full-Round Action.
Skill Groups
Skill Groups are acquired the same way as regular Skills but there are several differences. Each Skill group represents not one but multiple Skills. When a Skill from a Skill Group is purchased it must be further defined by a sub-type. For example Knowledge (Sith Lore) or Craft (Glassblowing). Skill Groups also lack specializations; if you purchase the Skill Focus Perk for a Skill Group you instead receive a +1 to your Rank in that Skill Group. Otherwise they follow the normal rules for Skills. Below is a complete list of Skill Groups with some example sub-types that have been used by past and current players.
Craft (Dexterity or Intellect): Skills of this group relate to hand-making a finished product.
Example Subtypes: Armorer, Glassblowing, Slugthrower Gunsmith, Lightsaber, Painter, Sculptor, Weaponsmith/Blacksmith, Woodcrafting
Crafting Weapons and Armor
When using a Craft subtype to create a weapon (except for Lightsabers) or set of armor, a character's rank in the Skill determines the size and quality of weapon or armor they can create.
Entertain* (Charisma): This Skill Group represents performance art of all kinds.
Example Subtypes: Comedy, Drama, Dance, Impersonation, Individual Instruments, Sing
Knowledge (Intellect): Skills of this Group reflect information gained and techniques learned through study and observation.
Example Subtypes: Anatomy/Physiology, Battle Droids, Biology, Underworld/Street Knowledge, Echani Lore, Engineering, Droid Programming, Medicine, Galactic History, Herbalism, Influence/Politics, Jedi Lore, Interrogation Techniques, Mandalorian Lore, Philosophy, Physics, Religion, Sith Lore, Space Architecture/Draughtsmanship, Tactics, Technology, Zooology
Profession (Dependent on Profession): A Profession Skill represents a service that a character can provide, usually for profit.
Example Subtypes: Doctor, Researcher, Ship Building, Trader
Read/Write Language: Skills of this Group have only one Rank each. Their subtype indicates what language they provide literacy in.
Speak Language: Skills of this Group have only one Rank each. Their subtype indicates what language they allow the possessor to speak.
1d20 + Core Stat Modifier + (Rank * Proficiency Modifer) + Miscellaneous Modifiers
Each Skill also has a specialization, an extremely potent application that can turn the tide in combat or provide invaluable resources off the battlefield. A character may use a Skill's specialization by spending a Force Boon, so long as they have at least three ranks in the skill; alternatively, a character who purchases the Skill Focus perk for that skill may use it without restriction (they must still have at least three ranks in the Skill, however).
The Acrobatics, Athletics, Endurance, Legerdemain and Stealth Skills are all negatively impacted by wearing armor and suffer a penalty to related DCs while armor is worn. Light armor suffers a -2 DC penalty if worn by a character not proficient in Light armor. Medium armor imposes a -2 penalty, or -5 if not proficient. Heavy armor imposes a -5 penalty, or -10 if not proficient.
Many of these Skills are adapted from the Star Wars Roleplaying Game: Saga Edition Skill list. SWSE is suggested as an example of how these Skills may be used, especially for numbers-heavy purposes such as jump height or hacking rules. However, SWSE's rules are by no means immutable and should be considered inspiration, not gospel.
Acrobatics* (Dexterity): Sith and Jedi are well known for their keen coordination and impressive balance but few realize that this only partly comes from the Force. The majority of this perceived ability is actually produced by a strict regimen of acrobatic training. This Skill allows a character to maintain balance in tenuous situations, tumble down sharp angles or off moving vehicles safely and swing gracefully on ropes and jungle vines.
Astrogate (Intellect): In ages past space travelers depended on hyperspace beacons and jump gates to guide their journeys. The development of hyperdrives that allowed for free travel opened up new horizons for explorers and traders but also created the added demand of charting one’s own course. The Astrogate Skill allows a character to calculate hyperspace jumps for maximum efficiency; the more Ranks, the shorter the length of the journey, the less stops that are required, and the more hazardous the route that can be navigated.
Athletics* (Strength): The life of even the most studious Sith requires rigorous physical conditioning. As such, they often receive training in the Athletics Skill during their Apprenticeship. Athletics covers a wide gamut of bodily demanding tasks ranging from the long jump and high jump to running, climbing and swimming.
Awareness* (Spirit): Be present, be centered and be mindful. These are words that every Sith will be told repeatedly by their Master. This constant reinforcement is designed to cultivate Awareness in the Apprentices. Awareness is the Skill that governs such acts as spotting hidden foes, listening for distant or subtle sounds and searching a room for hidden objects.
Bluff* (Charisma): Sith have a reputation for being grand manipulators; the fact that to this day individuals continue to be successfully manipulated by Sith despite this reputation speaks to great collective proficiency in this Skill. Put simply, Bluff is the Skill used to lie, misdirect foes in combat and deceive.
Computer Use* (Intellect): Information technology is omnipresent throughout the civilized galaxy. Many children learn to access the holonet via datapad before they can walk or talk. But there is a universe of difference between knowing how to operate and access systems others have designed for your use and being more...creative with computers. Ranks in Computer Use allow for tasks like slicing computer systems, writing or altering software and developing viruses.
Concentration (Intellect): Hacking a datapad while blaster bolts sizzle past you, sustaining your Force Grip against a man while his daughter attacks you with a club, or keeping a heavy crate lifted when rats begin to crawl over your feet - Sith are able to keep focused on their task no matter the circumstances. Concentration is used whenever you are attempting to sustain the effects of another check when something new, dangerous, and distracting has occured.
Diplomacy* (Charisma): In the past some Jedi Masters referred to a concept called “Lightsaber Form Zero.” By this they meant resolving a potential conflict through discussion rather than relying on combat. Though the Sith are mostly unmoved by the original, pacifistic motivations of this idea, some of them do see “Form Zero” as the most efficient approach in certain situations. The Diplomacy Skill is the key to Form Zero, and represents proficiency in discussion, negotiation and honest (or mostly honest) persuasion.
Disguise* (Charisma): The galaxy can be a hostile place and sometimes it’s better for the well-known to make themselves inconspicuous. Then there are those who want to escape pursuers or enter somewhere they’d normally be denied access. The Disguise Skill can facilitate all these things and more. A disguise’s difficulty is based on how close the user’s actual appearance is to the disguise. Appearing as someone specific is also much more difficult than creating an original persona and passing as a different species or gender has its own daunting challenges.
Endurance (Constitution)*: Sith training is brutal, and the number of Sith who break during their training far outstrips the number who succeed. But those who complete their training have been taught to push themselves beyond normal physical limits, with stamina and constitution that outstrips all but the galaxy's toughest mercenaries. The Endurance Skill allows is used whenever a character attempts to push themselves beyond their normal physical limits, such as surviving without water in a desert, holding their breath underwater, or ignoring their body's physical needs.
Forgery* (Intellect): A quality fake is as good as the genuine article until someone finds it out; by that point smart forgers are long gone. This Skill can be used to counterfeit many different items such as artifacts, currency and official documentation. Among the galaxy’s criminal element this Skill is in high demand.
Gamble* (Spirit): Luxury, fortune, fame and romance! That’s what every gambler dreams of. Crushing debt, ruined hope and legs broken by pit bosses! That’s what most gamblers wind up with. The Gamble Skill represents a character’s proficiency at games of chance.
Gather Information* (Intellect): Forewarned is forearmed, it has been said but one often has to scavenge for armament. A character uses the Gather Information Skill by talking to locals, calling contacts, listening in on conversations or discovering relevant records to investigate a subject of inquiry.
Handle Animal (Charisma): There are a few common traits that can be found in all sentient cultures. One of these is the domestication of animals. The Handle Animal Skill enables a character to train, understand the behavior of and influence beasts.
Haggle* (Intellect): The markets of the galaxy operate on ruthless tactics. Those who know the secret techniques of profit are at an advantage over less talented consumers. Haggle governs the art of negotiating business arrangements, appraising the value of objects and getting the best prices on goods. This Skill also allows a character to detect counterfeits made with the Forgery Skill.
Initiative* (Dexterity): React first, and react fast. Sith have these words drilled into them through endless combat training, while other beings tend to learn their meaning through experience. Initiative is used to determine how quickly a being responds to a new and dangerous development - most frequently, it is used to determine the order of combat.
Insight* (Spirit): For every offense there is a defense. Deflector shields counter turbolasers, armor turns aside blades and Insight defeats those who would deprive you of the truth. This is the Skill that governs detecting hidden interests, deceptions and misdirection. Insight is also a useful skill for piercing obfuscating situations and putting together the pieces of puzzles you have collected during an adventure.
Intimidate* (Strength or Charisma): One can get more with a kind word and a blaster than with just a kind word. Though every thug tries his hand at Intimidate, the true heights of this Skill can be awe-inspiring in their subtlety and precision. Intimidate can be used to influence a hostile to back down, coerce cooperation from the uncooperative or interrogate a prisoner. When rolling an Intimidate check, use the higher of your Strength or Presence Modifiers.
Legerdemain (Dexterity): Practiced by thieves and stage magicians, the Legerdemain Skill enables a variety of dexterity tricks. Potential applications include pickpocketing, escaping restraints and squeezing through tight spaces.
Stealth Draw: A character with this specialization has achieved such precise control of their hand movements that they may draw a weapon unnoticed.
Mechanics (Intellect): The whir of machinery is all around you. When you sleep and awaken, when you labor, when you play and when you travel. Its sound carries from world to world, defying the void of space. Everyone is surrounded by this chorus their whole lives, but only some understand this language. The Mechanics Skill allows a character to create, maintain, and modify all kinds of mechanical hardware. This Skill may also be used to modify and repair (but not create) most weapons.
Pilot (Dexterity or Spirit): Nearly every sentient species owns and produces a greater number of vehicles and ships than its population. The galaxy is practically cluttered with starfighters, airspeeders and hovercrafts. The Pilot Skill represents the ability to operate these means of conveyance. Force-sensitives have a natural affinity for piloting due to the enhanced reflexes the Force affords them - if you possess the Force-sensitive perk you may use your Spirit Modifier instead of your Agility Modifier for Pilot Skill checks.
Ride* (Agility): First one learns to walk, then one learns to run, then one learns to ride. This is the way of life for many primitive peoples and, even among the civilized, riding persists as a pastime. This Skill governs a character’s skill at directing and maintaining balance on a trained mount.
Sabotage (Intellect): The saboteur is a perennial unsung hero in the history of warfare. Many battles have been won by a well-placed mine, a shorted circuit in an ion cannon or a deactivated tractor beam, yet few have been credited to them. The Skill of Sabotage enables a character to set or deactivate demolitions and traps, disable mechanical devices or create serendipitous malfunctions.
Stealth* (Dexterity): One is often oblivious to how much noise they make without realizing. Drawing breath, shifting positions and the rustling of clothes are like war drums to the properly trained ear. And this says nothing of the respective challenges presented in being neither seen nor smelled. Yet those who train in the Stealth Skill have developed an awareness of their movements and surrounding that allows for successful sneaking.
Survival* (Intellect): There was a time when this was less a skill and more a universal factor of existence but millennia of civilization have changed that. Now it is only a small portion of the galactic population that is capable of living deep in the wilds of their planet. The Survival Skill represents both familiarity with and knowledge of wilderness living.
Treat Injury* (Intellect): Lacerations, broken bones and even small cuts under certain circumstances can prove fatal if not attended. Having someone skilled in first aid on hand can alleviate a wide array of problems that might arise in dangerous scenarios. Treat Injury allows its user to act as first responder to a medical emergency. Through the use of this Skill, a wounded person can be stabilized or even healed of mild enough injuries. Providing First Aid to yourself or another being requires a medpac and a Full-Round Action.
Skill Groups
Skill Groups are acquired the same way as regular Skills but there are several differences. Each Skill group represents not one but multiple Skills. When a Skill from a Skill Group is purchased it must be further defined by a sub-type. For example Knowledge (Sith Lore) or Craft (Glassblowing). Skill Groups also lack specializations; if you purchase the Skill Focus Perk for a Skill Group you instead receive a +1 to your Rank in that Skill Group. Otherwise they follow the normal rules for Skills. Below is a complete list of Skill Groups with some example sub-types that have been used by past and current players.
Craft (Dexterity or Intellect): Skills of this group relate to hand-making a finished product.
Example Subtypes: Armorer, Glassblowing, Slugthrower Gunsmith, Lightsaber, Painter, Sculptor, Weaponsmith/Blacksmith, Woodcrafting
Crafting Weapons and Armor
When using a Craft subtype to create a weapon (except for Lightsabers) or set of armor, a character's rank in the Skill determines the size and quality of weapon or armor they can create.
Entertain* (Charisma): This Skill Group represents performance art of all kinds.
Example Subtypes: Comedy, Drama, Dance, Impersonation, Individual Instruments, Sing
Knowledge (Intellect): Skills of this Group reflect information gained and techniques learned through study and observation.
Example Subtypes: Anatomy/Physiology, Battle Droids, Biology, Underworld/Street Knowledge, Echani Lore, Engineering, Droid Programming, Medicine, Galactic History, Herbalism, Influence/Politics, Jedi Lore, Interrogation Techniques, Mandalorian Lore, Philosophy, Physics, Religion, Sith Lore, Space Architecture/Draughtsmanship, Tactics, Technology, Zooology
Profession (Dependent on Profession): A Profession Skill represents a service that a character can provide, usually for profit.
Example Subtypes: Doctor, Researcher, Ship Building, Trader
Read/Write Language: Skills of this Group have only one Rank each. Their subtype indicates what language they provide literacy in.
Speak Language: Skills of this Group have only one Rank each. Their subtype indicates what language they allow the possessor to speak.