Saturday, May 23, 2009

Spirit of the Force Part 2: Skills

The skill list isn't terribly different from the one presented in Spirit of the Century though there are a few tweaks.

  • Academics
  • Alertness
  • Art
  • Athletics
  • Blasters
  • Burglary
  • Close Combat
  • Contacting
  • Deceit
  • Empathy
  • Endurance
  • Gambling
  • Intimidation
  • Investigation
  • Leadership
  • Medicine: This new skill includes the medical trapping that used to be in Science.  The Lab Work and Science! trappings can also be used, but only for medical, biological and cybernetic purposes.
  • Might
  • Mysteries: The Arcane Lore trapping can be used by anyone.
  • Pilot
  • Rapport
  • Resolve
  • Resources
  • Science: This skill no longer includes medicine, so the Medical Attention trapping is removed and purely medical knowledge is now part of the skill Medicine.  However, it can still be used for academic/non-medical biological and cybernetic knowledge, so there is still some overlap.
  • Sleight of Hand
  • Stealth
  • Survival
There is one skill that stands out a bit:
  • The Force: Requires the Core Aspect: Force Sensitive.  Specifically the skill can be used for: Sixth Sense, Telekinesis (simple task), Fortune Telling, and Telepathy.
Next up: Aspects


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