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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10402 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Sun Jan 02, 2022 3:55 am Post subject: Skills, revised |
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Discussions about individual skills come up all the time but the replies are often out of context of the big picture, so here it is. Linked below is a google doc spreadsheet of the skills in my game.
Attributes, revised
Improving Skills
A character can only improve a skill one pip at a time, normally between adventures, although the character may improve more than one skill between adventures. To improve a skill's die code by one pip, it costs as many Character Points as the number before the "D" of the resulting die code. Increasing a skill from a "+2" to the next higher die counts as a one pip improvement. For example, increasing a skill from 3D+2 to 4D costs 4 Character Points. Characters can learn a new skill by paying enough Character Points to advance it one pip above the attribute.
Skill Synergy
If a skill roll may be complimented by a character's ability in another skill, the GM may determine that the skill roll receives one of three possible bonuses from the supporting skill: 1) +1 for every 1D of the complimenting skill.
2) +1 for every 1D of the complimenting skill over 2D.
3) +1 for every 1D of the complimenting skill over the die code of the skill being attempted (disregarding pips).
––> Whill's Skill List <–– [google doc]
The left column is my skill list, categorized by attribute. First are all the skills preprinted on my character sheet, and then after that are additional skills likewise categorized by attribute. Between both lists, all R&E skills are covered and then some. The next column right has notes for some of the skills.
In the next five columns to the right of the notes, I have listed analogous skills in 2e/R&E plus four other editions: 1e, IAG, D6 Space, and SS/D6+. The scope of the skills is often an exact match between editions, but in some cases my skill has a greater scope, the analogous skill has a greater scope, or my skill is greater is some ways but lesser in others. The Notes clarify these situations. For 2e and 1e skills that appear outside of the respective core books, I have attempted to put abbreviations indicating their source (and I would appreciate help for the ones that don't have a source listed, or any other omissions or errors in the list).
Here, all skill names are fully capitalized, and when notes refer to skills in RAW editions (usually 2e), they have quotation marks around them. Below is the information from the first two columns of the linked document. Below that is some additional description and commentary.
Quote: | STAR WARS D6 SKILL LIST
CHARACTER SHEET SKILLS Skills preprinted on the character sheet
Dexterity Skills
Agility – "Dodge" and "Running" plus catching things and general feats of balance on a surface in the presence of gravity.
Blaster/Energy Weapons – "Blaster" plus all hand-held energy range weapons
Flame/Spray Weapons – "Flamethrower" and all hand-held spray weapons
Melee – "Melee Combat" and "Melee Parry" (combined à la IAG, D6 Space, and D6+; named à la IAG and D6+)
Projectile Weapons – firing hand-held, non-thrown projectile weapons and grappling hooks (character-scale/modern: non-primitive and non-archaic)
Sleight Of Hand – "Pick Pocket" plus general sleight of hand
Throwing – "Grenade" and "Thrown Weapons" plus general throwing (combined, named, and expanded à la D6 Space). It can also be used to catch thrown objects at -2D.
Zero-G/Free Fall/Flying – maneuvering in environments with negligible/no gravity or free fall; "Jet Pack Operation" and "Rocket Pack Operation" for jump packs and flight packs (the latter of which overlaps with Repulsorlift Operation below), plus flying or gliding with any character-scale technological assistance or under one's own power if capable
Knowledge Skills
Astrography – "Planetary Systems" plus knowledge of stellar and interstellar natural phenomena (scope and named à la D6 Space)
Bureaucracy/Law – "Bureaucracy" and "Law Enforcement", plus general knowledge of organization, laws, security regulations, etc.
Business/Value – "Business" and "Value" (combined à la D6 Space), plus general knowledge of economy
First Aid
Investigation – "Investigation" but properly generalized for all types of investigations à la D6 Space (not just someone's activities and location). This skill may also be used at -2D to actively look for physical and social clues as part of an investigation (Perception skill difficulties).
Languages
Scholarship – "Scholar" - The base skill cannot exceed the maximum Knowledge die code of the character's species. Only specializations may exceed that. Training time rules for improving skills do not apply to Scholarship and its specializations, which are normally only improved in academic settings. The GM will determine training times like with advanced skills.
Sentient Species – "Alien Species" and "Cultures" but it also includes knowledge of a character's own species (at appropriately lower difficulty numbers)
Street Wisdom – "Streetwise"
Survival
Tactics
Mechanical Aptitude Skills
Aquatic Vehicle Operation – all vehicles that travel on or in water or a similar liquid
Com-scan Operation – "Communications" and "Sensors" (combined à la IAG)
Heavy Weapons – "Blaster Artillery" and "Vehicle Blasters" (combined and named à la 1e and D6+), plus all non-hand-held and non-space weapons
Navigation – general sense of direction, map reading and mapmaking, and non-hyperspace navigation. This can also be used for astrogation with the 'no navicomputer' difficulty modifier (+22 to +28).
Repulsorlift Operation – "Repulsorlift Operation" and "Swoop Operation" plus "Jet Pack Operation" and "Rocket Pack Operation" for flight packs (which overlaps with Zero-G/Free Fall/Flying above)
Shields Operation – "Starship Shields" and "Capital Ship Shields" (combined à la 1e) plus operating all shields of all other scales (character to planetary)
Spaceship Gunnery – "Starship Gunnery" and "Capital Ship Gunnery" (combined à la 1e and D6+; all space weapons except superweapons)
Spaceship Operation – "Starfighter Piloting" and starfighter-scale "Space Transports"
Perception Skills
Animal Handling/Riding – "Beast Riding" plus general animal empathy and handling
Bargaining – "Bargain"
Command/Leadership – "Command" plus general leadership
Con/Deception – "Con" plus general deception. It can be used to detect deceit at -2D.
Discernment – active social awareness, detecting deception, sensing motive (passive awareness is usually base Perception)
Gaming/Gambling – "Gambling"
Intimidation
Persuasion/Charm – "Persuasion" as clarified by the scope of D6 Space's "Persuasion"
Searching – "Search"; active physical awareness only, as in 1e, the original 2e, and D6 Space (passive awareness is usually base Perception)
Stealth/Hiding – "Hide" and "Sneak" (combined à la 1e and IAG)
Willpower – can also be used to resist the Force in place of base Perception
Strength Skills
Brawling – "Brawling" and "Brawling Parry" (combined and named à la IAG, D6 Space, and D6+)
Climbing
Jumping
Lifting/Exertion – "Lifting" plus pushing, pulling, and exerting physical force in ways not covered by other Strength skills; a factor in Strength Damage
Stamina/Endurance – "Stamina" plus aspects of base Strength in R&E and D6 Space
Swimming
Technical Aptitude Skills
Aquatic Vehicle Tech – "Aquatic Vehicle Repair", technical skill for aquatic vehicles
Com-scan Tech – technical skill for com-scan tech of all scales
Computers/Droids – "Computer Programming/Repair", "Droid Programming", and "Droid Repair". Most droids are computers with two special qualities: more advanced programming/AI, and mobility. So programming and repairing droids tend to have higher difficulties than computers.
Demolitions
Hyperdrives – technical skill for all hyperdrives
Non-Space Weapon Tech – "Blaster Repair" plus technical skill for all modern non-space weapons
Repulsorlift Tech – "Repulsorlift Repair" and "Swoop Repair"; technical skill for repulsorlift conveyances of all scales (including flight packs)
Security – repairing, defeating, and modifying security systems
Shields Tech – technical skill for all shields of all scales (character to planetary)
Space Weapon Tech – "Starship Weapon Repair" and "Capital Ship Weapon Repair"
Spaceship Tech – "Starfighter Repair" and starfighter-scale "Space Transports Repair", except that when this skill is used to repair the com-scan, computer, hyperdrive, repulsorlift, shields, and weapon systems on non-capital spaceships (instead of using the dedicated tech skills for those things), there is a -1D penalty.
The Force Skills
Control
Sense
(A) Alter
Normal Advanced Skills
Acrobatics
Armor/Powersuit Proficiency – "Powersuit Operation" plus every 1D in this advanced skill or a skill specialization offsets one pip of an armor's Dexterity and Perception penalties (base skill applies to all armors, a skill specialization only applies to that armor only). Beyond 1D all character must specialize in specific amors/suits.
Astrogation - Characters without this skill may attempt to astrogate by using the Navigation skill with the 'no navicomputer' difficulty modifier (+22 to +28).
Capital Ship Operation – "Capital Ship Piloting" and capital-scale "Space Transports", plus other general capital ship operations
Capital Ship Tech – "Capital Ship Repair" and capital-scale "Space Transports Repair", except that when this skill is used to repair the com-scan, computer, hyperdrive, repulsorlift, shields, and weapon systems on capital spaceships (instead of using the dedicated tech skills for those things), there is a -1D penalty.
Engineering – Functional base engineering skill itself applicable to civil, industrial, and installation engineering, but it is also a basis of several advanced skill specializations such as droid, repulsorlift, weapon, starship, and capital ship.
Forgery
Lightsaber - "Lightsaber", plus designing/constructing/modifying lightsabers. Characters without this skill may use the Melee skill for melee attacks and parries with a lightsaber, but if the attacking character misses the attack difficulty number by 7 or more points, then the character has injured himself with the weapon and must roll damage against himself. Characters with this skill do not have this added danger from failure.
Martial Arts
Medicine - A character attempting to use a bacta tank without this skill must make a Heroic First Aid or Technical roll. If the roll fails, the patient’s injury worsens one level.
OTHER SKILLS Skills not preprinted on the character sheet
Dexterity Skills
Projectile Weapons (Archaic) – “Firearms” and “Archaic Guns”; slug shooters and all archaic non-thrown projectile weapons. PCs must specialize after +2D.
Projectile Weapons (Primitive) – "Bows" plus all primitive non-thrown projectile weapons. PCs must specialize after +2D.
Knowledge Skills
Agriculture – Ithorian special skill in Blue Vader
Ecology – Ithorian special skill in Blue Vader
Mechanical Aptitude Skills
Archaic Mechanical Repair – Repair archaic mechanical devices, vehicles, and weapons. PCs must specialize after +2D.
Flying Vehicles – "Hover Vehicle Operation" plus operating non-space and non-repulsorlift flying vehicles. PCs must specialize after +1D.
Ground Vehicle Operation – Modern and archaic. PCs must specialize after +2D.
Mining Equipment Operation – operating vehicular and non-vehicular mining equipment
Primitive Construction/Repair – "Primitive Construction" (the special Ewok skill in Blue Vader) but it is used for constructing and repairing primitive structures, vehicles, weapons, and mechanical devices. PCs must specialize after +2D.
Primitive Vehicles – "Glider" (the special Ewok skill in Blue Vader), plus operating any primitive vehicles such as Ewok battle wagons
Walker Operation – PCs must specialize after +2D.
Perception Skills
Art – "Artist"
Music - performing musically; singing, and playing musical instruments (All characters must specialize after +2D, and each instrument is its own specialization.)
Training
Strength Skills
Digging
Technical Aptitude Skills
Armor/Powersuit Tech – "Armor Repair" plus technical skill for powersuits
Cybernetics – repairing cybernetics - not installing which requires (A) Medicine
Flight Systems – "Hover Vehicle Repair"; technical skill for jump packs, and for non-space and non-repulsorlift flying vehicles. PCs must specialize after +2D.
Ground Vehicle Tech – "Ground Vehicle Repair". PCs must specialize after +2D.
Lightsaber Repair – covers repair, not modification or creation
Mining Equipment Tech – repairing vehicular and non-vehicular mining equipment
Walker Tech – “Walker Repair”. PCs must specialize after +2D.
Special Advanced Skills
Advanced Pheromonal Persuasion – special skill for some Falleen noble NPCs
Bowcaster – "Bowcaster" plus designing/constructing and repairing/modifying bowcasters. Characters without this skill may attack with a bowcaster by using the Blaster/Energy Weapons or Projectile Weapons skill, whichever is lower. Characters without this skill may try to repair one by using the Non-Space Weapon Tech skill -1D.
Copaxi Exoskeleton - special skill for Mareens |
Flight packs and jump packs - I dispensed with the jet and rocket pack operation skills. Regardless of which technology a conveyance uses to propel the character, the packs are instead categorized by performance as Jump Packs and Flight Packs, the difference being that jump packs only have limited charges of jumps available while flight packs are capable of sustained flight. Like some droids, all flight packs use character-scale repulsorlift technology for lift, so the jet or rocket technology provides the thrust. Both types of packs can be operated by using the zero-g/freefall/flying skill, while flight packs can also be operated by the repulsorlift operation skill (whichever is higher).
Technology level terminology - The terms "primitive" and "archaic" in skill names and descriptions do not have the same connotations as the real world. Here, these are more relative to Star Wars galactic norms. "Primitive" generally encompasses Earth's prehistory, neolithic, ancient, and medieval eras. The corresponding GG6 technology levels are Stone and Feudal. "Archaic" generally refers to Earth's modern era. The corresponding GG6 tech levels are roughly Industrial, Atomic, and Information, with an emphasis on non-electronic technologies.
Technical skills - You'll notice that most "repair" skills have been renamed "Tech" skills. Since the skills can also be used to modify the tech, it makes sense to have a more broad skill name. Similar to how the Technical attribute name is actually short for Technical Aptitude, I think of the "Tech" in those skill names as short for "Technical Skill." Thinking of "Tech" as meaning "Technology" works too – The main point of the last word being there is to differentiate the skills from their corresponding operation or weapons skills.
Spaceship tech/repair skills - This is likely the most controversial change I've made. 2e slit off repairing weapons from starship repair skills, but otherwise repairing all the various systems (that each have different Mechanical skills to operate) are all covered by the starship repair skills, of which RAW has three: for spacefighters, space transports, and capital ships. First I reduced the three to two based on scales, with capital scale operation and tech skills being advanced. But I still felt that the starship repair skills were too powerful, covering a broad combination of technologies, some of which other types of vehicles don't even have. (For example, no repulsorlift vehicles have hyperdrives or navicomputers, and most do not have shields). And in the RAW starship damage, com-scan, computers, and repulsorlift generators can't even be damaged, but in my spaceship damage system they can be. To keep all the skills more valuable, I allowed some overlap. Computers and repulsorlift tech applies to all scales. The com-scan and shields op and tech skills apply to all scales. The astrogation and hyperdrives skills apply to everything with hyperdrives. The space weapons skills applies to all scales (except superweapons). You could use these systems repair skills to repair these systems on spaceships, but I decided that you could still use the appropriate spaceship tech skill to repair these systems at a penalty of only -1D (including weapons which is better than RAW). So I didn't end up weakening spaceship repair skills too much. I figure that the (only -1D) power the spaceship repair skills still have over all these systems is restricted by it only being for the applicable scale of ship. _________________ *
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Last edited by Whill on Wed Feb 07, 2024 7:45 pm; edited 2 times in total |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10402 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Sun Jan 02, 2022 3:56 am Post subject: |
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[This post intentionally left blank, for now.] |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10402 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Sun Jan 02, 2022 3:57 am Post subject: Advanced Skills, revised |
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Introduction to Advanced Skills
"Advanced skills" demand years of disciplined study to master. Unlike the skills governed by attributes, advanced skills do not default to any attribute. If an action is in the purview of an advanced skill, there may be no way to even attempt it without the skill. Outside of a dedicated list, advanced skills are usually designated by an "(A)" in front of their names.
Advanced Skills In Character Creation
If a player's character meets the "prerequisite attributes/skills" requirements, the player may put beginning skill dice in the advanced skill. (Check the Advanced Skills: Prerequisites section below. The player may have to allocate their attributes accordingly and put some of their beginning skill dice in the prerequisite skills to qualify for the advanced skill.) Since advanced skills are not based on an attribute, they begin at 1D. (If a player allocates 2D in starting skill dice to an advanced skill, it begins at 2D.) Having learned an advanced skill is probably a significant aspect of a character's background.
Improving Advanced Skills
The Character Point cost to improve an advanced skill is double the price of non-advanced skills. Advanced skills take much longer to improve because they are such complex subjects. A character must train to improve an advanced skill. The GM will determine the training time, and may require teacher. A character with a teacher must spend at least one week training for every Character Point spent to improve the skill. At GM discretion, a character may train without a teacher, and if so the character must spend at least two weeks training for every Character Point spent to improve the skill.
Learning New Advanced Skills
A character may learn a new advanced skill if he has the prerequisite attributes/skills and pays two Character Points to learn the skill at 1D. The GM will determine the teacher requirement and training time necessary.
Advanced Specializations
For a character to have an advanced skill specialization, they must have the base advanced skill first. The default value for the base advanced skill is the minimum 1D, and the specialization's prerequisite listing will indicate if a higher value is required. See "Advanced Skills: Prerequisites" below.
Using Advanced Skills
When a character uses an advanced skill for one of its primary (advanced) uses, the advanced skill die code is added to an attribute die code for the roll. The attribute may vary depending on what the character is attempting to do; it is whatever attribute the GM deems most applicable for that action.
Using Prerequisite Skills
When a character uses a prerequisite skill, the GM may allow the player to add the advanced skill to the prerequisite skill's roll if the expertise of the advanced skill is applicable to the non-advanced action the character is attempting.
Using Other Skills
Advanced skills may boost any non-advanced skill or attribute rolls if applicable, as determined by the GM. In rare cases the GM may rule that advanced skills may even stack upon each other.
Advanced Skills: Prerequisites
Below are all the advanced skills listed here and their prerequisite attribute and skill die code requirements. Unless otherwise stated, base attributes can meet skill requirements, and non-advanced base skills can meet non-advanced skill specialization requirements. Some advanced skills may have specializations which have additional prerequisites beyond the base advanced skill, including possibly other advanced skills. Some advanced skill specializations may have other advanced specializations prerequisites. Base advanced skills cannot meet advanced skill specialization requirements. Only attribute prerequisites are capitalized below.
(A) Acrobatics: Dexterity 3D, agility 4D, Perception 2D, Strength 3D, climbing 4D, jumping 4D
(A) Advanced Pheromonal Persuasion: [The character must be of the Falleen species]
(A) Alter: Perception 2D+1, willpower 3D, sense 3D, control 3D
(A) Armor/Powersuit Proficiency: Dexterity 3D, agility 3D+1, Mechanical 2D+1, Perception 2D, searching 2D+1, Strength 2D+1, lifting/exertion 3D, stamina/endurance 3D, armor/powersuit tech 3D
(A) Astrogation: astrography 2D, Mechanical 2D, navigation 3D, spaceship operation 2D+1, Technical 2D, computers/droids: navicomputers 3D, hyperdrives 3D, spaceship tech 2D+1
(A) Bowcaster: Dexterity 3D, blaster/energy weapons 4D, missile weapons 4D, Mechanical 2D+1, lifting/exertion 4D, Technical 2D+1, non-space weapon tech 3D
(A) Capital Ship Operation: Knowledge 2D, Mechanical 3D, spaceship operation 4D, Perception 2D, Technical 2D+1, spaceship tech 3D
(A) Capital Ship Tech: Mechanical 2D, Technical 2D, spaceship tech 4D
(A) Copaxi Exoskeleton: Dexterity 2D, Knowledge 2D, Mechanical 2D+2, Perception 2D, art 3D, Strength 2D, Technical 2D+2, armor/powersuit tech 3D, and the character must be of the Mareen species
(A) Engineering: Knowledge 2D+1, business/value 2D+2, bureaucracy/law 3D, scholarship 3D, Mechanical 2D+2, Technical 3D, computers/droids 3D+1, demolitions 3D+1
–– (A) Engineering: Capital Ship: Mechanical 3D, Perception 2D, (A) capital ship tech 2D, (A) engineering: starship 3D
–– (A) Engineering: Droid: computers/droids 4D+1
–– (A) Engineering: Repulsorlift: repulsorlift operation 3D, repulsorlift tech 4D+2
–– (A) Engineering: Starship: (A) engineering 2D, Mechanical 2D+2, starship operation 3D, com-scan tech 4D, hyperdrives 4D, repulsorlift tech 4D, shield tech 4D, space weapon tech 4D, spaceship tech 5D
–– (A) Engineering: Weapon: non-space weapon tech 4D+1, space weapon tech 4D+1
(A) Forgery: bureaucracy/law 3D+1, streetwise 3D, Perception 3D, con/deception 4D, Technical 2D, computers/droids 4D, security 3D+1
(A) Lightsaber: Dexterity 3D, melee 5D, Knowledge 2D, Perception 2D+2, lightsaber repair 3D
(A) Martial Arts: Dexterity 3D+1, agility 4D, melee 5D, Perception 2D+1, Strength 3D, brawling 5D, lifting/exertion 4D
(A) Medicine: Dexterity 2D, Knowledge 2D, first aid 5D, scholarship 3D, sentient species 3D, Perception 2D, Technical 2D, cybernetics 3D
–– (A) Medicine: Cyborging: sleight of hand 2D+2, cybernetics 4D
–– (A) Medicine: Shards: sentient species: Shards 4D, com-scan 3D, computers/droids 4D
–– (A) Medicine: Surgery: sleight of hand 3D _________________ *
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naash Cadet
Joined: 28 Jun 2024 Posts: 6
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Posted: Sun Jul 21, 2024 9:48 am Post subject: |
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I really like your skill list.
I'm working on a similar system in order to regroup some skills (like melee / parry).
I plan to use a similar system that need to specialise if the player wants better skills.
I like the idea of advanced skills.
Thanks for sharing your job ! |
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