All Skills cause I'm too lazy to break up the most recent list.  maybe if you guys are lucky, I'll at least put them in alphabetical order at some point....maybe



PC skills- an over-complete list (some skills are missing, some skills are red herrings.

Combat Skills

Lightsaber Attack:  Automatically challenge at (skill lev) when making an attack using a lightsaber.  Challenge versus body defense. 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 or TK to negate.  Challenge is against body defense.  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.
You  may attack to disarm vs. melee weapons, in which case strength ups your challenge instead of your dmg.  They may oppose with strength up to their defense skill.

(For all lightsaber skills:)
Using a lightsaber 1-handed gives you a DC penalty of +1.
Using someone else's lightsaber gives you a DC penalty of +1.

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.

Lightsaber Parry (DEFENSIVE SKILL):  Allows you to block incoming missile weapons with your lightsaber.  Small chance (challenge of -2 versus their phys def.) of hitting one random enemy with the blast. Your defense against such attacks is increased by [skill level] and may be pumped up to [1.5 * skill level, rounded down] by spending 2 pts magic or 1 pt speed to improve your challenge level by 1. Lightsaber must already be in hand but not necessarily ignited.
    If you have lightsaber parry, you get a bonus of 1/3 of you lightsaber defense skill as well.

Lightsaber Throw [pumpable]:  You throw your lightsaber, and it flies through the air, guided by your telekinetic hand.  Makes your lightsaber a ranged weapon.  Without the skill, the DC is at +3 and you may throw TK + personal TK.  With the skill, DC is enemy's body def + 2.  Dodging is only half-effective versus this skill.  Your initial challenge is 2 mag. per challenge level up to skill level. You can also increase the amount of damage for a DC penalty of 2, and then cancel that penalty by spend 2 str, up to skill level or burst, whichever is less.  You can't use strength for later challenges. Base damage is 3 pts.

Force Throw Weapon: [pumpable]  Spend 1 mag/level of challenege. Stacks with throwing weapons skill.  It's leet.  TK + personal TK is only half effective as a substitute, and doesn't stack with throwing weapons skill.  Note the weapon must be small (knife, grenade, hair needles) and not a lightsaber as that takes a bit more control.

Dodge:  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.

Bowcaster:  Just like blaster.

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).

Or you can just improve your damage in a generic way- 1 points of precise shot gives you +25% damage.

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.

Leading Shot: (Force Power) Your ranged attack is at +[skill level/2], and you get an additional +[skill level/2] against people who try to dodge.  Suckers.  Spend 1 magic to invoke.  Buffed by anticipation/4.

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.

Grapple:  Spend 1 str per level of challenge to use this skill, up to [skill level] * 2, versus physical defense + 2.  If you succed, target cannot take a physical action of any kind until the grapple is broken.  To break the grapple, opponent must break the grapple challenge you threw + 2, with spent strength + phys def. and they can only do so once per round.

Thowing Weapons:  Make an attack by throwing an object under a kilogram in weight, be it a knife or a spear or a needle or a grenade.  Damage and number of shots/round is determined by the weapon.  Challenge value is [skill level] + modifiers.  All throwing weapons have penalties for the unskilled which this skill cancels. See Long Shot and Precise Shot for some modifiers.  Spend 1 str. or 1 spd or 2 TK to use this skill.  Note:  This skill does not stack with basic TK, but it does stack with personal TK.  'cause otherwise Force-throwing stuff would be totally broken.

Exotic Weapons: Gives a +[skill level]/2 bonus to weapons that are weird and stuff, such as Stokhli Sticks, concussion rifles, and other underworld fringe type things and negates all penalties for such. Stacks with related usage skills.

Heavy Weapons [ranged]: Gives a +[skill level]/2 bonus to weapons that blow shit up from a long way away, such as gun turrets, rocket launchers, and concussion cannons.  Also negates all penalties for such.  Stacks with related usage skills.

Brawling:  Your attack and defense in a fist fight.  If your attack succeeds, do 1 pt of damage.  If you don't have the skill, adds 0.

Expeditious Retreat:  Added to the DC of people trying to prevent you from leaving a battle (including by damaging you).

Point Blank Shot:  Each point of this skill increases damage by 25% at point-blank range.  You know where to shoot when you're real close, basically.  Only works for ranged weapons.  If you'd be damaged by splash, add this skill to your res. body to avoid that splash, 'cause you shoot intelligently and use opponent's body as a shield.

Perception Skills

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.  An attack by a stealthed character gains a +2 due to surprise.

Move Silently:  Normally, the DC to move silently is about 2.  This skill reduces that DC by [skill level].  Add this skill to stealth when you're moving.

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.

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.

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.  Only vs. someone you are directly interrogating.

Premonitions:  When it is possible to have a bad feeling about this, the DM makes a silent challenge against the player's premonitions skill.  If that challenge succeeds, the player has a premonition. The DM may also make a silent challenge which, if it fails, gives the player a false premonition.  By spending 1 mag./level/15 min's you can boost premonitions up to double its normal value.

Hindsight:  The ability to see what has happened to an object, person, or place in the past.  (example:  The Emperor died here.) Passively:  you make silent challenges vs. the DM at [skill level] to detect important past phenomena that occurred where you are. Actively you can make a hindsight query about an object.  Requires a short trance, spend 2 mag. per level to challenge vs. a difficulty constant.  Cannot retest unless something significant changes.

Clairvoyance [pumpable]:  The ability to project your senses outside your body.  Requires preparation to fall into a clairvoyant trance- 15 - [difficulty level] minutes.  Range of travelling is approx. 8 * 2 ^ [difficulty level] meters.  Must spend [skill level] mag. to initiate the trance, and then 1 more for each minute in the trance. In areas near people with mental resistance, must challenge against their mental resistance + [difficulty level].  To initiate trance, succeed in a challenge of [amount you spent] vs. [difficulty level of journey].  Normally you sense with sight only.  Difficulty increases by 1 to add sound and another 1 to add all other senses.

Second Sight "Enhanced Senses" [pumpable]:  When used passively, gives visual information that can see through obstacles for 4 feet per level.  When used actively, spend 1 point per extra 4 feet, up to level.  Information includes infrared and UV, plus a sense of where the Force is and isn't strong.  Make a challenge to mind to see through a person.

Sense Life [pumpable]:  Within a wide radius around you, you can sense the presences and to some extent the nature of living creatures around you.  When used passively, consider the skill to be at half strength.  The radius to detect life is 2*2^[Challenge Level] meters. Maintainance 1 per minute.  1 magic per level.  Additional DC penalties may apply: -1 (easier) there's a damned lot of life (for instance, a jungle planet).  +1 Life is very foreign/weird/nothing you've ever seen.  +[Mind Defence] Life is sentient.  +2 Attempting to identify species.  +1 Life is specifically hiding from you.  +1 Target is almost dead but not quite.  Base DC is 0

Sense Power: [pumpable]  See Sense Life.  Base DC 1.  +1: Sense extent of power.  +2 Sense type of power (spidery, Jediish, other.) as influenced by training, etc.  +1 Sense if this power is in use. +1 Sense if person has used a bunch of this power.  +3 Get store rating.  +3 Get burst rating.

Metamagic Skills

Resist Force:  A property of some creatures outside the Force, such as Vong.  Add this stat to their res. body and mind for anything magical that happens to them.

Resist mind, body, meta, perception [pumpable]:   Give a bonus of 1 per 4 mag. spent to the appropriate stat.  Must be spent with each challenge.  Can only spend [skill level * 2] magic points before the [pumpable] penalty sets in.

Luck: Whenever you do anything where something unlikely but good can happen, the DM makes a luck challenge.  Luck gives you a bonus of +1/2 rounded up per level of luck in all of those challenges.  So you can find the right datacard in a stack of thousands.  Whee!  But this doesn't protect you from getting shot.  Sorry, that's skill.  Unless the GM feels like it's luck.

Store Power: [pumpable]  Temporarily stores magic.  Use this extra power once.  Does not cost anything to use this extra power, you already paid for it.  2 points of magic per skill level stores 1 point2 of magic.  Can only use the extra power above your burst with release power.  Otherwise, its only use is to power stuff within Ysalamiri fields.  Can only store a max of [skill level] power total, and can only store [skill level/2] points each round.

Release Power:  Used release stored power so you can exceed your burst rating.  Lets you spend [skill level] stored power beyond your burst.  You always store 1 power at all times, just naturally, except right after you've released it.

Pool Efforts:  Normally, having someone helping you in a challenge can only give you a +1.  With Pool Efforts, it can give you a maximum of +[pool efforts score] where all people's pool efforts scores are added up.  This increases the main person's challenge.  The action actually happens on the slowest person's initiative.

Mind Powers

Fearless:  When someone attempts to make you afraid in any way, add this skill to your resist mind.  It's just not gonna happen on my watch, kid.

Empathy:  Allows you to get in the shoes of another living creature. Gives an insight into what thoughts might logically follow from its current thoughts.  The same works in reverse, other creatures will understand you more.  Spend up to [skill level/2] points of magic to get you a challenge level of [skill level] versus target's resist mind.  If your challenege succeeds, you'll get some basic mental state information, and all of your subsequent mind skill challenges versus this target are at +1.
    Empathy can be used instead of other mind talents, paying at the target talent's rate.  This doesn't stack:
    Nonverbal Communcation [skill, stacks]
    Sense Emotion [skill/2]
    Emotional Link [skill/2]
    Mental Link [skill/4]
    Illusions [skill/4]
    Alter Mind [skill/8]
    Mind Probe [skill/8]
Animal Empathy, Vonglife Empathy: See Empathy, but specific to their targets.

Sense Emotion:  [pumpable] Allows you to learn the emotions of the target.  Basic DC is 1 + target's mind resistance.  You may accrue additional DC penalties for: Trying to sense hidden emotions +1, Trying to sense all emotions +1, Trying to sense the reasons behind emotions +1, Subconscious emotions +2.  Target not in line of sight +1.  Those stack if you're trying to do all at once.  Spend 1 magic per challenge level up to [skill level].

Illusion [pumpable]:  Allows you to change the sense-perceptions of one living target (does not affect machines).  Challenge is made against target's mind resistance +2.  Depending on the type of illusion, you may incur penalties to your challenge for difficult illusions:  -2 for illusion being very complex. -1 for each sense affected beyond the first.  -1 for illusion being sustainable without victim realizing it's an illusion.  Choose the worst penalty of the following that apply: -0 affects smell, taste, sound, -1 affects sight, -2 affects touch.  May spend 2 mag. points per level of challenge desired up to skill level.  Note this is a hard skill to make useful- you'll have to spend a lot before you can make big illusions.  Maintainance: 2mag. per round

Alter Mind:  [pumpable].  4 mag./challenge rating.  Say something. Target accepts it as truth.  DC is twice mental resistance + 2.  An additional DC penalty of 2 for not having power.  DC penalties: -1(helps you) if they're in an altered state of consciousness.  +1 mind is very foreign.  +1 mind is overtly hostile.  +1 Enemy knows you're doing it. +2DC do it without spoken words

Control Animal:  Alter mind for animals, except you don't have to speak aloud.  'Nuff said.  DCs on animals are very small.


Mechanic and Item Use Powers

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.

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.

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.

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)

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.

Machine Empathy: Allows you to get into the shoes of a machine.  Make a challenge versus the machine's resist mind + 2.  If you succeed, you can use any mind power versus the machine like it was a living creature.  Gives +1 to all machine empathy list skills used on that target.

Repair (pumpable): (Force Power) Repairs a machine.  If a machine is a droid, heals [challenge level/2] hitpoints.  DC is determined by complexity of machine or droid (you can find out the DC with Machine Empathy.  Spend 2 mag per level of challenge up to skill level.

Repairs: (skill) 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.

Kludge:  Like modify, but you combine devices and create a new machine.  You can do more powerful stuff with kludge, but the devices have a chance of failing and disintegrating, possibly violently. Critical success makes the new device totally stable.  You may both kludge and modify at the same time.

Modify:  Modify a device to change or improve its performance.  DC is based on complexity of device and degree of modification.  Most modifications cause both a good and bad effect.

Sense Machine: [pumpable] See sense life.  Base DC is 1.  Specify what kind of machines, 'cause machines are all around.  Can be very vague this way.  +1 Machine doesn't want to be seen (or + resist mind if it has one).  -1 you're looking at it.  +1 nothing you've ever seen before.  +1 Extremely simple machine (i.e. nothing more complicated than a lever).  +2 attempting to identify function.  +2 attempting to identify specifics like make, model, species that created.

Intuit Machine [pumpable]:  Spend up to [skill level] * 2 power to bring your challenge level to [skill level].  DC is determined by the complexity of the target machine, plus some penalties:  +2 The machine is not within reach of your physical senses.  +2 You've never seen anything like this before.  +1  The machine if very large or very small.  +[Mind Defense]: The machine is sentient.  If your challenge succeeds, you get a +1 to all machine-based challenges, in addition to the bonus from machine empathy.  You understand what this machine does and how it does it on a deep, emotional level.  This will tell you its weak points as well if you want to make precise shots.

Social Powers

Flirt:  Make a challenge vs. mental resistance to flirt with someone. If you succeed, they're a lot less on-guard and suspicious of you if you ask question which would otherwise make them suspicious.  There may be DC penalties if target would not be interested in the flirter.

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.

Charm:  Silent challenge versus mind defense.  If successful, target perceives you as a great guy.  Or it can be overtly used to influence someone's oppinion, versus a GM decided DC + mental defense.

Leadership:  An aura of command accompanies you.  Those loyal to you follow your orders if you beat their mind defense.  Those hostile to you cannot attack you for a round if you beat their mind defense * 2 + 2.

Paperwork:  You complete paperwork 10* [skill level] % faster.  Use this skill on GM challenges to understand complicated legalese.

Intimidate:  Make a challenge vs. resist mind to intimidate someone. Intimidated people can't attack the intimidator unless they're suicidal.  GM may throw in DC if target is someone who's really tough and knows it.

Distrust ___:  Added to your resist mind to avoid trusting ____s if they try to make you do so, or if they try to seduce or flirt.

Fast Talking:  You make take [skill level] many times as long as you would take in game to say what you want to say.  You may make challenges vs. the GM for clever ideas of stuff to say.

TK and its ilk

Telekinesis (basic) [pumpable]:  Allows you to make inanimate objects move using your mind.  Every object has an intrinsic difficulty to move, mostly determined by size, but also by whether or not you can tell where it is, and how far away it is.  Spend 1 point of magic per point of challenge you want to make, up to [skill level]. Difficulty class is increased by 1 if you want to move the object extremely quickly or forcefully.  You must spend an additional 1 point of magic per round you keep it up in the air.

Limitations:  If the object weighs too much (about 300 pounds) DC jumps by 3.  If it weighs too little (about golfball or smaller) DC jumps by 3.  If it's not solid, DC jumps by 3.  If it's on a person, the person's physical defense comes into play.  Use the related booster skills to overcome these difficulties when they become available.

Personal Telekinesis: Modifies telekinesis.  Allows a challenge to be made when using TK on an object under the influence or being touched by another person.  Add both TK skills together (must spend for both), and make challenge against opponent's body resistance plus natural TK challenge.  1 mag. per level of TK used.  Must rechallenge against body each combat round.

Related Skills:
    TK list

Self TK: Counteracts the doubled resist body penalty for self TK. Applicable at a rate of 1/2 for jumping and 1/4 for flying.  Cost 1 mag./level

Micro TK: Offsets the penalties for something being small.  Counts half towards Force Wind.  2 mag/level

Macro TK: Like micro, but for big stuff.

Multiple TK: Offsets the +2 DC for doing an extra simultaneous TK action, and the +1 DC for doing TK while maintaining other TK.

Defensive TK:  You may use TK as a defensive action versus incoming projectiles if you have this skill.  Starting DC is +4, this skill opposes that DC.  You may instead use Force Throw Weapon if you have both skills.

Force Wind: [pumpable] Makes wind.  Wind can move objects at 1/2 the strength of directly moving them.  1/2 ability for evacuate.

Force Jump: [pumpable]  Spend N * 2 magic.  Allows you to jump N * 8 feet in any direction in a straight line.  N is maxed at skill level before pumpability penalty sets in.  Takes 1 combat action.  With quick defense, you can use Force Jump as a defensive skill, and it's like throwing a dodge of 2*N points, maxed at your quick defense score and dodge score.

Disarm: [pumpable]  Removes a weapon from someone's hand.  Max challenge rating is skill level *2, but doesn't stack with basic TK (only personal).  1 mag/level of challenge.


Primary Skill Boosters

Surprise [pumpable]:  You have the element of surprise.  In situations where you would not ordinarily have surprise, you can make a challenge to get it.  When someone else has surprise on you, this skill helps negate it.  Woot.  Doesn't work if you're asleep, unconscious, etc.  Spend speed up to [skill level] (after which can use pumpable stuff) limited by your burst rating.  Add one for any initiative gained from Anticipation.  Difficulty class is 6 + opponent's surprise challenge.  You cannot even attempt this challenge without the surprise skill.

Quick Attack:  You make take a second action at -6 with this skill, and spend up to [skill level] speed to counteract the penalty.

Test of Strength:  Throw this skill in addition to any strength you throw when you're just doing a raw test of strength, like breaking down a door or whatever, and no other skill applies.

Quick Defense: Each point of quick defense allows you to take a defensive action for free beyond the first.  Other skills are buffed by Quick Defense.

Anticipation [pumpable]:  The ability to know what's going to happen a split second before it happens.  Under ordinary situations, your initiative gets a + [skill level/4 rounded down] bonus.  Spend 2 mag. up to [skill level/2 rounded down] times to boost your initiative. Maintainance- You must recast every round.  This gets expensive.  You may increase your level of Anticipation at any time as a free action.

For every three points of initiative gained by Anticipation, you get a +1 to lightsaber skills and dodging if you use them.
All Skills:
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