Category:Skills
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 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.
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 | Perform: Instrument, Stage Magic |
Sneak | Pick Lock |
Stamina | Pilot: Capital, Starship, Starfighter, Submersible |
Steal | Program Computer |
Strength | Sense Life |
Swim | Starship Engineering |
Tactics | Streetwise |
Tech Operation | Summon Lightning |
Throw | Telekinesis |
Toughness | Telepathy |
Value: Market | Track |
Willpower | 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
Subcategories
This category has the following 7 subcategories, out of 7 total.
Pages in category "Skills"
The following 72 pages are in this category, out of 72 total.