Skills

The Star Wars role-playing games has an incredible plethora of different skills that all fall under the category of Guns, Fix-it, and Driving in Feng Shui rules. Keeping them as separate skills doesn’t make sense in light of the movies: flying chariots are supposed to be close enough to starfighters that experience in one is actually useful in the other.

To address this, we have grouped the various different weapons and vehicles and technologies into separate schticks that can then be bought to enable a character to use their full AV with that piece of tech; without any enablers, a character is at –2 AV. There are General and Specific enablers. General enablers are such things as Projectile Weapons and Ship Weapons. Specific enablers are such things as Ancient Firearms and Capital Ship Gunnery. Each enabler negates a –1 and costs 3xp to buy. The gamemaster may impose the equivalent of juncture modifiers when dealing with a new task: –4 the first time, –2 the second, –1 the third, and no penalty thereafter. This can be appropriate for new applications for Force spheres as well as the first time with a new weapon or technology. (This means it can go –6, –4, –3, –2, –2, ... until enablers are bought.)

Athletics Base attribute: Strength or Constitution

Physical Ability: This applies to all manner of ranged weapons.

Knowledge:

Contacts:

Conversion: Covers Running, Climbing/Jumping, Lifting, Stamina, Swimming.

Deceit Base attribute: Charisma

Physical Ability: Lying, disguise, mimicry, forgery, acting, negotiation, schmoozing.

Knowledge: Cons, cheats, and frauds.

Contacts: Con men, lawyers, agents of the law, thieves, gangsters, businessmen.

Conversion: Covers Business, Value, Bargain, Con, Persuasion

Detective Base attribute: Perception

Physical Ability: Deductions, detection of lying, getting past security to get a look at the evidence.

Knowledge: Laws, famous crimes.

Contacts: Members of the town watch, judges, stoolies and snitches.

Conversion: Covers Bureaucracy, Law Enforcement, Streetwise, Investigation, Persuasion, Search, Security

Gambling Base attribute: Fortune

Physical Ability: You know how to make the games of chance come out in your favor.

Knowledge: You know the rules, odds, and statistics of games of chance, and the etiquette to get into just about any gambling game.

Contacts: You know gamblers, bookies, innkeepers with games going in the back room, and soldiers who can’t seem to keep their pay in their pockets every week.

Conversion: Covers Gambling.

Guns Base attribute: Manual Dexterity

Categories: Projectile Weapons (Archaic Guns, Bows, Firearms) all possess a fairly strong kick because they have to move a physical object around. Hand-held Energy Weapons (Blaster, Bowcaster) are portable and hold a lot more ammunition. Artillery (Blaster Artillery, Missile Weapons, Capital Ship Gunnery, Capital Ship Shields) covers anything that needs to be braced against the ground or the frame of the vehicle. Vehicle Weapons (Vehicle Blasters, Starship Gunnery, Starship Shields) are aimed by pointing the vehicle at something. Shields are covered by the Guns skill because their operation goes together.

Physical Ability: This applies to all manner of ranged weapons.

Knowledge:

Contacts:

Conversion: Covers all the ranged weapon skills.

Info Base attribute: Intelligence

Physical Ability:

Knowledge:

Contacts:

Conversion: Scholar is a general research skill.

Intimidation Base attribute: Charisma

Physical Ability:

Knowledge:

Contacts:

Conversion: Covers Intimidation, Willpower.

Intrusion Base attribute: Agility

Physical Ability:

Knowledge:

Contacts:

Conversion: Covers Pick Pocket, Streetwise, Forgery, Hide, Search, Sneak, Security

Jedi Base attribute: Force

Physical Ability: The power to use the Force.

Knowledge: Knowledge of the ways of the Force.

Contacts: Other Jedi.

Conversion: Covers Control, Sense, Alter

Languages Base attribute: Intelligence

Physical Ability: This is the super-omni-powerful Languages skill from the Star Wars RPG. Any character who makes 10 Difficult checks on a specific language is considered fluent in the langauge and no longer needs to make rolls.

Leadership Base attribute: Charisma

Physical Ability: You exude an air of authority.

Knowledge: You know a particular theory of leadership and discipline, perhaps from an analogue of Confucious... or Machiavelli.

Contacts: You know others in the leadership hierarchy you belong to or belonged to.

Conversion: Covers Tactics, Command
Martial Arts Base stat: Quickness

Physical Ability: This skill covers acrobatic styles of combat.

You must buy each weapon category— barehanded, blades, polearms, staves and clubs, chains and flails and whips, thrown weapons (such as daggers, darts, and shuriken)— separately. Characters start with 1 weapon category for every 5 full points of starting Martial Arts AV.

Knowledge:

Contacts:

Conversion: Covers Brawling Parry, Dodge, Grenade, Lightsaber, Melee Combat, Melee Parry, Thrown Weapons, Brawling.

Medicine Base attribute: Intelligence

Physical Ability:

Knowledge:

Contacts:

Conversion: First Aid, Medicine

Pilot Base attribute: Manual Dexterity

Categories: Starships (Archaic Starships, Astrogation, Capital Ships, Space Transports, Starfighters) are vehicles that can maneuver in space; Astrogation is needed to operate a hyperdrive properly. Beast Riding (species type) is needed for living creatures. Land Vehicles (Ground Vehicles, Hovercraft, Walkers) are constrained to the solid surface of a planet. Aircraft (Airfoils, Helicopters, Repulsorlifts, Swoops) can maneuver in atmosphere. Watercraft (Motorboats, Sails, Submersibles, Surfboards) are constrained to liquid media on a planet. Personal vehicles (Jet Packs, Powersuits, Rocket Packs) are personal transport devices that are worn.

Physical Ability:

Knowledge:

Contacts:

Conversion: Archaic Starship Piloting, Astrogation, Capital Ship Piloting, Space Transports, Starfighter Piloting, Beast Riding, Ground Vehicle Operation, Hover Vehicle Operation, Walker Operation, Repulsorlift Operation, Swoop Operation, Jet Pack Operation, Powersuit Operation, Rocket Pack Operation.

Police Base attribute: Perception

Physical Ability:

Knowledge:

Contacts:

Conversion: Covers Bureaucracy, Law Enforcement, Streetwise, Investigation, Persuasion, Search, Security

Sabotage Base attribute: Manual Dexterity

Physical Ability: You know can set charges for maximum effect.

Knowledge: You know how to sow confusion in the daily lives of people all over the Galaxy.

Contacts:

Conversion: Demolitions.

Technology Base attribute: Intelligence

Categories: The categories for Technology are a little more interesting because some of the specific ones span multiple general ones. Systems Operation (Communications, Sensors, Computer Programming/Repair, Droid Programming) deals with coercing electronic devices into doing your bidding at a basically software or parameter-control level. Electronics (Repulsorlift Repair) deals with purely solid-state equipment. Mechanical (Armor, Ground Vehicles, Hover Vehicles, Walkers) involves everything from hydraulics to servomotors and solenoids. You need Electronics and Mechanical to handle weapons and droids (Blasters, Capital Ship Weapons, Starship Weapons, Droids), and all three to handle starships (Capital Ships, Space Transports, Starfighters), which covers everything from airlocks to hyperdrives.

Physical Ability: You can make things work when they stop working, and build things that work when given access to the right tools and materials.

Knowledge: You are familiar with the principles of science behind your manipulations.

Contacts: Experts in various fields of design, assembly, and repair, junkyard owners, warehousers, ...

Conversion: Communications, Sensors, Computer Programming/Repair, Droid Programming, Repulsorlift Repair, Armor Repair, Ground Vehicle Repair, Hover Vehicle Repair, Walker Repair, Blaster Repair, Capital Ship Weapon Repair, Starship Weapon Repair, Droid Repair, Capital Ship Repair, Space Transports Repair, Starfighter Repair

Traveller Base attribute: Intelligence

Physical Ability: As an experienced traveller across many star systems, you can handle all manner of exotic situations, from the exotic culinary implements of Sesquin Four to the Chugalug Ritual of Kashyyyk.

Knowledge: You are familiar with the etiquette of different cultures, both human and alien, and of the physical peculiararities of such populations.

Contacts: Any port you’ve visited doubtless contains someone who owes you a favor... or to whom you owe one. Even on new planets, you can schmooze your way into spacebort bars easily.

Conversion: Covers Alien Species, Cultures, Planetary Systems, Survival.