Post by cassusaevum on Jan 1, 2020 15:42:55 GMT -5
This is a somewhat condensed skill list from the standard, but I think it covers everything that needs to be covered. If anything feels missing, please let me know.
Academics: In addition to the SWADE standard, this skill also governs Astrogation (the ability to accurately plot hyperspace jumps). Academics may also be used as a limit on some skills (for example, building a ship or droid from scratch might require a Repair roll limited by Academics).
Athletics: As per SWADE.
Battle: As per SWADE.
Common Knowledge: As per SWADE.
Electronics: The use of Electronics will cover all types of complex electronics where you are a registered or legal user of the system. This means things like running sensors, using computers, or interacting with any complex technology that you are either the owner of or have permission to use.
Fighting: As per SWADE.
Gambling: As per SWADE.
Intimidation: As per SWADE. Note that there may be cases where Intimidation might have large situational penalties. While the Star Wars universe is full of examples of heroes talking, bluffing, and intimidating their way in, it is more difficult to intimidate a crime boss surrounded by his lackies than it would be if that crime boss was caught alone. This is by the book, but always worth pointing out.
Language: A variant of the Multiple Languages rule is in effect. Characters begin play knowing Basic plus a number of languages equal to half their Smarts die. Each die type put into the Languages skill grants fluency in an additional language. The language skill rating is still relevant, reflecting a knowledge of how languages are put together. A character with a d6 Smarts and a d6 in Languages would be fluent in Basic, 3 languages from their Smarts and 2 additional languages from the Languages skill. Should they come across a language they didn’t speak, they could make a Languages skill check to attempt to be understood despite that fact. This is not at any sort of fluency – merely the ability to communicate basic ideas.
Medicine: As per the Healing skill in SWADE.
Notice: As per SWADE.
Occult: There are many different types of mystics and powers in the Star Wars Universe. This skill is used to identify and understand those strange occurrences. This could be the Force or other forms of energy manipulation that extend beyond the knowledge of science. This will also govern knowledge of various religions. Academics can also be used for religious knowledge, but Occult will give more specific knowledge.
Performance: As per SWADE.
Persuasion: As per SWADE.
Pilot (Planetary): This skill governs controlling any vehicle (or mount) that is meant to be operated (or ridden) within the confines of a planet/atmosphere. This includes repulsor vehicles, walkers, wheeled and treaded vehicles, watercraft, aircraft, and riding any domesticated beasts. Staying on non-domesticated beasts will be limited by Athletics.
Pilot (Space): This skill governs controlling any vehicle designed to travel in space.
Repair: As per SWADE. Repair can also be used to Jury-Rig during Space Combat.
Research: As per SWADE. Note that while the Holonet exists, the signals are generally only accessible in inhabited systems and the more backwater the system, the less likely a signal is to be present. So, Holonet research is not a given. Of course, the Holonet is just one method for conducting research.
Shooting: As per SWADE.
Slicing: As per the Hacking skill in SWADE. Note that in Star Wars, remote hacking is rare. Most of the time you will need hard-wired access to make effective use of Slicing.
Stealth: As per SWADE.
Survival: As per SWADE.
Taunt: As per SWADE.
The Force: The Force is the arcane skill associated with Force use.
Thievery: As per SWADE. Note that some tasks are limited by Slicing.
Academics: In addition to the SWADE standard, this skill also governs Astrogation (the ability to accurately plot hyperspace jumps). Academics may also be used as a limit on some skills (for example, building a ship or droid from scratch might require a Repair roll limited by Academics).
Athletics: As per SWADE.
Battle: As per SWADE.
Common Knowledge: As per SWADE.
Electronics: The use of Electronics will cover all types of complex electronics where you are a registered or legal user of the system. This means things like running sensors, using computers, or interacting with any complex technology that you are either the owner of or have permission to use.
Fighting: As per SWADE.
Gambling: As per SWADE.
Intimidation: As per SWADE. Note that there may be cases where Intimidation might have large situational penalties. While the Star Wars universe is full of examples of heroes talking, bluffing, and intimidating their way in, it is more difficult to intimidate a crime boss surrounded by his lackies than it would be if that crime boss was caught alone. This is by the book, but always worth pointing out.
Language: A variant of the Multiple Languages rule is in effect. Characters begin play knowing Basic plus a number of languages equal to half their Smarts die. Each die type put into the Languages skill grants fluency in an additional language. The language skill rating is still relevant, reflecting a knowledge of how languages are put together. A character with a d6 Smarts and a d6 in Languages would be fluent in Basic, 3 languages from their Smarts and 2 additional languages from the Languages skill. Should they come across a language they didn’t speak, they could make a Languages skill check to attempt to be understood despite that fact. This is not at any sort of fluency – merely the ability to communicate basic ideas.
Medicine: As per the Healing skill in SWADE.
Notice: As per SWADE.
Occult: There are many different types of mystics and powers in the Star Wars Universe. This skill is used to identify and understand those strange occurrences. This could be the Force or other forms of energy manipulation that extend beyond the knowledge of science. This will also govern knowledge of various religions. Academics can also be used for religious knowledge, but Occult will give more specific knowledge.
Performance: As per SWADE.
Persuasion: As per SWADE.
Pilot (Planetary): This skill governs controlling any vehicle (or mount) that is meant to be operated (or ridden) within the confines of a planet/atmosphere. This includes repulsor vehicles, walkers, wheeled and treaded vehicles, watercraft, aircraft, and riding any domesticated beasts. Staying on non-domesticated beasts will be limited by Athletics.
Pilot (Space): This skill governs controlling any vehicle designed to travel in space.
Repair: As per SWADE. Repair can also be used to Jury-Rig during Space Combat.
Research: As per SWADE. Note that while the Holonet exists, the signals are generally only accessible in inhabited systems and the more backwater the system, the less likely a signal is to be present. So, Holonet research is not a given. Of course, the Holonet is just one method for conducting research.
Shooting: As per SWADE.
Slicing: As per the Hacking skill in SWADE. Note that in Star Wars, remote hacking is rare. Most of the time you will need hard-wired access to make effective use of Slicing.
Stealth: As per SWADE.
Survival: As per SWADE.
Taunt: As per SWADE.
The Force: The Force is the arcane skill associated with Force use.
Thievery: As per SWADE. Note that some tasks are limited by Slicing.