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Skills“Sir! The possibility of successfully navigating an asteroid field are approximately 3720 to 1!” – C3PO, EBSOk, here is one of the sections you have all been waiting for. The skills section has been designed to alleviate one major problem of the old system. People playing god. Just like in life, sometimes the odds are stacked against us. None of us lie it but it happens. More frequently to some than to others. Well, it happens that way in the Star Wars Universe as well. Not everyone in the group can hack the latest Imperial security codes. Not everyone can pilot an Ore Hauler with the greatest of ease. Like or not, not everyone is the greatest shot in the galaxy either. Eventually all these things come, in time. A character should grow and develop. There are two character skill categories, Each category has two sub categories. Let’s look at the first.
BASE SKILLS
· Natural Skills – Strength, Intelligence, and the like.
· Job Skills – Starship Piloting, Starship Gunnery, and the like Base Skills are the skills the character starts off with in the game. EVERYONE has the same “natural skills” not to the same degree but the same types. Everyone will have the same ‘job skills”. EVERYONE will have the job skills of STARSHIP PILOTING, STARSHIP GUNNERY, ASTROGATION, and BLASTER skill. Let’s look at the Natural skills first and review a bit about each and what they are used for. BASE SKILLS – NATURAL SKILLS
· STRENGTH – ACE AZEMEEN STRENGTH : 44
-= Ace runs to the fallen trooper to help. The explosion has pinned the Rebel Trooper under a piece of fallen duracrete. Ace tries to lift the large chunk off of the man. =-
ACE AZEMEEN: ROLLS 2D10 RESULTS : 3 AND 1
-= Ace manages to strain and lift the slab long enough for the trooper to slide out from beneath it.=- Since Ace rolled a 31 and 31 is LOWER than his base strength of 44, the move works. See how easy this is? Let’s press on to the next few. · DEXTERITY – This score tells of the characters speed and accuracy with his or her own body. If the character were to attempt a feat of Dexterity, such as quickly reaching out to catch someone who has fallen, then he or she would roll against their Dexterity score. · WISDOM – This score speaks of the characters experience and knowledge. Say an unknown ship flies over and is not easily recognizable to everyone exactly what it is. Your character would roll against their Wisdom score to see if they can identify the ship if you so choose. · INTELLIGENCE – This would be your natural Intelligence, your ability to follow hunches. Say your character is approached by a bounty hunter who asks you to follow him. You might roll against your Intelligence score to see if you need to keep a hand close to your blaster or not. · CHARISMA – This is your personality. Do strangers naturally trust you or distrust you. If you wish to get a planetary official to see things your way, you may roll against your Charisma score and see if he sides with you or not. This is also an attraction score. Can you ladies get a Imperial officer to follow you just by batting your eyelashes at him, well roll and find out. · CONSTITUTION – This is your ability to withstand pain and survive injury without medical assistance. Say you get shot in the leg but need to run to your ship to escape. Roll against this to see if you can “suck it up” and get running. If it works, you ignore the pain and get to your ship, if not, the pain is to much and you can only hobble. These above skills are the skills EVERYONE has. While some of you will score higher than others in certain skills, you all have them. We will sit down with each of you and come up with your base scores for these skills on an individual basis. No one will be allowed an initial score of over 80 for any skill. We suggest you not take scores of less than 20, however, this can open up some interesting role playing possibilities if you do. Let’s move on to the next subsection of Base Skills, job skills. BASE SKILLS – JOB SKILLS
· STARSHIP GUNNERY – · STARSHIP PILOTING – Covers your piloting ability. When you wish to make a daring maneuver or when asked by the GM, you will roll against this. You will also roll against this when your character attempts to fly a vehicle other than an Alliance Fighter or Lambda Class Shuttle. · VEHICLE GUNNERY – Covers your shooting skills while using any vehicle mounted weapons such as an E-Web mounted to a Land Speeder or the Blaster on a Speeder Bike. · VEHICLE PILOTING – Covers your piloting ability when using ground vehicles or low to ground speeders. You will mainly roll against this when your character goes to pilot any type of ground transport vehicle. The GM will also ask you to roll against this in certain situations. · BLASTER – This is your shooting skill with any hand held beam weapon. All blaster shots fired by your character will be resolved with a roll against this skill. · MELEE – Any time your character fights with a blade, stick, staff, or any other non-energy striking weapon you will roll against this. Even if your character picks up a piece of steel pipe and goes to hit someone with it you will roll against this. · HAND TO HAND – This skill demonstrates your characters Martial Arts fighting prowess. Every punch, slap, kick, jab or other bare attack you perform against an opponent will be resolved with a roll against this skill. · ASTROGATION – This is your ability to plot Hyper Space solutions without the aid of an Astromech or a shipboard Navi Computer. Generally a roll against this will be called for by the GM. · ZERO G – Any EVA ( Extra Vehicular Activities ) maneuvers will be rolled against this skill. All of you have the above mentioned skills as part of your “job” with Rogue Squadron. Again, we will meet with each of you individually and assist you in coming up with your base starting scores. Starting scores of above 80 will not be allowed and we suggest you stay away from anything lower than 20. That being said. Let’s move on to the next category of skills and its two sub categories. ADDED SKILLS –
· Experience Skills – Skills learned by a character over time from their past up to present.
· Additional Skills – Skills that you the player choose to add to your character. Please try to make sure the skills chosen “fit” your character. Let’s examine the first subsection of Added Skills. Experience Skills. These are skills that have been learned in the past by the character as evidenced in the novels or in past or in character Bios submitted by the players. These are based heavily upon the character’s background. We will assign your Experience Skills to you. Each character will receive four experience skills. There will also be two slots where you may add skills that you think would be relevant to your characters past. This is of course subject to GM approval. Again, we will assist you in coming up with base scores for these skills an in this instance, no score above 65 will be allowed initially. Also we would frown upon you taking anything les than a 10, but that is up to you. We will list the skills with each character that have been assigned..
Wedge Antilles – Tycho Celchu – Corran Horn – Wes Janson – “Hobbie” Klivian – Myn Donos – “Doc” Anreson – Ooryl Qyrgg – Inyri Forge – Mike Ngo – Gavin Darklighter – Nawara Ven – Siee Janson – Winter – Dana Hogan – Jagged Fel –
· Profession, Imperial Fighter Piloting Garik “Face” Loran – Voort “Piggy” SaBinring – That about covers all the characters that either are in play currently or have been in play recently. With Skills come certain bonuses or penalties, refer to skill descriptions and your GM for those. In addition to the four skills listed for each character in the “experience skills” section, there are two more slots in that section that you may fill with skills of your choice pending GM approval. These chosen skills must match your character’s background. These will be explained in a bit. For now let’s go on to the next subsection of the Added Skills category. Additional Skills. Additional Skills is the area in which you can choose the skills that your character will learn over time. These are your characters “newer” skills and therefore we will only allow a maximum initial base score of 40 with no minimum. You start off with just two “additional skills” slots to fill. More slots may be awarded as time progresses. The choice of skills to fill these slots is entirely up to the player, however, initial scores WILL be 40 or lower. No exceptions. The GM will assist the player in coming up with their base scores for these skills. BEFORE ROLLING AGAINST ANY SKILL, WITH THE EXCEPTION OF GUNNERY SKILLS, YOU WILL ANNOUNCE WHAT SKILL YOU ARE ROLLING AGAINST BEFORE YOU ROLL ACE: *** I am rolling against my INFORMATION GATHERING skill *** or something similar to that. RACIAL MODIFIERS – As most of you play Human Characters, this area is not important for you. However, you may wish to read it anyway. Racial modifiers only affect Base Natural Skills for the most part There are a few exceptions but none we will go into until it is needed. Some of the races and their modifiers are explained below. TWI’LEK – Since they are traders by nature, any Twi’lek character with a “Smuggler” skill or “Negotiations” skill gets 10 bonus points to those base scores. Twi’lek characters suffer from a 10 point penalty to their Constitution base score since their brains are located in such a way as to make them easily damaged. They also suffer from a 5 point penalty on their Charisma base score since the Twi’lek race has been stereotyped as being self serving and criminal. GAND – Gand Characters can see in the dark and suffer no penalties in darkness. Gand characters will also get a 10 point bonus in Strength and Constitution due to their exoskeleton armor. However, that same armor gives them a 10 point penalty in their base Dexterity score. GAMORREAN – Can also see in the dark and suffer no penalties from it. Due to their look the suffer from a 20 point penalty in Charisma base score and a 5 point penalty in their Dexterity base score due to their size and bulk. However, their size and bulk has the advantage of a 15 point bonus in their Constitution base score. That about does it on the skills section. Definitions of each skill and its bonuses or penalties can be found in the Skills Appendix section of the Handbook. Skills are nothing to be afraid of and can come in quite handy. By making you pick and chose what skills you have and what ones you do not, we allow each of you to work together as a team. Now, let’s press on to the next exciting area.
SPECIAL ROLLS – Sometimes an attempt at doing something may be particularly tricky. In this case the GM has the ability to ask the player to make a “special roll”. The GM will inform the player of a number between 1-100 that must be BEATEN in order for the attempt to succeed. The player will roll 2d10 in the normal way and if the number beats the number the GM gave, must be at least by 1 point, then the roll is successful. |