Skills are based on the attributes. In the interest of simplicity, I will state that
you will have difficulty performing something unless you have the skill to do it. You may
buy a skill from the start, have someone teach you the skill (learning from someone will
be discussed later), or you can teach yourself the skill (at double the cost).
At character creation each skill will cost 2 points.
DEXTERITY SKILLS:
Acrobatics (This is all about flips and rolling. Combining this and Brawling is
the basis for developing a keen martial art.)
Blaster (Unlike the RPG, this is a catch-all for all blaster types; i.e.,
pistols, heavy pistols, rifles, hold-out blasters, sporting blasters, etc.)
Bowcaster (You must have a strength of 45 to use this skill, the bowcaster is a
powerful weapon, each one slightly different. A Wookiee creation, and I would regard it
with great scrutiny if a character other than a Wookiee character had one of these)
Bows (Crossbows, longbows, archaic stuff like that)
Dodge (Used to dodge any ranged attack such as blaster fire and missiles, or
sword swipes and thrown weapons)
Firearms (Includes anything from the classic "Six-shooter" to the
Browning .50 caliber)
Grenade (Anything from simple smoke bombs to thermal detonators)
Lightsaber (Oh please, do I have to explain this? If you have a lightsaber, but
you don't have this skill, you just will not be an affective lightsaber user. Nuff said!)
Melee (Sword and knife fighting)
Missile Weapons (Grappling hooks, grenade launchers, personal proton torpedo
launchers, that kind of thing)
Pick Pocket (Use this to lift wallets from unsuspecting pockets on Corellia! Or
give yourself the old "Five Finger Discount" in that trinket shop on Cloud
City!)
Running (Sure, everyone can run. This skill governs situations
like running on harsh terrain - mud, ice, shale-covered hills - or through
crowds of people. Up to a rank of 20 - character can easily run over
relatively flat terrain. Up to a rank of 35 - character can run over
fairly flat terrain, with minor obstacles like rocks, holes, branches.
Up to a rank of 50 - running over rough terrain, or ground with many
obstacles. Up to a rank of 65 - running in a panicked crowd, through a
small minefield, or in a darkened tunnel with a slick surface. Up to a
rank of 80 - Running over severely rough terrain with drop-out pits while
dodging falling boulders. Up to a rank of 95 - running through a dense
minefield or through a starship as it breaks apart. A rank of 110 or
higher - Ummm... If this comes up, we can discuss what you can and can't
do privately, Mr Superman.)
Thrown Weapons (Spears, knives, slings, ummmm... Rocks... You get the picture)
KNOWLEDGE SKILLS:
Alien Species (Involves having knowledge of any sapient species outside of the
character's species. If you are human, it covers all non-humans; if you are a Wookiee, it
covers all non-Wookiee; etc.)
Artist (Name the subject you are an artist in: music, sculpture, painting, or
something along those lines)
Bureaucracy (This skill involves a character's knowledge of how bureaucracy
works. To be more specific, use it to know if your character knows what to expect from a
spaceport when approaching a planet, or something like that)
Business (Character has a working knowledge of businesses and how they operate.
use this to convince a manager to let you tour the blaster manufacturing facility,
"borrow" needed items from that warehouse, or simply operate your shipping
company)
Cultures (Having knowledge of particular cultures and common cultural forms [such
as tribal customs, which tend to be similar across the galaxy] Using this skill allows the
character to be able to determine how he should act in a particular situation, or with a
specific group of beings)
Intimidation (Bullying, interrogation, torture. This skill is the character's
ability to frighten or scare another. Intimidation is generally dependant on a person's
physical presence, body language, or force of will to be successful. Use this by
threatening torture, pain, and other unpleasant things.)
Languages (The common language of the galaxy is Basic, and MOST beings speak it,
or understand it if they are unable to speak it. The language skill is used to determine
whether or not your character can understand another language. For
further understanding of this skill, click here.)
Law Enforcement (Someone once told me that they figure as long as their character
has a blaster, they can enforce their own law. Welcome back to Tombstone! This
skill is not about being a vigilante, this skill is about law enforcement techniques and
procedures. A character with this skill will have a knowledge of how to deal with law
enforcement officers, persuade a customs official not to impound his ship, how to not be
arrested for that minor offense, or whether or not offering that bribe is a good
idea)
Planetary Systems (This skill represents how much you know about galactic
astronomy and what to expect when you travel to a planet. The higher your rank in this
skill, the more you will know in general, and the more you will know about what you know!
Just so we all are on the same page here, to have knowledge of Deominia and the cloud that
surrounds it, you must either belong to the short list of people that
know of it, OR you must have this skill ranked at 650 points! Good luck!)
Scholar (Not a catch-all; you must name what subject you are a scholar in: biology, chemistry, history, etc.)
Streetwise (Dual purpose for this skill: 1) the character can use this skill to
make a contact in the criminal underworld, purchase illegal goods or services, or find
someone to do something illegal for them. 2) this skill reflects how much the character
knows about crime bosses and their organizations.)
Survival (This skill determines a character's ability to survive in hostile
environments such as deserts, jungles, ocean, forests, asteroid belts, volcanoes,
poisonous atmosphere, mountains, and other dangerous terrain and climates. It reflects the
character's ability to find proper shelter, water, and food. Far as I'm concerned all you
need for survival is a Proper Positive Mental Attitude,
Shelter, Water, Rest, and Food. Learned that in 7th grade back in '83. Mr. McKee told us
on the first day, if there was one thing we should remember from his class our whole
lives, it was PPMA, Shelter, Water, Rest, and Food. Now I have spread that knowledge to
all of you!)
Tactics (Once again, this is not a catch-all. choose one, or several, from the following: Capital Ships, Fleets, Planetary Siege, Planetary Assault, Starfighters, Ground Assault, Guerilla Engagement, Squads & Fire Teams, Ground Siege, and Infantry. If you submit a tactic category to me that is not on the list here, it may or may not be approved, but it might be covered by an existing category.)
Value (The character's can estimate the fair market value of goods,
based on the economy, availability of an item, and quality. The
character can also determine the value of modifications made to an item.
Up to a rank of 30 allows the character to know general things, such as the
cost of a new astromech droid. Up to a rank of 45 and the character will
know how much it would take to purchase a new YT-2500 and equip is with top of
the line weaponry. Up to a rank of 60 allows a character to know how much a
modified freighter would be worth, and whether those modifications add or
subtract from the overall value. Up to a rank of 75 - Determining a
realistic price to hire a crack pilot to run through an Imperial blockade when
the pilot knows the risks. Up to a rank of 90 - the character would know
obscure things like the value of rare minerals and gasses, and perhaps the
approximate price paid by the Empire for a particular type of spaceship.
Up to a rank of 110 - Determine the worth of a prototype starfighter and how
effective it is. A rank of 111 and beyond - coming up with a market
price for a product that generally isn't sold in any market; ransom for
kidnapped royalty, a Star Destroyer, a planet)
Willpower (Resisting intimidation techniques of torture and interrogation. This is also a measure of one's "will to go on.")
MECHANICAL SKILLS:
Astrogation (Used to plot a course from one point in space to another)
Beast Riding (Used to ride a living creature. Why is this in Mechanical and not
Dexterity? I'm not sure! BUT, I will be doing more stuff with this later, so if you intend
to be riding beasts, take this skill)
Capital Ship Piloting (Used for the big ships. This skill emphasizes quick
reflexes and crackerjack teamwork, since capital ships are generally crewed by a large
group of people.)
Capital Ship Gunnery (This skill covers the operation of all capital scale
starship weaponry)
Capital Ship Shields (Covers the operation of shields for capital ships, military
and civilian. These types of shields normally require large, coordinated crews for
efficient operation)
Communications (Covers the use of subspace radio and comlinks. While the mere use
of such things is fairly rudimentary, this skill is more aimed at things such as
descrambling frequencies or sending coded messages through hostile space, undetected)
Semi-primitive Combat Vehicles (Wheeled, tracked, or hover vehicles)
Jetpack and Powersuit Operation (Jetpacks are devices that make a person fly.
Powersuits are suits of armor that enhance a persons natural abilities. Both are unwieldy,
and require expertise to be used properly)
Repulsorlift Operation (Speeders, speederbikes, swoops, skiffs, and sailbarges)
Sensors (Allows individuals to use sensors to read lifeforms, determine vehicles,
pick up energy readings, get long-distance visual readings, etc. Sensors perform two
distinct tasks: detection and identification)
Starship Piloting (Freighters, small barges, starfighters, and space yachts;
essentially, anything that is not capital scale [less than 100 meters, or there abouts])
Starship Gunnery (Includes blasters, missiles, torpedoes, and such)
Starship Shields (Using shields on all non-capital scale spacecraft)
Walker Operation (AT-AT's, AT-ST's, personal walkers, and other varieties of this
type of vehicle)
PERCEPTION SKILLS:
Bargain (This skill is best used between two characters who want to haggle over
the price of a service or item. Role-play this out if you like! It may even be fun to
barter for a good price, especially if one character really desires the object the other
character has.)
Command (A measure of the character's ability to convince subordinates to do what
they are told. Usually used in combat, but can also be used in a situation where a leader
may be needed. This is not the skill to use toBOSSpeople around.
For that, use "Intimidation.")
Con (This skill is used to trick others, or otherwise convince them to do
something that isn't really in their best interest. To see a botched attempt to con
someone, watch ANH when Han, Luke and Chewbacca are rescuing Leia. When Han talks to the
Imperial on the Com, he botches his con attempt.)
Forgery (The character can falsify electronic documents to say what they wish.
Documents include such things as bank notes, Imperial cargo vouchers, or identification.)
Gambling (This skill does not affect games that are purely random, but does
influence games with an element of skill involved, such as sabacc.)
Hide (This skill is used when attempting to hide objects from view. It is used to
conceal weapons from casual view, stowing things in luggage, or disguising brussel sprouts
as something that actually tastes good in order to trick ME into eating them nasty
things.)
Investigation (The ability to effectively gather information regarding someone's
activities, then drawing a conclusion about what has taken place. This skill can be used,
in tandem with Astrogation, to follow a person in hyperspace.)
Persuasion (Debating, oration, storytelling. A character uses persuasion to try
to get someone to go along with them.......Except that they aren't tricking them like with
Con, and they aren't paying them as they would with Bargain.)
Search (Use this to attempt to locate hidden objects or individuals. The
antithesis to Hide and Sneak.)
Sneak (The ability to move silently, move effectively in shadows, or just not be
noticed very well.)
STRENGTH SKILLS:
Brawling (The ability to fight hand-to-hand, without any weapons. Brawling Parry
is now covered by this skill.)
Climbing/Jumping (Used to leap across a gap, climb a tree or a cliff,
or jump up to reach something. Skill rank determines what type of
climbing and jumping the character will be able to accomplish. No
Climbing/Jumping skill up to a rank of 25 indicates that a character can
successfully use ropes and ladders to climb up trees, around the outside of
buildings, and up cliffs. Rank between 26-40 indicates that the
character will be able to jump gaps of approximately 2 meters and climb some
trees and cliffs without the use of tools. Rank between 41-65 gives
characters the ability to do things like leaping to grab the landing ramp of a
starship as it is taking off. Rank of 66-80 gives a character the
ability to swing across a Death Star shaft with a princess in his arms.
A rank of 81 or higher gives a character the ability to climb rocks like Tom
Cruise at the beginning of Mission Impossible 2.)
Lifting (Lift and carry heavy things. The character matches
their Lifting rank - multiplied 2x - against the approximate weight of the
object. Figure the weight of an object in metric terms and ask me if you
can't determine the weight of an object metrically. If the character's
multiplied rank is greater than the weight of the object by more than 50, they
can lift and carry the object for a couple of hours before tiring. If
the character's multiplied rank is greater than the weight of the object by
more than 25-49 they can lift and carry the object for about an hour before
tiring. If the character's multiplied rank is greater than the weight of
the object by 0-24, they can lift and carry the object for about 30
minutes. If the character's multiplied rank is 1-10 less than the weight
of the object, they can lift and carry it for 20 minutes. Rank is less
than weight by11-20 = 10 minutes. Rank is less than weight by 21-30 = 5
minutes. Rank is less than weight by 31 or more, they can lift and hold
it above the ground for about a minute.)
Martial Art (As stated earlier on the skill list, combining "Acrobatics" and "Brawling" is a basis for a martial art. There are many different martial art styles on OUR planet, imagine how many must exist in the Star Wars galaxy.
For more information go here.)
Stamina (Stamina is a measure of a character's exhaustion rate. On this skill,
the rank number is actually the number of minutes the character can exert themselves
before dropping, or by using Willpower, they can exert themselves for another amount of
time equal to half their Stamina rank!)
Swimming (Hey, some people can't swim. It's not like running, which most anyone
can do. If you do not have this skill, and you find yourself in the water, you better have
a good reason for being able to tread water or even vornskr paddle, or it's a trip to the
murky depths!)
TECHNICAL SKILLS:
Armor Repair (This skill is used to repair damaged armor and maintain armor to
keep it in good working condition. If your character has a powersuit, use this skill to
repair and maintain that as well. Armor can be improved and modified to provide more
protection and offensive capabilities. If your character has armor, and you wish to
upgrade it, this skill is necessary.)
Blaster Repair (Repair and maintain blasters. Blasters, like armor, can be
improved and modified. This skill is essential for such a process.)
Capital Starship Repair (In the interest of simplicity, this skill covers the
repair of the capital ship and its weapons.)
Computer Programming/Repair (Just what the name of the skill implies. Also
includes computer security measures. In other words, if you have this skill, you can use
it to hack into someone's computer system.)
Demolition (This is the ability to set explosives and knowledge of setting
explosives to accomplish specific special effects.)
Droid Programming/Repair (With this skill you can repair a droid, or program it
to undertake a new skill or task that is not in it's original programming. This may also
be used to improve or modify the droid.)
First Aid (This skill covers the appropriate use of medpacs, as well as
lifesaving techniques.)
Semi-Primitive Vehicle Repair (Repairing wheeled, tracked, or hover vehicles.)
Lightsaber Technology (Must have this to build or fix your own lightsaber.
Lightsaber techs are hard to find, so you may want to consider this skill)
Medicine (Must first have the First Aid skill of at least 50. Specializations are available, just as they are here on Earth: Surgery, orthopedics, etc)
SEE THE SECTION ON "ADVANCED SKILLS" FOUND BELOW
Repulsorlift Repair (Repairing and maintaining speeders, skiffs, speeder bikes,
and swoops. Improving and Modifying repulsorlift vehicles is not an option just now,
sorry.)
Security (This skill is used to lock or get around physical security systems:
locks, alarm systems, other detection devices. The higher your skill rank, the tighter
security you can break in to. Something locked up by the late Jabba the Hutt would require
a Security skill rank of 75-90)
Spacecraft Weapon Repair (This skill covers weapons systems of
starships from any scale. A character may specialize in something
general such as Capital Ship Weapons, or something more specific like
Turbolasers or Tractor Beams. Choosing a specialization is not
necessary.)
Starship Repair (Covers the repair and maintenance of spacecraft from light
freighters down to starfighters, and their weapons systems.)
Walker Repair (Repairing and maintaining walkers; either civilian or
military.)
FORCE SKILLS:
I am not going to type those over again. Look at the Jedi Powers compendium
here at the BZ for those. Each power is listed under the Force attribute(s)
required to utilize that skill. Force skills cost 4 points each.
Skill Specializations
Characters can specialize in a skill. This means that they are more
highly trained or experienced in one specific aspect of that skill - such as a
specialization of "Torture" in the Intimidation skill. To select a
specialization in a skill the character must first have the basic skill (no
prerequisite rank is necessary). I will not list all possible skill
specializations, because there would be no true limit to what is available. If
there is a question about what specializations are available,
contact me.
Buying a specialization costs the same number of points as a normal skill (2
points at character startup; or if the character is advanced, 2 points if the
skill is taught to them and 4 points if the character teaches himself).
Advancement in a skill specialization cost the same as it does to advance in a
normal skill.
The Advanced Skills
The following are available as advanced skills at this time. Here you
will find the name of the advanced skill listed with its prerequisite
skill(s) listed in parenthesis.
The advanced skills are based off of lesser skills. A level of
proficiency in these lesser skills must be attained before a character may
learn an advanced skill. Unless otherwise stated, a rank of 50 must be
achieved in the prerequisite skill(s) before a character can begin to
learn an advanced skill. Advanced skills cost 50% more than normal skills
(3 points at character startup; or if the character is advanced, 3 points
if the skill is taught to them and 6 points if the character teaches
himself).
At this time, all of the advanced skills will be Technical skills, as will
most of the prerequisites.
Capital Starship Engineering (Astrogation, Capital Starship Repair,
Spacecraft Weapon Repair) - This skill is used for the design of Capital
Starships. For the prerequisites, Astrogation must be ranked at 50, Capital
Starship Repair must be ranked at 60, and Spacecraft Weapon Repair needs to be
ranked at 60 before this skill may be learned.
Computer Systems Engineering (Computer Programming/Repair) - This
skill is used for designing new and innovative hardware for computers, system
networks, and personal datapads. The prerequisite must be ranked at 70 before
this skill may be learned.
Droid Engineering (Droid Programming/Repair) - Use of this skill will
enable a character to design new types of droids. The prerequisite must be
ranked at 70 before this skill may be learned.
Medicine (First Aid) - Characters with this skill are familiar with
MOST types of medicines and medical procedures and are capable of using them to
best effect. Specializations include any specializations found here on Earth
(such as surgery or "ear, nose, throat" specialist), as well as cyborging and
anything else (like specializing in Gamorrean Medicine) you can dream up that
Domino will agree to. The prerequisite must be ranked at 50 before this skill
may be learned. The basic Medicine skill must be ranked at 30 before a Medicine
specialization may be learned.
Personal Weapon & Armor Design (Armor Repair, Blaster Repair,
Demolition) - A character with this skill will be able to design prototype
weaponry and armor for infantrymen, bounty hunters, bodyguards, and paramilitary
forces. All prerequisite skills must be ranked at 50 or higher before this
skill can be learned.
Planetary-based Weapons Engineering: Specialization (Ground Vehicle
Repair, Hover Vehicle Repair, Repulsorlift Repair, Walker Repair) - This is not
a catch-all skill. A specialization, based on the prerequisite, must be
selected. For instance, if the character is ranked at 50 in Walker Repair, he
should specialize this skill in Walkers. If the character's prerequisite skill
is in Hover Vehicle Repair, he should be a hovercraft engineer. The
prerequisite skill must be ranked at 50 or higher before the skill may be
learned.
Starship/Starfighter Engineering (Astrogation, Starship Repair,
Spacecraft Weapon Repair) - This skill is used for the design of freighters,
starships, and starfighters. For the prerequisites, Astrogation must be ranked
at 40, Starship Repair must be ranked at 60, and Spacecraft Weapon Repair needs
to be ranked at 50 before this skill may be learned.
Proficiency In An Advanced Skill
Unlike other skills, advanced skills are not governed by the rank of the
attribute. All advanced skills start out with a rank of 10. Currently,
advanced skills are the only skills that are not governed by the rank of the
attribute. Improvement costs are the same as normal skills, however, so it is
relatively easy to become proficient in that skill.
Okay, I will admit this; the skills sound boring for the most part. I can
not even think of a time when the skill "Cultures" has been an issue in the BZ's
history. Doesn't mean it won't be an issue though. Remember, if your character
doesn't have the skill, you will have a tough time accomplishing the task.
Back to the new character. She has 125 points.
I pick six skills from Dexterity (trying to make this simple, so I won't name
the skills right now), seven from Knowledge, seven from Mechanical, seven from
Perception, all three from Strength, and five from Technical.
She still has 55 points! Great, because she will want to "rank" some of
her skills!
RANKING SKILLS is another way to spend your points. For every 1 point
spent toward ranking a skill, that skill gains two ranking points.
When the new character picks "Blaster" as a skill, she has it at a rank of 25.
Not bad, but she's not the most accurate shot either. I spend 5 points on her
Blaster ability, which gives her 10 ranking points for Blaster. She is now
ranked at 35 on her Blaster skill.