I Current wounds equal half or less
of wound threshold Easy (+)
Current wounds equal more than
half of wound threshold Average (+ +)
Current wounds exceed wound
threshold Hard(+ + +)
Recover Critical Injury Critical Injury severity rating
1__________________________
Each ^ on a Medicine check normally heals a sin
gle wound, up to the maximum number of wounds the target is currently suffering. Beyond that, additional
# have no_mechanical effect but may represent par
ticularly com petent medical aid.
O generated during a Medicine check may be spent to eliminate 1 strain from the target. (£ gener
ated during a Medicine check to heal a Critical Inju
ry may also heal additional wounds, or vice versa.
A GM may use <§) during a Medicine check to increase the amount of time the procedure takes or to
inflict strain on the tar
get to represent the shock of the proce
dure. ^ represents a truly terrible accident:
perhaps the character unintentionally inflicts fur
ther wounds on a target whom he was attempting to heal.
• When two individuals create an agreement or treaty, they may make an opposed or com peti
tive Negotiation check. The winner gains the bet
ter end of the resulting agreement.
Negotiation is usually an opposed check, using the targ et’s Cool or Negotiation. Situational m odi
fiers may also apply, based on any past relationship between the characters involved and the desirabil
ity of the goods and services. The cases in which refer other potential clients to the PC, emphasizing to them the quality of the P C ’s goods or services.
Characters must often maintain a careful awareness of their environment. Subtle clues can hint at immi
nent danger or unexpected advantage. The Percep
tion skill represents the character making an active attem pt to study his surroundings. This is how a char
acter notices concealed or inconspicuous signs of danger or other items of significance when actively
ter’s natural senses. Humans without cybernetic aug
mentation are limited to five. However, many alien races have additional means to perceive their surroundings.
• A character who is unprepared for a trap or an am
bush may have an opportunity to make a Percep
tion check to avoid being surprised. Alternatively, this might oppose an attacker’s Stealth check.
• Skulduggery checks are often opposed by a tar
get’s Perception.
• The character can make a Perception check if he wants to check his surroundings for a subtle clue—an overheard conversation, the telltale scent of explosive materials, or a drug introduced to a beverage. prevent a character from noticing a poison.
Extra ^ on a Perception check may be spent to reveal additional details. Perhaps the character recognized the speaker’s accent, the flash burns from a certain kind of blast, or the number of attackers lying in ambush.
An O may be spent to recall additional information associated with the object noticed. Perhaps a passing familiarity with a field of study is the reason why the character initially realized that something was out of place. A ($) may be spent to notice details that could be useful later, allowing characters to gain □ on all future interactions with the noticed element.
<§> resulting from a Perception check may be spent by the GM to conceal a vital detail about the situa
tion or environment from the character. ^ may be spent to cause the character to obtain false informa
tion about the surroundings or the target in question.
PILOTING (PLANETARY) (AGILITY)
When characters travel across the surface of one of the galaxy’s numerous worlds, they often stray far from their spacecraft. Smaller craft, particularly ones best suited to a given planet’s habitats, are commonly used for surface transportation. These can include repulsorlift vehicles, watercraft, and aircraft. No matter how the ve
hicle moves— by rolling, gliding, walking, flying, or float
ing—the skill that governs its use is Piloting (Planetary).
Under normal traffic and environmental conditions, a character should never need to actually check the Pilot
ing (Planetary) skill. Its use is reserved for more extreme conditions. These might include a high-speed pursuit, travel in treacherous weather conditions, the use of a failing vehicle, or any combination of such complica
tions. For some, this skill is a passion and a livelihood;
for others, it’s simply a necessity of their lifestyle.
• If a character is confronted by a completely foreign type of atmospheric craft, he must make a Piloting (Planetary) check to decipher its basic controls.
• Any time two characters are involved in a vehicle race upon a world's surface, the results are determ ined by a com petitive check using Piloting (Planetary).
• If chasing or being chased by another vehicle, losing the follower or maintaining the tail is done through an opposed Piloting (Planetary) check.
The difficulty of a Piloting (Planetary) check may be determined based on the difficulty of the relevant maneuver, the size and speed of the vehicle being pilot
ed, and any features or failures of the vehicle involved.
Extra ^ on a Piloting (Planetary) check allows the acting character to gain insights into the situation.
Alternatively, the PC might deduce a way that the vehicle could be modified so that it could be more effective in the future.
O generated during a Piloting (Planetary) check may be spent to reveal a vulnerability in an opponent’s piloting style or vehicle, giving the character a benefit in later rounds of combat. on a Piloting (Planetary) check may be used to let the character take an ad
ditional maneuver while continuing to pilot the vehicle.
A GM may spend © © during a Piloting (Planetary) check to give opponents □ on checks against the char
acter and vehicle to represent a momentary malfunction in one of the vehicle’s systems. ^ may be spent to deal actual damage to the vehicle, as the character strains systems throughout the vehicle during the check.
PILOTING (SPACE) (AGILITY)
Those involved in the conflict between the stars often find the ability to pilot a starship paramount. Some use starships to travel to distant planets and explore long- lost regions of space. Others fly in swift snubfighters or even heavily armed patrol boats, fighting with laser cannons and torpedoes in the cold void. W hether a crew is attempting to bring down enemy fighters or slip
past a blockade undetected, its success or failure most often depends upon the person at the helm.
Routine actions— like taking off or landing without additional complications—do not require a Piloting (Space) check. When those actions are complicated by such conditions as a choking nebula, a failed motivator, or enemy fire, then skill checks come into play.
• Whenever two or more spaceships race, a compet
itive Piloting (Space) check determines the results.
• Chases, whether they are through asteroid belts, within a crowded battlefield, or skirting the edge of a gravimetric instability, are resolved with an opposed Piloting (Space) check.
• During a space conflict, pilots may jockey for position to determine which shields face the en
emy and which weapons may be brought to bear.
When opponents attem pt to negate these efforts and the ships are too large, slow, or cumbersome to benefit from certain specific vehicle maneuvers or actions, the winner can be determined via an opposed Piloting (Space) check.
The difficulty of a Piloting (Space) check may be determined based on the difficulty of the particular maneuver, any unusual navigational hazards, and any features or failures on the spacecraft involved.
Extra & on a Piloting (Space) check allow the acting character to gain insights into the situation. Alterna
tively, the character might deduce a clever way that his vehicle could be modified so that it could be more effective in the future.
O generated during a Piloting (Space) check may be spent to reveal a vulnerability in an opponent’s pi
loting style or vehicle, giving the character a benefit in later rounds of combat. ($> may be used to let the character take an additional maneuver action while continuing to pilot the vehicle.
A CM may spend © © during a Piloting (Space) check to give opponents □ on checks against the character and vehicle to represent a momentary malfunction in one of the vehicle’s systems. ^ may
be spent to deal actual hull trauma to the vehicle, as the character strains systems throughout the vehicle during the check.
RESILIENCE (BRAWN)
The galaxy doesn’t stop moving just because a character needs a break. To achieve their objec
tives, characters must have the perseverance to overcome the most challenging obstacles. These can include sleep deprivation, hideous cli
mates, and malnutrition. Characters might also ingest toxins, either inadvertently when scavenging for food or due to the
malicious actions of an infiltrator.
Resilience represents a character’s physical forti
tude against all threats of this sort. This skill reflects the body's ability to be pushed beyond reasonable limits. When characters make a Resilience check, their actions are typically taking them into situations that most would consider bad ideas.
• When a character attempts to go without sleep for significantly longer than is healthy for his species, he must make a Resilience check to remain awake.
• If a character ingests a toxin, he uses Resilience to resist its effects.
• When a character endures prolonged exposure to a hostile environment— such as heat, cold, or toxic pollution— the consequences may be miti
gated with a successful Resilience check.
• Dehydration and malnutrition can quickly leave a character badly fatigued, and Resilience protects against this.
The difficulty for a Resilience check is based on the severity of the effects that the character is attempting to overcome. Going twenty-four hours without sleep could add only a single but marching across Hoth in a vicious blizzard should be far more difficult.
Extra & on a Resilience check may be used to extend the effects of the success, so that the charac
ter may persevere for a longer period of time before needing to make an additional check.
O earned on a Resilience check may be used to identify a way for the character and his allies to reduce the difficulty of future checks against the same threat, while (£) may be spent to recover 3 strain as the character resolves to work through the adversity.
The GM may spend © generated during a Resil
ience check to overburden the character, inflicting penalties on subsequent checks. ^ may be spent to inflict a wound or a minor Critical Injury on the char
acter as he succumbs to harsh conditions.
SKULDUGGERY (CUNNING)
Skulduggery encompasses a broad range of skills that are used to engage in covert or criminal activ
ity. These skills encompass both the physical abilities to perform such actions and the mental familiarity needed to execute various techniques. Activities cov
ered by Skulduggery include picking locks, breaking into and out of secure facilities, covert operations, dis
guise, setting traps, and other underhanded actions.
At the Game M aster’s discretion, particular Skuldug
gery checks may use Agility instead of Cunning, to reflect a more physical approach.
• If a character attempts to pick a lock or pocket, he usually uses Skulduggery. Some electronic locks could require Computers, Skulduggery, or both.
• Once an imprisoned character slips his bonds us
ing Coordination, escaping from a cell depends on Skulduggery for picking locks and avoiding any security systems he might encounter.
• Identifying the most vulnerable aspects of a se
curity scheme can be nearly intuitive for a char
acter who has become practiced in Skulduggery.
• Skulduggery is often opposed by a target’s Per
ception. In instances in which another character is not directly involved, the quality of the object being overcome should determ ine the check’s degree of difficulty.
One or more # on a Skulduggery check should indicate additional insights that the acting character gains about the nature of the opposition. This might suggest that a Shadow could better plan a strategy against a current foe to avoid future complications.
A ch aracter may spend O earned on a Skuldug provide vital information. W hen using Skulduggery to pick a lock, the ch aracter might devise a near to the crime. Perhaps a recognizable piece of equip
ment traceable by its serial numbers slips off into might be that there are powerful individuals— perhaps Imperial agents or dangerous dark side adepts—who are directly opposed to his choice of actions. At oth
er times, a character might be avoiding an Imperial bounty hunter. Under such conditions, a successful mission may depend entirely on how talented the
character is at not being noticed. The Stealth skill reflects this ability in virtually all situations.
• Any Shadow or other stealthy character who depends upon physical insertion must be a master of this skill. Stealth also encompasses wilderness camouflage skills, which may be cru
cial to any Hunter.
• Attempts to hide from all of an opponent’s senses are dependent upon Stealth, though difficulties may be modified by ambient conditions and any applicable gear.
• Stealth can allow characters to shadow or follow other individuals without being detected.
• Characters may attem pt to hide people or objects from the attentions of others, either through concealment or misdirection. Such actions are dependent upon their Stealth skill.
The difficulty of a Stealth check often depends on the abilities of those the character is attempting to avoid. Members of species that are more dependent upon smell, hearing, or other senses may be more susceptible to Stealth under different weather con
ditions or distracted by events that seem trivial to a species focused on visual cues.
Stealth checks are typically opposed by Percep
tion, based on whether the opponent is passively or actively searching for the hidden character. If the opponent is actively searching for the character, the character’s Stealth check would be opposed by the opponent’s Perception. Otherwise, it would be opposed by the opponent’s Vigilance.
Extra on a Stealth check may be used to aid any allied characters who are infiltrating at the same time.
Effectively, the successful character points out a fac
tor that might otherwise have caused the ally to fail.
O may be spent to decrease the am ount of time required to perform a given task while using the Stealth skill. This could represent the ch aracter’s finding superior cover, enabling him to move faster while remaining out of sight, or successfully distract
ing a key figure to obtain access to his target. Under the right circumstances, a character may spend to identify a way to com pletely distract an opponent for the duration of the scene. This could allow the has no bearing on the success or failure of the Stealth check, some object, clue, or information about the character’s identity, and possibly even motive, is accidentally left behind.