Category:Skills: Difference between revisions

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==Overview==
==Overview==
Your character's skills determine how good you are at a given task, based on your level of both natural talent and training or practice. Skills are divided into their respective attributes, which determine their base level. In general, attributes represents natural talent or aptitude, while skills represent trained ability.
Your character's skills determine how good you are at a given task, based on your level of both natural talent and training or practice. Skills are divided into their respective attributes, which determine their base level. In general, attributes represent natural talent or aptitude, while skills represent trained ability.


== Class ==
== Class ==
A skill's class is the attribute that fuels it. There are seven attributes in our system: Awareness, Coordination, Force, Knowledge, Physique, Presence, and Reflex. Click the categories below to see which skills fall into each class.
A skill's class is the attribute that fuels it. There are six attributes in our system: Awareness, Coordination, Knowledge, Physique, Presence, and Reflex. Click the categories below to see which skills fall into each class.


== Types (Pre-D6) ==
== Specializations ==
There are two basic types of skills: Common and Rare.  
A character may be advanced enough in a given skill to begin specializing in a particular application, or a skill may cover a lot of ground that varies quite a bit in difficulty level and/or methodology. Some skills, especially those that encompass many different techniques depending on the application, may require at least one specialization. Visit each skill page for details on specializations. 
 
==Modifiers==
Many skills are modified by distance and/or relationship to the target. See below for distance and relationship definitions. Note that these definitions are meant as a general guide and are not specific, as in many situations, these things will be left up to the GM to resolve.
===Relationships===
'''Intimate''': Close friends or family, romantic relationships.<br>
 
'''Friendly:''' Good friends, generally good opinion of each other<br>
 
'''Neutral:''' Acquaintances, no favorable or unfavorable bias<br>


Common skills and specializations are things any average person should be able to do, unless otherwise specified. These skills should only be on a character sheet if he/she has an above average proficiency level. Rare skills and specializations are things not just any average person can do, and must be on a character's sheet before he/she can use it at all. Refer to the table below.
'''Poor:''' Dislike each other, general distaste or skepticism<br>
 
'''Hated:''' Hostile relationship, enemies
 
===Distance===
'''Contact Range:''' Close enough to reach out and touch<br>
 
'''Short Range:''' Several paces away<br>
 
'''Long Range:''' Anything farther than Short Range
 
== Training ==
Some skills may be used without training, in which case the player rolls D20 + the associated Attribute modifier+skill level. Others may not be used without training, such as all Force skills and some of the more complex non-Force skills such as Starship Engineering or Lightsaber combat. Check out the table below to see if a skill requires training to use or not.  
{| class="wikitable"
{| class="wikitable"
|+Skills By Type
!Awareness
!Common
!Usable untrained?
!Rare
!Knowledge
!Usable untrained?
|-
|-
|Disguise
|Y
|Academics
|Academics
|Y
|-
|Search
|Y
|Alien Cultures
|Y
|-
|Forge
|Y
|Armorsmithing
|Armorsmithing
|N
|-
|-
|Acrobatics: Balance
|Sneak
|Acrobatics: Tumbling, Aerials
|Y
|-
|Alien Culture
|Astrogation
|Astrogation
|N
|-
|-
|Bargain
|Hide
|Barrier
|Y
|-
|Brawl
|Brawl
|-
|Climb
|Cleanse Body
|-
|Con
|Conceal (Force)
|-
|Conceal
|Control Self
|-
|Contort
|Deflect
|-
|Disguise
|Demolitions
|Demolitions
|N
|-
|-
|Dodge
|Track
|Drive: Walker, Tracked
|Y
|-
|Drive: Hover, Wheeled
|Droid Engineering
|Droid Engineering
|N
|-
|-
|Forge: Physical Forgery
|
|Enhance Attribute
|
|Investigate
|Y
|-
|-
|Grip
!Coordination
|Enhance Will
!Usable untrained?
|Language
|Y
|-
|-
|Animal Handling
|Drive
|Farsight
|Y
|Medicine (general rolls only, specializations require training)
|Y
|-
|-
|Hide
|Pilot
|Focus
|Y
|Program Computer
|N
|-
|-
|Investigation
|Throw
|Force Insight
|Y
|Security
|Y
|-
|-
|Jump
|Gunnery
|Force Leap
|Y
|Starship Engineering
|N
|-
|-
|Lead
|Shoot
|Force Sight
|Y
|Streetwise
|Y
|-
|-
|Medicine
|Steal
|Forge: Digital Forgery
|Y
|Tactics
|Y
|-
|-
|Melee
|Pick Lock
|Gunnery
|N
|Tech Operation
|Y
|-
|-
|Perform: Dance, Comedy, Singing, Writing, Public Speaking
|
|Heal
|
|Value
|Y
|-
|-
|Persuade
|
|Illusion
|
|Vehicle Engineering
|N
|-
|-
|Pilot: Aerospace
|
|Influence
|
|Weaponsmithing
|N
|}
{| class="wikitable"
!Physique
!Usable untrained?
!Presence
!Usable untrained?
!Reflexes
!Usable untrained?
|-
|-
|Ride
|Grip
|Language
|Y
|Bargain
|Y
|Acrobatics
|Y
|-
|-
|Run
|Run
|Medicine: Cybernetics, Pharmacology, Genetics, Surgery
|Y
|-
|Con
|Search
|Y
|Meditate
|Brawl
|-
|Y
|Shoot: Blaster Pistol, Blaster Rifle, Repeater
|Perform: Instrument, Stage Magic
|-
|Sneak
|Pick Lock
|-
|-
|Stamina
|Stamina
|Pilot: Capital, Starship, Starfighter, Submersible
|Y
|-
|Handle Animal
|Steal
|Y
|Program Computer
|Climb
|Y
|-
|-
|Strength
|Strength
|Sense Life
|Y
|Lead
|Y
|Contort
|Y
|-
|-
|Swim
|Swim
|Shoot: Archery, Missile Launcher
|Y
|-
|Perform
|Tactics
|Y
|Starship Engineering
|Dodge
|-
|Y
|Tech Operation
|Streetwise
|-
|Throw
|Summon Lightning
|-
|-
|Toughness
|Toughness
|Telekinesis
|Y
|-
|Persuade
|Value: Market
|Y
|Telepathy
|Jump
|Y
|-
|-
|
|
|Willpower
|Willpower
|Track
|Y
|Leap
|Y
|-
|-
|
|
|Value: Antiques
|
|
|
|Melee (Except for Lightsaber Specialization)
|Y
|-
|-
|
|
|Vehicle Engineering
|-
|
|
|Weaponsmithing
|
|
|Ride
|Y
|}
|}
 
[[Category:Systems]]
== Specializations ==
A character may be advanced enough in a given skill to begin specializing in a particular application, or a skill may cover a lot of ground that varies quite a bit in difficulty level and/or methodology. Some skills, especially those that encompass many different techniques depending on the application, may require at least one specialization. Visit each skill page for details on specializations. 
 
==Modifiers==
Many skills are modified by distance and/or relationship to the target. See below for distance and relationship definitions. Note that these definitions are meant as a general guide and are not specific, as in many situations, these things will be left up to the GM to resolve.
===Relationships===
'''Intimate''': Close friends or family, romantic relationships.<br>
 
'''Friendly:''' Good friends, generally good opinion of each other<br>
 
'''Neutral:''' Acquaintances, no favorable or unfavorable bias<br>
 
'''Poor:''' Dislike each other, general distaste or skepticism<br>
 
'''Hated:''' Hostile relationship, enemies
 
===Distance===
'''Contact Range:''' Close enough to reach out and touch<br>
 
'''Short Range:''' Several paces away<br>
 
'''Long Range:''' Anything farther than Short Range<br>
 
 
[[Category:Chargen]]
[[Category:Chargen]]
[[Category:Systems]]

Latest revision as of 05:04, 29 March 2024

Overview

Your character's skills determine how good you are at a given task, based on your level of both natural talent and training or practice. Skills are divided into their respective attributes, which determine their base level. In general, attributes represent natural talent or aptitude, while skills represent trained ability.

Class

A skill's class is the attribute that fuels it. There are six attributes in our system: Awareness, Coordination, Knowledge, Physique, Presence, and Reflex. Click the categories below to see which skills fall into each class.

Specializations

A character may be advanced enough in a given skill to begin specializing in a particular application, or a skill may cover a lot of ground that varies quite a bit in difficulty level and/or methodology. Some skills, especially those that encompass many different techniques depending on the application, may require at least one specialization. Visit each skill page for details on specializations.

Modifiers

Many skills are modified by distance and/or relationship to the target. See below for distance and relationship definitions. Note that these definitions are meant as a general guide and are not specific, as in many situations, these things will be left up to the GM to resolve.

Relationships

Intimate: Close friends or family, romantic relationships.

Friendly: Good friends, generally good opinion of each other

Neutral: Acquaintances, no favorable or unfavorable bias

Poor: Dislike each other, general distaste or skepticism

Hated: Hostile relationship, enemies

Distance

Contact Range: Close enough to reach out and touch

Short Range: Several paces away

Long Range: Anything farther than Short Range

Training

Some skills may be used without training, in which case the player rolls D20 + the associated Attribute modifier+skill level. Others may not be used without training, such as all Force skills and some of the more complex non-Force skills such as Starship Engineering or Lightsaber combat. Check out the table below to see if a skill requires training to use or not.

Awareness Usable untrained? Knowledge Usable untrained?
Disguise Y Academics Y
Search Y Alien Cultures Y
Forge Y Armorsmithing N
Sneak Y Astrogation N
Hide Y Demolitions N
Track Y Droid Engineering N
Investigate Y
Coordination Usable untrained? Language Y
Drive Y Medicine (general rolls only, specializations require training) Y
Pilot Y Program Computer N
Throw Y Security Y
Gunnery Y Starship Engineering N
Shoot Y Streetwise Y
Steal Y Tactics Y
Pick Lock N Tech Operation Y
Value Y
Vehicle Engineering N
Weaponsmithing N
Physique Usable untrained? Presence Usable untrained? Reflexes Usable untrained?
Grip Y Bargain Y Acrobatics Y
Run Y Con Y Brawl Y
Stamina Y Handle Animal Y Climb Y
Strength Y Lead Y Contort Y
Swim Y Perform Y Dodge Y
Toughness Y Persuade Y Jump Y
Willpower Y Leap Y
Melee (Except for Lightsaber Specialization) Y
Ride Y