Skills
Below is an explanation on how to use skills. A full list of them will
follow as I have time to update.
This section is under construction, and will be for some time.
Using Skills
Simply put, to use a skill, the character rolls the necessary number of
dice against a stated difficulty number. This difficulty increases or
decreases depending on how complicated the task is.
Difficulty Numbers
Very Easy (3)
Almost anyone should be able to do this most of the time.
Hitting a target with a blast at point-blank range. Driving a land speeder across Very Easy Terrain like a good road. Knowing that Coruscant is the capital of the New Republic and was the capital of the Empire
Easy (5)
Most characters should be able to do this most of the time. While these asks aren't too difficult, there is still a chance of failure.
Hitting a target with a blaster at short range. Driving a land speeder over somewhat rough terrain, like a choppy lake. Knowing that Coruscant's major 'industry' is government and that billions of people live there.
Moderate (10)
This is the kind of task that requires skill, effort and concentration. There's a good chance that the average character could fail at this type of task, but most highly skilled characters can succeed at something this hard.
Hitting a target with a blaster at medium range. Keeping control when jumping a land speeder over a big ditch or other obstacle. Knowing which neighborhoods in Imperial City are safe and which are dangerous at night.
Difficult (15)
Difficult tasks are hard and 'normal' characters can only succeed at them once in a while. These tasks take a lot of skill… and luck doesn't hurt either.
Hitting a target with a blaster at long range. Driving a land speeder at high around moving pedestrians and other obstacles. Knowing a safe house Imperial here your character can hide during a manhunt.
Very Difficult (20)
Even professionals have to work to pull off Very Difficult tasks. Only the most talented individuals in the galaxy succeed at these tasks with any regularity.
Hitting someone with a blaster at long range who is mostly hidden behind cover. Safely driving a land speeder at high speed through a traffic jam by taking to walkways and making 'insane' maneuvers. Knowing which bureaucrats in Imperial City can facilitate the acquisition of weapons permits.
Heroic (30+)
Sometimes that's almost impossible impossible and calls for extraordinary effort and luck. Even 'heroes' have a tough time pulling off Heroic tasks.
Shooting a proton torpedo into a small exhaust port with out the benefit of a targeting computer. Flying the Millennium Falcon at all out speed through a dense asteroid field.
Wild Die:
The last die in any roll is called the ‘Wild Die’, and represents the
capricious hand of fate, tweaking your nose yet again. If the last die
comes up a ‘6’, you multiply the total result by 2, for the final result
of the roll.
Example: A roll of 3, 4, 5, 6 would normally total to 18, but since
the wild die (the last die) has come up as a 6, the roll’s total
amounts to 36.
On the other hand, if the die comes up as a 1, the character suffers
some minor mishap or setback, even if the roll was successful.
Example: A roll of 3, 4, 5, 1 on an attack with a knife would still
likely be a successful swing, but since the wild die came up as a
1, something untoward happens. Maybe the knife gets stuck, wedged
in the target’s armor, or caught on a rib, or maybe the target’s
reflexive jerk of pain threatens to tear the knife out of the attacker’s
hand, forcing him to roll a Strength to keep his hold on it…
Character points
Character Points may be spent during the game to improve a character's skill or attribute rolls. A player
spending one Character Point rolls one extra die and adds it to the skill (or attribute) total.
A player can wait until after a skill or attribute roll is made before deciding to spend Character Points,
but they must be spent before anyone else takes an action.
(A player cannot spend Character Points in the same round or scene that he spends a Force Point or
calls upon the dark side.
• Two to improve a skill or attribute roll.
• Two to increase the damage of an attack. (This often counts as an evil action.)
• Five to improve a specialization roll.
• Five on any use of dodge, melee parry or brawling
parry, parries when using the lightsaber skill, or dodging.when piloting a vehicle or starship.
• Five to increase a Strength roll to resist damage.
• A character may not spend Character Points on
another character's actions.
• A character can spend Character Points during
scenes, but only for one continuous action. The bonus
ends as soon as the character does something else.
Using a Skill You Don't Have
This is pretty simple, since every skill defaults to a given Attribute.
Instead of rolling the increased die pool for the Skill, you simply roll
the appropriate Attribute, instead.
Multiple Actions
Another departure from standard WEG. In this room, if you want a
character to take extra actions beyond the first, every action you take
reduces your die pool by 1 until you are reduced to 0, at which point
you have no more actions.
Opposed Rolls
Minor NPCs abound in the game, particularly in the lightless hell of
the Abyss. These beings have set difficulties when players roll actions
against them, whether trying to swipe one with a knife, or talk his way
past one. Against more potent NPCs, or other player characters,
however, each character rolls, and whoever has the highest total wins
the contest.
Advanced Skills
Some skills are so complex that they cannot be learned as easily, or
they draw heavily from other skills. Such Advanced Skills require a
certain level of expertise in the prerequisite skill before they can be
taken. Medicine is one such example of this, as it requires at least
5D in First Aid to acquire. Other examples include the various Martial
Arts, all of which require at least 5D in Brawling.
Skill List
Dexterity Skills
Blaster: Attacks with blasters of all sorts.
Blaster Artillery: The working of a blaster which requires a team of gunners.
Bowcaster: Attacks with the Wookiee Bowcaster.
Bows: Attacks with various makes of primitive bows and arrows.
Dodge: Dodging out of the way of blaster or gunfire.
Firearms: Attacks with slug-throwing weapons, such as handguns or SMGs.
Lightsaber: Attack and defense with a Lightsaber. (Non-Jedi require Staff Approval for this)
Melee: Attack and defense with a hand weapon.
Missile Weapons: Attacks with rocket launchers, etc.
Pick Pocket: Filching things off somebody's person without them noticing.
Running: Running over long distances or rough terrain.
Thrown Weapons: Attacks with grenades, knives, and other fun toys.
Vehicle Blasters: Attacks with a vehicle's weapon systems.
Knowledge Skills
Alien Species: Knowledge of other species than your own.
Bureaucracy: Knowing how to get things done through organization.
Business: Knowing the way businesses are run and profited off of.
Cultures: Knowledge of culture and customs.
Intimidation: The ability to scare people into acquiescence.
Languages: Ability to understand other languages.
Law Enforcement: Knowledge of police procedures.
Planetary Systems: Knowledge of various star systems and their ways.
Scholar: Academic studies.
Streetwise: Knowledge of the criminal underworld and street culture.
Survival: Knowledge of getting by in inhospitable regions.
Tactics: Knowing how to coordinate battles and troop movements.
Value: Knowing which loot is the most valuable.
Willpower: Resisting intimidation or other mental stress.
Mechanical
Archaic Starship Piloting: Piloting the ancient, pre-hyperdrive starships.
Astrogation: The ability to safely chart a course through hyperspace..
Beast-Riding: Riding and handling animals.
Capital Ship Gunnery: Using the weapons systems of capital ships.
Capital Ship Piloting: Piloting capital ships.
Capital Ship Shields: Using the deflector shields on capital ships.
Communications: Operating the communications and decoding messages.
Ground Vehicle Operation: Everything on wheels and tracks.
Hover Vehicle Operation: Operating craft that ride on a cushion of air.
Jet Pack Operation: Operating jetpacks, only good in atmosphere.
Powersuit Operation: Operating powered armor.
Repulsorlift Operation: Operating vehicles like speeders, etc.
Rocketpack Operation: Operating rocketpacks, also good in space.
Sensors: Making sense of all of the beeps, boops and bings the sensors are making..
Space Transports: Operating small starships that aren't fighters.
Starfighter Piloting: Piloting starfighters and being able to fly in combat.
Starship Gunnery: Using the weapons systems on a starfighter.
Starship Shields: Using the deflector shields on a starfighter.
Swoop Operation: Riding a swoop bike without killing yourself.
Walker Operation: Operating a walker-tank.
Perception Skills
Bargain: Manipulating prices or bartering with somebody for goods or services.
Command: Gettign peole to listen to and obey your commands.
Con: Fast-talking.
Forgery: Crafting and detecting false documents.
Gambling: Skill in games of chance with a strategic element.
Hide: Concealing items.
Investigation: Deals with the techniques of following leads, and other legwork.
Persuasion: Convincing somebody to see things your way.
Search
Sneak: Keeping oneself concealed and moving quietly.
Strength Skills
Brawling
Climbing/Jumping
Martial Art: A step above general Brawling. Rules for Martial Arts are here.
Lifting
Stamina
Swimming
Technical Skills
Armor Repair
Blaster Repair
Capital Ship Repair
Capital Ship Weapon Repair
Computer Programming/Repair
Demolitions
Droid Programming/Repair
First Aid
Ground Vehicle Repair
Hover Vehicle Repair
Lightsaber Repair
Medicine
Repulsorlift Repair
Security
Space Transport Repair
Starfighter Repair
Starship Weapon Repair
Walker Repair
—Explanations for these skills will be up soon!





