Skills

Written by Kittymonster

In order to fit the Star Wars: Old Republic setting, the skill list below replaces the one found in the Genesys Core Rulebook, and the career's list of available skills will be picked off of this list instead. This leads to a somewhat more bloated skill list than the core rules govern, but hopefully also open up for more variety and choice.   An additional function added is a descriptor telling if the skill can be used untrained or not. Certain skills can naturally be used by anyone, without any prior training, out of reaction or instinct. Or their base usage is easily and quickly figured out. Other skills (such as most knowledge skills) you either know or you don't; these require you to have previously trained to even attempt using with a chance of success.  

Social Skills

Charm ( Presence )

Type: Social
Usable Untrained: Yes
This is a measure of a character's ability to make others like them by convincingly compliment, flatter, or woo. The skill may reflect that the character is either unctuous and insincerely flattering, but it can also be that they're just a genuinely a nice person. This can be useful to convince someone to do you a favor that may inconvenience them, appeal to someone's better nature, flirt or seduce, look better to those around you or to perform in front of an audience.   If any type of duplicity, threat or  ial force is involved, the character should generally use other skills than Charm. As well, you generally don't have to use Charm to ask favors of friends.
 

Coercion ( Willpower )

Type: Social
Usable Untrained: Yes
When a character tries to instill obedience through the use of threats or acts of physical intimidation, this is the skill they'll use. It's a measure of how intimidating and scary they can appear in the eyes of others. It's not necessarily limited to those of evil tendencies; even goodhearted people may use Coercion to intimidate opponents in order to win a fight without bloodshed.
 

Deception ( Cunning )

Type: Social
Usable Untrained: Yes
This skill is the ability to convince someone of something through the art of trickery, obfuscation, lies and fast talking. The skill includes acts such as conning, fast-talking, misdirection and outright lying. Even misleading someone through telling only certain facts or omitting others, or by using misleading phrases, its considered an attempt of deception.   White lies (minor falsehoods to make someone feel better) or things the character themselves believe is true while objectively not, is not covered by this skill.
 

Gather Information ( Presence )

Type: Social
Usable Untrained: Yes
The character knows how to make new contacts, learn local new stories and scuttlebutt, and where to look for secrets.
 

Leadership ( Presence )

Type: Social
Usable Untrained: Yes
The skill leadership is a combination of making smart decisions, being firm and decisive when doing so, and instilling a sense of loyalty and respect in subordinates. It represents the character knowing the right decisions to make when  ity is called for. A character may make others follow out of sense of duty or fear, with good leaders inspiring their followers through a combination of charisma, bravery and forceful personality.
 

Negotiation ( Presence )

Type: Social
Usable Untrained: Yes
This skill represents a character's skill in convincing someone to do as you want by giving them something they want in return. A character with good negotiation skills can usually get away with getting a lot out of a deal while offering quite little in return.
 

General Skills

Astrogation ( Intellect )

Type: General
Usable Untrained: No
To safely navigate a ship in space, the astronavigation skill is a necessity. It provides the character with the needed knowledge to read star charts and set courses using most types of navigation consoles. In hyperspace travel, astrogation is necessary to ensure to not have the ship accidentally hit a mass shadow.   Astrogation also gives the character a good means of reading their current position based on close by stellar bodies, star formations and phenomena and translate it over to a star chart, and thus avoid getting lost when traversing the vast galaxy.
 

Athletics (Brawn )

Type: General
Usable Untrained: Yes
This skill governs activities that requires some physical feat to be accomplished, such as marching, running, climbing, swimming or jumping. It serves as a measure of overall fitness and physical conditioning.
 

Computer Use ( Intellect )

Type: General
Usable Untrained: Yes
Most mundane tasks on a computer do not require a skill check, but if the character wants to search for example an unfamiliar network, write computer programs or alter existing programs they may need to utilize this skill. The type of computer system, the character’s familiarity with it and its complexity all affect the modifiers the character gets to their roll.   The skill does not govern manipulating computerized systems outside of the manufacturer's specs, nor defending against such attempts. These actions are governed by the Slicing and Sysops skills instead.
 

Cool ( Presence )

Type: General
Usable Untrained: Yes
This skill represents a character's ability to stay calm and maintain their composure, keep their nerve in tense situations, out-waiting an opponent and just generally being cool. It's mostly used defensively as a means to resist attempts to sway or affect them; either through other social skills or through certain Force-powers. It also represents how your character appears to other people, and how well they can keep a pazaak face by hiding their emotions.
 

Coordination ( Agility )

Type: General
Usable Untrained: Yes
This skill measures a character's flexibility, sure-footedness and hand-eye coordination. Typically its used for tasks requiring movement on unstable surfaces, escaping physical restraints, squeezing through narrow spaces or landing safely after a fall.
 

Discipline ( Willpower )

Type: General
Usable Untrained: Yes
The skill is a measure of a character's ability to focus their mind and quiet their thoughts, in order to maintain self-mastery and focus. A character can use discipline to overcome fear or terror, and to stay calm in the face of the horrifying. It's also a measure of a character's capability to resist threats and coercion, or to disobey orders.   For Force-Sensitives, discipline may be necessary in order to maintain continuous use of their powers.
 

Drive ( Agility )

Type: General
Usable Untrained: Yes
This skill is necessary if the character wishes to effectively drive a variety of in-atmosphere vehicles. The character will have to specialize in land-bound, hover-tech, water-bound or air-tech vehicles.
 

Field Aid ( Intellect )

Type: General
Usable Untrained: Yes
With this skill the character knows how to do immediate treatment of injuries, such as how to stop bleeding, bandage wounds or splint a broken leg.
 

Handle Animal ( Presence )

Type: General
Usable Untrained: Yes
The character is proficient in taking care of and/or training different kinds of animals. Most people tend to focus on a specific type of animals, while others remain more generalized. If the character chooses to specialize in a specific category of animals they can transform an extra ability die into a proficiency die for all checks when using this skill handling that specific type, but loose one proficiency die handling other animals.   The specific difficulty level is determined on what the character wants to do. Merely handling an animal is relatively easy, while rearing it from the wild is significantly harder.
 

Perception ( Cunning )

Type: General
Usable Untrained: Yes
The skill represents a character's conscious and active use of all available senses to observer their environment in search for clues, hidden objects or creatures, or to simply to study an are area, object or person.
 

Pilot ( Agility )

Type: General
Usable Untrained: Yes
This skill allows a character to drive most types of ships and shuttles. For more advanced types of military vessels, the character may need to specialize.
 

Ride ( Agility )

Type: General
Usable Untrained: Yes
The character is proficient in riding animal and beast mounts. Normal riding usually doesn't require a skill roll, but certain activities and feats may; such as jousting, racing, fleeing from pursuers, trying to catch up to someone or the character's mount acts up from being scared or similar.
 

Skullduggery ( Cunning )

Type: General
Usable Untrained: Yes
With this skill the character is proficient in creating distractions in combat (like throwing dirt in someone's eyes), pickpocketing, arming and disarming traps, picking conventional locks, breaking out of prison and many other activites of covert or criminal nature.
 

Slicing ( Intellect )

Type: General
Usable Untrained: No
With this skill the character knows how to break past different security systems, disable locks and access areas, whether a physical one or a part of a network system, that would otherwise be restricted to them.   This is not necessarily restricted to computerized systems: anything with an electronic lock or data-based system is susceptible to being sliced, and there's many illicit careers among slicers specializing in breaking through door locks, stealing vehicles or accessing bank vaults.
 

Stealth ( Agility )

Type: General
Usable Untrained: Yes
This is a measure of a character’s skill to act unnoticed. Hiding, moving quietly and getting around without being noticed are the most common uses.
 

Knowledge Skills

Alchemy ( Intellect )

Type: Knowledge
Usable Untrained: No
Sith Alchemy is the skill of crafting items or creatures attuned to the Force, that are Dark aligned. The type of item craft, its included material rarity as well as the power the crafter wants to imbue in it all affect the crafting difficulty level.
 

Artifice ( Intellect )

Type: Knowledge
Usable Untrained: No
Requires Force-Sensitivity.   Artifice is the skill of crafting items attuned to the Force, that are either Light or Neutral aligned. The type of item craft, its included material rarity as well as the power the crafter wants to imbue in it all affect the crafting difficulty level.
 

Craft ( Intellect )

Type: Knowledge
Usable Untrained: No
Requires a field of specialization.   With this skill the character is familiar with how to go about crafting, maintaining and repairing a specific type of objects.
 

Knowledge ( Intellect )

Type: Knowledge
Usable Untrained: No
Technically, this is an infinite number of skills that focuses on a character’s theoretical knowledge regarding a specific subject or field. Having access to related reference material and tools may provide a bonus to skill checks.
 

Learn Language ( Intellect )

Type: Knowledge
Usable Untrained: No
A character starts with their native language, the major regional language and then one language per point of Intellect. If the player wants their character to learn additional languages during character creation they will have to spend experience similarly to other skills.   Differently from other skills, languages are normally never rolled on. Either a character knows it, or they don’t. Instead, the ranks measures a character’s fluency in a language.   Fluency
  • 0: The language can neither be spoken nor understood.
  • 1: The character has basic understanding of the language and can communicate through simple and short phrases.
  • 2: The character has intermediate knowledge of the language and can speak it unhindered. Idioms, expressions and advanced words are outside their capabilities.
  • 3: The character is an advanced user and can speak it unhindered, with few grammatical errors, and knows most advanced words as well. Most idioms and expressions are familiar.
  • 4: The character is an expert at the language and can speak it fluently. Idioms, expressions, slang and some dialects are familiar.
  • 5: The character is fluent in a language, speaking it as if he was a native. Most of the slang and dialects are familiar.
 

Science ( Intellect )

Type: Knowledge
Usable Untrained: No
This skill requires a field of specialization.   The character is educated and skilled in a specific field of science, and is able to conduct research and fulfill tasks associated within that field provided they have the appropriate tools for the job.
 

Streetwise ( Cunning )

Type: Knowledge
Usable Untrained: Yes
With this skill the character knows how to survive in most normal urban settings. For more unusual terrains a knowledge check might be required to avoid otherwise unknown and unfamiliar dangers.
 

Survival ( Intellect )

Type: Knowledge
Usable Untrained: Yes
With this skill the character knows how to survive in most normal wilderness settings. For more unusual terrains a knowledge check might be required to avoid otherwise unknown and unfamiliar dangers.
 

Combat Skills

Archaic Weaponry ( Special )

Type: Combat
Usable Untrained: Yes
The character is proficient in the use of one of the following archaic weapon types: Knives, Daggers, Bows, Crossbows, Maces, Clubs, Swords, Polearms, Staves, Pistols, Hunting Rifles, Sniper Rifles, Slings, Throwing Knives, and Throwing Nets. The weapon type must be chosen upon picking the skill. Using archaic weapons is very uncommon, and in some places restricted or outright forbidden.   Its primary trait depends on the chosen weapon type. Melee Weapons are generally dependent on Brawn, while Ranged Weapons generally are dependent on Agility.
 

Blaster Assault Cannons ( Agility )

Type: Combat
Usable Untrained: Yes
This skill determines a character’s effectiveness and skill in using heavy-ordained blaster cannons or mortars. These types of weapons are very difficult to use. Due to their sizes, unwieldiness and the heavy kickback they require to be mounted and cannot be used as handheld weaponry unless your brawn is 4 or above.
 

Blaster Assault Rifles ( Agility )

Type: Combat
Usable Untrained: Yes
This skill lets the character effectively use most types of handheld automatic or semi-automatic blasters that resemble rifles.
 

Blaster Pistols ( Agility )

Type: Combat
Usable Untrained: Yes
This skill lets the character effectively use most types of handheld blasters that resembles guns or pistols.
 

Blaster Sniper Rifles ( Agility )

Type: Combat
Usable Untrained: Yes
This skill lets the character effectively use high precision, non-automatic blasters resembling rifles.
 

Demolitions ( Intellect )

Type: Combat
Usable Untrained: Yes
This skill allows the character to arm, disarm and use demolition charges and other types of explosives. Using the skill untrained can be highly dangerous.
 

Electro-Tech Weaponry (Brawn )

Type: Combat
Usable Untrained: Yes
The character is proficient in the use of an electro-tech weapon, which is a blunt melee weapon where it’s head is tipped with electricity. Most have settings to modify the strength of the electric current.
 

Lightsaber (Brawn )

Type: Combat
Usable Untrained: No
This skill measures a character’s proficiency with lightsaber weaponry that can be wielded in one hand.
 

Saberstaff (Brawn )

Type: Combat
Usable Untrained: No
With this skill the character is proficient in the use of two-handed lightsabers, which are either double-bladed or polearm-like.
 

Scatterguns ( Agility )

Type: Combat
Usable Untrained: Yes
With this skill the character is proficient in using short-range blaster shotguns and scatterguns. Using the skill untrained can be highly dangerous.
 

Tech Weaponry (Brawn )

Type: Combat
Usable Untrained: Yes
With this skill the character is proficient in wielding a melee weapon that utilize an older and simpler form of electro- and vibro-technology. They are generally cheaper to make but also less efficient.
 

Unarmed Combat (Brawn )

Type: Combat
Usable Untrained: Yes
The character knows how fight in hand to hand combat. This usually refers to more street-level type of brawling, but there are options to specialize in more martial arts reminiscent fighting- s as well. The Jedi Order and the Sith Academy have their own martial arts  s taught out in conjunction with lightsaber combat.
 

Vibro-tech Weaponry (Brawn )

Type: Combat
Usable Untrained: Yes
This skill represents a character's ability to remain constantly aware of their surroundings, often without consciously making the effort. They are likely to spot threats in their environments, notice clues out of the corner of their eyes, and catch lies as they're told. In contrast to Perception, this skill should only be used passively when the character isn't actively expecting or looking for something, which means rolls are likely often done by the GM in secret.
 

Force Skills

Force Alter ( Willpower )

Type: Force
Usable Untrained: Yes
Alter handles the capability of manipulating and altering reality around oneself. It's both the most potent but also the most dangerous of the three disciplines. Anything that didn't fit within the Control and Sense disciplines were usually put as a part of Alter.   The third and last aspect for an upcoming Jedi to learn was the Alter aspect, which was an advanced form of Force usage that many non-trained Force sensitives stumbled upon accidentally – usually with disastrous results. Untamed these Force powers could cause mass chaos as the art of manipulating other objects had to be honed and perfected. Only once a Jedi had mastered the art of Control and Sense would they be taught the Alter aspect. They were essential however, as without them individuals could see the Force but were incapable of manipulating it.   Within the Jedi Order, the great masters considered the techniques of Telekinesis, Affect Mind, and Alter Environment to be the umbrella powers.
 

Force Control ( Willpower )

Type: Force
Usable Untrained: Yes
Force Control is the discipline of using the Force to enhance body and mind of oneself or others, allowing for the performance of feats that'd otherwise be impossible by their species.   The Jedi Order always began an initiate’s Force training with the aspect of Control, which was used to teach them how to open their minds to the Force and establish a base point for further development. Control powers are all centered around the ability to control one’s own body, as self-control was the starting point for all Jedi teachings. One of the most well-known side effects of mastering the discipline of Control was prolonged life and the avoidance of decay.   Tutaminis, Curato Salva and Altus Sopor were three umbrella powers that were the core of the Control aspect by the Jedi Order, and incorporated many of the abilities Jedi used throughout their service.
 

Force Sense ( Willpower )

Type: Force
Usable Untrained: Yes
The Force Sense discipline covers all Force powers that affects the senses and the mind, either of oneself or others.   The next aspect of powers taught to initiates and padawans within the Jedi Order was the Sense aspect. These techniques were taught for them to broaden the scope of their Control powers and to show that by dipping into a deeper understanding of the Living Force they could immerse themselves in the environment. By the end of their apprenticeship padawans were expected to use the Force as an additional sense, and to be constantly attuned to the undulation of the Force.   The Jedi Order considered the four umbrella powers of the Sense aspect to be Prima Vitae, Tactus Otium, Tai Vordrax and Projected Telepathy. These were considered the most vital to Jedi teachings.


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