Skill | Description | Created / Updated |
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Slicing |
An individual's understanding of computer systems, software, the security used to protect them, and the nature of the strings of 0's and 1's that make up the root of computer technology. Beginning with a basic understanding of how, generally, to penetrate secure systems, an individual with a basic training in Slicing can use even slightly complex software, and with advanced training, that individual will be able to gain entrance to increasingly secure systems and electronics. When using this skill untrained, you have basic knowledge of how to use a computer terminal; for instance, you know that pressing ALT+F4 will not save your progress on a computer terminal and is much more likely to cause it to close. Slicing +0: “Have you tried turning it on and off again?” Basic understanding of how terminals and computer systems work. You know how to change your Clanmate's background to something inappropriate if they leave their terminal unlocked. Slicing +1: You can open up a command line and run through a basic series of hacks and tweaks. You know how to write basic code, and can break through a generic firewall. Slicing +2: System Administrator. You have a working knowledge of computer systems and how to modify and tweak their settings. You can break through more advanced firewalls, edit code, and even reprogram basic droids. Slicing +3: You have a professional knowledge of computer systems and how to modify and tweak them to your desire. You can reprogram more complex droids, but would need to reference a manual with combat droids. Slicing +4: You can reprogram even a combat droid. You hack into corporate networks for fun. Slicing +5: What firewalls? If it’s written in 0’s and 1’s, you can create, edit, or delete it without effort. Related Feats: Digital Defusal, Just Ones and Zeroes, Lightfooted, The System, Is Down, and You Can't Stop The Signal Prerequisites: |
2013/07/20 / 2017/11/29 |
Slugthrowers |
Covers the understanding and technical applications of firearms that use an explosive chemical to launch a solid projectile (a "slug") at high velocity. Unlike Blasters, the more primitive slugs cannot be deflected or redirected by a lightsaber. When a slug makes contact with a lightsaber blade it simply melts, and the remaining embers can potentially land on the lightsaber-wielder's hands or face. Slugthrowers +0: You can point and shoot, but any hits are lucky shots at best. Slugthrowers +1: You are skilled with one slugthrower weapon type and can line up a shot in fair weather and hit your mark. You can track moving targets but have a harder time hitting them when in battle. Slugthrowers +2: You are skilled with two slugthrower weapon types. You can effortlessly track targets and draw beads on them in fair weather and in battle. Accuracy decreases in rough weather. Slugthrowers +3: You are familiar with all slugthrower weapon types but are an expert with one in particular. You have countless contest trophies to show off for your ability to hit targets from a wide variety of ranges and angles. Rough weather is an annoyance but nothing you can’t handle with enough patience and time. Slugthrowers +4: Any slugthrower weapon type is an instrument of death in your hand. You rarely miss a shot, even in rough weather, the middle of a war, or with distractions all around you. Slugthrowers +5: You can spell your name on a target board without looking, hungover. Related Feats: Down Scope, Guns Akimbo, It's Called Style, Medley I, Medley II, Medley III, No Scope, Pistol-cuffs, Proficiency I, Proficiency II, Proficiency III, Quick Draw, Run And Gun, and Trick Shots Prerequisites: |
2013/07/20 / 2019/03/16 |
Survival |
An individual's ability to stay alive in otherwise difficult environments. This relates directly to the arts of scavenging, hunting, resourcefulness, bushcraft, and local area navigation. Starting with a basic understanding of what is required to continue living, as an individual progresses in this skill they will become more adept at acquiring the necessities of survival in even the most inhospitable of climates where others would otherwise perish. Survival +0: Moss grows on the north side of the tree... or something like that. Basic common sense and resourcefulness. Survival +1: You know which berries are good to eat and which ones will give you a tummy ache. You can string a basic trap, but good luck catching anything more than a pheasant. You know the basics of directions based on the movement of the sun(s). Survival +2: You can hunt small game and set traps, have a good knowledge of common environments, make simple tools, and with the right supplies, you can survive on your own for some time. Survival +3: You have a working knowledge of how to survive on your own with limited supplies. You can hunt game, set traps, and have a healthy knowledge of most environments you may encounter. Survival +4: You’ve wrestled a wild Vornskr barehanded and turned its pelt into makeshift clothing. Survival +5: You can survive on your own, on an unknown planet, with no supplies and no water. Nature provides and you know how to use its resources to survive indefinitely off-grid. Related Feats: Creature Speaker I, Creature Speaker II, Creature Speaker III, Elusive Prey, Just A Flesh Wound I, Just A Flesh Wound II, Walk Like An Ewok, Woodland Ranger, and Zealot Prerequisites: |
2013/07/20 / 2021/02/10 |
Intellect |
Measures an individual’s ability to use logical reasoning to problem solve, think abstractly and comprehend complex ideas or schemes. Intellect often manifests itself as your character’s wit, and how apt you are at applying knowledge and learning from experience. Intellect +0: Rubix cubes are challenging, but basic problems can be troubleshooted as long as you can look it up on the holonet. You can occasionally land a good, “that’s what she said” joke. Intellect +1: You can solve a rubix cube when concentrating and the daily crossword puzzles are a cinch. Your home is filled with many leather bound books and you’ve read them all, and can apply your collective knowledge fairly well in conversation. Intellect +2: Rubix cubes are boring, and you can complete them without much effort. With enough time, you can figure out complex puzzles and riddles. Intellect +3: You have a sharp tongue and can fire off quips off the hip. You enjoy arguing technicalities with lawyers, and have a knack for deciphering puzzles and riddles. Intellect +4: Your mind should be classified as a deadly weapon. You can decipher even the most complex of riddles, and have made lawyers cower before your ability to interject your knowledge into a debate. Intellect +5: You’ve spent hours arguing the difference between being “naked” and “nude”. Lawyers won’t even engage you in discussion, and you are no longer invited to trivia nights with your clanmates because you can answer all the questions before they are even finished. Related Feats: Checkmate I, Checkmate II, Checkmate III, Diamond Cutter, Golden Envoy Aptitude, Golden Envoy Wit, Ivory Tower, Keen Mind I, Keen Mind II, Keen Mind III, Kernel of Truth, Omwati: Riddle Me This, The Pen is Mightier, and Well Read Prerequisites: |
2013/07/20 / 2017/11/29 |
Bladed Weapons |
A fighter's ability to use a range of bladed melee weapons. This includes: Swords, Knives, Spears, Axes, and Vibroweapons of the same types. Starting with an understanding of one type of weapon, as an individual progresses, he or she can expand on not just mastery over a single type of bladed weapon, but competency in others. Bladed Weapons +0: You know which end of a bladed weapon is intended to injure or kill. Stick ‘em with the pointy end. Bladed Weapons +1: You are skilled with the core forms of a bladed weapon type of your choice and are a competent combatant. Bladed Weapons +2: You are skilled in the complex forms of a bladed weapon type of your choice. Bladed Weapons +3: You know enough about bladed weapons to pick up and fight competently with any type of bladed weapon and are able to fight expertly with one of your choice. Bladed Weapons +4: You are highly skilled with bladed weapons, able to pick up and expertly wield any bladed weapon type. Bladed Weapons +5: You know the ins-and-outs of every type of bladed weapon and are adept at using any type. Related Feats: Back Knife Block, Blunted Steel, Deflection Specialist I, Deflection Specialist II, Deflection Specialist III, Deflect This, Duelist I, Duelist II, Duelist III, Familiar Steel, It's Called Style, Medley I, Medley II, Medley III, Poison Weapons, Precise Slice, Proficiency I, Proficiency II, Proficiency III, and Silent Blade Prerequisites: |
2013/08/12 / 2017/11/29 |
Lore |
For each Skill Point placed in the Lore Skill, your character has studied a subject intensely and is considered an expert in that field. This knowledge is on par with an academic or vocational 2-4 year program. Beginning with one subject at Skill +1, you gain an additional subject for each respective point. Lore +0: You know the lore of the Brotherhood and the history of the modern era, i.e. Imperial Period, New Republic, and New Jedi Order. You are up to date on current news and pop culture and the state of the Galaxy. Lore +1: One additional subject of lore. Lore +2: Two additional subjects of lore. Lore +3: Three additional subjects of lore. Lore +4: Four additional subjects of lore. Lore +5: Five additional subjects of lore. Related Feats: Stay A While And Listen, Xenobiology I, Xenobiology II, and Xenobiology III Prerequisites: |
2013/08/29 / 2017/11/29 |
Miscellaneous Weapons |
A character's ability to make use of and utilize weapons that do not fall into a conventional category or school of training. This can be anything as archaic as a bow and arrow to throwing projectiles, dart guns, and whips. Miscellaneous Weapons +0: You know how to point and shoot a dart gun or bow, flick projectiles and crack a whip. Miscellaneous Weapons +1: You have a good understanding of the effective use of a single type of miscellaneous weapon, and can use it in combat. Miscellaneous Weapons +2: You are skilled with your favored miscellaneous weapon, and can use more complex forms of fighting against skilled opponents. Miscellaneous Weapons +3: You are highly adept with your miscellaneous weapon of choice, and skilled with another. You can fight competently with anything else you find. Miscellaneous Weapons +4: A master of your weapons of choice, you are very skilled with any miscellaneous weapon you can find. Miscellaneous Weapons +5: If it hurts people and doesn’t fit under the categories of blunt or bladed, you are highly adept in its applications for violence. Related Feats: Deflect This, Down Scope, Familiar Steel, Knuckle Fists, Medley I, Medley II, Medley III, Poison Weapons, Proficiency I, Proficiency II, Proficiency III, Quick Draw, Run And Gun, Shockboxing, Tools Of The Trade I , Tools Of The Trade II, Tools Of The Trade III, Walk Like An Ewok, and Whip It Good Prerequisites: |
2014/02/01 / 2017/11/29 |
Tactics |
Measures the core competencies needed to successfully command larger scale military units be they fleets or armies. This includes a sufficient base of knowledge on and application of: allied and enemy capabilities, common strategies and tactics and how to employ them. Tactics +0: “Shoot back you idiots!” You understand the basics strategies of war and conflict and know what it takes to pull them off... in theory. In practice, it often comes down to the skill of the troops under your command and a bit of luck. Tactics +1: You have seen your share of battles, and are versed in the more popular strategies used in war and conflict and can employ them to varying degrees of success. Tactics +2: You know how to draw on past experiences and apply them to your current situations. Your have studied war and conflict to not only execute strategy in real time, but to counter the strategies of your opponents with high percentages of success, even without the ideal troops for the strategy. Tactics +3: You understand the difference between spending lives under your command, and wasting them. You have a keen understanding of complex strategies employed in war and conflict, have studied the maneuvers and techniques employed throughout history, and can mix them with your own experiences to craft new strategies that others may not have come up with yet. Tactics +4: You have watched and rewatched holovids of every major conflict in Galactic History (but don’t ask about the reasons behind those conflicts, since, that’s for history nerds) and can modify them to create your own unique strategies that often leave enemy commanders flat-footed. Tactics +5: You know how to hold an enemy army at bay when outnumbered 5:1. Your name has been mentioned in the same breath as Ackbar, Pellaeon, and Bel Iblis. But not Thrawn, obviously. Related Feats: Improvise, Adapt, Overcome, Resistance Is Futile, Unrelenting Offensive, Unyielding Defense, and Yes, I Said Closer Prerequisites: |
2015/08/08 / 2017/11/29 |
Piloting |
An individual’s ability to identify, control, and operate the movement of any vehicle. This ranges from starfighters to Capital Ships, and speeder bikes to walkers. Any vehicle capable of being steered and controlled falls in this category. An individual would also have a basic understanding of how to engage and use the weaponry on the vehicle relative to their Skill level. The Piloting Skill also covers a character’s effectiveness in using jetpacks and jetboots. Piloting +0: You can operate transport vehicles like speeder bikes and jetpacks. You understand the basic concepts of what kind of movements a given vehicle should be able to make, and what kind of movements it shouldn’t be able to make. Piloting +1: You know the general basics of how to move a vehicle around in three dimensions: accelerate, brake, turn, rotate. You can use this to execute basic maneuvers and coordinate with separate vehicles around you. You can track a small number of enemies while engaged in combat. Piloting +2: With familiar vehicles, you are capable of executing more difficult maneuvers. You understand the technical requirements needed for a vehicle to run and can communicate with support crews about how it is functioning. Unfamiliar vehicles give a momentary pause for you to orient yourself to their controls. Piloting +3: You have a keen understanding of the popular vehicles used in the galaxy. You can pull off stunts that seasoned pilots would tip their hat to. You understand the finer details of what is required for a vehicle to run, allowing you to better communicate with support crews. You can more easily track multiple enemies while engaged in combat. Piloting +4: Even seasoned pilots are jealous of how easily you can pick up how to operate an unfamiliar vehicle. Considered an “Ace” by fellow pilots, you can handle complex maneuvers both solo and as part of a squad. You have no issues providing suggestions to support crews about how to improve the functionality of your vehicle. Piloting +5: Even the “Ace” pilots come to you for advice. You know the ins and outs of any vehicle you come across. The most complex of maneuvers come as easy as breathing. Coordinating in large squads of others is no issue, and you are capable of tracking the locations of many enemies at once. Related Feats: Do A Barrel Roll!, Home Into The Black, Hot LZ, Jedi Ace I, Jedi Ace II, Jedi Ace III, Right Between The Lines, Rising Phoenix , Smooth Operator I, Smooth Operator II, Smooth Operator III, Spinning Is A Good Trick, There's Always A Bigger Fish, They Came From Behind, Use The Force, Luke I, Use The Force, Luke II, Who Needs A Tech?, and You Got a Bogey On Your Tail Prerequisites: |
2021/02/10 / 2021/02/10 |
Operations |
Most vehicles, especially large-scale ones, have a wide array of systems that need to be watched, managed, and maintained for the vehicle to properly function. The management and usage of these systems typically finds itself as a dedicated terminal station on the vehicle. These stations include life support, propulsion systems, communication, weapons, and sensors. The Operations Skill is an individual’s ability to work at these various positions as part of a larger crew to maintain the functioning of the vehicle as a whole. As an individual’s ability grows in this skill they can even lead the efforts of others as the complex interactions between these systems become mastered. Operations +0: You understand that multiple systems are needed to make large vehicles fully operational. You can relay information from a terminal about those systems to others, but attempting to do anything with it is beyond you. Operations +1: You know the basics of the common and critical systems found on large vehicles well enough that you can help keep the vehicle functional. Specialized systems still require assistance from others. Officers are clear and direct with you in their commands while operational. Operations +2: You know the common and critical systems quite well, and can utilize more complicated or specialized systems after orienting yourself with them. Officers know that you can be left alone while the vehicle is operational. Operations +3: You have a keen understanding of all the various systems used in different kinds of large vehicles. You can maintain your own station and keep it running at peak efficiency. You can additionally step in as an Officer in moments of low stress and urgency for the vehicle. Operations +4: With a deeper understanding of these systems, you can oversee several different ones simultaneously. You know how to help command others at their stations to ensure they reach higher efficiency. Operations +5: You are a master of vehicle systems. You can effortlessly maintain multiple different systems from a single terminal. You can oversee the entire crew needed for the vehicle to function in the moment just as easily as taking a stroll in the park. Related Feats: Buttons are Buttons, Capital Commander I, Capital Commander II, Capital Commander III, There's Always A Bigger Fish, and Unoperations Prerequisites: |
2021/02/10 / 2021/02/10 |
Charm |
An individual's ability to positively influence others by power of the spoken word. Starting from convincing a single individual to do something they might have done anyway, an individual progresses in this skill to become adept at leveraging the power of the spoken word to diffuse heated arguments in high-stakes political situations. Progression in this skill also comes with the ability to understand others’ motivations, needs and wants. This skill acts as a counterpart to Intimidation, which deals with influencing others through aggression and coercion rather than understanding and diplomacy. The success of this skill depends on a target’s Resolve. Charm +0: You can maintain polite and friendly conversations with others but struggle to persuade anyone to do anything they wouldn’t already do. Charm +1: You have a better understanding of people's emotions and can identify common ground in conversations, though persuading others may require more effort. You can haggle prices to a small degree. Charm +2: You can come into a volatile situation and diffuse it with some effort, able to sway both sides of a debate. You can regularly convince people to change their opinion on something. Charm +3: You can negotiate, empathize, and charm your way to mutually satisfying conclusions with ease. You can convince people to do things that they were once strongly against. Conflict de-escalation and mediation have become your forte. Charm +4: A shrewd negotiator, an expert diplomat and a charismatic salesman: you hold the floor in high-power meetings. Able to navigate complex situations with multiple sides wanting different things, you find common ground and mutually beneficial solutions. Your debating skills can lead people to doubt their core beliefs Charm +5: You sell sand on Tatooine. Anakin Skywalker is your best customer. Related Feats: Bad Cop, Built Bridges, Crooked Smile, Cry No More, Fear Will Keep Them In Line, Fosh: Mockingbird, Golden Envoy Presence, Good Cop, I Know That Feel, Bro, Nagai: Soothing Siren, Silver Tongue I, Silver Tongue II, Silver Tongue III, Sociopath, The Pen is Mightier, True Colors, Your Reputation Precedes You, and Zeltron: Sun's Getting Real Low Prerequisites: |
2023/11/08 / 2023/11/08 |
Stealth |
Measures an individual’s aptitude for moving discreetly, avoiding detection, and utilizing the shadows to their advantage. This skill encompasses silent movement, concealment, disguise, and the ability to operate unseen in various situations. The success of Stealth is dependent on the target’s Perception skill. Stealth +0: You know that it’s probably a bad idea to wear bright orange jumpsuits if you want to sneak up on people in an urban environment. Stealth +1: You have a basic understanding of avoiding an enemy’s cone of vision to avoid detection. With enough time, you can find a hiding place that takes a while to find. You can put together a simple disguise that might pass at first glance, and keep a small blaster hidden inside a large coat. Stealth +2: You have a basic understanding of light and shadow, and have become competent at using darkness to avoid detection even when someone is looking in your direction. You can create simple distractions to make things easier. Your footsteps are quiet at your normal walking speed. Your disguises have become more complex and hold up under closer scrutiny. Stealth +3: Your understanding of light, shadow and colour deepens, and you are able to blend in with a variety of backgrounds. You can conceal larger weapons on your person, and can perform more complicated actions like running and climbing without making too much noise. You can put together a disguise that could fool even your close allies. Stealth +4: You barely make a sound even when performing acrobatic manoeuvres and landing from height. You can find the optimal hiding place instantly to avoid detection. With time and preparation, you can disguise yourself as a particular person, even to that person’s friends. Stealth +5: A master of the shadows, you go where you please and no one notices. Your movements are silent, and you can smuggle anything anywhere. Your disguises are visually foolproof even under intense scrutiny. Related Feats: Cardboard Box, Chameleon I, Chameleon II, Chameleon III, Eagle Eye, Hero Landing, Lightfooted, and Silent Blade Prerequisites: |
2023/11/08 / 2023/11/08 |
Deception |
A character's skill in manipulating the truth, crafting convincing lies, and deceiving others for various purposes. This skill encompasses the art of lying and convincing others of false information. While Stealth covers deceiving another’s senses to avoid detection, Deception involves deceiving others with spoken falsehoods. Deception +0: You can tell white lies, but can clam up if called on the spot. Deception +1: You can tell convincing lies, but they will unravel under heavy scrutiny. You know how to keep a straight face when you need to. Deception +2: You know that the best lies are simple in nature. You have an understanding of how subtle shifts in body language and tone can help you transform into an identity you’ve created. Deception +3: Lying is second nature. With enough time and preparation, you can get into “character” and stay there. You have better control of your mannerisms and quirks and know how to maintain or adjust them as needed. Deception +4: Your Clanmates won’t play Sabaac with you anymore. You can bluff your way to victory with a low pair. Deception +5: You can create and fall into a character on the spot, and maintain it for a month if needed. The only time people doubt the things you say is when you want them to doubt you. Related Feats: Behind Enemy Lines, Bothan: Sabacc Face, Buttons are Buttons, Classic Misdirection, Cry No More, Disarming Smile, Drunken Master, Falleen: Simply Irresistible, Fly Casual I, Fly Casual II, Fly Casual III, Fosh: Mockingbird, Go Ahead, Make My Day, Golden Envoy Presence, Hapan: Distilled Beauty, Just Ones and Zeroes, Kernel of Truth, Khil: Musical Words, Linguistic Liar, Masquerade I, Masquerade II, Masquerade III, Ryn: Made'ya'look, Shake What Your Mama Gave Ya, Sociopath, The Pen is Mightier, Thingamajig, To The Pain, Umbaran: Devil's Dance, and Zeltron: Sun's Getting Real Low Prerequisites: |
2023/11/08 / 2023/11/08 |