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Skills
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Computer Use: Related Attribute: Intelligence
Computer Use allows a character to slice computer programs using disposable
logicrams called computer spikes. A character might disable gun turrets
or flood a patrol area, with more complicated tasks requiring more spikes.
A high rank in this skill reduces the number of spikes required by 1 (to a minimum of
1) for every 4 points total, including attribute score modifiers.
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Demolitions: Related Attribute: Intelligence
Demolitions can be used to set, recover or disarm mines. Such devices are either
of low (DC15 to set), medium (DC20 to set), or high difficulty (DC25 to
set). Attempting to disarm the mine adds +5 to the DC. Attempting to recover
the mine adds +10 to the DC. This skill cannot be used untrained.
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Stealth: Related Attribute: Dexterity
Stealth governs
the use of camouflage devices to enter Stealth Mode. If a character equips
such a device and activates Stealth Mode, opponents must make an Awareness
check versus the character's Stealth skill or be unable to detect them,
even if the character is in a direct line of sight. A character in Stealth
Mode can set, disable, and recover mines. Party members will not automatically
enter combat while in this mode. Combat cancels Stealth Mode. Stealth
Mode will not work without a camouflage unit. Units of higher quality
grant a bonus to the skill. This skill cannot be used untrained.
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Awareness: Related Attribute: Wisdom
Awareness governs the ability of a character to spot objects or enemies hidden
by Stealth. If a successful check of this skill is made against the Stealth
skill of an enemy or the DC of a mine, the enemy or object is noticed and becomes
visible. Awareness is always active, but results are best while a character
is moving slowly. Running imparts a -5 penalty to any checks of the skill.
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Persuade: Related Attribute: Charisma
Only the main player character can select this skill during level-up.
Persuade options appear in dialogue when interesting or sensitive information
is available that a character might otherwise be reluctant to reveal. When
selected, rank in this skill is compared with how extreme the request is (Difficulty
Class low, medium, or high, relative to player level). A guard might easily
agree to increase a bounty, but convincing him to leave his post would be much
harder. This skill is only available to the main character.
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Repair: Related Attribute: Intelligence
Repair allows a character to fix disabled mechanical devices like droids using
disposable packages of parts. The number of part kits required increases
with thedifficulty of the repair. This skill reduces the number of parts required
by 1 (to a minimum of 1) for every 4 points total, including attribute score
modifiers. This skill also modifies the amount of vitality points recovered when
party member droids use repair kits, advanced repair kits, and construction
kits on themselves to repair combat damage.
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Security: Related Attribute: Intelligence
Security is used to access electronic locking devices. Once a character
invests points in this skill, it becomes one of the default options on targeted
doors and containers. Security spikes can grant a bonus to the skill,
and any in inventory will also appear as a default option on targeted
doors and containers. Characters with no points invested cannot attempt
to use this skill.
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Treat Injury: Related Attribute: Wisdom
Treat Injury improves the amount of damage healed when a medpac is used,
adding the modified rank to the number of vitality points healed. Advanced
medpacs and life support packs apply multipliers to the user's skill,
increasing the amount healed again.
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