Skill | Description | Created / Updated |
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Medicine |
An individual's understanding of physiology, anatomy, cell structure and various systems (such as nerves, digestive, and vascular) on their native species. Through experience, one can learn how to treat subjects of multiple races beyond his or her own as well as expand his or her knowledge in how best to treat different types of injuries. Medicine not only grants the ability to heal, but the ability to harm as well- an expert in medicine will know what cures poison, but can use the very same knowledge to accelerate or even create their own poison. Medicine +0: You know the importance of hydration, how to execute the heimlich maneuver, and that it is important to keep blood on the inside of your body, not the outside. Medicine +1: You know basic First Aid and CPR, and you can spot the common symptoms of the well known illnesses and injuries of the Galaxy. You can clean a wound and apply stitches, but only in a safe environment. Medicine +2: Your medical training allows you to bring your skills into the field. You are able to treat species that are anatomically similar to your own, clean and treat wounds, apply stitches, and recognize toxins. Medicine +3: You have a working anatomical understanding of the more popular species in the Galaxy and how to diagnose and treat a wide range of illnesses and injuries. You can apply your knowledge of anatomy to inflicting pain on bones, muscles, or pressure points. Medicine +4: Like an advanced surgeon, you can successfully amputate a limb on the battlefield without worry of infection. You can effectively treat most humanoid species and apply knowledge of anatomy to mend or cause harm. Medicine +5: Cutting edge research physician / surgeon, you discover cures to rare diseases and invent new surgical techniques. You are able to diagnose and treat all but the rarest of humanoid species in the Galaxy, and can do so in the middle of an active war zone without so much as flinching. Related Feats: Blood Bath, Hippocratic, Just A Flesh Wound I, Just A Flesh Wound II, Mad Scientist I, Mad Scientist II, Mad Scientist III, Steady Hands I, Steady Hands II, Steady Hands III, Xenobiology I, Xenobiology II, and Xenobiology III Prerequisites: |
2013/07/20 / 2017/11/29 |
Athletics |
Measures the amount of control your character has over their body when in motion such as running, climbing, dodging, or swimming. Athletics represents the combination of balance, coordination and agility your character can perform when they are uninjured, well rested, and at their peak. Athletics +0: Basic control over your reflexes and daily activity. Athletics +1: You’re physically active, but avoid trying to pull off fancy feats of agility. Able to dodge large projectiles, hop over hurdles, and can slowly make your way through a large crowd. Athletics +2: On par with an amateur Holoball player. Cat-like grace and balance, able to change direction and dodge small projectiles. Athletics +3: On par with a professional Holoball player. Cats envy your balance and agility. You can cut on a dime and change direction without blinking. Athletics +4: You can move easily through a crowded marketplace, and very few obstacles will give you more than a second's pause to avoid. Athletics +5: The pinnacle of control. You can sprint through a crowded marketplace without ever slowing or coming to a stop. Related Feats: Battle Haste I, Battle Haste II, Battle Haste III, Crystal Ascendant: Can't Touch This, Freight Train, Hero Landing, I've Got A Bad Feeling About This, Parkour!, Rising Phoenix , Second Skin I, Second Skin II, Tactical Positioning, Technocrat, Unarmed Specialist II, Unarmed Specialist III, and Won't Attract The Worm Prerequisites: |
2013/07/20 / 2017/11/29 |
Blasters |
Covers any energy-based firearm from hold-out pistols to Repeating and Sniper Rifles. It measures your character’s proficiency in using them as a weapon as well as your understanding of the different blaster types and how they function. With more skill comes the ability to adapt over a wider range of blaster types. Blasters +0: You can point and shoot, but any hits are lucky shots at best. You know how to reload and turn the safety on and off. Blasters +1: You are skilled with one type of blaster weapon (pistols, rifles, or repeaters) 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. Blasters +2: You are skilled with two types of blaster weapons (pistol, rifles, repeaters). You can effortlessly track moving targets and draw beads on them in fair weather conditions and in battle. Accuracy decreases in rougher conditions. Blasters +3: You are familiar with all kinds of blaster, 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. Blasters +4: Any type of blaster is an instrument of death in your hand. You rarely miss a shot, even in rough weather, the middle of a warzone, or with distractions all around you. Blasters +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 / 2017/11/29 |
Blunt Weapons |
A character's ability to use a range of blunted melee weapons in combat. This includes: Quaterstaves, Electrostaves, and Hammers and any kind of bludgeoning weapon like a cudgel or batton. 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 blunt weapon, but competency in others. Blunt Weapons +0: You know which end of a blunt weapon is designed for hurting and which is for holding. Smash with the heavy bit. Blunt Weapons +1: You understand the basic techniques needed to wield one type of blunt weapon and how to put it through basic combat patterns. Blunt Weapons +2: You are skilled with one blunt weapon type, and can pick up the use of another type by applying the basic fundamentals. Blunt Weapons +3: You are an expert with your favorite blunt weapon, and can pick up and fight competently with any other type of blunt weapon. Blunt Weapons +4: You understand and employ the complex forms involved in the use of any blunt weapon in the Galaxy. Blunt Weapons +5: If it smashes things, you are an expert with it. You are adept with any blunt weapon you can get your hands on. Related Feats: A Big Stick, 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, Kneecapper, Medley I, Medley II, Medley III, Pistol-cuffs, Proficiency I, Proficiency II, Proficiency III, and This Will Do Prerequisites: |
2013/07/20 / 2017/11/29 |
Linguistics |
Linguistics refers to an individual's ability to read, write, and analyze text, speech, and transcriptions from different languages. All characters have a base understanding of their own native language and galactic basic. Linguistics covers the addition of new languages to an individual's repertoire, one for each rank in the skill. When used untrained, this skill grants proficiency in all common languages associated with the individual's species. Linguistics +0: You know only Galactic Basic and your race’s language. Linguistics +1: One additional language. Linguistics +2: Two additional languages. Linguistics +3: Three additional languages. Linguistics +4: Four additional languages. Linguistics +5: Five additional languages. Related Feats: Droid Whisperer, Intergalactic I, Intergalactic II, Intergalactic III, Linguistic Liar, and Lip Reader Prerequisites: |
2013/07/20 / 2017/11/29 |
Crafting |
An individual's skill with creating, tweaking, or modifying armor and weapons. This skill also carries a sense of artistic ability, and covers using a forge for weapons or machinery for armor. Crafting +0: You know how to change the default configurations of most things to suit your needs. You can tie a knife to a broomstick to make a spear. Crafting +1: You can get more specific with your modifications to your armor and weapons, and with a reference guide, tools, and a workshop, create basic armor and weapons. Crafting +2: Modifications to existing items are standard. With the right materials and the right workshop, you can create more advanced weapons and armors. Crafting +3: Once something is in your hands, it rarely reflects the original configuration after you’ve heavily modified it to suit your needs. You can work with the right materials and the right tools to create advanced weapons and armors in less than ideal conditions. Crafting +4: Crafting things is second nature to you. You can upgrade existing armor and weapons, and craft new ones, if given the right tools to work with. Even less than ideal conditions and materials will not slow you down noticeably at this level, though it will still take some time to produce multiple upgrades or craft several items. Crafting +5: With enough time, you could outfit an entire Ewok tribe with upgraded spears that pierce plasteel armor, more efficient slingshots that can dent plasteel armor, and even armor of their own with just some rudimentary tools and the resources available in the forest. Modifications and tweaks to any existing armor or weapon is like breathing. Related Feats: Artistic Machinery, Blood Carver: Sculptor, I Made A Pipe Bomb, I Made These II, I Made This I, Junker I, Junker II, Junker III, Masterchef, This Will Do, and Tricky Tinkerer Prerequisites: |
2013/07/20 / 2017/11/29 |
Explosives |
The understanding of explosive devices such as bombs, grenades, missiles, and anything else that goes "boom". You possess the knowledge of their chemical compositions, components, and most importantly, their effects on the world around them. Explosives +0: “What’s that ticking sound?” You know how to pull a pin and chuck a grenade, and the general effect it will have. Explosives +1: “M as in MANCY” You understand the concept of a blast radius. You can recognize and safely employ various types of grenades and simple explosives like a breaching charge. You can disarm a bomb with someone walking you through it. Explosives +2: You can now arm and effectively employ advanced explosive charges and mines. You have a basic understanding of the amount of explosive it will take to accomplish a given task. You can disarm basic bombs from memory but need guidance for more complex ones. You understand basic chemical compositions of explosives. Explosives +3: You are able to employ a wide variety of explosives to great effect, knowing when, where and how to place charges to get a desired effect. You have a detailed understanding of the chemical composition of most commonly used explosives and can fabricate your own given the right materials. Explosives +4: You can create improvised explosives with household chemicals and employ them to devastating effects. You can disarm complex bombs from memory. Explosives +5: You disassemble nuclear bombs for fun. You can tweak a detonation charge so that it will explode and only kill exactly two people in a crowd of ten. Related Feats: Demolitions Expert, Digital Defusal, Explosive Chicken, I Made A Pipe Bomb, Medley I, Medley II, Medley III, Proficiency I, Proficiency II, and Proficiency III Prerequisites: |
2013/07/20 / 2017/11/29 |
Astrogation |
An individual's ability to plot routes through space. Many forego this skill in favor of astromech droids, but droids can only serve predefined routes. The ability to observe, analyze, and implement navigation in space can be an invaluable tool. Starting with a basic understanding of how hyperspace routes are determined, as an individual progresses through this skill he or she will gain a stronger understanding of the astronomical anomalies that affect navigation through space and eventually implement new routes through hyperspace to take advantage of this understanding. While using this skill untrained, an individual would have some knowledge of the major hyperspace routes through the galaxy, but that's it. Astrogation +0: You know of major hyperspace lanes. Astrogation +1: You understand the effects of various anomalies on hyperspace travel, and are familiar with most hyperspace lanes throughout the Galaxy. Astrogation +2: You can plot a basic route through hyperspace without the aid of a droid brain, and know of nearly every hyperspace route in the known Galaxy. Astrogation +3: You can quickly plot a basic hyperspace route without the aid of a droid brain. With focus and time to work, you are able to develop a route that reduces travel time through known hyperspace lanes. Astrogation +4: You are able to plot a route that takes far less time than normal. After careful consideration of anomalies and known factors, you can plot short routes that were previously unknown. Astrogation +5: You are capable of navigating the most wild of space with ease, with no help from a droid brain. You know how anomalies and hyperspace lanes work to such an extent that you are easily capable of developing new lanes through space or drastically reducing hyperspace travel time by taking shortcuts in existing routes. Related Feats: Always Have An Exit, Celestial Navigation, and Starry Breadcrumbs Prerequisites: |
2013/07/20 / 2017/11/29 |
Dual Wielding |
The ability to effectively wield multiple weapons at the same time. As rank increases, proficiency increases. Starting with a clear “Primary” hand, your off-hand becomes less and less prominent as your ability to use disparate or similar weapons rises. Dual Wielding +0: You can hold two of the same type of weapon and execute beginner patterns of the respective Weapon Skill without hurting yourself. You can hold a blaster in one hand and a knife in the other, but good luck using them both in tandem. Dual Wielding +1: You can fire a blaster with one hand while slashing at another opponent with the other. This requires concentration. With matching weapons, you can execute more practiced yet formulaic patterns with ease. Dual Wielding +2: You can fight effectively with any two weapons of the same type, but still favor one hand as your primary. Disparate weapons can be handled effectively with concentration. Dual Wielding +3: You can fight effectively with any two types of weapons, and seamlessly with the same type. An equally skilled or better opponent can still detect your off-hand. Dual Wielding +4: You can fight seamlessly with any combination or pairing of weapons, and only the keenest of duelists will be able to detect an off-hand. Dual Wielding +5: You don’t have an off-hand. You can fight with any combination of weapons without any extra concentration. Related Feats: Ambidexterity I, Ambidexterity II, Familiar Steel, and Jar'Kai Prerequisites: |
2013/07/20 / 2017/11/29 |
Stamina |
Measures how long an individual can maintain their peak Athletic ability and full Might. It weighs how well your character maintains their stamina through obstacles like fatigue and non-inhibiting wounds (doesn’t prevent proper functioning), maintaining their level of physical stamina over a period of time despite feeling pain or tiredness. Stamina +0: Daily activity is a breeze, but you often find yourself winded after trying to chase down an escaped nerf or otherwise physically exerting yourself. You find most non-inhibiting wounds difficult to push past. Stamina +1: You’ve gotten yourself into basic shape and can easily run up and down stairs all day or go for a run through an obstacle course. Your physical skills will deteriorate if you don’t get enough rest between skirmishes, but you can still maintain your stamina despite superficial, non-inhibiting wounds. Stamina +2: On par with a seasoned military soldier. You go on long-distance runs daily and rarely get winded unless under heavy duress or wounded. You can come out of a bar-room brawl panting but are able to keep going about your daily activities. Lack of sleep and non-inhibiting wounds will catch up with you after a short time. Stamina +3: You can function at the peak of your abilities when battered and on as little as an hour or so of sleep each night. You can maintain your physical abilities even with moderate, non-inhibiting wounds, and can finish a marathon panting but able to function after some down time. Stamina +4: After finishing running a marathon, you are ready to run another. Even with non-inhibiting wounds, you can keep pushing your body with little sleep, and it will take a while for it to catch up with you. Stamina +5: Even with severe, non-inhibiting wounds, you can push your body without need for rest. You can maintain your full athleticism and strength even in the 11th hour of the 7th day. Related Feats: Aleena: Bite Size, Crystal Ascendant: Unstoppable Force, Iron Pillar I, Iron Pillar II, Iron Pillar III, Muscle Armor, Restoration Trooper: Immovable Object, Second Skin I, Second Skin II, Surge I, Surge II, Surge III, Technocrat, The Thrill, Ugnaught: It's Off To Work We Go, Unarmed Specialist I, Unarmed Specialist II, and Unarmed Specialist III Prerequisites: |
2013/07/20 / 2018/10/08 |
Creature Handling |
An individual's ability to “handle” (interact, mount, and ride) a creature. It also measures the individual’s level of empathy and understanding when interpreting a creature's intent or actions. Creatures are classified as either: Domesticated, Tameable, or Untameable, with the individual’s Skill level offering different degrees of control and proficiency in relation to the creature's respective classification. Creature Handling +0: With great focus and determination, you can handle a creature that is Domesticated with mixed success. Creature Handling +1: You can handle Domesticated creatures with frequent success, and Tameable creatures with great focus and determination. Creature Handling +2: You can handle Domesticated creatures without fail, and Tameable creatures with mixed success. Creature Handling +3: You can handle Domesticated creatures without fail, and Tameable creatures with frequent success. Untameable creatures will begin to entertain your attempts at control depending on their environment. Creature Handling +4: You can handle any creature that is Domesticated or Tameable without fail, and maintain the behavior of an Untameable creature with unbroken focus and determination. Creature Handling +5: You can handle any creature that is Domesticated or Tameable without fail, and manage the behavior of an Untameable creature as long as you are by their side. Related Feats: Creature Affinity I, Creature Affinity II, Creature Speaker I, Creature Speaker II, Creature Speaker III, Grab Them By The Horns, I Controlled Them Like Animals, Just The Two Of Us I, Just The Two Of Us II, Just The Two Of Us III, Well Trained I, Well Trained II, and Well Trained III Prerequisites: |
2013/07/20 / 2019/05/03 |
Might |
Measure an individual's capacity for raw feats of physical strength. Might represents the force that can be applied towards moving, throwing, or otherwise displacing matter when uninjured, well rested, or otherwise in peak condition. It is indicative of the force behind attacks as well as labor oriented tasks. Might +0: You can go about the daily activity of interacting with objects like boxes, bags, or weapons. Anything that you can get a grip on can be moved, lifted, or thrown, but heavy objects relative to your body weight will cause strain. Untrained attacks won't do much beyond annoy others when full force is applied. Might +1: You are able to lift large boxes, carry heavy bags and know the basics of leveraging your physicality for optimal output. Untrained attacks will hurt but not disorient an opponent. Might +2: Heavy boxes, bags, and large objects such as metal chairs offer little difficulty and you know exactly how to leverage your physicality with enough preparation. Untrained attacks will leave an unprotected opponent shaken when full force is applied. Might +3: You can handle heavy objects like tables and weights with ease and you can leverage your physicality in the heat of the moment. Untrained attacks will leave an unprotected opponent disoriented when full force is applied. Might +4: You can, with enough effort and time, perform superhuman feats of strength and leverage your physicality at all times. Untrained attacks will leave an unprotected opponent knocked out when full force is applied. Might +5: Superhuman feats of strength are commonplace, leaving an impression of raw power and full control over your physicality. Untrained attacks will leave an unprotected opponent with broken bones when full force is applied. Related Feats: Aleena: Bite Size, Flex This Hard, Freight Train, Iron Pillar I, Iron Pillar II, Iron Pillar III, Muscle Armor, Restoration Trooper: Immovable Object, Technocrat, and Wookiee: Let the Wookiee Win Prerequisites: |
2013/07/20 / 2018/01/16 |
Perception |
An individual’s ability to read and notice their surroundings via passive observation. This Skill emphasizes your character’s attention to detail without aid from the Force, as well as how effectively they can notice slight changes in their surroundings. It is useful for quickly noticing a nearby threat, noticing a muffled shout, picking up on the particular clothing worn by someone across the room, or even the slight changes in body language when weighing the truth of someone’s words. Perception +0: You can tell when a painting is crooked on a wall, or something obvious is out of place. You can tell when someone is trying to sell you something you probably don’t need. Perception +1: You can unravel how most magic tricks or sleights-of-hand work, and tend to be aware of the finer details in the world happening around you. Perception +2: You can tell when someone is deceiving you without any Force divination and can notice things others do not after studying something with your full attention. Perception +3: Details paint a larger picture of understanding and heighten your awareness of your surroundings. Very little escapes your notice when you are focused. Perception +4: Even the smallest detail can reveal pertinent information, and even the best actors have problems hiding their “tells”. Perception +5: You can see through even the best poker-face with only a quick glance. Nothing goes over your head; your reflexes are too fast. Related Feats: Arkanian: Infrared Vision, Assess The Situation, Constant Vigilance, Daredevil, Diamond Cutter, Draethos: As Far As I Can See, Eagle Eye, Envoy Intuition, Improvise, Adapt, Overcome, I See What You Did There, I've Got A Bad Feeling About This, Kaleesh: Warm Reception, Keen Eye I, Keen Eye II, Keen Eye III, Keen Mind I, Keen Mind II, Keen Mind III, Lip Reader, On The Trail I, On The Trail II, On The Trail III, Parkour!, Rodian: Infrared Vision, Seeking I, Seeking II, Seeking III, They Came From Behind, True Colors, and Woodland Ranger Prerequisites: |
2013/07/20 / 2021/02/10 |
Investigation |
An individual’s ability to detect and discover clues or specific objects via an active search. This Skill also reflects the ability to “connect the dots” between different objects. Initially, this Skill resembles something akin to rummaging, but with training, it can become a quick and powerful tool. It can be used to detect everything from inconsistencies in credit transfers to finding biological samples at a crime scene. This Skill revolves around a focused, in-depth search and not a passive perception of the area around the individual. Investigation +0: Common awareness of things happening around you. Investigation +1: You understand the importance of observation without obstruction. You are more careful of the subtle nuances that can be observed and where they can lead, but it takes time and effort to form the connections. Investigation +2: Your 'educated guess' success rate has improved, demonstrating your ability to connect the dots of a scene, or multiple instances of evidence you've looked over. You can put together the puzzle pieces, given enough time, and reliably produce an accurate result. Investigation +3: You see the strands that connect events, and can follow those from point to point. It takes you relatively little time to piece together seemingly unconnected points of interest and form the bigger picture. CorSec would pay a decent living wage for your employ. Investigation +4: When the so-called experts aren't enough, you're the one who gets the call. It is a relatively simple matter for you to piece together clues and connections as if weaving a complex tapestry. The world is full of hints, and you know the right places to look. Investigation +5: The world is a loom before you, and you are the weaver at its helm. Everything has a place, everything is connected, and you see those connections as easily as if you were tracing a child's connect-the-dots artwork. Related Feats: Assess The Situation, Envoy Intuition, Keen Eye I, Keen Eye II, Keen Eye III, On The Trail I, On The Trail II, On The Trail III, Spoken Probing, and Stay A While And Listen Prerequisites: |
2013/07/20 / 2021/02/10 |
Intimidation |
Your character's ability to force a target into acting a certain way, be it based on your demeanor or your reputation. Intimidation does not typically cause an individual to actively believe something different, it simply forces that individual into a course of action out of fear for their own survival and well being. Initially, this skill would allow an individual to bully a mentally weak target into an action he or she is hesitant to take, while subsequent levels of the skill allows an intimidator to coerce more unwilling targets into action or giving up sensitive information. This skill acts as a counterpart to Charm, which deals with influencing others through understanding and diplomacy rather than aggression and coercion. The success of this skill depends on a target’s Resolve. Intimidation +0: You know that the promise of danger can sway others into action, but not enough to fashion those threats into a weapon of your own. Intimidation +1: You have learned the effectiveness of threats towards individuals and the use of appearance in order to gain cooperation from others. While it can be useful against the weak minded, it would take longer than is worthwhile to influence others. You struggle to get good information out of others during interrogations. Intimidation +2: Not only do you understand the effectiveness of physical threats towards an individual and non-verbal aggression, you also can leverage fairly apparent external factors like a nearby ally. Given enough uninterrupted time with a target, you can poke and prod until the cracks begin to form without actually having to follow through on your threats. Intimidation +3: You have reached an efficiency with threats that is almost routine. You can gauge the weaknesses of a target and leverage their fears in just the right way to get your desired outcome in most situations. It is a mundane task to influence those of weaker minds, and it's only a matter of time for those of stronger wills once you find something to exploit. You may not be able to crack seasoned agents or spies into giving up valuable secrets, but you can extract most other information from them. Intimidation +4: At this level, an experienced individual can weave threats, both physical and implied, like an emotional terrorist. You are skilled at knowing just what weakness to poke, which expression to wear, and how much leverage to apply in order to get the desired result from even a strong-willed target. You can crack seasoned agents or spies to give up valuable information. Intimidation +5: No longer merely experienced, you have mastered the nuances involved in weaving any kind of threat to gain your desired results from a target. Even the smallest of openings can be touched upon and pried wide open to your methods, surgically applying leverage to the right weakness. You can extract the darkest, most sensitive secrets from the most hardened of spies. Related Feats: A Warrior's Call, Bad Cop, Explosive Chicken, Fear Will Keep Them In Line, Go Ahead, Make My Day, Golden Envoy Presence, Good Cop, Is That The Best You Got?, Let Them Hate, So Long As They Fear, Resistance Is Futile, Silver Tongue I, Silver Tongue II, Silver Tongue III, Spoken Probing, and You May Have Heard Of Me Prerequisites: |
2013/07/20 / 2023/11/08 |
Leadership |
Measures an individual's ability to inspire anyone in his or her company, ranging from a small team to an entire Clan. It is also the ability to rally others to a cause, to convince them that a course of action is right and without the need for manipulation. Some lead by example, and some by eloquent words. Presence fuses with the luck of knowing the right things to say at the right time. Leadership +0: You can get a small group to do something they were already considering doing or something they had no opinion on with strong external motivation. Leadership +1: You are adept at leading small units and motivating your team through tough missions, though doubt will creep in if you hesitate or appear less than fully competent. Leadership +2: People will instinctively follow your lead unless given a reason not to. You are able to inspire loyalty and raise morale through rousing speeches or acts of heroism. Subordinates will still question you if the unit fails or your orders seem illogical. Leadership +3: Your name garners strong loyalty and your mere presence boosts confidence during intense situations. All but the most skeptical of individuals will follow you without hesitation. Leadership +4: You effortlessly gain the faith and trust of those you come into contact with. The mere mention of your name inspires intense loyalty among your subordinates and naysayers will quickly get shut down, even if your orders don’t make sense at the moment. Your subordinates believe they can do almost anything with you at the helm. Leadership +5: You are a living legend, even the lowliest coward will follow you into the gates of Hell, sword in hand, screaming. Related Feats: Built Bridges, Classic Misdirection, Don’t Stop Believin’, Fed Troops Happy Troops, Golden Envoy Presence, I Controlled Them Like Animals, Let Them Hate, So Long As They Fear, Silver Tongue I, Silver Tongue II, Silver Tongue III, This Is Where We Fight!, War Hero, and Yes, I Said Closer Prerequisites: |
2013/07/20 / 2017/11/29 |
Lightsaber |
An individual's skill in Lightsaber Combat. This is a specialized skill needed to unlock the true potential of lightsaber combat via their dedicated forms. This skill must be trained (minimum of +1) to be used and cannot be used untrained. The ability to deflect and redirect blaster bolt fire is tied to this skill but is only usable by those who are full on force wielders. Lightsaber +0: You cannot wield a lightsaber beyond pressing the activation button and flailing it around. Lightsaber +1: Basic understanding of how to wield a weightless weapon and the opening patterns of your respective Form(s). You have some ability to deflect incoming blaster bolts away from your body. Lightsaber +2: An advanced understanding of wielding a lightsaber, and how to demonstrate the core fundamentals and principles of your respective Form(s). With concentration, you can deflect multiple blaster bolts away from your body. Lightsaber +3: You’ve mastered the fundamentals and principles of your respective Form(s). You can consistently defend yourself from blaster-wielding opponents, deflecting bolts away from your body. With concentration, you can redirect an incoming bolt to a target of your choosing accurately. Lightsaber +4: You are a Master of your respective Form(s). You can more freely redirect blaster bolts in combat. Lightsaber +5: Masters come to you for advice and training. You can accurately send blaster bolts coming from any direction on the battlefield. Related Feats: Deflect This, Duelist I, Duelist II, Duelist III, Dun Moch, Familiar Steel, It's Called Style, Precise Slice, Proficiency I, Proficiency II, Proficiency III, Sokan, Trakata, and Whip It Good Prerequisites: |
2013/07/20 / 2023/10/13 |
Martial Arts |
An individual's Martial Arts prowess. This skill must be trained (minimum of +1) to use. Martial Arts +0: “Stop trying to hit me and hit me.” You can throw punches and kicks, but not with any style or form behind them. Brawler and raw mechanics. Martial Arts +1: You have an understanding of the basic patterns and principles of your respective Form(s). Martial Arts +2: You have an understanding of the more advanced patterns and principles of your respective Form(s). Martial Arts +3: You’ve earned your Black Belt and have mastered the core techniques of your respective Form(s). Martial Arts +4: Sifu, Sensei, Mentor. People seek you out for you knowledge and ability in your respective Form(s). Martial Arts +5: Master. A master of your respective Form(s), teachers seek you out to better their understanding and ability(s). Related Feats: Drunken Master, Force Shockboxing I, Force Shockboxing II, Force Shockboxing III, Grab Them By The Horns, Hippocratic, Jar'Kai, Knuckle Fists, Petranaki, Shockboxing, Sleeping Rancor, Unarmed Specialist I, Unarmed Specialist II, and Unarmed Specialist III Prerequisites: |
2013/07/20 / 2023/07/28 |
Mechanics |
The ability for an individual to understand the hardware functions and ministrations of computers, droids, and gadgets. The ability to repair, build, deconstruct and rebuild machines and to tinker with their designs and functions. Beginning with a basic understanding of what different circuits and functions on a computer, droid, and gadget do, this skill allows an individual to eventually take that knowledge and transform it into repairing and rebuilding machines in increasingly disparate states of repair. Mechanics +0: You know where to find a machine’s maintenance panels. Mechanics +1: Basic failures and minor damage can be fixed fairly quickly, but more advanced tasks are beyond you without the proper tools. Mechanics +2: Given time, you can restore full functionality to damaged computers, droids, and gadgets. Mechanics +3: You could run your own shop if you felt so inclined. You need less time and can repair more heavily damaged computers, droids, and gadgets with the right tools and smaller more simple machines with less than ideal tools. Mechanics +4: You can make all but the most badly damaged machines work again, even with less than ideal parts. Mechanics +5: With random components, you can create or rebuild a computer, droid, or gadget from scratch. With the right parts, you can repair anything with circuitry to operational levels. Related Feats: Artistic Machinery, Hotfix I , Hotfix II, Hotfix III, I Can Fix That I, I Can Fix That II, I Can Fix That III, In A Pinch, Junker I, Junker II, Junker III, Jury-rig I, Jury-rig II, Jury-rig III, Mad Scientist II, Mad Scientist III, Mechu-deru I, Mechu-deru II, Mechu-deru III, Sephi: Tinkerer, Thingamajig, and Who Needs A Tech? Prerequisites: |
2013/07/20 / 2021/02/10 |
Resolve |
Resolve is your character's willpower and their ability to handle stress, keep a level head, and stand firm in the face of danger. It is also your character's mental resilience against both skills and the effects of Force-based intrusions of the mind such as Charm, Intimidation, Mind Trick, Suppression, Illusion, Telepathy, Terror, and Force Interrogation. The higher a character’s Resolve is, relative to an attack/threat Skill or Force Power, the less effective the attack's result is in conjunction with that character's skills. Only in the scenario of an extreme disparity in ability could Resolve outright prevent the onset of an ability. Resolve +0: Basic willpower. You can resist the temptations of eating something unhealthy in favor of something healthy. Unless you're really really hungry. Sticks and stones can break your bones, but so can words. Resolve +1: Idle threats bounce off of you, but a clear threat of danger can give you pause. Conflict between allies and foes alike won’t stress you out, as long as they don’t stretch out for an extended period of time. Resolve +2: You can fend off stronger temptations such as substance addiction for short periods of time. You can keep calm while someone fires a blaster next to your ear on a battlefield or on the noisy bridge of a capital ship. Resolve +3: You could quit an addictive substance by willpower alone. Words are wind. Resolve +4: Your character can face down an angry rancor, in its den, without so much as blinking, and can think clearly on any battlefield, whether the odds are in your favor or not. Resolve +5: You have been fighting a losing battle for weeks, but can still stand in the middle of a warzone facing a superior foe that outnumbers you 10-1 and has you surrounded without losing heart, and carry on the fight. Related Feats: Barabel: Defensive Measures, Battle Mind I, Battle Mind II, Battle Mind III, Channel I, Channel II, Channel III, Envoy's Will, Is That The Best You Got?, Ivory Tower, La Resistance I, La Resistance II, Nine Out of Ten, Steel Curtain, This Is Where We Fight!, Unarmed Specialist III, You Killed My Father, Prepare To Die, Zealot, and Zygerrian: Victory or Death Prerequisites: |
2013/07/20 / 2023/11/30 |