by Griggle990 Sun Dec 19, 2010 1:06 pm
Skills keep track of your character's ability to perform certain, primarily non-combat, tasks. Each skill is tied to an attribute that can apply positive or negative modifiers to the use of the skill. Skills are purchased with skill points earned at every level. Class skills cost one point to raise one level whilst cross-class skills cost two points to be raised one level.
Skill Points=12
Computer Use=0
Computer Use allows characters to "slice" (the Star Wars equivalent of hacking) into computer systems using disposable, single-use devices called computer spikes. For every four points in this skill (including applicable modifiers), the number of spikes required to perform a slicing operation is reduced by one. It's related attribute is Intelligence.
Demolitions=0
The Demolitions skill (governed by Intelligence) is a measure of the character's ability to set and disable planted explosives. Mines can have a DC of 15 (low), 20 (medium), or 25 (high) when attempting to set. Disarming attempts add +5 to the DC while mine recovery adds +10.
Stealth=0
Tied to Dexterity, Stealth allows the user to utilize stealth field generators and stealth mode. When in stealth mode, enemies must make a successful Awareness check against the user's Stealth skill, otherwise the player remains unseen. While simple tasks do not disrupt Stealth, combat immediately cancels it.
Awareness=0
Awareness is tied to Wisdom and reflects the character's ability to detect hidden objects or enemies. A skill check is made either against the DC of a mine or the stealth skill of the enemy. If the check is successful, the object is detected. A penalty of -5 is applied to this skill while running.
Persuade=0
Affected by Charisma, Persuade reflects the player character's ability to coerce others into revealing information or performing tasks they might not otherwise carry out. The skill check is compared to a DC dependent on the extremity of the request relative to the player's level. Having at least one level in Persuade opens up persuasion dialogue options.
Repair=0
Repair allows characters to fix damaged electronic devices, including droids. Repair acts similarly to Computer Use in that it decreases the number of repair parts required by one for every four skill points total. However, repair also functions like Treat Injury, adding modifiers to the number of vitality points recovered when a droid attempts to repair damage taken.
Security=0
The Security skill reflects a character's ability to break electronic locks. Once at least one level in this skill has been attained, the security option becomes available when a locked door or container is selected. Security is related to Wisdom.
Treat Injury=0
Wisdom is the related attribute for Treat Injury. This skill modifies the number of vitality points healed when using medical items or healing Force powers. More advanced medpacks add modifiers to this skill, further increasing the amount recovered.