Post by Darth Xaos on Apr 30, 2015 0:36:11 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). Using a Skill untrained produces notably shoddier results than if it were it used by a trained individual. Those that cannot be used untrained may also not be used if a character possesses bonus Ranks in them but not regular Ranks. Each Skill also has a specialization. A character unlocks a specialization when they have a total of three or more total Ranks in the Skill and at least a score of thirteen in the specialization’s associated Core Stat. Some specializations have multiple associated Core Stats, a character can have 13+ in any one of these (along with the three total Ranks) Stats to unlock that specialization. Specializations do not have Ranks and function like Perks, they require no point expenditure beyond what is needed to unlock them. The benefits of Skill specializations stack with all Perks, species abilities, Unusual Ability Assets, Path abilities and miscellaneous benefits. Finally, the Acrobatics, Athletics, Legerdemain and Stealth Skills are all negatively impacted by wearing armor. Medium armor imposes a -1 penalty on these Skills while heavy armor imposes a -2. An armored character can still use unlocked specializations for Skills that have been modified below three total Ranks this way.
Acrobatics*: 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: 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. A starfighter or small freighter can be operated without this Skill by using a hyperspace lane map or an astromech droid but the journey will be lengthened by the pilot’s lack of proficiency.
When traveling through hyperspace using a 1.0 Hyperdrive with 0 Ranks in Astrogate a traveler moves at ten thousand light years per eight hours of travel. This travel time reduced by 20% at Rank 1, 40% at Rank 2, 60% at Rank 3 and 75% at Rank 3 + 1 or above.
Athletics*: 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*: 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*: 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*: 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.
Diplomacy*: 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*: 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.
Forgery*: 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*: 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*: 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: 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*: 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 lower Ranks in Forgery than they possess in Haggle.
Intimidate*: 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.
Legerdemain: 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.
Pilot: 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. For each Rank possessed in Pilot, a character has proficiency in two broad categories of vehicle (starfighters, freighters, capital ships, airspeeders, landspeeders, speederbikes, etc.).
Repair: 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 Repair Skill allows a character to maintain, modify and fix all kinds of mechanical hardware.
Ride*: 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: 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.
Sense Motive*: For every offense there is a defense. Deflector shields counter turbolasers, armor turns aside blades and Sense Motive defeats those who would deprive you of the truth. This is the Skill that governs detecting hidden interests, deceptions and misdirection.
Stealth*: 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*: 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*: 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.
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. 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: Skills of this group relate to hand-making a finished product.
Example Subtypes: Armorer, Glassblowing, Slugthrower Gunsmith, Lightsaber, Painter, Sculptor, Weaponsmith/Blacksmith, Woodcrafting
Entertain*: This Skill Group represents performance art of all kinds.
Example Subtypes: Comedy, Drama, Dance, Impersonation, Individual Instruments, Sing
Knowledge: 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: 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.
Acrobatics*: 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: 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. A starfighter or small freighter can be operated without this Skill by using a hyperspace lane map or an astromech droid but the journey will be lengthened by the pilot’s lack of proficiency.
When traveling through hyperspace using a 1.0 Hyperdrive with 0 Ranks in Astrogate a traveler moves at ten thousand light years per eight hours of travel. This travel time reduced by 20% at Rank 1, 40% at Rank 2, 60% at Rank 3 and 75% at Rank 3 + 1 or above.
Athletics*: 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*: 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*: 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*: 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.
Diplomacy*: 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*: 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.
Forgery*: 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*: 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*: 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: 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*: 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 lower Ranks in Forgery than they possess in Haggle.
Intimidate*: 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.
Legerdemain: 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.
Pilot: 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. For each Rank possessed in Pilot, a character has proficiency in two broad categories of vehicle (starfighters, freighters, capital ships, airspeeders, landspeeders, speederbikes, etc.).
Repair: 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 Repair Skill allows a character to maintain, modify and fix all kinds of mechanical hardware.
Ride*: 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: 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.
Sense Motive*: For every offense there is a defense. Deflector shields counter turbolasers, armor turns aside blades and Sense Motive defeats those who would deprive you of the truth. This is the Skill that governs detecting hidden interests, deceptions and misdirection.
Stealth*: 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*: 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*: 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.
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. 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: Skills of this group relate to hand-making a finished product.
Example Subtypes: Armorer, Glassblowing, Slugthrower Gunsmith, Lightsaber, Painter, Sculptor, Weaponsmith/Blacksmith, Woodcrafting
Entertain*: This Skill Group represents performance art of all kinds.
Example Subtypes: Comedy, Drama, Dance, Impersonation, Individual Instruments, Sing
Knowledge: 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: 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.