SW Skills

## Appraisal

 This skill enables characters to appraise the value of goods, from gems
 to foodstuffs to computer parts. Value of goods should be told to the
appraiser at the time of appraisal; if that is not available, the
appraiser uses their own best judgement.

Non-Fighter 2XP

## Assassinate

 Character with skill can "assassinate" other characters as per the rules listed under "System"

Non-Fighter 4XP

## Astrogation

 Characters
 with this skill can plot courses to other planets. This skill is most
often used "out of game" (for obvious reasons, but could be more useful
in the future...) If a pilot does not have this skill they must either
obtain the planet's coordinates or find a character with this skill to
plot the course for them.

Any 1XP

## Computer Programming/Repair

 Character can repair and reprogram computers (not Droids). Tools are needed to use this skill.

Non-Fighter 2XP

## Concoct Chemistry

 This skill allows a character to create a single dose of one chemical
compound twice per day. (Note: there are some exceptions to the limit)

 Each chemical takes 15 minutes to prepare.

 You may choose additional chemical compounds by purchasing this skill multiple times.

 Knowledge of this skill permits one prepared compound at game-start. (I.E. you can have one on hand at game-time-in)

 Required Components: (see below)

 You should have some kind of physical representation of your chemical
kit (like a child’s chemistry set) and materials to represent the
completed compounds. (Sugars, salts, salves, etc – please be aware of
health conditions of other players before giving them a compound)

See Chemistry Section

Non-Fighter 1 XP per compound

## Demolition

 Character
 has the ability to set and disarm (if known) damage causing traps and
handle explosive devices such as thermal detonators and grenades.

Required OOG marker: 6” or larger round object (i.e. Frisbee or pie
tin), brown in color, with “trap” written on top and trap effects
written on the underside. Also permitted are electronic sensor driven
toys which emit noises when tripped, or similar nerf-balls, footballs,
etc.

This skill allows a character to set or remove damage causing traps. The
 person who sets off the trap will be receive 1 BP of damage, regardless
 of any armor on that person. Traps should not be too powerful. Once a
trap has been set off it is turned over or removed, signifying that it
has been sprung.

All traps and their effects are subject to GM approval prior to game.

This also permits use of stun, flashbang, and thermal grenades.

Fighter 3XP

## Droid Programming/Repair

 Character can repair and reprogram Droids (but not other types of computers/technology). Tools are needed to use this skill.

Non-Fighter 2XP

## Entertain

 This
 skill enables characters to 'entertain' other characters with their
skill in profession of their choice; ex. dancing, card tricks,
storytelling etc. While listening to or observing the entertainer, the
observer gains 1 additional RP for the duration of the performance, not
to exceed the maximum for their class. This skill cannot be used in
combat or other 'stressful' situations.

Non-Fighter 2XP

## Forgery

 This
 skill enables characters to create false papers, documents, IDs, etc.
The forged document must have a RED 'F" written in the upper right hand
corner. Experts or anyone with this skill can detect a fraudulent
document.

Non-Fighter 2XP

## History (specific)

 Character knows the history of a specific race, culture, or organization.

Any 1XP

## Identify Chemistry

 This allows the character to correctly identify the effects of chemical
 stims and compounds via taste, odor, color, and texture. Role-playing a
 minimized effect of the chemical identified is encouraged (e.g. being
extremely happy if it causes euphoria, or getting momentarily drowsy if
it causes sleep).

Chemistry List

Any 2XP

## Knowledge (Specific)

This represents training, education, or generalized knowledge of one particular field of study or topic.

You can have as many of these as is appropriate for your character.

Any 1XP1

## Languages (Specific)

 Character knows a language specific to a particular group or race.

Any 2XP

## Mandalorian Armor

This represents  the training required to use and function in Mandalorian battle armor. Character must have adequate Phys-Rep in order to use this skill.

5 AP, allows wearer to chose one special effect based on phys-rep of armor. (I.e. Throwing net, jet-pack, ranged missile etc.) at GM discretion.

HP cannot exceed 10 as per the usual rules. (5 BP + Mando Armor), any additional BP can still be used when the armor is off or undergoing repair.

Fighter Only: 3 XP

## Medicine

 The skilled character can assist their target to regain one BP. The
skilled character is required to spend at least 5 minutes with the
target examining, then bandaging, a physical “wound”. At the end of this
 time, the subject will have recovered one BP. This skill can be
utilized on a specific subject only once per hour.

Any 2XP

## Question

 Character
 is familiar with torture techniques to obtain information from others.
Victim has the choice to answer the question or suffer one Body Point of
 damage.

Any 2XP

## Remedy

 Character
 can remove the effects of poisons or sickness, from either themselves
or others, once per hour. This does not restore lost Body Points. Props
encouraged.

Non-Fighter 2XP

## Repair Armor

 Can repair one Armor Point per every 15 minutes of work. Tools are required.

Any 1 XP

## Repair Blaster

 Can repair one disabled or destroyed Blaster after 15 minutes of work. Tools are required.

Any 2 XP

## Repair/Create Lightsaber

 Can
 make or repair a lightsaber. Repair requires 15 minutes, crafting a
lightsaber is the length of time it takes to make the actual prop. Tools
 are required.

Force User 2 XP

## Repair Shield

 Can repair any riot-type shield at one point every 15 minutes of work.

Any 1 XP

## Repair Vibroweapon

 Can repair a disabled vibro-weapon after 15 minutes of work. Tools are required.

Any 2XP

## Repair Starship Engine

 Can
 repair most types of starship engines. This skill is most often used
"out of game" (for obvious reasons, but could be more useful in the
future...) Repair time subject to GM approvsal

Any 2 XP

## Repair Starship System

 Can
 repair most types of internal Starship systems. This skill is most
often used "out of game" (for obvious reasons, but could be more useful
in the future...) Repair time subject to GM's approval.

Any 2 XP

## Repair Starship Weapon

 Can
 repair most types of starship weapons. This skill is most often used
"out of game" (for obvious reasons, but could be more useful in the
future...) Repair time subject to GM's approval

Any 2 XP

## Security

 Character can bypass/deactivate physical and/or electrical security systems.

Non-Fighter 3 XP

## Starship Gunnery

 Character
 has the ability to operate a single starship weapon. This skill is most
 often used "out of game" (for obvious reasons, but could be more useful
 in the future...)

Any 1 XP

## Starship Ownership

 A
 character with this skill owns a single starship of any type (player's
choice) with the exception of a Capital ship. (Star Destroyers, Escort
Frigates, Cruisers, Corvettes etc) However, ownership does not mean the
character knows how to FLY the ship; Starship piloting must be purchased
 to fly it.

Any 4 XP

## Starship Piloting

 Character has the 'out of game' ability to pilot a starship. (It can be theirs or someone elses')

Any 1 XP

## Surgery

 Character
 can bring back to life a "killed" character if Surgery is performed on
that dead character within 30 minutes of their death. Tools are needed.

Non-Fighter 4 XP

## Track

Character can follow tracks, trails, and get an idea of how many or what it was that passed that way. Heads-Up displays with Helmet physreps may get more information than someone using their eyes. At GM's discretion.

Any: 2XP

## Untie

 Character has the ability to slip out of handcuffs, manacles, or rope bindings after 15 minutes of concentration/work

Any 2 XP

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