Skills

Skills & Tools

Acrobatics (Dexterity) - Same as Standard D&D.
Animal Handling (Wisdom) - Same as Standard D&D.
Athletics (Strength) - Same as Standard D&D.
Deception (Charisma) - Same as Standard D&D.
History (Intelligence) - Applies to both planetary and galactic lore.
Insight (Wisdom) - Same as Standard D&D.
Intimidation (Charisma) - Same as Standard D&D.
Investigation (Intelligence) - Same as Standard D&D.
Medicine (Wisdom) - Same as Standard D&D.
Nature (Intelligence) - Same as Standard D&D.
Perception (Wisdom) - Same as Standard D&D.
Persuasion (Charisma) - Same as Standard D&D.
Religion (Intelligence) - Same as Standard D&D.
Sleight of Hand (Dexterity) - Same as Standard D&D.
Stealth (Dexterity) - Same as Standard D&D.
Survival (Wisdom) - Same as Standard D&D.

NEW TOOLS:

Astronavigation Equipment (Intelligence)

This tool is used for the gathering and analysis of data on a system wide scale, creating detailed charts useful for navigating hazards, planetary orbits, and the like. A character would use this tool to create a detailed navigational chart for a system, when searching for mineral deposits and navigation at lightsped. Proficiency in this kit would aid one who is attempting to navigate and chart maps for traversing in space, and charting out maps of the various quadrants and galaxies. This is required for safe lightspeed travel. Setting a course takes 1 minute with no penalty, 30 seconds with disadvantage.

Demolitions (Intelligence)

This skill is used for the creation, placing, or defusing of explosives and demolition charges. A character would use this skill when setting a ship to self-destruct, attempting to destroy a bridge, or to disarm a bomb. Requires tools. Use the following table to determine difficulty. Additionally, your explosive DC is based on 8 + your total Demolitions bonus. This replaces any saving throws that are already in place if you are using the explosive (ie. grenades). 

Objective                                           DC
Disarm normal bomb/mine                10
Set normal bomb/mine                       10
Set self-destruct (if capable)               15

Lockpick Kit (Dexterity)

This skill is used to unlock primitive locks that are non electronic. These can include but are not limited to doors, safes, lockboxs etc. These come with both flat pin and cylinder pins. You can reset the lock to your own DC as an action as long as you have already successfully picked the lock and have not taken any other action since.  When you do so you set the lock to your DC of 8 + total Lockpick Bonus.

Medical Kit (Intelligence)

See Medical Supplies tab for details. This Toolkit is comprised of a number of medical supplies utilized to aid in healing, emergency medical attention, or quick emergencies and medical aid for even the most of daring of times, and is standard issue even for soldiers out on the battlefield. Such things as a specialized heating gel to stimulate natural healing, kolto injections or kolto gel, a adhesive medical gel to seal wounds or for quick-surgery in the middle of battle. For its rules and abilities, see the "MEDICAL SUPPLIES" Page.

Planetary Survey Equipment (Intelligence)

This tool is used for the gathering and analysis of data, on a planetary scale. A character would use this tool to create detailed planetary charts for navigation, exploration or colonization, or when looking for something particular on a world, like mineral deposits or other resources. Proficiency in this kit would aid one who is attempting to navigate and chart maps for traversing within a planet's atmosphere, not space.

Robot Control Interface (Intelligence)

Is a highly advanced hand-held device that lets an individual interface with a droid's main programming, allowing one to deliver commands and protocols to it. Proficiency in this tool lets an individual program droids, commanding them by giving them programs and orders. (see rules on Droids)​

Security Tools (Intelligence)

This skill represents your knowledge with electronic lock systems. Make an Intelligence (Security) check whenever you want to crack open a locked door or locked container.  Requires tools. You can reset the lock to your own DC as an action as long as you have already successfully picked the lock and have not taken any other action since. When you do so you set the lock to your DC of 8 + total Security Bonus.

Vehicle (Atmospheric): Intelligence

These are vehicles designed to be used within a planetary atmosphere, and can encompass planes, helicopters, tanks, transports and even sailing vessels. A character would use this proficiency when attempting particularly risky feats of piloting, such as in combat or attempting a dangerous landing.

Vehicle (Space): Intelligence

These vehicles were designed to be used primarily in space, and can encompass everything from space taxis, shuttles, cargo tows and lighter craft all the way up to battlecruisers. A character would use this proficiency for particularly daring feats of piloting, such as in combat or attempting risky maneuvers.​

Mechanics Tools (Intelligence)

Represents your skill and knowledge with machines and constructed objects. it is used to gauge your knowledge of anything mechanical, your knowledge regarding machines, droids, vehicles and general maintenance on objects or recalling how some piece of technology functions or identifying it. Make an Intelligence (Mechanics) check whenever you want to diagnose damage to machinery, , attempt to interact with mechanical objects  Hacking computers or slicing into computers falls under the Slicer Class.

  • Droid repairs: You can use a mechanics check to repair a destroyed droid, a droid who has been reduced to 0 hit points. over the course of a long rest, you can make a DC:15 mechanics check, and spending a number of credits equal to half that droids total cost; this cost justifies the price of parts for its repairs. If you fail this mechanics check, then it is considered a failure, and you lose the amount of repair parts you utilized in its repairing, and must repurchase more parts and try again. 

NEW CRAFTING SKILLS

"SEE CRAFTING SECTION FOR RULES"

Armormech

Armormech is the ability to work with hard metals, alloys and synthetic materials to construct armor for non-Force users. Armormechs can craft light, medium and heavy armor.

Armstech

Armstech is the ability to work with hard metals, alloys and synthetic materials to craft blasters and melee weapons. Crafted blasters include blaster pistols, blaster rifles, sniper rifles and shotguns. Melee weapons include vibroblades and electrostaves.

Biochem

Biochem is the skill involved in crafting medical supplies, performance-enhancing chemical serums and biological implants. Biochemists can create medpacs to restore health, stimulants (single-use injections) that provide a boost to physical abilities, and biological implants that enhance combat prowess by stimulating neural networks and regulating brain stem functions.

Cybertech

Cybertech is the skill to assemble droid armor, earpieces, implants, grenades, and energy shields,

Synthweaving

Synthweaving is the process of fabricating synthetic materials out of crystals, various chemicals and artifact fragments to construct armor for Force users.

NEW SKILLS

Use Computer (Intelligence)

ACCESS INFORMATION: 

Getting information through a computer requires you to connect to the appropriate network; The Holonet in most cases, or maybe a private government network or secure network by a private company. And locate the files you seek. Connecting to a network (An action) doesn't require a skill check if you use a computer that's already linked to it. However, establishing a connection to a network using a remote computer requires a DC 10 Use Computer check as long as its an unsecure network You can also get information without connecting to a network if you use a computer whose memory files contains that information; the GM decides what information a computer's memory actually holds.

FINDING INFORMATION: 

On a single topic requires a set amount of time, at the end of this time, you must make your required skill check. The time required and the check DC are determined by the type of information sought. 

For example, locating general information about a senator is easier than locating specific information (such as his date of birth) which is far easier than finding private information ( such as the senators private comm. channel code) or far easier than uncovering secret information (such as the senator's cred stick code, or that he's been embezzling funds into a secondary credit account).

Some Information can only be found by accessing specific networks or terminals that are present to that area, or at the very least makes the task of finding that information far easier. for example, if you were to slice into the personal terminal of the aforementioned Senator in the previous example, the DC check would be considerably easier at the DM's discretion. For example, finding secret information which normally would be an impossibly difficult task would be lowered significantly to maybe only a DC:15 check.

You can use the 'IMPROVE ACCESS" computer command to spend time breaking down firewalls, or traversing through computer files or computer code in an attempt to slice the computer and make the end DC for your check easier. (This is only available to the Slicer Class.) This is a skill challenge, and the end result, depending on how the skill challenge proceeds, could alter your final DC check.​

Below is the Information chart:

INFORMATION         DC            Time
General                     15              1 minute
Specific                     20             10 Minutes
Private                       25              1 Hour
Secret                        30              6 Hours

Disable or Erase Program:

You can disable or erase a program on a computer, Doing so takes 10 minutes and a DC:15 Use Computer check. This DC check could become increasingly easier or difficult dependent on the situation and the computer or device you are attempting this on; if that device is secured.

Issue Routine Command:

As an action, you can issue a routine command to a computer. Examples include turning a computer on or off, viewing and editing documents or recordings in its data files, printing a hard copy of a document or image, opening or closing doors that the computer is connected to and the like.
Normally this action doesn't require a DC check, UNLESS, another character is attempting to initiate a contradictory command.
The DM would then have you and that other character make opposed Use Computer checks, the victor would then have control of that computer terminal for that round, and that character's command takes effect.

Light-Side Force (Wisdom)

Requirement: Proficiency in Lightside Force
This not only represents your knowledge of the Force, its techniques, and its practitioners, but proficiency also indicates that you are Force-sensitive. Sensing the strength of the Force in another, ask the DM if you have an uneasy feeling about a place or action, or identify a Force power or technique.. things such as sensing the strength of the Force in another, sensing any disturbances in the Force or to identify a Force power or technique. This skill is unique in that it also indicates your knowledge of the Light-side of the force, and any information pertaining to this religious philosophy of the force, its views and anything pertaining to the Light Side of the Force.

This skill is also most useful for detecting the connection to the Force that a creature has, such as gauging its power level, mil precognition or foresight, consult with your DM as to what details it could aid in for the moment, and the DC is determined by the DM as per the situation.

Dark-Side Force (Charisma)

Requirements: Proficiency in Dark Side Force

Functions identically to the Wisdom version, but is geared more toward the use by Dark-Side Users. It is used by Adepts and Sith instead of Wisdom, as they wrest control of the Force using their own strength of personality through deception and intimidation - as opposed to the open conduit and perception that Wisdom provides. things such as sensing the strength of the Force in another, sensing any disturbances in the Force or to identify a Force power or technique., This skill is unique in that it also indicates your knowledge of the Dark-side of the force, and any information pertaining to this profane subject such as unholy Sith rituals. This skill is also most useful for detecting the connection to the Force that a creature has, such as gauging its power level, mil precognition or foresight, consult with your DM as to what details it could aid in for the moment, and the DC is determined by the DM as per the situation.

Below is a list of what a 'Force" check could specifically allow you to do.

FORCE CHECK LIST

The following is a list of actions you can take using your Force Check ability. You cannot repeat any of these once you have used them until an amount of time has passed equal to 8 hours minus a number of hours equal to your force casting ability modifier. Ex. If you have a 16 Wisdom/Charisma, your modifier is a +3. Which means the number of hours you have to wait is 8 - 3 = 5. So you would have to wait five hours before you can repeat a force check you just used.

  • Sense Power: As an action, you can attempt to focus your awareness on perceiving how powerful a creature is with the force, The creature must be within 60 feet of you. Make a Force check, the DC of which is opposed by that creatures' own force check. If that creature is not force-sensitive, than this force check gauges little strength in the force emanating from that creature, though the DM will not alert the player until after he has rolled. if the creature is indeed force sensitive, than if the check succeeds, You gauge if the creature is "Inferior", 'Equal" or "Superior" to you in terms of force strength and skill. If the force check fails, the player discerns little strength in the force from that creature; unless that creature wishes to reveal itself.
  • Sense Presence: As an Action, you can use this ability actively to sense other force-users, out to a range of Five Times your Force Casting Ability Modifier (in miles). You can extend this range by expending your Force Points. It extends 1 mile for every 5 points you expend. If you succeed on a DC:15 Force check, you know how many Force-users and areas in the Force are within range, their approximate distance and direction from you, whether you've met them before or not. Another Force-user within range can attempt to conceal his or her presence from you by making an opposed force check. If they succeed, you do not sense their presence at all. You can also specify that you are attempting to only sense Force-users with a Dark-Side Score of 1 or higher, success reveals only those Force-Users with dark side scores, and not any other Force-Users, though you do not know their exact Dark Side Level.

Disturbance in the Force: You automatically sense strong disturbances in the force.

  • A location that is strong in the dark side of the force can be felt out to a range of 1 mile.

  • You automatically sense when a family member, loved one, or close friend is in danger or slain, as determined by your DM, regardless of distance.

  • A cataclysmic disturbance, such as the destruction of an entire populated planet or the distress of a whole starfleet, can be sensed anywhere so long as you are within the same star system region.

As an action, you can make a DC: 15 force check to determine the distance and general direction to the location of the disturbance; relative to you.


Search Your Feelings: 

Over the course of 1 minute of meditation, you can dwell upon and search your feelings, searching through the force to gauge what choice to make regarding a current conflict or topic. make a Force check, with a DC:15, to determine whether a certain course of action will yield "Favorable" or "Unfavorable" results to you in the immediate future (10 minutes or less).
For example, you can make the check to determine whether destroying a dark side artifact you have in your possession will have immediate unforeseen repercussions, like exploding in your face. The answer does not take into account long term consequences of a contemplated action. Using the above example, a successful check would not portend a future encounter with vengeful Sith angered by the destruction of the dark side artifact. (The GM must assess the immediate consequence of the action, based on what he or she knows about the circumstances).