DEXTERITY
-
ACROBATICS (Tumbling, Rolls, Landing, etc):
-
This is the skill that covers flips, rolls and other types of movements.
May also be used to reduce the amount of damage characters take in a fall:
Distance |
Difficulty |
Reduce Damage By |
3-6m |
V. Easy |
-2D |
7-8 |
Easy |
-2D+2 |
9-12 |
Moderate |
-3D |
13-15 |
Difficult |
-3D+2 |
19+ |
Very Difficult |
-4D |
(1 round)
-
ARMOUR WEAPONS (Wrist laser, flechette rifle, etc.):
-
this skill covers all direct-fire weapons mounted on a suit of armour.
The basic difficulty is based on range. (One round)
-
BALANCE (none):
-
This skill is used whenever a character must try to stay on his feet in
difficult conditions:
Wet stone, 15cm wide beam |
Very Easy |
Ice, 10cm wide beam |
Easy |
3cm beam w/ hand rails |
Moderate |
3cm beam w/o hand rails |
Difficulty |
3cm cable or rope |
Very Difficult |
1.5cm cable under any conditions |
Heroic |
|
Modifiers: |
Icy: |
+1D of difficulty |
Light Wind: |
+1D+2 of difficulty |
Moderate Wind: |
+2D+2 of Difficulty |
Heavy Wind: |
+4D or more of difficulty |
Can't See Your Feet: |
+2D Difficulty |
(1 round).
-
BLASTER: Auto Carbine :
-
Used to fire selective-fire blaster carbines. May use Blaster: carbine
specialization to fire in semiautomatic mode. This is a specialization,
NOT an individual skill.
-
BLASTER: Auto Rifle :
-
Used to fire selective-fire blaster rifles. May use Blaster: rifle specialization
to fire in semiautomatic mode. This is a specialization, NOT an individual
skill.
-
BLASTER: Auto Pistol :
-
Used to fire selective-fire blaster pistols. May use Blaster: heavy pistol
specialization to fire in semiautomatic mode (due to increased heft and
bulk). This is a specialization, NOT an individual skill.
(Game Notes: Full autos will have a stats entry entitled "modes". This
will tell you what fire modes are available on a certain model, and how
many shots are fired in each burst.
When firing on "full auto", or long burst, the weapon may be fired twice
that round (unless specified otherwise). There is an additional -1D penalty
to all actions that round, and no other attacks or piloting rolls may be
made, and only one (1) reactive skill (Dodge, etc).
Short bursts are treated just like any other shot.
It is a simple action to switch between firing modes.
When fired in burst or full auto, there is +2 difficulty to hit if the
basic Blaster skill (or a specialty other than those that follow) is used.
These specializations are not used to fire in semi-auto.
Once a shot from a burst hits, each additional shot on the same target,
or an adjacent one (<1m away) is one level of difficulty lower. The
combined damage for a number of shots from a burst on the same target is
determined as per the rules for Combined Actions in your rule book (I prefer
those in 2.0, rather than R&E). The only difference is that Blaster
replaces Command as the skill of choice.
The legal problems with automatic blasters is usually the same as those
for repeating blasters, or worse.)
-
- CATCHING (line, shockball, etc)
The name of the skill says it all.
Towel, large bag |
Very Easy |
Tossed ball, small bag |
Easy |
thrown line, thrown ball |
Moderate |
Hand grenade |
Difficult |
A thrown knife |
Very Difficult |
A bullet, lightsaber thrown by Jedi |
Heroic |
|
Modifiers |
Only 1 hand free |
+1 to +3 difficulty |
No hands free (catching with teeth, etc) |
+5 to +10 difficulty |
"What the Hell am I doing?"
Catching things you shouldn't. |
+10 difficutly |
Not catching, only knocking aside. |
+3 to skill roll |
Using net, glove, etc. |
+3 to +10 to skill roll |
(One round)
-
FLAMETHROWER (Flame Rifle, Flame Carbine, Flame Pistol, Heavy Flamer, etc.):
Used to aim and fire flamethrowers, flame projectors and fire extinguisher
s. Difficulty is based on range. Most people just hold the flamethrower
on a particular target. This is not always the best way to do this. To
spread the fuel around, one fans the muzzle of the flamer around. (No difficulty
modifier, but it must be in the same range. If it changes from, say, short
to medium range, use the medium range difficulty.) There are two ways to
do this:
method 1: The area of effect is not negligently a circular one. Reduce
the depth of the area to expand the breadth to it by the same percentage.
Example: Ungor the Gammorean has a Merr-Sonn F- 93, with a 2m area of effect.
He wants to cover an area 4m wide. His area is now four meters wide, but
only one meter deep.
method 2: The area may be expanded by one area of effect's worth of
linear space for every two additional rounds of damage that you are willing
to give up. Example: Ungor doesn't want to loose the depth of his fire.
As a result, he lays his fire stream out six meters wide and two meters
deep, but it no longer does 4D damage for the next 10 rounds. It now does
4D damage for the next 6 rounds.
These rules may be combined. It should also be noted that the blowtorches
(flame projectors), can not have their damage modified in this manner.
They are essentially just an aerosol spray fitted with an igniter.
-
(1 round)
-
WHIPS (monowhips, stunwhip, etc.):
-
Used to wield flexible whips. The basic difficulty is based off range.
Under the short range, you can not hit anything, as you are TO close to
the target. At short range, the difficulty is Difficult, Moderate at medium
range, and Difficult at long range. If the user beat the difficulty (or
if being used to parry, the opponent's roll) by a certain amount (it varies
between whips), the whip may wrap around the target if the user so wishes.
If the user fails the roll by a certain amount (it varies between whips),
the user is struck, do the normal amount of damage to himself. (1 round)
-
(A) BLIND-FIGHTING (Brawling, Vibroblade, Staff, or any other weapon)
-
{requires 4D each in Brawling, Brawling Parry, Melee Combat and Melee Parry}:
-
Used for close quarters combat (armed and unarmed) when deprived of sight,
both attacks and parries. This skill teaches the fighter to use the senses
of smell and hearing instead of their eyes. To make these attacks and parries
with the normal skills increase the difficulties by +4D. Blind-Fighting
may never be higher than the lowest of the four basic skills.(1 round)
-
(A) JOUSTING (Spear/Cracian Thumper, Force Pike/Bantha, Vibroblade/Dewback,
or any other weapon and beast combination)
-
{5D Melee Combat, 4D Beast Riding}:
-
Used to make melee attacks from beast back. The weapon must be able to
reach the target.
Damage is figured with the user's STR being replaced with the animal's
total move (X) divided by 10, Maximum is 10D (100m charge) (example: using
a Force Pike (STR+2D) from the back of a Dewback with a 70m charge: X=(70÷10)=7;
damage= 7D+2D). - OR-
Use the animal's STR-2D (example: a Force Pike (STR+2D) from the back
of a Bantha (STR 8D): 6D+2D) (Max 8D STR) if the charge is less than 20m.
The charge damage (long or short run up) is in the same scale as the creature
Basic Difficulty is weapon's difficulty +3. If a Joust attack is made
using Melee Combat, difficulty is increased by +15 and the character must
make a Beast Riding roll. Character must make an opposed STR or DEX roll
against ½ the damage done to target to retain weapon (in character
scale, regardless of the critter's scale).
-
(1 round)May not be used to boost the base skills
-
(A) MECH-JOUSTING [GROUND] (Force Pike/Wheelbike, Vibroblade/Doublebike,
or any other weapon and vehicle combination)
-
{5D Melee Combat, 4D Ground Vehicle Operation}:
-
Used to make melee attacks from the back of a personal, open, wheeled or
tracked vehicle. Weapon must be able to reach the target. Damage and difficulty
same as the regular jousting, except for short (<20m) run up. If distance
less than 20m, use body strength (Max 4D). May not be used to boost the base skills
-
(A) MECH-JOUSTING [REPULSOR] (Force Pike/Speederbike, or any other weapon
and vehicle combanation)
-
{5D Melee Combat, 4D Repulsorlift Operation}:
-
Used to make melee attacks from the back of a personal, open, repulsorlift
vehicle. Weapon must be able to reach the target. Damage and difficulty
same as the regular jousting, except for short (<20m) run up. If distance
less than 20m, use body strength (Max 4D). May not be used to boost the base skills
-
(A) MECH-JOUSTING [SWOOP] (Force Pike, Vibroblade, or any other weapon)
-
{5D Melee Combat, 4D Swoop Operation}:
-
Used to make melee attacks from the back of a swoop. Weapon must be able
to reach the target. Damage and difficulty same as the regular jousting,
except for short (<20m) run up. If distance less than 20m, use body
strength (Max 4D). May not be used to boost the base skills
-
(A) MECH-JOUSTING [WATER] (Force Pike/Aquabike, or any other weapon and
vehicle combination)
-
{5D Melee Combat, 4D Ground Vehicle Operation}:
-
Used to make melee attacks from the back of a personal, open, watercraft.
Weapon must be able to reach the target. Damage and difficulty same as
the regular jousting, except for short (<20m) run up. If distance less
than 20m, use body strength (Max 4D). +5 difficulty for fully submerged
attempts. May not be used to boost the base skills
- (A) MARTIAL ARTS
- {Brawling Parry 4D, Brawling 4D}:
- This is for advanced unarmed combat. User may do +1D damage, and may choose to do Stun or Normal damage. User has +1D to hit versus opponents without Martial Arts skill, for either attacks or parries. May be prepared for a maximum of 3 rounds, do +1D damage per round spent preparing. These factors do not apply if you are using Martial Arts to boost either of the base skills (Braling or Brawling Parry). You must have an instructor- you can not advance on your own. (note: Datatapes and similiar self instruction methods work, but at twice the cost in time and character points, if you already have at least 1D int he skill.) This quest for a master can be as involved as a Jedi's. [time to use: 1 round]
- NOTE: There are many specializations of Martial Arts (Teräs Käsi, Ka, Shin'aju, the Nogri arts, etc. These all have different game effects, and can not be attempted without the proper training (read:specialization). All Martial Arts specializations start at 2D, unless specified in the skill description. The above skill description is for a generic martial art- talk with your GM if you want a special one.
- (A) MARTIAL ARTS: Noghri
- This school of combat belongs to ashadowy Imperial unit. It is unknown as if this is a Sith art, something brought back from Wild Space, or a synthetic martial art.
The user recieves +2D to hit, STR+1D+2 damage, when used against apponenet without Martial Arts training, STR+1D to hit, STR+2 damage, vs opponenets with any kind of Martial Arts training.
- (A) MARTIAL ARTS: Ka
- This is the unarmed combat style of the Monks of Shimura. There are few practitioners of this art left, with most of them in self-exile from the technology of the universe.
It requires Brawling 4D, Brawling Parry 4D, DEXTERITY 3D and the special ability of Amberdexterity. The user gets a +2D bonus agains those with no martial arts training during the attack and all parries (except those made by Ka users), and +1D on the attack against those with martial arts training other than Ka and parries against Ka pratitioners. The user may also return the force of a melee attack by rolling vs the attacker's strike roll +10. If successful, the attacker does damage to himslef equal to his own STR.
This specialization improves at 10CP x the die code (without the pips; ie: 2D+1 would be 2D), and requires a day of training for each CP spent.
- (A) MARTIAL ARTS: K'thri
- This school specializes primarily in kicks and leverage based throws and dislocations. It is typical of the many scholls of martial arts in the universe. (for game effects, see above)
- (A) MARTIAL ARTS: Teräs Käsi
- An Epicanthix art fromt he Outer Rim, this one teaches total, all out attack to disorrient you opponent. It does not concearn itself with defense.
During the round used, only Martial Arts: teras kasi rolls may be made. The character may split thier skill in to attack and damage dice. The attack dice are used to hit. The damage dice are added to the combatant's STR to determine damage. Multiple action penalties apply to both attack and damage dice. Teras kasi rolls MAY NOT be prepared.
It takes 20 character points and six moths of study to start at a 1D skill level. After that, it may be learned as normal, but only from an instructor. This is not a self-improvement skill.
- (A) MARTIAL ARTS: Shin'aju
- Shin'aju comes from an ancient group of assassians, who specialised in make the job look like an accident, but would only accept very specific contracts choosen for thier betterment of society.
The weilder does STR+2D damage.
May be learned for 50 character points, starts at 5D. Must initially be learned from someone with at least 8D in the skill, takes two months. This specialization improves at 10CP x the die code (without the pips; ie: 2D+1 would be 2D), and requires a day of training for each CP spent.
-
(A) SKYDIVING (none)
-
{Needs 4D Parachute, 3D Acrobatics}:
-
Covers all arial maneuvers taken before chute deployment. Includes braking,
dives and groupings. Basic difficulty: Easy. (1 round)
- (A) UNDERWATER COMBAT (brawling, Knife, Spear, etc.)
- {requires 4D each in Brawling, Brawling Parry, Melee Combat, Melee Parry, and 5D in Swimming)
- Used for close quarters combat (armed and unarmed) underwater (both attacks and parries). This skill teaches the fighter to compensate for boyancy and the resistance of the liquid. To make the attacks with the normal skills is a +4D difficulty. Underwater Combat may never be higher than the lowest of the five base skills[1 round] May not be used to boost the base skills
-
(A) ZERO GRAVITY COMBAT (Brawling, Vibroblade, Forcepike, or any other
weapon)
-
{requires 4D each in Brawling, Brawling Parry, Melee Combat and Melee Parry}:
-
Used for close quarters combat (armed and unarmed) in zero gravity (both
attacks and parries). This skill teaches the fighter to compensate for
the lack of gravity found in outer space and the low gravity associated
with most natural satellites. To make these attacks with the normal skill
by +4D difficulty. Zero Gravity Combat may never be higher than the
lowest of the four base skills(1 round) May not be used to boost the base skills
KNOWLEDGE
-
CHEMISTRY (poisons, explosives, etc):
-
This skill is the knowledge of chemicals and their properties. This skill
allows characters to identify and manufacture chemical compounds. The more
obscure the information, the higher the difficulty. For manufacturing,
the difficulty to build is: information difficulty plus 10. Difficulty
is plus 5 or more if characters lack proper equipment (GM's discretion).
(one round to one day)
-
-
TECHNOLOGY (blasters, starships, droids, etc.):
-
This skill is used to identify pieces of technology and modifications.
It is used to explain the workings of a mechanism (a blaster, a repulsorlift
engine, etc). It is also used to attempt to understand what a custom or
unfamiliar modification's or technology's capabilities are. Difficulty
is base on the commonness of the device, modifications or technology. (1
minute to several days)
-
MOUNTAINEERING (reppels, belays, etc.)
- This covers the placement and use of ropes, pitons, descenders and
other mountaneering hardware. Difficulty based on what character is trying
to do (GM's discretion). (one round to one minute)
MECHANICAL
- BEAST HANDLING (nashtasha, bantha, nerf):
- Used to handle non-sentient animals (and some mobile plants) that are not being riden, including pack animals, hunting and gaurd creatures and herd animals. Difficulties are determined the same way as Beast Riding, and modified by what you want them to do.
-
INDUSTRIAL EQUIPMENT OPERATIONS (Tractor Beam, Mole Miner, Crane, etc):
-
Used to operated heavy industrial equipment (not machine tools), such as
trench diggers, cranes, bulldozers and so forth. Basic difficulty is Easy,
modified by commonness of equipment and difficulty of task. (Does not apply
to the vehicle that the equipment is mounted on: use appropriate skill
[usually Ground Vehicle Operation].) (1 round to several hours)
-
MACHINERY OPERATION (Lathe, Drill Press, etc):
-
Used to operate machine tools. Difficulty based on the complexity of the
tool and the task. (1 round to several hours)
-
PARACHUTE (Dome, Parawing, Drogue, etc):
-
This is the skill used to pack, rig, deploy and maneuver parachutes. It
does not cover pre- deployment maneuvers (Skydiving) or landing (either
Climbing/Jumping or Acrobatics). Difficulty determined by kind of jump:
Tandem Jumps (as passenger) |
Very Easy |
Static-line jumps, Dumping speed |
Easy |
Normal Altitude free jumps, 90° turn |
Moderate |
HAHO or HALO jumps |
Difficult |
|
Modifiers: |
Light Winds |
+1D difficulty |
Moderate Winds |
+2D difficulty |
Heavy Winds |
+4D difficulty |
+5 difficulty for every 2m that the LZ is smaller that
10m |
+5 roll for every 2m that the LZ is smaller that 10m |
+1 difficulty for every 3m below 300m that chute is deployed |
+10 to difficulty if using drouge chute or backup |
Forward speed of a chute is determined by the Speed of Chute (X) plus (or
minus) the strength of the tail (head) wind in Kph (y). (X+y=forward speed).
Thrust may be lowered below total speed, but not below 1/4 the chute's
speed (.25X). The chutes rate of decent and maneuverability is listed with
the chute. Decent may be decreased or increased by making appropriate roll.
May never drop below 1/2 of listed speed, or rise above twice the listed
speed. (Roll for maneuvers and opening, and/or as GM recommends).
SAILED VESSEL OPERATIONS (any type of sailed vessel):
-
This skill covers the use of sailing ships and sail driven land craft.
Base difficulty is Easy, modified by conditions and maneuvers. (One round)
-
WATER VESSEL OPERATIONS (Wave Skimmer, Wave Speeder, or any model of watercraft):
-
Covers all watercraft that use any form of power other than sail. (One
round)
PERCEPTION
-
BODY LANGUAGE (a specific species):
-
Used to interpret body gestures and facial expressions. The following difficulties
are modified by the users familiarity to the target's culture and species,
if the person is trying to conceal their feelings, etc.:
sorrow, etc.)
Very Easy |
Extremely Intense state (rage, hate, intense |
Easy |
Intense state (agitation, anger, happiness, etc) |
Moderate |
Moderate state (one emotion is slightly significant over others.) |
Difficult |
Mild emotions or character is trying to conceal emotions (vs. targets
Willpower modified for emotion) |
- (one round)
-
MIMICRY:
-
used to copy another's physical posture and movements, and voice patterns
(accent, pitch, etc). Difficulty Easy, modified by species differences,
vocal ability, ect. (one round)
-
ORIENTATION (none):
-
This is the art of locating were you are by using a map, land marks, a
pencil and a compass. Difficulty is Easy, and modified by the lack of land
marks. (10 minutes)
TECHNICAL
-
ARCHAIC GUN REPAIR (Wheellock, Flintlock, Percussion Revolver, etc):
-
The skill used to repair archaic guns. Archaic guns may not be modified
to give more damage. Base difficulties same as for Blaster Repair+5. (15
minutes or more)
-
BOW CONSTRUCTION/REPAIR (Long bow, Cross bow, etc):
-
Used to repair and build bows and cross bows. Difficulty to repair same
as repair. Bows may be modified to do more damage using the same guidelines
in Blaster Repair. Difficulty to build a new bow: Short bow: 10, Long Bow:
15, Crossbow: 25. (15 minutes or more
-
-
LIGHTSABER REPAIR (none):
-
Used to repair Lightsabers. Difficulties to repair same as per Blaster
Repair. Difficulty to modify is 3 time the difficulty given under Blaster
Repair. (15 minutes or more)
-
POWERSUIT REPAIR (Specific suit):
-
This is used to repair the servo systems of a powersuit only. Armour Rep
is used to repair the armour plating. Difficulty to repair same as repulsorlift
repair. (15 minutes or more)
-
TINKER (Weapons, Repulsorcraft, etc.):
-
Used to jury rigged equipment. A jury-rig is something that allows the
device to exceed manufactures specifications, or to (1 minute to several
days) (for more information on jury rigging equipment, see Cracken's Rebel
Feild Guide)
-
___________ REPAIR (variable):
-
Used repair a particular weapon or vehicle, unless a skill is already presented
above. Guidelines for repairs is the same as for the most similar repair
skill available. Most objects may not normally be modified (GM's discretion).
(15 minutes or more)
-
(A) ENCRYPTION (none)
-
{Communications 3D}:
-
Used to write and break codes. Use as an opposed roll to break code. To
break codes w/o advances skill, use either Communication or PERCEPTION,
and increase difficulty by +10. (5 minutes or more)
SPECIAL ABILITIES
-
These require a certain number of character points to gain. These are NOT
skills.
-
AMBIDEXTROUS
-
(takes 20 character points to gain):
-
No penalty for weak-side weapons usage.
-
AREA OF EXPERTISE
-
(takes 40-60 character points, depending on area):
-
+1D to any skill roll involving that area of skill and knowledge. Requires
GM's approval.
-
VOCAL TRAINING
-
(costs 20 char. points):
-
Allows character to speak a language that the species would not normally
be able to speak. Not always available, depending on species. Will not
be able to speak all languages, just a particular group.
-
VENTRILOQUISM
-
(costs 25 char. points):
-
Requires Very Difficult PERC roll to determine location of actual speaker.
(see GG 10, p61 [Tyionisis Cex] for more information)