Category:Skills: Difference between revisions

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|Meditate
|Meditate
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|Shoot
|Shoot: Blaster Pistol, Blaster Rifle, Repeater
|Perform: Instrument, Stage Magic
|Perform: Instrument, Stage Magic
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|Swim
|Swim
|Shoot: Archery, Missile Launcher
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|Tactics
|Starship Engineering
|Starship Engineering
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|Tactics
|Tech Operation
|Streetwise
|Streetwise
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|Tech Operation
|Throw
|Summon Lightning
|Summon Lightning
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|-
|Throw
|Toughness
|Telekinesis
|Telekinesis
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|Toughness
|Value: Market
|Telepathy
|Telepathy
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|Value: Market
|Willpower
|Track
|Track
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|Willpower
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|Value: Antiques
|Value: Antiques
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Revision as of 04:21, 18 November 2021

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.

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.

Types (Pre-D6)

There are two basic types of skills: Common and Rare.

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.

Skills By Type
Common Rare
Academics Armorsmithing
Acrobatics: Balance Acrobatics: Tumbling, Aerials
Alien Culture Astrogation
Bargain Barrier
Brawl Brawl
Climb Cleanse Body
Con Conceal (Force)
Conceal Control Self
Contort Deflect
Disguise Demolitions
Dodge Drive: Walker, Tracked
Drive: Hover, Wheeled Droid Engineering
Forge: Physical Forgery Enhance Attribute
Grip Enhance Will
Animal Handling Farsight
Hide Focus
Investigation Force Insight
Jump Force Leap
Lead Force Sight
Medicine Forge: Digital Forgery
Melee Gunnery
Perform: Dance, Comedy, Singing, Writing, Public Speaking Heal
Persuade Illusion
Pilot: Aerospace Influence
Ride Language
Run Medicine: Cybernetics, Pharmacology, Genetics, Surgery
Search Meditate
Shoot: Blaster Pistol, Blaster Rifle, Repeater Perform: Instrument, Stage Magic
Sneak Pick Lock
Stamina Pilot: Capital, Starship, Starfighter, Submersible
Steal Program Computer
Strength Sense Life
Swim Shoot: Archery, Missile Launcher
Tactics Starship Engineering
Tech Operation Streetwise
Throw Summon Lightning
Toughness Telekinesis
Value: Market Telepathy
Willpower Track
Value: Antiques
Vehicle Engineering
Weaponsmithing

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