Star Wars: Abilities
Star Wars: |
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Stories |
Characters |
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Active Skills
Physical
- Combat
- Firearms
- Exotic Weaponry (examples: Bowcaster, Archaic Weapons, Lightsaber)
- Heavy Weapons
- Melee
- Brawl
- Operations
- Pilot: Starship
- Pilot: Ground
- Gunnery
- Agility
- Stealth
- Athletics
- Dodge
- Larceny
Social
- Persuasion
- Integrity
- Performance
- Socialize
- Bureaucracy
- Bluff/Con
- Intimidate
- Negotiation
Mental
- Technology
- Repair: Electronics
- Repair: Ships/Vehicles
- Repair: Military
- Engineering: Electronics
- Engineering: Ships/Vehicles
- Engineering: Military
- Computer Use
- Demolitions
- Intelligence
- Awareness
- Investigation
- Survival
- Medicine
- Tactics
- Starship Operations
- Pilot: Capital Ship
- Astrogation
Force
- Telepathy
- Telekinesis
- Energy
- Enhancement (now includes healing)
- Divination
Knowledges
Knowledges cover a broad range of knowledge and information that a character may know that is not encompassed by the standard set of abilities. Basically anything a character would know can be considered a knowledge, from languages, knowledge of a planet, the universe, sith lore, to trendy music or clothing styles.
Characters receive a number of knowledge points equal to Intx3 at character creation and further are awarded a number of points equal to their Int upon level up. Knowledges may also be purchased with bonus points and experience points.
EXAMPLES
- Planetary Systems
- Core Worlds
- Rim Worlds
- Outer Rim Worlds
- Jedi Lore
- Sith Lore
- Republic History
- Imperial History
Languages
- (1) Beginner; knowledge of common phrases and general language structure
- (2) Intermediate; can hold conversations, simple vocabulary, limited reading/writing skills
- (3) Advanced; extensive vocabulary, reasonably good reading/writing skills
- (4) Fluent; fully functional in speech, reading, and writing, may not know more advanced details or subtleties of regional variations/dialects
- (5) Near-native; fluent in speech, reading, and writing, and can recognize and emulate dialects.