Skill Descriptions
Posted: Mon Aug 12, 2024 10:10 pm
Accounting/Business
The character has a working knowledge of businesses and business procedures, and how to accurately keep track of money. A character skilled in business might want to run his own company, or knows how to convince a warehouse manager to give him a tour of a facility or to allow him to "borrow" a few things in an emergency.
Characters with a high business skill know how much it costs companies to produce goods and will be better able to negotiate for good prices direct from a company or distributor, and may have an increased chance of recognizing if the company is engaged in illegal behavior, depending on how much of the company's data to which they have access. The character probably has several contacts in the business world and can get special favors done for him if he is somewhere where the company has a lot of power.
Discovering information about businesses is also possible with the business skill. Most stores, shops, and markets are Easy to figure out, while factories, service facilities, and public works range from Moderate to Very Difficult depending on their complexity and how much their workers/owners/supervisors want to hide the information from the public. An Heroic business task would be trying to find out how much Jabba the Hutt is making from legitimate companies, or what industries Emperor Palpatine has special interest in.
Acrobatics/Athletics
Acrobatics/Athletics represent the characters ability to perform tumbling skills, parkour, running, and other gymnastic skills. This skill can be used to reduce fall damage, catch a fleeing enemy, or nimbly dive beneath a fast closing door.
Anthropology
The study of sentient beings, their cultures, and characteristics. This skill will allow for identification of alien species by appearance, as well as giving some basic understanding of what said beings are traditionally like. While there may be some overlap between this skill and history, especially when it comes to culture, knowledge of specific historical events are generally the domain of the HISTORY skill.
Animal Handling
This skill measures the ability to control common animals. It is generally used to make animals perform tricks and follow commands. Training an animal takes time and consistency, and it's up to the DM to work out a schedule with the player. While this skill allows for training an animal to allow a rider, it does not confer any skill as a rider upon the trainer.
Appraise
This is the ability to look at something and judge it's value in terms of credit. This skill can also be used to attempt to spot forgeries/counterfeits.
Ancient Knowledge
This skill concerns ancient lore, myths and legends of the galaxy. While there is some overlap between this skill and HISTORY, the latter focuses more on exacting dates, events, and people. ANCIENT KNOWLEDGE typically lacks those specifics, and is more concerned with either broad strokes pictures, or specific tales that are difficult to verify through historical fact.
Archaeology
This is the study of physical remnants of ancient peoples, be they buildings, artifacts, or actual remains, and attempting to piece together the history of those peoples through the evidence left behind.
Charm
The ability to evoke a more positive than usual perception of the character by another individual. This interest can be, but need not be sexual or romantic in nature. While a charmed person is more likely to respond more favorably to requests or questions from the character, they are not mind controlled. Charm results should be logically consistent with the personality of the one charmed, and the nature of what they are being asked to to.
Climb/Jump
The ability to scale vertical surfaces, climb ropes, and jump over and onto obstacles.
Demolitions and Explosives
This skill describes the art of turning big things into many little things, VERY LOUDLY.
Disguise
The art of altering one's appearance through the use of make-up and prosthetics. Given the wide variety of different senses various sentients have, physical disguise might not be enough. Disguising scent might be necessary as well. Given the nature of Force auras, a Miralka will always recognize someone they know (or conversely be able to recognize an impostor of someone they know) unless some Force mechanism is employed.
Dodge
The ability to evade an attack or other harmful consequences that the DM considers dodgeable.
Drive: Speeders/Swoops/Pod Racers
This skill concerns the piloting of civilian vehicles used inside of a planet's atmosphere. Some military use vehicles are similar enough to civilian vehicles that they are also covered by this skill.
Electronic Tech Repair/Use
This skill governs the use of most technical gadgets in the universe. From datapads, to stealth field generators, to tech scanners, and more. If it's electronic and it doesn't have a specific skill related to it (like SLICING) then it falls under this skill.
Fast Talk
The ability to deceive another individual by lying convincingly. The lie should be RP'd out rather than a player just declaring an intent to use the skill. The DM should apply bonuses and penalties based on factors such as: the credibility of the character in the eyes of the target, the success or failure of any CHARM attempts, the plausability of the lie, and how much the person being lied to actually cares about the topic at hand.
Fighting: Brawl
The ability to fight without a weapon. No finesse or trained technique is implied, just raw aggression.
Firearms: Blaster/Slug Pistols
The ability to use and maintain slug throwers and blasters that are designed for one hand use. Cleaning, care, minor modifications, and simple repairs are covered by this skill. Major modifications and repairs would be considered MECHANICAL TECH USE/REPAIR or Weaponsmithing if taken as a Unique Skill.
Firearms: Exotic
The ability to use and maintain ranged weapons that do not fall under the categories of blaster/slug thrower rifles and pistols. This can include ancient advanced technology of alien origin, net guns, bowcasters, flamethrowers, missile launchers, mini-guns, cryo-weapons and more. Cleaning, care, minor modifications, and simple repairs are covered by this skill. Major modifications and repairs would be considered MECHANICAL TECH USE/REPAIR or Weaponsmithing if taken as a Unique Skill.
Melee Weapons: Vibro/Non-Vibro Weapons
The ability to use and melee weapons, both advanced and primitive. Cleaning, care, minor modifications, and simple repairs are covered by this skill. Major modifications and repairs would be considered MECHANICAL TECH USE/REPAIR or Weaponsmithing if taken as a Unique Skill.
Melee Weapons: Light Weapons
The ability to use and lightsabers and Force based weapons, both modern and ancient. Cleaning, care, minor modifications, and simple repairs are covered by this skill. Major modifications and repairs would be considered a combination of ELECTRONIC TECH USE/REPAIR and MECHANICAL TECH USE/REPAIR, or Weaponsmithing if taken as a Unique Skill.
First Aid
This ability to use med-pacs and improvised items to treat wounds in the field. While sufficient for minor injuries, for anything serious, FIRST AID is merely a stopgap to try and prevent a situation from worsening before proper medical care can be administered. The DM should apply reasonable restrictions on how effective FIRST AID can be. For example, someone brought to the brink of death (0 or 1 hit points) cannot be returned to active adventuring through the use of FIRST AID.
Forgery
The ability to create fake documents, currency, and other goods. The DM should use fair judgement in determining if other skills are needed for a given forgery. For example, creating a fake painting, copying a known masterpiece, would require a successful ARTS/CRAFT: Painting check, in addition the FORGERY skill check. A successful forgery will generally pass casual inspection, but someone carefully scrutinizing it will be able to make an opposed APPRAISE skill check. When a forgery is created, always make a note of the FORGERY skill check result as it may be needed for APPRAISE checks.
The basic forgery is suitable for fooling the human eye. However, many official documents and currencies have embedded chips and other technology that requires additional steps to pass these checks. This may require additional skills, special materials, or a combination of both.
Galactic Studies
This skill covers general galactic knowledge. This includes knowledge of planetary systems and the species that tend to inhabit them, borders of political power blocks, the type of goverment different planets have, any restrictions to travel to and from particular planets, and well publicized trivia about a given planet (notable exports/imports, etc.). When a character is required to make a GALACTIC STUDIES check, the DM should take into account how prominent or obscure the knowledge is and apply modifier accordingly. For best results, a character making a GALACTIC STUDIES check should be using reference material and using their skill to fit what they learn from reference into the greater context of their own knowledge.
History
This skill covers general galactic history, including noteworthy dates, people, and places. Given the thousands of planets with tens of thousands of years of history, and the fact that much history of various places has been lost (or at least is known to only a select few), DMs should feel free to apply appropriate modifiers based on how prominent or obscure a given piece of information is. For best results, a character making a HISTORY check should be using reference material and using their skill to fit what they learn from reference into the greater context of their own knowledge.
Intimidate
The ability to coerce cooperation from another, based on threats, be they direct or implied.
Language Own
The character's skill with their own native language. Most of the time, a character will not need a skill check for this. However certain uncommon situations might call for it. Understanding very technical, jargon filled writings, or understanding archaic text and knowing how the language has evolved and the meaning of some words may have changed are examples that may call for such a skill check.
Law
This skill covers an understanding of law throughout the galaxy. This includes the rules and regulations on different planets , as well as those governing interplanetary trade. It also covers knowledge of various law enforcement agencies and their powers and limitations.
Locksmith
This skill covers the ability to repair, install, modify, and pick mechanical locks, including tumbler and combination types.
Mechanical Tech Use/Repair
This skill governs the use of most mechanical gadgets in the universe. From speeder bikes, to body armor, to dreadnoughts, and more. If it's mechanical and it doesn't have a specific skill related to it, then it falls under this skill.
Medicine
This skill covers medical treatment that goes beyond FIRST AID. It deals with treatment of disease and serious injury, as well as the knowledge required to use high tech medical devices such as kolto tanks. For specialized treatments, such as cybernetic installation, repair, and modification, a DM may require another skill check, such as ELECTRONIC or MECHANICAL USE/REPAIR, or a UNIQUE SKILL: Cybernetics Doctor.
Mental Discipline
This skill describes a character's ability to keep control of their own mind, whether affected by internal or external impulses. Resisting addiction, remaining calm in traumatizing situations, resisting interrogation, and defending against certain Force powers are all circumstances where MENTAL DISCIPLINE comes into play.
Navigate
This skill describes a character's ability to not get lost while traveling, either on a planet, or through the stars. At a fundamental level, it represents the ability to recognize specific markers in the environment that can be used as a reference point. The skill also covers knowledge of and use of various astrogation and navigation instruments, from the ancient all the way up to the latest navicomputers. DMs should apply modifiers based on the tools available to the character, familiarity with the area, and other relevant factors.
Occult
This skill describes a character's familiarity with hidden and secret knowledge, as well as the groups that tend to act as self-appointed gatekeepers and users of said knowledge.
Perception
The ability to use one's physical senses to notice things in the environment, particularly things that are out of place. Perception checks are often called for by the DM to notice things when a character enters an area. However, a player may state that they are actively searching for something in particular and the DM will determine whether PERCEPTION or SPOT HIDDEN is more appropriate.
Persuade
The ability of the character to convince another to his/her point of view, or to allow the character to perform an action that would otherwise be disallowed.
Pilot: Capital Ships
This skill describes the ability to operate the systems on a cruiser or dreadnought. These ships require large crews to operate and a single person can only do so much. Maintenance of these ships is covered through a combination of ELECTRONIC and MECHANICAL USE/REPAIR.
Pilot: Fighters/Shuttles/Freighters
This skill describes the ability to operate the systems on all spaceships not considered cruisers or capital ships. Depending on the ship type, a single person may be sufficient to pilot the ship. Other types of ships will require greater crew numbers, especially if expecting to get full performance from all systems. A skill check is not typically required for normal operation of the ship, but will likely be required for combat, avoiding hazards, controlling a crash, etc. Maintenance of these ships is covered through a combination of ELECTRONIC and MECHANICAL USE/REPAIR.
Pilot: War Machines
This skill describes the ability to operate different military craft not covered by the other piloting skills. This includes, tanks, power armor, jet and rocket packs, and walkers. Maintenance of these machines is covered through a combination of ELECTRONIC and MECHANICAL USE/REPAIR.
Psychoanalysis
This skill describes the study of the conscious and unconscious mind, specifically as it relates to the diagnosing and treatment of psychological disorders.
Psychology
This skill describes the study of the mind and its functions, especially those affecting behavior in a given context.
Resource Rating
Not actually a skill per se, but a score used to determine the characters wealth, according to the following table:
Ride: Beast Mounts
This skill concerns the ability of the character to effectively ride a beast. Typcially a well trained beast moving slowly on even terrain doesn't require a skill check. Moving fast, engaging in combat, moving over dangerous terrain certainly will. Depending on the circumstances, and the level of the beast's training, the DM may also require an ANIMAL HANDLING skill check. Depending on the situation and degree of failure, the results may be that the beast stands still and refuses to comply with the command given, the beast charges off in a random direction (or at least a direction the best perceives as safe), the rider is thrown, or the rider is thrown and the beast charges off. In the last case, the rider must make an ACROBATICS/ATHLETICS check to avoid being entangled in any reins or harness straps and dragged along.
The DM may apply modifiers based on saddle type and the beast's familiarity with and disposition towards this rider.
Scholarly Investigation
The ability to deduce a logical conclusion based upon evidence from various sources.
Slicing
The ability to access or take control of computer systems or bypass electronic locks and alarm systems.
Sleight of Hand
The ability to perform an action with the hand while concealing that fact from observers. This includes picking pockets, palming objects, as well as a variety of stage magic tricks.
Spot Hidden
The ability to find things hidden in the environment. SPOT HIDDEN typically involves more active searching, as opposed to PERCEPTION which reveals that which can be noticed at a glance.
Stealth
The ability to remain undetected. Stealth covers a wide variety of circumstances and numerous situations may result in modifiers that improve or hinder results. Moving in stealth is almost always harder than being still. Lighting often plays a large role, as does the relative elevation of the person hiding to the ones being avoided. The frame of mind of the observers plays a role: a casual passer-by is less observant than a guard patrol who is less observant than an alerted guard actively searching. The more obstacles there are to line of sight in an environment, the easier it is to hide, and loud ambient noise makes it easier to move without being heard. Stealth also covers situations of hiding in plain sight, where a character may try and blend in with crowds.
Streetwise
This is the ability of the character to recognize and interact with underworld elements. This includes recognizing gang colors and turf, being able to locate fences and drug dealers, as well as knowing who to talk to learn about what is happening in the local underworld scene.
Swimming
The character's skill at swimming. Typically, a swimming check is not required for a character doing laps in a pool. However, swimming in turbulent water and swimming extended distances will likely require a skill check.
Tactics
The ability to read a battlefield, or potential battlefield and pick out elements that might be beneficial or that the enemy might use to their advantage.
Throw/Ancient Ranged
This skill governs the use of all thrown weapons and all primitive projectile weapons. This includes grenades, thrown axes, thrown knives, shuriken, spears, javelins, bows, and crossbows. This skill also governs care, maintenance, and minor repairs of such weapons.
Track
The ability to identify and follow physical signs of another being's passing. These signs can be as obvious as footprints in wet sand, to as subtle as a mark in the dust that has settled in a room over the past hour. A skilled tracker can identify many things about their quarry by reading the tracks. Weight, biological gender, speed of motion, hesitation in steps, injury, and even emotional state can impact the way an individual moves and can be read through a clear track.
The following skills MUST have a write-in value to describe the exact field of study.
Arts/Craft
The ability to create, typically with the hands and hand tools, but in some cases with more technical assistance. Masterpiece artworks (created with a Critical Success) can command a decent price on the market, depending on the demand.
Fighting Style
This skill describes the character's ability with a formal fighting style, typically learned from a professional in that style. These styles are developed through careful study of how sentients move, as well as the physics of any weapon involved.
Language: Other
The character's ability to speak a language other than their primary tongue.
Pilot
The character's ability to pilot a vehicle of the type specified.
Science
The character's ability to understand and work in the discipline specified.
Survival
The ability to live in the specified biome without the assistance of modern tools or technology. It includes the ability to locate or construct shelter, locate and identify safe drinking water, forage, fish, and hunt for food, fashion primitive tools and weapons, build fires, and recognize and avoid local natural hazards.
The character has a working knowledge of businesses and business procedures, and how to accurately keep track of money. A character skilled in business might want to run his own company, or knows how to convince a warehouse manager to give him a tour of a facility or to allow him to "borrow" a few things in an emergency.
Characters with a high business skill know how much it costs companies to produce goods and will be better able to negotiate for good prices direct from a company or distributor, and may have an increased chance of recognizing if the company is engaged in illegal behavior, depending on how much of the company's data to which they have access. The character probably has several contacts in the business world and can get special favors done for him if he is somewhere where the company has a lot of power.
Discovering information about businesses is also possible with the business skill. Most stores, shops, and markets are Easy to figure out, while factories, service facilities, and public works range from Moderate to Very Difficult depending on their complexity and how much their workers/owners/supervisors want to hide the information from the public. An Heroic business task would be trying to find out how much Jabba the Hutt is making from legitimate companies, or what industries Emperor Palpatine has special interest in.
Acrobatics/Athletics
Acrobatics/Athletics represent the characters ability to perform tumbling skills, parkour, running, and other gymnastic skills. This skill can be used to reduce fall damage, catch a fleeing enemy, or nimbly dive beneath a fast closing door.
Anthropology
The study of sentient beings, their cultures, and characteristics. This skill will allow for identification of alien species by appearance, as well as giving some basic understanding of what said beings are traditionally like. While there may be some overlap between this skill and history, especially when it comes to culture, knowledge of specific historical events are generally the domain of the HISTORY skill.
Animal Handling
This skill measures the ability to control common animals. It is generally used to make animals perform tricks and follow commands. Training an animal takes time and consistency, and it's up to the DM to work out a schedule with the player. While this skill allows for training an animal to allow a rider, it does not confer any skill as a rider upon the trainer.
Appraise
This is the ability to look at something and judge it's value in terms of credit. This skill can also be used to attempt to spot forgeries/counterfeits.
Ancient Knowledge
This skill concerns ancient lore, myths and legends of the galaxy. While there is some overlap between this skill and HISTORY, the latter focuses more on exacting dates, events, and people. ANCIENT KNOWLEDGE typically lacks those specifics, and is more concerned with either broad strokes pictures, or specific tales that are difficult to verify through historical fact.
Archaeology
This is the study of physical remnants of ancient peoples, be they buildings, artifacts, or actual remains, and attempting to piece together the history of those peoples through the evidence left behind.
Charm
The ability to evoke a more positive than usual perception of the character by another individual. This interest can be, but need not be sexual or romantic in nature. While a charmed person is more likely to respond more favorably to requests or questions from the character, they are not mind controlled. Charm results should be logically consistent with the personality of the one charmed, and the nature of what they are being asked to to.
Climb/Jump
The ability to scale vertical surfaces, climb ropes, and jump over and onto obstacles.
Demolitions and Explosives
This skill describes the art of turning big things into many little things, VERY LOUDLY.
Disguise
The art of altering one's appearance through the use of make-up and prosthetics. Given the wide variety of different senses various sentients have, physical disguise might not be enough. Disguising scent might be necessary as well. Given the nature of Force auras, a Miralka will always recognize someone they know (or conversely be able to recognize an impostor of someone they know) unless some Force mechanism is employed.
Dodge
The ability to evade an attack or other harmful consequences that the DM considers dodgeable.
Drive: Speeders/Swoops/Pod Racers
This skill concerns the piloting of civilian vehicles used inside of a planet's atmosphere. Some military use vehicles are similar enough to civilian vehicles that they are also covered by this skill.
Electronic Tech Repair/Use
This skill governs the use of most technical gadgets in the universe. From datapads, to stealth field generators, to tech scanners, and more. If it's electronic and it doesn't have a specific skill related to it (like SLICING) then it falls under this skill.
Fast Talk
The ability to deceive another individual by lying convincingly. The lie should be RP'd out rather than a player just declaring an intent to use the skill. The DM should apply bonuses and penalties based on factors such as: the credibility of the character in the eyes of the target, the success or failure of any CHARM attempts, the plausability of the lie, and how much the person being lied to actually cares about the topic at hand.
Fighting: Brawl
The ability to fight without a weapon. No finesse or trained technique is implied, just raw aggression.
Firearms: Blaster/Slug Pistols
The ability to use and maintain slug throwers and blasters that are designed for one hand use. Cleaning, care, minor modifications, and simple repairs are covered by this skill. Major modifications and repairs would be considered MECHANICAL TECH USE/REPAIR or Weaponsmithing if taken as a Unique Skill.
Firearms: Exotic
The ability to use and maintain ranged weapons that do not fall under the categories of blaster/slug thrower rifles and pistols. This can include ancient advanced technology of alien origin, net guns, bowcasters, flamethrowers, missile launchers, mini-guns, cryo-weapons and more. Cleaning, care, minor modifications, and simple repairs are covered by this skill. Major modifications and repairs would be considered MECHANICAL TECH USE/REPAIR or Weaponsmithing if taken as a Unique Skill.
Melee Weapons: Vibro/Non-Vibro Weapons
The ability to use and melee weapons, both advanced and primitive. Cleaning, care, minor modifications, and simple repairs are covered by this skill. Major modifications and repairs would be considered MECHANICAL TECH USE/REPAIR or Weaponsmithing if taken as a Unique Skill.
Melee Weapons: Light Weapons
The ability to use and lightsabers and Force based weapons, both modern and ancient. Cleaning, care, minor modifications, and simple repairs are covered by this skill. Major modifications and repairs would be considered a combination of ELECTRONIC TECH USE/REPAIR and MECHANICAL TECH USE/REPAIR, or Weaponsmithing if taken as a Unique Skill.
First Aid
This ability to use med-pacs and improvised items to treat wounds in the field. While sufficient for minor injuries, for anything serious, FIRST AID is merely a stopgap to try and prevent a situation from worsening before proper medical care can be administered. The DM should apply reasonable restrictions on how effective FIRST AID can be. For example, someone brought to the brink of death (0 or 1 hit points) cannot be returned to active adventuring through the use of FIRST AID.
Forgery
The ability to create fake documents, currency, and other goods. The DM should use fair judgement in determining if other skills are needed for a given forgery. For example, creating a fake painting, copying a known masterpiece, would require a successful ARTS/CRAFT: Painting check, in addition the FORGERY skill check. A successful forgery will generally pass casual inspection, but someone carefully scrutinizing it will be able to make an opposed APPRAISE skill check. When a forgery is created, always make a note of the FORGERY skill check result as it may be needed for APPRAISE checks.
The basic forgery is suitable for fooling the human eye. However, many official documents and currencies have embedded chips and other technology that requires additional steps to pass these checks. This may require additional skills, special materials, or a combination of both.
Galactic Studies
This skill covers general galactic knowledge. This includes knowledge of planetary systems and the species that tend to inhabit them, borders of political power blocks, the type of goverment different planets have, any restrictions to travel to and from particular planets, and well publicized trivia about a given planet (notable exports/imports, etc.). When a character is required to make a GALACTIC STUDIES check, the DM should take into account how prominent or obscure the knowledge is and apply modifier accordingly. For best results, a character making a GALACTIC STUDIES check should be using reference material and using their skill to fit what they learn from reference into the greater context of their own knowledge.
History
This skill covers general galactic history, including noteworthy dates, people, and places. Given the thousands of planets with tens of thousands of years of history, and the fact that much history of various places has been lost (or at least is known to only a select few), DMs should feel free to apply appropriate modifiers based on how prominent or obscure a given piece of information is. For best results, a character making a HISTORY check should be using reference material and using their skill to fit what they learn from reference into the greater context of their own knowledge.
Intimidate
The ability to coerce cooperation from another, based on threats, be they direct or implied.
Language Own
The character's skill with their own native language. Most of the time, a character will not need a skill check for this. However certain uncommon situations might call for it. Understanding very technical, jargon filled writings, or understanding archaic text and knowing how the language has evolved and the meaning of some words may have changed are examples that may call for such a skill check.
Law
This skill covers an understanding of law throughout the galaxy. This includes the rules and regulations on different planets , as well as those governing interplanetary trade. It also covers knowledge of various law enforcement agencies and their powers and limitations.
Locksmith
This skill covers the ability to repair, install, modify, and pick mechanical locks, including tumbler and combination types.
Mechanical Tech Use/Repair
This skill governs the use of most mechanical gadgets in the universe. From speeder bikes, to body armor, to dreadnoughts, and more. If it's mechanical and it doesn't have a specific skill related to it, then it falls under this skill.
Medicine
This skill covers medical treatment that goes beyond FIRST AID. It deals with treatment of disease and serious injury, as well as the knowledge required to use high tech medical devices such as kolto tanks. For specialized treatments, such as cybernetic installation, repair, and modification, a DM may require another skill check, such as ELECTRONIC or MECHANICAL USE/REPAIR, or a UNIQUE SKILL: Cybernetics Doctor.
Mental Discipline
This skill describes a character's ability to keep control of their own mind, whether affected by internal or external impulses. Resisting addiction, remaining calm in traumatizing situations, resisting interrogation, and defending against certain Force powers are all circumstances where MENTAL DISCIPLINE comes into play.
Navigate
This skill describes a character's ability to not get lost while traveling, either on a planet, or through the stars. At a fundamental level, it represents the ability to recognize specific markers in the environment that can be used as a reference point. The skill also covers knowledge of and use of various astrogation and navigation instruments, from the ancient all the way up to the latest navicomputers. DMs should apply modifiers based on the tools available to the character, familiarity with the area, and other relevant factors.
Occult
This skill describes a character's familiarity with hidden and secret knowledge, as well as the groups that tend to act as self-appointed gatekeepers and users of said knowledge.
Perception
The ability to use one's physical senses to notice things in the environment, particularly things that are out of place. Perception checks are often called for by the DM to notice things when a character enters an area. However, a player may state that they are actively searching for something in particular and the DM will determine whether PERCEPTION or SPOT HIDDEN is more appropriate.
Persuade
The ability of the character to convince another to his/her point of view, or to allow the character to perform an action that would otherwise be disallowed.
Pilot: Capital Ships
This skill describes the ability to operate the systems on a cruiser or dreadnought. These ships require large crews to operate and a single person can only do so much. Maintenance of these ships is covered through a combination of ELECTRONIC and MECHANICAL USE/REPAIR.
Pilot: Fighters/Shuttles/Freighters
This skill describes the ability to operate the systems on all spaceships not considered cruisers or capital ships. Depending on the ship type, a single person may be sufficient to pilot the ship. Other types of ships will require greater crew numbers, especially if expecting to get full performance from all systems. A skill check is not typically required for normal operation of the ship, but will likely be required for combat, avoiding hazards, controlling a crash, etc. Maintenance of these ships is covered through a combination of ELECTRONIC and MECHANICAL USE/REPAIR.
Pilot: War Machines
This skill describes the ability to operate different military craft not covered by the other piloting skills. This includes, tanks, power armor, jet and rocket packs, and walkers. Maintenance of these machines is covered through a combination of ELECTRONIC and MECHANICAL USE/REPAIR.
Psychoanalysis
This skill describes the study of the conscious and unconscious mind, specifically as it relates to the diagnosing and treatment of psychological disorders.
Psychology
This skill describes the study of the mind and its functions, especially those affecting behavior in a given context.
Resource Rating
Not actually a skill per se, but a score used to determine the characters wealth, according to the following table:
0 | Creditless. Living on the streets |
1-9 | Poor. Possesses the bare minimum |
10-49 | Average. Reasonable level of comfort |
50-89 | Wealthy. Some degree of Luxury |
90-99 | Rich. great wealth and Luxury |
100 | Super rich. Credits are no object |
Ride: Beast Mounts
This skill concerns the ability of the character to effectively ride a beast. Typcially a well trained beast moving slowly on even terrain doesn't require a skill check. Moving fast, engaging in combat, moving over dangerous terrain certainly will. Depending on the circumstances, and the level of the beast's training, the DM may also require an ANIMAL HANDLING skill check. Depending on the situation and degree of failure, the results may be that the beast stands still and refuses to comply with the command given, the beast charges off in a random direction (or at least a direction the best perceives as safe), the rider is thrown, or the rider is thrown and the beast charges off. In the last case, the rider must make an ACROBATICS/ATHLETICS check to avoid being entangled in any reins or harness straps and dragged along.
The DM may apply modifiers based on saddle type and the beast's familiarity with and disposition towards this rider.
Scholarly Investigation
The ability to deduce a logical conclusion based upon evidence from various sources.
Slicing
The ability to access or take control of computer systems or bypass electronic locks and alarm systems.
Sleight of Hand
The ability to perform an action with the hand while concealing that fact from observers. This includes picking pockets, palming objects, as well as a variety of stage magic tricks.
Spot Hidden
The ability to find things hidden in the environment. SPOT HIDDEN typically involves more active searching, as opposed to PERCEPTION which reveals that which can be noticed at a glance.
Stealth
The ability to remain undetected. Stealth covers a wide variety of circumstances and numerous situations may result in modifiers that improve or hinder results. Moving in stealth is almost always harder than being still. Lighting often plays a large role, as does the relative elevation of the person hiding to the ones being avoided. The frame of mind of the observers plays a role: a casual passer-by is less observant than a guard patrol who is less observant than an alerted guard actively searching. The more obstacles there are to line of sight in an environment, the easier it is to hide, and loud ambient noise makes it easier to move without being heard. Stealth also covers situations of hiding in plain sight, where a character may try and blend in with crowds.
Streetwise
This is the ability of the character to recognize and interact with underworld elements. This includes recognizing gang colors and turf, being able to locate fences and drug dealers, as well as knowing who to talk to learn about what is happening in the local underworld scene.
Swimming
The character's skill at swimming. Typically, a swimming check is not required for a character doing laps in a pool. However, swimming in turbulent water and swimming extended distances will likely require a skill check.
Tactics
The ability to read a battlefield, or potential battlefield and pick out elements that might be beneficial or that the enemy might use to their advantage.
Throw/Ancient Ranged
This skill governs the use of all thrown weapons and all primitive projectile weapons. This includes grenades, thrown axes, thrown knives, shuriken, spears, javelins, bows, and crossbows. This skill also governs care, maintenance, and minor repairs of such weapons.
Track
The ability to identify and follow physical signs of another being's passing. These signs can be as obvious as footprints in wet sand, to as subtle as a mark in the dust that has settled in a room over the past hour. A skilled tracker can identify many things about their quarry by reading the tracks. Weight, biological gender, speed of motion, hesitation in steps, injury, and even emotional state can impact the way an individual moves and can be read through a clear track.
The following skills MUST have a write-in value to describe the exact field of study.
Arts/Craft
The ability to create, typically with the hands and hand tools, but in some cases with more technical assistance. Masterpiece artworks (created with a Critical Success) can command a decent price on the market, depending on the demand.
Fighting Style
This skill describes the character's ability with a formal fighting style, typically learned from a professional in that style. These styles are developed through careful study of how sentients move, as well as the physics of any weapon involved.
Language: Other
The character's ability to speak a language other than their primary tongue.
Pilot
The character's ability to pilot a vehicle of the type specified.
Science
The character's ability to understand and work in the discipline specified.
Survival
The ability to live in the specified biome without the assistance of modern tools or technology. It includes the ability to locate or construct shelter, locate and identify safe drinking water, forage, fish, and hunt for food, fashion primitive tools and weapons, build fires, and recognize and avoid local natural hazards.