Skills:

Lightsaber Attack:  Automatically challenge at (skill lev) when making an attack using a lightsaber.  Challenge versus body defense + 1.  DC penalty of +2 if you don't have the skill.  Get (skill lev/2) for using weapons which are similar but not the same (shennai swords, etc.).  Skill may be pumped by 1.5x by spending speed (2 per lev of challenge.)  Damage starts at 3.  Challenge gets a -1 for each 2 points of damage you want to add to that, unless you spend 2 points of strength to negate.  Challenge is against body defense.  If you want to hit a specific place, DC +1.  Any weapon that parries other than lightsaber is probably going to be instantly destroyed.  Attack to destroy non-blocking weapon is at DC +1.  Improved by Anticipation skill.

Lightsaber Defense:  If you are attacked with a melee weapon while  you have a lightsaber, your defensive challenge gets (skill lev) added to it, and you can pump this skill up to 1.5x by spending 2 speed per lev.  Doesn't work against blasters.  Improved by Anticipation skill.

Computer Skills:  Your challenge in an attempt to use a computer gets + (skill level) automatically.  DC penalty without the skill is +1.  Skill improved by Slicing.  Skill improves slicing by [skill level/2] rounded down.

Piloting (civilian):  Allows you to fly normal civilian spacecraft with no challenge.  Gives you official piloting license for civilian craft.  Your challenge in a non-combat piloting situation gets + (skill level) automatically.  Gives + (skill level/4) to combat piloting situations.  Spacecraft cannot be flown by characters with no piloting skills of any kind.

Dodging:  When being attacked by a missile weapon, dodging skill is added to the defense.  Dodging may be improved by spending 2 speed per point of challenge, up to skill level.  Dodging can be boosted by Anticipation.

Blaster:  Make an attack by shooting a blaster.  Damage and number of shots is determined by the weapon.  Challenge value is 2 + blaster skill + modifiers.  You don't get those extra 2 without the blaster skill.  For each time you pass the weapon's range-increment, take a +1 DC penalty.  See "precise shot" for issues with shooting something very small or fast-moving.

Stealth:  If stealth is being used, while character isn't moving, anyone who wants to see the character has to make a challenge mind resistance + anything that helps perception vs. [stealth level] + help from the environment.  While moving, divide contribution from stealth by 2.  Attempts to be stealthy without the skill gain a DC penalty of +1.

Searching:  Counteracts Stealth.  Also may be used at any time to perform a careful search of the room, in which case player makes a challenge against the DM.  Cannot be reused (won't find stuff you didn't find the first time) except in special circumstances.

Ropes:  The ability to swing on, throw, catch stuff with, and generally do useful things with ropes.  Make challenges against the DM for non-combat actions, using ropes skill as your side (can pump up to 1.5x using strength and/or speed) versus a difficulty constant.  In combat, to tangle someone in a rope, make a challenge vs. their resist body, theirs pumpable by speed and dodging.  Entanglement lasts until they succeed in a challenge to break free (strength vs. rope constant)

Forestcraft:  The ability to avoid getting lost in a forest, identify tracks, identify danger spots, and move around easily in a forested setting.  Used when making challenges in those situations against the DM.

Repairs:  The ability to repair a damaged machine.  Make a challenge vs. a constant representing the difficulty of repairs in terms of parts needed, complication, and extent of damage.  This skill can be stacked with its Jedi equivalent.  +1 DC if you're trying to make the machine as good as new.  +2 if you're trying to repair something in a matter of rounds of combat.

Slicing:  Whenever you try to hack into a computer, you get + skill level to your attempt.  Boosted by Computer Skills.  Gives +skill level/2 to computer skills and decryption.  DC penalty for not having this skill is +1.

Interrogation:  When interrogating someone, increases chance that (1) they'll tell the truth, (2) allow you to notice a lie.  These are both silent challenges vs. their resist mind.

Lock Picking:  Use this skill to pick locks.  You have a -1 to your challenge if you want to be quick (spend speed to negate this penalty).  Without this skill everyone's at -2 to pick locks.  Works for electronic locks as well.  -2 if you don't have any relevant tools (-1 if you only have semi-relevant tools).  You may boost this by 1 with telekinesis, by another 1 with micro TK, another 1 with Mach. empathy, and another 1 with intuit device.

Languages:  When someone talks to you in the language, make a challenge versus a DC representing the complexity of what was said (usually 0, sometimes +/-1.)  If you fail, roleplay having garbled or even not at all understanding.  GM gets to do fun things if you crit. fail.  Heh heh.  Crit success means you can skip next challenge in this skill.

Bowcaster:  Add this skill to challenges when you use bowcasters.  +2 DC if you don't have the skill.

Precise Shot:  Add this skill to your challenge when you're trying to shoot something really small or fast with any hand-held ranged weapon (other than thrown lightsaber), or a specific piece of a bigger target.  +1 DC penalty for not having the skill in such cases.  Generally DCs run something like:
Size of a head +1
Size of a remote +2
Size of a coin +3
Size of writing on the coin +4
Speed of a remote +1
>From a specific angle +1
You cannot move during a round where you're using precise shot.  Some weapons may give precise shot bonuses (ex. sniper rifles).

Long Shot:  Each point of long shot may reduce the range penalty on a ranged weapon by one.  You're just that good.  If it's something which requires muscle action to throw, you'll have to spend 1 strength or speed to use this skill for each point of skill you use.

Maul:  Toothed animal skill.  Spend 1 str per 2 levels to use this skill, up to challenge level, versus physical defense + 2.  Does 2 damage per round, starting with the round it succeeds.  To break the mauling, opponent must break the maul challenge + 2 with spent strength + phys def. and they can only do so once per round.  Characters being mauled can't make offensive actions unless they get the mauler off that round.

Whap With Tail:  Vornskr ability.  Challenge is skill level, can be pumped by 25% each (rounded down) by strength and speed.  If tail is wrapped, damage is -3 (min 0) and there is no poison effect.  Damage is 1 + spent strength.  If tail hits exposed skin (i.e. not armor), an agonizing poison is injected.  Challenge of 4 vs. res. physical.  If it succeeds, target loses next offensive action.
General Skills:
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