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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Sun Dec 22, 2013 1:10 am Post subject: Complete Skills List |
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I found a list that says its a complete list but does not notate where the skills are listed. I am trying to figure this out and started but it quickly is becoming a chore. So I am posting the list and hoping people can tell me where stuff is hidden.
Dexterity
Archaic Guns (SW2E R&E p.38)
Blaster Blaster (SW2E R&E p.38)
Blaster Artillery (SW2E R&E p.39)
Bowcaster (SW2E R&E p.39)
Bows (SW2E R&E p.39)
Blindfighting
Brawling Parry (SW2E R&E p.39)
Contortions
Dance
Dodge (SW2E R&E p.39)
Electroshock Prod
Energy Weapons
Firearms
Flamethrower
Grenade (SW2E R&E p.39)
Lightsaber (SW2E R&E p.39)
Melee Combat (SW2E R&E p.39)
Melee Parry (SW2E R&E p.39)
Missile Weapons (SW2E R&E p.40)
Pick Pocket (SW2E R&E p.40)
Pulse Wave Weapons (TotJC p.138)
Running (SW2E R&E p.40)
Shockball Fling
Shockball Scoop
Slingshots
Thrown Weapons (SW2E R&E p.40)
Vehicle Blasters (SW2E R&E p.40)
Wedsphere
Knowledge
Accounting
Agriculture
Alien Species (SW2E R&E p.41)
Art
Artist
Biochemistry Poisons
Brainwashing
Bureaucracy (SW2E R&E p.41)
Business (SW2E R&E p.42)
Business Administration
Culinary Arts
Cultures (SW2E R&E p.42)
Decontamination Process
Drink Mixology
Ecology
Economics
Genetics
Heist Coordination
Home Economics
Imperial Supplies
Intimidation (SW2E R&E p.42)
Languages (SW2E R&E p.43)
Law Enforcement (SW2E R&E p.44)
Military History
Planetary Systems (SW2E R&E p.44)
Scholar (SW2E R&E p.45)
Shockball
Streetwise (SW2E R&E p.45)
Survival (SW2E R&E p.46)
Tactics (SW2E R&E p.47)
Technology
Traffic Control Procedures
Value (SW2E R&E p.47)
Willpower (SW2E R&E p.47)
Mechanical
Airship Operations
Archaic Starship Piloting (SW2E R&E p.48)
Astrogation (SW2E R&E p.48)
Bacta Tank Operations (A)
Battle Station Piloting
Beast Handling
Beast Riding (SW2E R&E p.48)
Capital Ship Gunnery (SW2E R&E p.49)
Capital Ship Piloting (SW2E R&E p.49)
Capital Ship Shields (SW2E R&E p.49)
Carbon-Freezing Chamber Operations
Communications (SW2E R&E p.49)
Energize Power Cells
Gliders
Ground Vehicle Operation (SW2E R&E p.50)
Holorecorder Operations
Hover Vehicle Operation (SW2E R&E p.50)
Jet Pack Operation (SW2E R&E p.50)
Machinery Operations
Musical Instrument Operation
Nautical Vessel Piloting
Powersuit Operation (SW2E R&E p.50)
Repulsorlift Operation (SW2E R&E p.51)
Rocket Pack Operation (SW2E R&E p.51)
Sailed Nautical Vessel Operations
Sensors (SW2E R&E p.51)
Space Transports (SW2E R&E p.52)
Starfighter Piloting (SW2E R&E p.52)
Starship Gunnery (SW2E R&E p.52)
Starship Shields (SW2E R&E p.53)
Swoop Operation (SW2E R&E p.53)
Walker Operation (SW2E R&E p.53)
Watercraft Operations
World Devastator Operations
Perception
Bargain (SW2E R&E p.54)
Command (SW2E R&E p.55)
Con (SW2E R&E p.55)
Cesa
Cleaning
Forgery (SW2E R&E p.56)
Gambling (SW2E R&E p.56)
Hide (SW2E R&E p.56)
Injury/Ailment Diagnosis (A)
Investigation (SW2E R&E p.57)
Persuasion (SW2E R&E p.57)
Search (SW2E R&E p.57)
Sneak (SW2E R&E p.57)
Strength
Acrobatics
Brawling (SW2E R&E p.58)
Climbing/Jumping (SW2E R&E p.58)
Digging
Flight
Lifting (SW2E R&E p.58)
Stamina (SW2E R&E p.58)
Swimming (SW2E R&E p.58)
Technical
Aquatic Vehicle Engineering (A)
Aquatic Vehicle Repair
Archaic Gun Repair
Armor Design (A)
Armor Repair (SW2E R&E p.62)
Artillery Engineering (A)
Battle Station Engineering (A)
Battle Station Repair
Battle Station Weapon Engineering (A)
Battle Station Weapon Repair
Blaster Artillery Engineering (A)
Blaster Engineering (A)
Blaster Repair (SW2E R&E p.62)
Bow Repair
Bowcaster Repair
Capital Ship Engineering
Capital Ship Repair (SW2E R&E p.62)
Capital Ship Weapon Repair (SW2E R&E p.62)
Communications Repair
Computer Engineering (A)
Computer Programming/Repair
Cyborg Technology (A)
Demolition (SW2E R&E p.63)
Droid Construction
Droid Engineering (A)
Droid Programming (SW2E R&E p.63)
Droid Repair (SW2E R&E p.64)
Encryption
Engineering Armor (A)
Farm Equipment Repair
Firearm Repair
First Aid (SW2E R&E p.64)
Genetic Engineering (A)
Ground Vehicle Repair (SW2E R&E p.64)
Holorecorder Repair
Hover Vehicle Repair (SW2E R&E p.65)
Lightsaber Repair (TotJC p.138)
Machinery Repair
Melee Weapon Construction
Melee Weapon Repair
Medicine (A) (SW2E R&E p.65)
Metallurgy (A)
Melee Weapon Construction (A)
Moisture Farm Technology
Musical Instrument Repair
Powersuit Repair
Prosthetic Design
Prosthetic Repair
Pulse-Wave Weapon Repair (TotJC p.138)
Repulsorlift Engineering (A)
Repulsorlift Construction
Repulsorlift Repair (SW2E R&E p.65)
Security (SW2E R&E p.65)
Space Transports Engineering (A)
Space Transports Repair (SW2E R&E p.65)
Starfighter Engineering (A)
Starfighter Repair (SW2E R&E p.65)
Starship Weapon Engineering (A)
Starship Weapon Repair (SW2E R&E p.65)
Systems Diagnosis
Walker Construction
Walker Engineering (A)
Walker Repair (SW2E R&E p.65) _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Dec 22, 2013 3:37 pm Post subject: |
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Looking at that list, shockboxing fling/scoop seem to be fan wrote skills to coinside with the shock boxer templates (iirc 2 of them, one human one alien).
Under your Knowledge skills, brainwashing is an (A) skill (iirc crackens threat dossier or one of the other Cracken's books had it), biochemistry poisons i would also put as an advanced skill.
Drink mixology and culinary arts sounds like ones added in one of the various Galaxy guides.
For Mechanical
Battle station piloting seems like a fan wrote one to adapt use of space stations for PC use. Beast handling is imo a related skill to beast riding (used when raising/taming them, not using them)
For Perception, cleaning i have no clue why its even a skill. As for Cesa, i don't even know what that is.
Accrobatics is something iirc that came about with the game master handbook for 2e base (not sure though). Digging and flight are skills related to specific creatures that have those forms of motion. _________________ Confucious sayeth, don't wash cat while drunk! |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4849
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Posted: Mon Dec 23, 2013 10:27 am Post subject: |
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Many of the engineering skills come out of the Jedi Academy Sourcebook. I remember seeing that as I was flipping through its NPC statblocks. The NPC stat blocks are the most useful thing in that book, and that's not saying much. _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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Tinman Lieutenant Commander
Joined: 26 Dec 2013 Posts: 110
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Posted: Sat Dec 28, 2013 3:15 pm Post subject: |
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Hideouts and Strongholds details some additional rules regarding (A) Engineering skills. Though it only goes into any depth concerning (A) Installation Engineering (though those same rules can be applied to many (A) Civil/Industrial Engineering projects as well,) at least the prerequisites for others are listed. As far as I can tell, these aren't specializations of a single (A) Engineering skill, as they each have different prerequisites.
WEG seemed to invent a lot of (A) skills on the fly as it seemed appropriate when writing up NPCs in products. For instance, (A) Bacta Tank Operation (a Mechanical skill) and (A) Injury/ailment Diagnostics (a Knowledge skill) appear only in write-ups of Too-Onebee Series Surgical Droids as far as I've ever noticed. What exactly (A) Bacta Tank Operation is good for, I don't know. On the surface it would seem to imply that operating bacta tanks is something which can only be done with that particular advanced skill, but the (A) Medicine skill explicitly covers the use of bacta tanks.. |
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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Sat Dec 28, 2013 3:39 pm Post subject: |
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Maybe the writer saw it as a cheap and easy way to boost the skill to use a bacta tank? _________________ Blasted rules. Why can't they just be perfect? |
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TyCaine Captain
Joined: 16 Oct 2009 Posts: 515 Location: Florida, US
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Posted: Sat Dec 28, 2013 4:27 pm Post subject: |
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I actually have a 'complete' list WITH sources, not sure where I found it, but it was a while ago.
Watch this space, I'll post it here later this afternoon.
T.C. _________________ "For every person with a spark of genius, there are a hundred with ignition trouble." |
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Tinman Lieutenant Commander
Joined: 26 Dec 2013 Posts: 110
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Posted: Sat Dec 28, 2013 4:43 pm Post subject: |
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jmanski wrote: | Maybe the writer saw it as a cheap and easy way to boost the skill to use a bacta tank? |
Probably. The rules for droid skill databases weren't published until Cyanbar's, so I tend to treat those two skills as databases which add dice to the (A) Medicine skill under appropriate circumstances. (Yes, ordinarily a droid can have only one database, and they're generally limited to 5D, but the 2-1B is a rather extraordinary machine with advanced links to a dedicated medical computer, so I'd regard this as an exception.) |
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TyCaine Captain
Joined: 16 Oct 2009 Posts: 515 Location: Florida, US
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Posted: Sat Dec 28, 2013 5:05 pm Post subject: |
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Actually, through my Google-Fu I found the original list I had used for my own list, it's located here:
http://theguild.tripod.com/starwarsskills.html
Includes (I think) all the skills, has a brief description of the skill, has time to use, lists specializations and the source where it was found.
Doesn't have page numbers, but should at least get you started in identifying the skill origin.
[EDIT] This same site has an almost complete Force Power list and some useful house rules.
T.C. _________________ "For every person with a spark of genius, there are a hundred with ignition trouble." |
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Centinull Lieutenant Commander
Joined: 30 Sep 2013 Posts: 156 Location: The Outer Rim Territories
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Posted: Sat Jan 04, 2014 7:09 pm Post subject: |
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Hideouts and Stronholds has rules for 13 specializations of Engineering (A)
Armor, Capital Ship, Civil/industrial, Computer, Droid, Ground Vehicle, Hover Vehicle, Repulsorlift, Installation, Space Transports, Starfighter, Weapons, and Walkers
Brawling: Teras Kasi Martial Arts, pg 49 Shadows of the Empire Sourcebook |
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Tinman Lieutenant Commander
Joined: 26 Dec 2013 Posts: 110
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Posted: Sun Jan 05, 2014 11:43 pm Post subject: |
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Centinull wrote: | Hideouts and Stronholds has rules for 13 specializations of Engineering (A)
Armor, Capital Ship, Civil/industrial, Computer, Droid, Ground Vehicle, Hover Vehicle, Repulsorlift, Installation, Space Transports, Starfighter, Weapons, and Walkers
Brawling: Teras Kasi Martial Arts, pg 49 Shadows of the Empire Sourcebook |
Cynabar's goes into a great deal of depth explaining Droid Engineering (it's really the comprehensive droids book, even though the title more resembles those of equipment sourcebooks.) Occasionally you will find skills such as (A) Blaster Engineering given to NPCs in works published before Hideouts and Strongholds was released, but I generally read those to mean (A) Weapons Engineering: Blasters (as a specialization.) The only other one I can think of is (A) Machinery Engineering, which I presume covers any device which is not a weapon, piece or armor, craft, droid, computer or structure. Since most PCs will probably not want to spend time inventing the next generation of hydrospanner or revolutionize the culinary industry by designing the ultimate autochef, there's probably little reason to flesh that one out. (The only NPC I recall having it is Madel Wharen, an R&D guy with Drever Corporation who designs tools.) |
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Centinull Lieutenant Commander
Joined: 30 Sep 2013 Posts: 156 Location: The Outer Rim Territories
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Posted: Mon Jan 06, 2014 9:54 am Post subject: |
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Still convinced they just made up Advanced skills as they needed them.
I agree with your assumption that you could just roll some of them into specializations of Engineering, since Hideouts and Stronghold appears to set that as the standard. |
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Tinman Lieutenant Commander
Joined: 26 Dec 2013 Posts: 110
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Posted: Mon Jan 06, 2014 10:54 am Post subject: |
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Centinull wrote: | Still convinced they just made up Advanced skills as they needed them.
I agree with your assumption that you could just roll some of them into specializations of Engineering, since Hideouts and Stronghold appears to set that as the standard. |
The sheer number of obscure non-Scholar Knowledge skills you can find in NPC write-ups is also pretty impressive. Some of those oddball skills can be added to the programming of used droids to give clues as to their previous owners or prior uses, if a player decides to have their character examine the contents of their memory.. |
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