This skill isn't appropriate for all campaigns: if the GM wants to keep the
characters poor and struggling, this skill should be off limits.
Between each adventure (possibly more
or less often, at the GMs option and depending on the passage of game time),
the player may roll this skill to make a profit from the financial markets. The
GM then rolls a single Wild Die and compares the result to the player's. If the
player rolls higher, the difference, multiplied by 100, is the PC's profit in
credits. If the GM rolls higher, the difference, multiplied by 100, is the PC's
loss in credits. Investments can go down as well as up! In this case, the
player can cover the loss from his available cash on hand (if possible), or
lose a pip off the skill for every 100 credits loss unpaid (down to 1d
minimum). Failing either, the PC's assets are frozen and he loses access to
this skill until the money is paid back.
Higher skill levels allow the player to
"raise the stakes" with larger investments and bigger risks. With 2d
in the skill, the player can risk 250 credits per point of loss, gaining 200
credits per point if he succeeds. 3d skill allows for a risk of 500 credits per
point for 300 credits per point of success, 4d allows for a risk of 800 credits
per point for 400 credits per point of success, and 5d or more allows for a
risk of 1250 credits per point for 500 credits per point of success. The player
may take any level of risk up to the maximum allowed by the skill level, and
must of course declare before rolling (the 100 credit stake is the default
unless the player declares otherwise).
This skill may also permit the PC to
gain legitimate access to a corporation's records or sites if he happens to own
a stake in the company. This is handled by a skill roll, with the easiest
difficulty (Moderate) for pan-galactics like Industrial Automaton or the Czerka
Corporation, up to Heroic or more for small local companies. Larger demands
(like gaining access to secure R&D labs) increase the difficulty by at
least one level.
(A) Focused Research
Requires Scholar 5d
"If an item doesn't appear
in our records, it does not exist." - Jocastu Nu
This skill allows the use of an
extensive data source to enhance another skill roll. The researcher requires
access to a library or some other information centre. A particularly good one
(like the Jedi Archives before Order 66) could add 1d to the Focused Research
roll. The Holonet works, but isn't private - getting a 1 on the Wild Die when
researching on the Holonet could bring unwanted attention, and PCs are usually
up to something they shouldn't be...
The Focused Research skill roll result
is added to the other skill roll. The skill to be aided must be one that can
reasonably be assisted with research, mostly Knowledge and Technical skills.
Blaster or Dodge can't normally be aided with research because the specifics of
combat are unpredictable, but an assassin setting up for a single carefully
prepared sniper shot in a planned situation might be able to use Focused Research
for it. The Focused Research bonus is not cumulative with the normal 1d bonus
for "preparing" a skill use.
The time taken for Focused Research is
the time that the skill use itself requires, or 1 day, whichever is longer.
(A) Forbidding Presence
Requires Intimidation 5d
"Master Kenobi, you
disappoint me. Yoda holds you in such high esteem. Surely you can do
better." - Count Dooku
A character with this ability can
unsettle others with his intimidating manner. This can be physical and direct,
or subtly disquieting.
The character can exert his presence by
rolling this skill versus the Willpower of a single target at the beginning of
a confrontation (not necessarily combat). If successful, the number of points
it succeeds by is subtracted from all the target's rolls made directly against
this character – social rolls count, as do command rolls made to coordinate
others to attack the character, but not defence rolls. The maximum possible
penalty is -10. This effect lasts for the duration of the encounter – at least
until the end of the confrontation and the characters are no longer in each
Requires Survival 5d
"I'd be out there with them,
but after I lost my leg, I just couldn't ride anymore. Until I heal."
Veteran survivalists and fringers are
often much tougher than they look, with a never-say-die determination that
carries them through physical ordeals.
This skill adds its rating to Strength
rolls made for natural healing from injury, and to Stamina rolls to resist
poison or disease. Hardiness also allows the character a chance to ignore wound
penalties, working like the Force Power Control Pain. This costs no actions to
"keep up", and is rolled using (A) Hardiness instead of Control (as a
(A) Phantom Identity
Requires Streetwise 5d
"They say Master Sifo-Dyas
placed an order for a clone army at the request of the Senate almost ten years
ago. I was under the impression he was killed before that. Did the Council ever
authorise the creation of a clone army?" - Obi-Wan Kenobi
A character with this skill knows how
to keep multiple false identities, and how to work through intermediaries to
hide his involvement.
By working through proxies, this
character can foil attempts to trace his actions back to him. The difficulty
depends on the identity being faked:
a living person (cannot choose any individual in particular)
an "empty" fake identity with no supporting evidence
a fake identity linked to a valid citizenship ID number
a detailed fake identity linked to a valid citizenship ID number with a vacant
address and a reason for being offworld
a fully detailed alternate identity for the character himself, with no
connection to his real identity.
If the activity is traced, the trail
leads to the fake identity. Whether the tracer stops there depends on how
thorough she is and the level of faking - empty identities are easy for a good
investigator to see through, and real people actively try to prove their innocence
if blamed for illegal activity! If the investigator takes it further, the
Phantom Identity skill result is added to her difficulty to follow the trail.
Also, when attempting to lie low and
avoid being found (for instance, by bounty hunters), the difficulty to find the
character by Investigation or similar skills is raised by a roll of the
character's Phantom Identity skill.
(A) Power Structures
Requires Cultures 5d
"Enter: the bureaucrats. The
true rulers of the Republic... and on the payroll of the Trade Federation, I
might add. This is where Chancellor Valorum's strength will disappear." -
Nearly every sentient society,
primitive or sophisticated, has some kind of power structure. A character with
this skill can work them out quickly.
A character can make a Power Structures
roll to determine who is in charge in a group if it isn't obvious. This can be
useful to see who has the most real power (and so would be the perfect ally to
win over) even if they're not the official leader, or to spot the squadron
leader among hostile starfighters. The difficulty is Very Easy if the one in
charge is using their influence, Easy otherwise, or Moderate if they are
deliberately trying to seem unremarkable; if they possess (A) Phantom Identity,
this adds to the difficulty in the latter case.
This skill can also be used as a type
of applied psychology on individuals to "size them up". The player
must choose a skill to assess, and on a success, the GM reveals the exact die
code to the player. The difficulty depends on the PC's own die code in that
6d or more
5d to 5d+2
4d to 4d+2
3d to 3d+2
2d to 2d+2
less than 2d
This can be tried multiple times
(requiring one action each) up to a number of successful uses equal to the PC's
number of dice in Power Structures (e.g. 2d+2 Power Structures reveals up to
two skill die codes, even if some of the attempts fail).
(A) Practical Learning
Requires Planetary Systems 5d
“No, no, it's beyond the outer rim.
I'd say about, oh, 12 parsecs outside the Rishii Maze. Should be easy to find,
even for those droids in your archives.” - Dexter Jettster
Characters with this skill are
well-travelled, and have acquired the ability to learn quickly from their
experiences and apply their knowledge. This gives opportunities for skills used
in play to get free “Practical” skill gains, that split off from the original
base skills similarly to specialisations.
During an adventure, a character with
this skill notes down each regular skill that is used (successfully or not),
known as “ticking”. This can be done by placing a tick-mark next to the skill
on the character sheet, or noted separately. Multiple uses of a skill grant no
additional ticks, and only regular skills (not advanced or Force skills) can be
ticked. After the adventure, the character may attempt to increase up to ten
ticked skills of their choice for no character point cost. This involves an
opposed roll of (A) Practical Learning against the ticked skill; neither skill
can be modified for this roll in any way. If the (A) Practical Learning roll is
equal or higher, the character gains a free “Practical” skill pip in that
skill; otherwise (if the regular skill roll is higher) there is no benefit.
After the chosen ticked skills are rolled for, all ticks are erased for the
next adventure. Skills raised in this way should have the previous value kept
as-is, with the new value recorded with a (P) before it.
Practical skill gains work exactly like
the normal kind of skill gain bought with Character Points, with only one
exception: they cannot be raised further with Character Points. If a player
still wants to buy up a skill that has been raised with Practical Learning, he
has to buy it from the original value, without the benefit of any of the
Practical Learning raises.
A player's character has (A) Practical Learning at 3d. She has Mechanical 2d,
has already bought Starship Gunnery to 3d+1 (one die at character creation, and
a single pip bought with Character Points) and has benefited once from
Practical Learning for this skill in a previous adventure, and so has (P)
Starship Gunnery 3d+2. The PC uses this skill during another adventure, and the
player chooses to try to increase this skill again with Practical Learning. She
rolls (A) Practical Learning at 3d and (P) Starship Gunnery at 3d+2. If the
Practical Learning roll is equal or higher, (P) Starship Gunnery improves
another pip to 4d (per the usual rules for improving a skill). If she wants to
improve the skill with Character Points, she will have to buy it up from the
non-Practical skill level of 3d+1.
(A) Strong Mind
Requires Willpower 5d
“Are you going to use one of your
Jedi Mind Tricks on me?” - Padme Amidala
A character with this skill is
especially hardened to mental influence, even to the point of fighting off a
Jedi Mind Trick.
When required to make a "Control
or Perception" roll to resist a Force power (or similar ability), the
character gets to add the Strong Mind die code to the resistance roll. Successful
resistance means the Force-user cannot try the same power on that character
again until his own die code for the power increases.
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