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== SKILLS == Basic Skills and New Skills for Star Wars '''STRENGTH''' :'''Athletics''': See PHB pg. 175-6. Also, Standard Leaping: With a Long Jump you cover a number of feet equal to your Strength score if you moves at least 10 feet on foot immediately before the jump. With a standing long jump your distance is halved (round down). With a High Jump you can jump up 3 feet plus 3 feet for one for every Strength modifiers you have if you moved at least 10 feet on foot immediately before the jump (half if standing). To see how far you can just ‘reach up’, you can extend your arms up to a high equal to 1½ your base height. With a Strength (Athletics) test, for every 2 over a '''DC10''' you made add another foot to the distance you can high or long jump. :'''''Encumbrance''''' (PHB pg. 176): Strength x10lbs for base. Tiny sized creatures Strength x2lbs base, Small x5lbs, Large x20lbs, Huge x40lbs, Gargantuan x80lbs, Colossal x150lbs. '''DEXTERITY''' :'''Acrobatics''': per PHB pg. 176-7. Also you can attempt to move through a threatened space of a creature that is your size or one size small or larger then you. The '''DC10''' + the target’s proficiency bonus + its Dexterity or Wisdom modifier. Success means that you move through their threatened space without provoking an Opportunity attack. Enemy space counts as difficult terrain. You can attempt to pass through a creature’s space with the same DC as above. If you make this check by +5 over the DC it also does not provoke an Opportunity attack against you. You must end your Movement in an unoccupied space as normal. You can also make a Dexterity (Acrobatics) check equal the same DC of one target’s to gain the Disengage action as a Bonus action instead but only against this one target. The result of your Dexterity (Acrobatics) check is the distance in feet of a fall that you can negate before figuring fall damage. :'''Drive''' (new): this skill is used to control land vehicles like those that are tracked or walkers and also includes boats and submersibles. See below for some examples of checks. :'''Initiative''' (new): these check is used for determining initiative. Also in some cases, a character could use this Dexterity (Initiative) check in place of Wisdom (Insight) to react to a combat bluff, etc. :'''Pilot''' (new): This skill covers all flying vehicles such as airspeeders, starships (except capital ships see below) and speeder bikes, swoops and landspeeders. See below for checks. :'''Sleight of Hand''': per PHB pg. 177 :'''Stealth''': per PHB pg. 177 '''INTELLIGENCE''' :'''Capital Ship Pilot''' (new): This skill covers piloting capital sized ships (see Starships). :'''Computer Use''' (new): This skill is use and program computers. You can also reprogram and update or erase a droids memory banks. Proficiency with this skill also provides proficiency with Binary Language for free. See below. :'''Galactic Lore''' (renamed History): per PHB pg. 177, but also local laws and customs, species, etc. :'''Investigation''': per PHB pg. 178 :'''Mechanic''' (new): This skill covers fixing technology. See Droids and Starship actions for how. :'''Nature''': per PHB pg. 178. Includes life sciences and understand of various worlds’ fauna and flora. :'''Religion''': per PHB pg. 178 :'''Supernatural''' (renamed Arcana): per PHB pg. 177. Covers the Force and other mythical forces. :'''Technology''' (new): This skill covers identifying, understanding and working with most technological devices. Finally it is just when creating new pieces of technology or when you want to improve the performance or ability of a piece of equipment. :'''Thievery''' (new): This skill covers illegal activity such as using various tool kit to bypass an electronic lock or to hack a computer systems A.I. or for forging documents to get past security. '''WISDOM''' :'''Animal Handling''': per PHB pg. 178 :'''Insight''': per PHB pg. 178 :'''Medicine''': per PHB pg. 178 :'''Perception''': per PHB. Pg. 178 :'''Survival''': per PHB pg. 178 '''CHARISMA''' :'''Deception''': per PHB pg. 178 :'''Gambling''' (new): This skill covers all games of chance from Dejarik fighting boards to Sabaac Cards. :'''Gather Information''' (new): This skill is used when getting a lay of the land, finding out who’s who and where you might find those sentient are whom don’t want to be found. :'''Intimidate''': per PHB pg. 178 :'''Performance''': per PHB pg. 178 :'''Persuasion''': per PHB pg. 178 === New Skills -- Description and Uses === :'''Capital Ship Pilot''' (Intelligence): Piloting the largest ships of the galaxy is more about logical thinking and controlling vector thrust from various engine banks. As these ships are not as maneuverable as smaller starships most checks are for only avoiding collision with something big or maneuvering into position to fire weapons. See Vehicle & Starship Houserules. :'''Computer Use''' (Intelligence): Getting information from a computer system requires that you are connected to the appropriate network (in Star Wars the Holonet or at the computer station itself), have found the system that you wish to access and then finally the system having at least an Indifferent attitude towards you (so that it will share information with you). :Most public systems or boards treat all uses as Indiffierent with no formal security setup for access of basic information. Remember this is the information that someone wants to share with everyone, be it the public publicity information for an interstellar corporation or an open public chat room. :Private systems treat all users at least as Indifferent by default within their public areas, Unfriendly in secure areas and Hostile in restricted areas. :In order to improve a systems attitude requires one hour of full concentration work and a '''DC10''' Intelligence (Computer Use) check with a Friendly system. Each level of hostility higher of the system’s attitude increase the '''DC''' by +5 (Indifferent '''DC15''', Unfriendly '''DC20''' and Hostile '''DC25''') and requires at least one hour of work to improve it down one level. You can decrease this '''DC''' by 5 if you spend twice as much time working in the system, and you can reduce the '''DC''' by 10 by spending at least six hours working on the system. However the lowest the '''DC''' can be reduced in this way is to a 10. To make a check every 10 minutes increase the '''DC''' by +5. Note that every hour you are in a section that you are not allowed in the systems A.I. gets a chance to detect you. It makes an opposed Intelligence (Computer Use) vs. you. It gains a +2 equipment bonus if you are in a restricted areas and a +5 equipment bonus in private and secure areas. If it determines you are an invalid user it will attempt to expel you from the system. This is an opposed Intelligence (Computer Use) skill with the same bonuses as detecting you but made every minute (10 rounds) in a restricted area and every round in a private or secure area. :With a Slicer kit the base time decreases to 1 minute and uses the Intelligence (Thievery) skill instead. A Slicer can reduces the '''DC''' by 5 if you spend 5 minutes working on the system or by 10 for spending 30 minutes but the minimum '''DC''' is skill 10. For making a check every 30 seconds increase the '''DC''' by +5 and to reduce the time to 1 Action increases the '''DC''' by +10. :To access the specific information that you wish requires an Action and a Computer Use skill check '''DC5''' with a Helpful system, '''DC10''' Friendly system or a '''DC15''' with an Indifferent one. The amount of information the system grants you is defendant your level of success – a basic success gets you specific and limited information that you request, beating the '''DC''' by +5 grants additional or more detailed information. Each additional +5 you beat the DC increases the information granted... ::'''''Systems Attitude''''' :: * '''''Hostile''''': Treats you as a hostile intruder, alerting any security and attempts to trace your information and isolate or destroy you connection. :: * '''''Unfriendly''''': Treats you as an unauthorized users and blocks your access to its programs and information. :: * '''''Indifferent''''': Treats you as a guest or visitor and grants you only basic access to non-secret systems, programs and files (as long as this does not conflict with previous commands). You may add any equipment bonus provided by you system to your Computer Use checks. :: * '''''Friendly''''': Treats you are an authorized user and grants access to any program or non-secret information and file (as long as it does not conflict with previous commands). :: * '''''Helpful''''': Treats you as if you are its system owner, granting access to all of its programs and information (even if doing so overrides a previous command). :You can use Compute Use to program/reprogram a droid (see Droids) and Plot a course through Hyperspace (see Vehicle Houserules). :'''Drive''' (Dexterity): This skill covers the control of walkers (2 or more legs), tracked and watercraft vehicles (including submersibles). A basic maneuver checks (like avoiding a slow moving object or making your way around a tight corner) would require a '''DC15''' skill check. Failure might deal 1d6 damage equal to ½ the vehicle size modifier (see Vehicles). See Vehicle & Starship Houserules for more. :'''Gambling''' (Charisma): For games where skill might be involve requires a Charisma (Gambling) opposed check. Some strategic games might include multiple opposed checks. With a Charisma (Gambling) check you can even attempt to influence totally random games of chance. This is mostly a GM call on a lot of these but a base '''DC15''' is a good starting point. :'''Gather Information''' (Charisma): This skill represents talking with people face to face (even if via a comlink). So you have to be around people to gather information. Basic information (local gangs, rumors, location of a business, feel of a neighborhood, etc.) take 1d8 hours and a '''DC10''' check. Mostly this might be hanging out in a local bar or on the street and cost 1d6 x10 credits. More specialized information might include the local gang leader, where to find an off-the books garage, personality of a local, etc. takes 2d8 hours with a '''DC15''' and costs 1d6 x25 credits. Digging up dirt on a local government officer or elected official, or looking for a secret location of a secret hideout out in the badlands should take 1d4 days with a '''DC20''' and cost 1d8 x100 credits. :One could also try and ‘grease the wheels’ by offering additional credits to either speed up time or gain additional information; GM’s call but as a good basic double the amount above could halve the time required or gain a bit more info at each level. :'''Mechanic''' (Intelligence): This skill cover a wide range of repairing gear and droids, planting explosives, fixing starships and restoring shields. See Droids (in Character creation) for the basics on repairing droids, Cybernetics (in Gear) for fixing cybernetics and Vehicle & Starship Houserules (in Vehicle Houserules) for repairing vehicles and starships, rerouting power and restoring force fields. :Planting explosives base '''DC15'''. This will allow one to know where best to planet an explosive charge or grenade to deal full damage to the structure or vehicle. Without an Explosive Kit (see Tools) the '''DC''' increases by +5 or +10 if no tools are available (like a repair kit). With a '''DC20+''' the explosives will ignore Hardness of structures or vehicles that they are placed on. :'''Pilot''' (Dexterity): This skill is use to control land and air-speeders, speeder bikes, swoops and non-capital starship (Starfighters and transports). For speeders, speeder bikes and swoops, most checks are the same as Drive (see above) but also see Vehicle & Starship Houserules. :'''Technology''' (Intelligence): This skill can allow a character to understand what a piece of technology does, what its function is and how to design or build it. It can be used to identify ancient unknown technology or truly alien technology. :Characters can also design new technologies or make improvements on existing technology with this skill. Generally this is a long process that takes would normally take months if not years but there are Feats and Talents that can be used to speed this up. :'''Thievery''' (Intelligence): This skill cover the use of bypassing various types of security systems. Many of these checks can’t be done without the right tools but occasionally a rogue might be able to use from improvised tools to get the job done. Basic tools of the trade include a Slicer kit which allows one to more easily bypass a computer A.I.’s security protocols to trick it into thinking that you are allowed information that the system might be storing (see Computer Use above). :A security kit is used to bypass locked doors and electronic security measures (like weapon or explosive detectors). A standard electronic lock or security system requires a '''DC20''' Thievery skill check to bypass. Without a security kit increase to '''DC25''' but only if you have some improvised tool that you can substitute (like a repair kit). A high security areas might increase the '''DC''' by +5 or +10. :Forgery kit to make fake documents that will fool security check points, the '''DC15-25''' depending on the level of security, area, etc. These would work like a Code Cylinder allowing the person(s) access to restricted areas or to create fake identification papers for various reason. For example you might want to escape security forces on a planet and need a fake id to get off planet, etc.
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