♦ [DC 5 easy / DC 10 Not to hard / DC 15 intermediate difficutly / DC 20 fairly hard / DC 25 very hard / DC 30 incredibly difficult]
When you first create your character you are able to train in certain skills, remember to choose wisely as these skills will very important as you navigate your way in the world. Training a skill is important for 2 reasons. You receive a bonus to that skill when you train and some of the skills can not be used unless they are trained first. Unless stated specifically Skills can be used Untrained.
Every level you may add ranks in any skill available to your character (Any skill you can use) The number you learn is determined by your characters class if you are multi classed you use the last class you leveled in.
Using Skill - 1d20 + ability modifier + Skill levels + Bonuses. You may train multiple times in a single skill gaining the bonus each time you train.
If 2 abilities are listed then add the modifiers for both attributes together and then divide by 2 to get the ability modifier
Every level you are able to gain skill levels, the amount of skill levels you may level up is dependent upon your class. You may not have more than your total number of levels in any skill level.
Anytime you wish you may use 'The Force' to add a d6 to the roll (Force Amity raises the dice value up to a possible d12)
| Skill | Skill Group | Description | Modifier |
| Acrobatics | Escaping from bonds or tumbling to avoid a attack of opportunity (use reactoion to avoid attacks of Opportunity : difficutlty determined by GM) | dex | |
| Climb | failing can result in falling in addition it determines how fast you can climb surfaces (climbing is 1/4 movement speed, each level of skill adds 1 meter to height you can climb : example standard movement is 12 meters so climb would be 4 meters a round, 1 level of climb makes it 5 meters) | str | |
| Disguise | Disguising yourself or another object to appear differently that what they are. Make a Disguise Check verses a perception check. | dex | |
| Dodge | using a reaction you can dodge an attack. You subtract your skill level + dex modifier from thier attack (you may Use the force and add that roll to the number subtracted : example if you have a ref defense of 14 and they roll a 17 using your reaction you subtrack your dex and skill from thier roll thus possiblely causing them to miss) | dex | |
| Endurance | Pushing yourself beyond your normal physical limits. You add skill to any roll that would cause you to go down on the condition track | con | |
| Gather Info | Make contacts and gather information - Bribes and other tactics can decrease or increase the difficulty of the DC check. | int | |
| Gunnery | Using a large mounted gun (usually mounted to a vehicle but can be on anything. Use skill level to add to modifier when rolling attacks) | dex | |
| Initiative | How quickly you react to situations (add skill level to modifier for Initiative roll) | dex | |
| Knowledge | Must be Trained | Greater understanding of specific area's of life (when determining if the character knows a specific fact or trying to gather the information only someone with training in the knowledge has a chance to know) | int |
| Know - Bureaucracy | |||
| Know - Galactic Lore | |||
| Know - Life Sciences | |||
| Know - Physical Sciences | |||
| Know - Tactics | |||
| Know - Technology | |||
| Linguistics | Being able to understand an intelligent being without knowing their language. (based on a sliding scale, dc 10 you get a vague idea, dc 15 slight understanding, dc 20 a pretty good idea of what is going on, dc 25 you get the subtle intrecencies, dc 30 full understanding ) | int | |
| Mechanics | Must be Trained | int/dex | |
| Mech - Disable Device | Disarm a device, open a lock, set a trap. Requires a security kit | ||
| Mech - Handle Explosives | Just placing explosive on the ground does not require check. Disabling explosive or setting explosives to explode in a certain way does. (The GM will determine the difficulty and should not reveal if they succeeded until the time of detonation.) | ||
| Mech - Droid | Upgrading Programming, repairing damage, adding or removing modifications to a droid. Requires tools | ||
| Mech - Repair | Fixing damage done to any mechanical or electronic device. Requires tools | ||
| Perception | Noticing things that might be missed. Roll activily when searching for something or looking purposefully (your passisive perception is 8 + Wisdom modifier + skill level) | wis | |
| Persuasion | Persuasion checks are made against Will defense | cha | |
| Persuasion - Change Attitude | Making friends, changing the attitude of others towards you. It adjust by how well you rolled according to the following chart {Friendly / Cooperative / Neutral / appathetic / defensive / hostile} |
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| Persuasion - Haggle | The art of the bargain | ||
| Persuasion - Deceive (Bluff) | Telling lies or distorting facts to lead the target to a false conclusion | ||
| Persuasion - Intimidate | To convince someone of emanate threat through posture and voice to gain advantage | ||
| Pilot | Must be Trained | Driving a mechanical vehicle | dex |
| Ride | Using a living creature for transportation (failure can result in diminished movement to falling off depending on how bad you failed)( | dex | |
| Stealth | Hiding something from view (is done verses passive or active perception depending on cercumstances) | dex | |
| Stealth - Pick Pocket | Stealing from someone without them knowing (is done verses passive or active perception depending on cercumstances) | ||
| Stealth - Sleight of Hand | Concealing an item, creating a diversion or otherwise tricking someone | ||
| Stealth - Sneak | Hiding or disappearing from view (is done verses passive or active perception depending on cercumstances) | ||
| Survival | Able to handle harsh environments (failures will result in moving down the condition track can be stacked with Endurance) | wis | |
| Forest or Jungle | |||
| Ice or Frozen | |||
| Desert or Volcanic | |||
| Liquid | |||
| Swim | Determines how well you do when you are in water (failure can result in drowning). You get a speed of 1/4 movement then add skill level to determine how fast (example standard movement is 12 meters so 4 meters, at level 1 you go 5 meters) | Str | |
| Use the Force | Requires Force Sensitivity Feat | cha/wis | |
| Force powers | How capable you are using Force powers (you have your modifier + level in force power points : example at level 1 with a 14 wisdom and 12 charisma the amount is calculated as follows [wisdom mod +2 added to charisma mod +1 = 3 that divided by 2 rounded up is 2] at skill level 1 a total of 3 FPP) | ||
| Force Trance | Heals and rest yourself - requires 10 min to restore modifier pluss skill level of HP, additionally you can spend 1 hour in a trance to gain level in Force power points back (example level 2 restores 2+ modifiers of health in 10 minutes, at level 2 you can regain 2 FPP after an hour trance) | ||
| Move Light Object | Lift an object that is not resisting (the large the object the harder the dc) | ||
| Search Your Feelings | Find information about something that can affect you or your companions (dc 5 gives you information most might figure out on thier own, dc 10 learn vague things, dc 15 learn some details, dc 20 gives you a good idea of unknown things, dc 25 you learn hidden things, dc 30 you learn things in detail) | ||
| Sense Force | Sense other force users nearby distance is 3x the level in meters (example level 1 is 3 meters level 2 is 6 meters...) | ||
| Sense Surroundings | Generally sense what is nearby within a 5 meter radius multipied by the level [level 1 is 5 meters, level 2 is 10 meters...} | ||
| Telepath | Able to communicate with someone nearby telepathically [distance is determined by multiples of 10, so level 1 is 10 metters, level 2 is 100 meters...] | ||
| Treat Injury - First Aid | {all treat Injury skills can only be done once every 2 hours) | Heal someone 1d6 + 1/2 your skill level (rounded up). Requires medpac | wis |
| Treat Injury - Cybernetics | Must be Trained in Treat Injury - First Aid | Maintain and repair cybernetics. Needs surgical probe kit. In order to install a cybernetic you must also use feat Cybernetic Surgery. (damage done to cybernetics require tools to repair and roll determines success) | wis |
| Treat Injury - Surgery | Must be Trained In Treat Injury - First Aid | Can wake someone from unconsciousness. If failed injured party moves 1 down on condition chart. If successful, target awakes and is healed for 2d6 + 1/2 skill level. Can be used on standard patient as well, needs Medpac and Med Scanner | wis |
| Treat Injury - Ongoing | Must be Trained In Treat Injury -First Aid | Able to stabilize someone with poison, radiation or disease. Stops HP loss for 1 day, antidote or cure needed to remove problem completely. Need Med Scanner | wis |
| Use Computer | Must be Trained | int | |
| Use Comp - Access Info | Accessing information from a computer that would be restricted to the average person (hacking) | ||
| Use Comp - Astrogate | Ability to plot a hyperspace course with a standard computer. (Normally requires a specialized Navigation Computer) | ||
| Use Comp - Reprogram Droid | Modify the programming of a droid. You can not add new abilities but can change the parameters of their functions. |
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