Everyman Skills
Setting-Specific Skills
Animal Handler
Combat Skill Levels
Languages: In general, language won't be an issue in the game. As a rule alien languages aren't much of a barrier in Star Wars. Each being speaks his native language and everyone else understands him. For simplicity, literacy works the same way. In game terms this is broken down by a hierarchy:
- Galactic Languages are understood by anyone with exposure to galactic civilization. This is the most common case.
- House Languages are more localized. They are only understood by beings who live in the territories of a given Sith House. To understand the languages of another House costs 2 points.
- Unique Languages are specific to a certain planet, culture or alien species. They are only understood by natives or those with direct experience or training. Each unique language costs 1 point to understand. A character who only speaks a unique language (like Chewbacca) may take the Physical Limitation: Can Only Speak Through Others, Frequently/Greatly (15 pts).
- Droid Languages come in two flavors, Galactic and Machine. A Galactic droid language is no different than other Galactic languages. A Machine droid language can only be understood by other machines and needs to be interpreted by another droid. Not all machines can speak all Machine droid languages.
Martial Arts: See
Martial Arts below.
Systems Operation
Transport Familiarity
Weapon Familiarity
Weaponsmith
Skills House Rules
In a Star Wars game, life is simpler. A single skill encompasses a broader range of abilities than usual. Listed below are some modifications to existing Hero/Star Hero skills. Unnecessary skills are noted in grey.
- Acrobatics includes Breakfall. Some people are just less fancy than others.
- Acting is included in Disguise.
- Breakfall is included in Acrobatics.
- Bribery is included in Bureaucratics.
- Bureaucratics includes Bribery. This is a Sith game, after all.
- Combat Driving doesn't exist. Vehicles don't have wheels in Star Wars movies (yes, I know, but I don't like that one).
- Combat Piloting includes landspeeders and flying mounts.
- Computer Programming is included in Electronics, where it exists at all. Machines generally have hardwired programming and in common cases droids are used as an interface to tinker with them.
- Disguise includes Acting.
- Electronics applies to anything with electrical circuits, from droids to automatic doors to starships. No specialization is needed. Electronics generally deals with systems like communications, sensors, memory banks, control systems and hardwired programming.
- Mechanics applies to just about everything Electronics doesn't, and there's a lot of crossover (droid repair, for instance). If it's got moving parts, Mechanics works on it. No specialization is needed. Mechanics includes power generators and engines of all kinds, including hyperdrives.
- Navigation takes two forms, Planetary Navigation and Astrogation, with the usual cost structure. Astrogation is typically left to navicomputers except in unusual circumstances.
- Science Skill collapses into a single INT-based skill called Science. (It is with much effort that I leave off the exclamation mark.)
- Survival has two basic environments, Fertile and Barren. Most settings will fall into one of these.
- Two-Weapon Fighting is dumb. In most cases offhand penalties don't apply to Sweeps. Just buy Penalty Skill Levels.