


** All fields of this color must be completed.
** At least one field of this color must be completed.
A "ranged combat" skill used to fire any primitive gun, including black powder pistols, flintlocks, and muskets. Normally, only characters from primitive-technology worlds will know this skill.
The ability to aim and shoot blasters.
This is a "ranged combat" skill that covers all fixed, multi-crew, heavy weapons, such as those used by the Rebel Alliance at the Battle of Hoth and the fixed ion cannos fired from a planets surface.
This is a "ranged combat" skill that reflects a character's proficiency at firing the Wookie bowcaster.
This is a "ranged combat" skill covering all bow-type weapons, including short bows, long bows, and crossbows (excluding the bowcaster).
This is a "reaction skill" used to acoided being hit by a Brawling or Melee Combat if the your character is unarmed.
This is a "reaction skill" used to avoid ranged attack, including blaster fire, grenades, bullets and arrows.
This is a "ranged combat" skill used for all guns which fire bullets, including pistols, rifles, machine guns, asslult rifles, shotguns, etc. This does not include archaic guns.
This is a "ranged combat" skill to throw grenades.
The ability to use a lighstaber for both attack and defense.
This is a the "melee combat" skill used for all hand-to-hand weapons (except lightsabers). This includes vibro-axes, force pikes, gaderffii sticks, clubs, boyonets and even impromptu weapons like chairs and blaster butts.
This is the "reaction skill" used if a character has a melee weapon and is attacked bu someone with a Melee Combat, Brawling, or Lightsaber attack. It cannot be used to parry blaster attacts. That skill is Dodge.
This is a "ranged combat" skill used to fire all types of missile weapons, including grappling hook launchers, grenade launchers, and personal proton torpedo launchers.
This is used to pick pockets of others or to palm objects without being noticed. When a character makes a Pick Pocket attapt, the victim makes and opposed Search or Perception roll to notice it.
The ability to run and keep his balance, especially on dangerous terrain. See "Movement and Chase" for more information
This is the "ranged combat" skill used whenever a character employs a primitive thrown weapon, inclduing throwing knives, slings, throwing spears and javelins.
This is the "ranged combat" skill used to fire vehicle-mounted energy weapons, especially those that are speeder- or walker-scale
This skill is used to haggle over prices for goods that characters want to buy or sell. This is often rolled against an NPC's Bargain skill.
This is the measure of a character's ability to convince the gamemaster NPC's and subordinates to do what they are told. Command should not be used against other player characters to force them to do something against their will - these situations should be handled through roleplaying interaction.
This is used to trick and decieve characters or otherwise convince them to do something that is not in their best interests. The Con skill is used to determine if another characters is trying to con your character.
The ability to falsify electronic documents to say what the character wishes.
This reflects the character's skill at various games of chances. It is used to increase the odds of winning. Other characters would use their Gamble skill to counteract this skill.
The ability to conceal objects from view. This is not the ability for the character to hide. That is Sneak.
This is the ability to find and gather information regarding someone else's activites, and then draw a conclusion about what the target has done or where they have gone.
This is similar to Con and Bargain and is a little of both. A character using persuasion is trying to convince someone to go along with them, but they are not tricking the person (that would be Con) and they are not paying them (that would be Bargain).
This is used when a character is trying to find a hidden object or indviduals.
This represents the character's ability to move silently, hide from view, move in the shadows and otherwise creep around with being noticed. The way to spot characters that are sneaking is to roll either Perception or Search.
The knowledge of alien species, customs, societies, history, politics, etc.
Familiarity with bureaucracies and their procedures.
Knowledge of business and business procedures.
Knowledge of particular cultures and common cultural forms.
The ablitity to score or frighten others to force them to obey commands, reveal information they wish to keep hidden, or otherwise do the bidding of the intimidating character. Characters resist this by using their Willpower.
Used to determine whether or not a character understands something in another language.
Familiarity with law enforcement techniques and procedures.
Reflects a character's general knowledge of geography, weather, life-forms, trade products, settlements, technology, government and other general information about different systems or planets.
Reflects formal academic training or dedicated research in a particular field of study.
Reflects a characters familiarity with underworld organizations and their operations.
Represents how much a character knows about surviving in hostile environments, including jungles, oceans, forests, asteroid belts, volcanoes, poisonous atmosphere worlds, mountains and other dangerous terrain.
Represents a character's skill in deploying military forces and manuevering them to his best advantage.
Relects a character's ability to gauge the fair market value of goods based on the local economy, the availabitliy of merchandise, quality, and other market factors.
A character's strength of will and determination. It is used to resist intimidation, persuasion, seduction, and jedi mind tricks, etc. Also, if a character fails a Stamina check, a roll of Willpower that is one higher in difficulty can allow the character to continue.
This is the skill used for hand-to-hand combat without any weapon.
This is the skill used to for climbing and jumping.
The characters ability to lift heavy objects and to carry something for an extended period of time.
A Stamina check reflects that a character is being pushed to his/her limits.
This is the character's ability to stay afloat in aquatic environments: lakes oceans, flooding rivers, etc. Difficulty is determined by the water conditions.
This skill allows characters to pilot primitive, Orion-style ships and other basic starship designs.
This skill is used to plot a course from one star system to another.
Represents a cahacter's ability to ride any live mounts, such as Banthas, Tauntauns, etc
This is the "ranged combat" skill that covers the operation of all capital-scale starship weapons, including turbolasers, ion cannons and tractor beams.
This skill covers the operation of starships such as Imperial Star Destroyers, Carrack-class cruisers, Corellian Corvettes and Mon Cal cruisers.
This skill is used when operation shields on capital-scale starships, both military and civilian.
A chacter's ability to use subspace radios, comlinks and other communications systems
This covers primitive wheeled and tacked land vehicles including, Jawa sandcrawlers, the Rebel personnel transports on Yavin IV, personal transportation cars and bikes, and cargo haulers.
This is the ability to operate Hover Vehicles, which are not the same as Repulsor lift Vehicles. See the Repulsorlift Operation skill. This skill can be used for a vehicle dodge to avoid enemy fire.
The ability to use jet packs.
The ability to operate suits that have servo-mechanisms and powered movement
The skill used to operate common repulsorlift (or "antigrave") craft, including landspeeders, T-16 skyhoppers, cloud cars, airspeeders, speeder bikes, skiffs and sail barges.
The ability to use personal, self-contained rocket packets.
The characters with this skill can operate various kinds of sensors, including those that detect lifeforms, identify vehicles, pick up energy readings, and make long distance visual readings.
This skill is used to pilot all space transports: any non-combat starship, ranging from small light freighters and scout ships to passenger liners, huge container ships, and super transports. Transports may be starfighter- or capital-scale. This skill is used for starship dodge.
This skill is used for all combat starcraft, inluding X-wings, Y-wings, A-wings, and Tie fieghters. This skill is used for starfighter dodge.
This is the "ranged combat" skill that covers all starfighter-scale weapons, including laser cannons, ion cannons, concussion missiles, and proton torpedos.
The skill used to operate shields on starfighter-scale ships.
This skill reflects a character's ability to successfully fly what is litte more than a powerful engine with a seat.
This is used to pilot, AT-ATs, AT-STs, personal walkers and other types of walkers.
This reflects the character's ability to fix armor that has been damaged.
This reflects the character's ability fix and modify blaster weapons (character-, speeder- and walker-scale).
Represents the character's familiarity with the workings of capital ships, and his ability to repair them.
This skill is used to repair capital ship scale weapons.
This skills is used to repair and program computers and it also covers a character's familiarity with computer securty procedures and his ability to evade them (hacking). This skill is not used to gain access to a building or ship. That skill is Security.
This reflects the characters ability to set explosives for both destructive purposed and to accomplish specific special affects.
This skill is used to program a droid to learn a new skill or task.
The ability to repair, maintain or modify a droid
This reflects a character's ability to perform emergency life saving procedures in the field. See "Combat and Injuries."
The ability to repair and modify ground vehicles.
The ability to repair hover vehicle systems.
Advanced: Requires First Aid at 5D
Characters with this skill can perform complex medical procedures such as surgery, operation of bacta tanks, and the installation of cybernetic replacments and enhancments. This is an Advanced Skill and requires at least 5D in First Aid.
The ability to modify and repair vehicles with repulsorlifs.
This represents the character's knowledge of physicual security systems: locks, alarm systems and other detection devices. It does not govern computer security procedures.
The ability to modify and repair space transports.
The ability to fix and modify starfighters.
The ability to fix and modify starfighter-scale weapons.
The ability to repair and modify walkers.
Required Powers: Telekinesis
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Required Powers: Telekinesis
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Required Powers: Telekinesis
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Required Powers: Life Sense
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Effect: An attacker must be touching the target to use this power. In combat, this means making a successful brawling attack in the same round that the power is to be used.
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Effect: This allows the jedi to lift and move objects with his mind.
Required Powers: Accelerate Healing
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Required Powers: Concentration, Control Pain, Enhance Attribute
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Required Powers: Accelerate Healing
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Required Powers: Hibernation Trance
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Effect: This power cannot be used by Dark Side characters.
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Required Powers: Control Pain
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Required Powers: Control Pain
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Required Powers: Hibernation Trance
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Required Powers: Control Another's Pain
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Effect: A Jedi who uses this power gains 1 Dark Side point.
Required Powers: Control Disease
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Required Powers: Control Pain
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Required Powers: Accelerate Another's Healing, Detoxify Poison
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Required Powers: Absorb/Dissipate Energy, Affect Mind
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Effect: A Jedi who uses this power gains 1 Dark Side point.
Required Powers: Sense Force
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Effect: A Jedi who uses this power gains 1 Dark Side point.
Required Powers: Absorb/Dissipate Energy, Inflict Pain, Injure/Kill
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Effect: A Jedi who uses this power gains 1 Dark Side point.
Required Powers: Control Another's Pain, Life Sense
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Effect: A Jedi who uses this power gains 1 Dark Side point.
Required Powers: Hibernation Trance
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Required Powers: Accelerate Another's Healing, Remove Fatigue
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Required Powers: Remain Conscious
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Required Powers: Control Another's Disease
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Required Powers: Life Sense
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Required Powers: Magnify Senses, Receptive Telepathy
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Required Powers: Receptive Telepathy
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Required Powers: Affect Mind, Projective Telepathy, Telekinesis
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Effect: A Jedi who uses this power gains 1 Dark Side point.
Required Powers: Farseeing, Instinctive Astrogation, Projective Telepathy, Sense Force, Telekinesis, Transfer Force, Weather Sense
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Effect: A Jedi who uses this power gains 1 Dark Side point.
Required Powers: Affect Mind, Dim Other's Senses, Emptiness, Farseeing, Magnify Senses, Projective Telepathy, Sense Force, Telekinesis, Transfer Force
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Required Powers: Affect Mind, Dim Other's Senses, Hibernation Trance, Receptive Telepathy, Sense Force, Transfer Force
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Effect: A Jedi who uses this power gains 1 Dark Side point.
Required Powers: Control Mind, Dim Other's Senses, Farseeing, Hibernation Trance, Magnify Senses, Sense Force, Transfer Force
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Effect: A Jedi who uses this power gains 1 Dark Side point.
Required Powers: Affect Mind, Life Sense
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Required Powers: Projective Telepathy
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Required Powers: Affect Mind, Control Mind, Control Pain, Dim Other's Senses, Farseeing, Hibernation Trance, Magnify Senses, Sense Force
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Effect: A Jedi who uses this power gains 1 Dark Side point.
Required Powers: Concentration, Telekinesis
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Effect: A Jedi who uses this power gains 1 Dark Side point.
Required Powers: Inflict Pain, Injure/Kill
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Effect: A Jedi who uses this power gains 1 Dark Side point.
Required Powers: Absorb/Dissipate Energy, Accelerate Another's Healing, Accelerate Healing, Control Mind, Detoxify Poison, Dim Other's Senses, Emptiness, Farseeing, Feed on Dark Side, Hibernation Trance, Inflict Pain, Injure/Kill, Magnify Senses, Resist Stun, Return Another to Consciousness, Transfer Force
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Effect: Any Jedi using this power gains 2 Dark Side points, or 4 if used on an unwilling recipient.
Required Powers: Danger Sense
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Required Powers: Life Detection
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Required Powers: Magnify Senses
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Required Powers: Life Detection
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Required Powers: Life Sense, Sense Force
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Required Powers: Hibernation Trance, Life Sense
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Required Powers: Danger Sense, Weather Sense
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Required Powers: Life Sense
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Required Powers: Receptive Telepathy, Sense Force
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Required Powers: Emptiness
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Required Powers: Magnify Senses
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Required Powers: Magnify Senses
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Required Powers: Absorb/Dissipate Energy, Affect Mind
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Required Powers: Absorb/Dissipate Energy, Concentration, Magnify Senses, Telekinesis
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