MLP Skills
Skills Summary
Your character's skills represent a variety of abilities, and you get better at them as you go up in level. A skill check takes into account your natural talent (ability modifier), experience (base physical or mental modifier), your training (trained skill bonus), and luck (the dice roll). It may also take into account your species knack for certain skills or the garment you are wearing (skill check penalty), among other things.
Trained skills vs. untrained skills
When you create a character, you are allowed to select a number of skill depending on your chosen class, your Dexterity attribute modifier for your physical skills and your Intelligence attribute modifier for your mental skills as trained skills. Trained skills are selected from the character's list of class skills at 1st level and a character may acquire new trained skills by increasing one of your relevant attributes, or some feats. The major difference between a trained skill and an untrained skill is, that you gain a +5 bonus on skill checks if you are trained in the skill. However some skills (such as Use Magic) cannot be used untrained.
Fatigue cost and skills
When using a skill it is exhaustive. The Fatigue cost is calculated by the total skill bonus which can be used. In the normal case is here no dice throw required but the Stablemaster may allow a roll in dramatic scenes. It is normally assumed that a "Take 10" is taken. For every 10 Points of total skill bonus the Fatigue cost is reduced by one. For example, Spring-Dancer is running away from a angry Pack of Timberwolfs. She is trained in Endurance and can use a total skill bonus of 9. The Stablemaster decides that a the player of Spring-Dancer can make a roll to increase the skill total. Normally the skill total would be 19 (total skill bonus of 9 plus 10) but the roll shows a 12 so the skill total is 21 and Spring-Dancer is losing one Point of Fatigue less.
Example action | Fatique/Interval | Skill |
Walking | 1 Fatigue/10 Rounds | Endurance |
Troting | 2 Fatigue/5 Rounds | Endurance |
Running | 3 Fatigue/1 Round | Endurance |
Learning Boring stuff | 3 Fatigue/10 Round | Knowledge(Related) |
Learning Interesting stuff | 2 Fatigue/20 Round | Knowledge(Related) |
Using Skills
To make a skill check roll:
- 1d20 + your characters base physical or mental modifier + key ability modifier + miscellaneous modifiers - miscellaneous penalties
If you are trained in the skill add +5 to the skill check result.
A skill check is made just like an attack roll. The higher the roll, the better. If you are trying to get a result that equals or exceeds a certain Difficulty Class (DC), or you are trying to beat another character's check result.
A character's "base physical and mental modifiers" are determined by the character's chosen class and increase according to the progression of that class.
The "key ability modifier" is the character's bonus or penalty for the skill's associated ability (Strength, Dexterity, Constitution, Charisma, Intelligence, or Wisdom). The key ability of a skill is noted in its description and on table 4.2: Skills.
"Miscellaneous modifiers" include skill check penalties and bonuses provided by talents, feats, or equipment. Some skills can't be used untrained. These skills are noted on Table 4.2: Skills. If your character is not trained in these particular skills, you are not allowed to make any kind of check with them.
- How Do Skills Work ?
A character begins play with a number of trained skills based on his or her starting class and the modifier of Intelligence and Dexterity. A character must choose his or her trained skills from a larger list of class skills, as shown in Table 4-1: Trained Skills by Class. For example, Spring-Dancer (a 1st-level Earth Pony athlete) gets 3 trained physical skills and 1 trained mental skill for being a athlete. Since his Intelligence score is 12 and the Dexterity is 14, he gets 1 additional trained mental skill and 2 additional trained physical skill, for a total of 2 trained mental and 5 trained physical skills. These skills must be selected from the athlete's list of class skills. Spring-Dancer selects Acrobatics, Climb, Endurance, Initiative, Jump, Perception, and Perform as his trained skills.
- Making Skill Checks
When your character makes a skill check, roll 1d20 and add one-half your character level + your key ability modifier + any miscellaneous modifiers +5 (if the character is trained in the skill). Success depends on the difficulty of the task at hand. Example: Spring-Dancer, a 1st-level Earth Pony athlete with an Strength of 14, tries to retrieve a ball, that was accidentally kicked into a tree. At first he attempts a Jump check. Spring-Dancer is trained in the skill, so he can attempt the check with a Bonus of +5. He rolls 1d20 and adds his base physical modifier (+1), his Strength modifier (+2), and his trained skill bonus (+5). He gets a 13. Unfortunately, the Jump Check has a DC of 15. Having failed his check, Spring-Dancer takes tarnish for another attempt.
- Advancing Skills
Since a character's skill modifiers are based on character level, they automatically increase as the character gains levels. When a character reaches 2nd level, all of his skill modifiers-in both trained and untrained skills-increase if the corresponding Base Modifier increases.
- Types of Skill Checks
When you use a skill, you make a skill check to see how well you do. The higher the result on your skill check, the better you do. Based on the circumstances, your result must equal or exceed a particular number (a DC or the result of an opposed skill check) for you to use the skill successfully. The harder the task, the higher the number you need to roll. Circumstances can affect your check. If you're free to work without distractions, you can make a careful attempt and avoid simple mistakes. If you have lots of time, you can try over and over again, assuring that you eventually succeed. If others help you, you may succeed where otherwise you would fail.
- Opposed Check
Some skill checks are opposed checks. They are made against a randomized number, usually another character's skill check result. For example, to sneak up on a guard, you need to beat the guard's Perception check result with your Stealth check result. You make a Stealth check, and the Stablemaster makes a Perception check for the guard. Whoever scores the higher result wins the contest. For ties on opposed checks, the character with the higher skill modifier wins. For instance, if a Stealth check opposed by a Perception check results in a tie, the sneaker's Stealth check modifier would be compared to the noticer's Perception check modifier. If those scores are the same, roll again.
- Check against a Difficulty Class (DC)
Some checks are made against a Difficulty Class (DC). The DC is a number set by the Stablemaster (using the skill rules as a guideline) that you must score as a result on your skill check to succeed. For example, climbing the outer wall of a barn may have a DC of 15. To climb the wall, you must get a result of 15 or better on a Climb check.
- Untrained Checks
Some skills can be used only if you are trained in the skill. If you don't have Use Magic, for example, regardless of your class, ability scores, and experience level, you just don't know enough about Magic to attempt to manipulate it consciously. Skills that can't be used untrained are marked with a "No" in the "Untrained" column on Table 4-2: Skills.
- Trying Again
In general, you can try a skill check again if you fail, and you can keep trying indefinitely. Many skills, however, have natural consequences for failing that must be accounted for. Some skills can't be tried again once a check has failed for a particular task. For most skills, when a character has succeeded at a given task, additional successes are meaningless. For example, if Rusty misses a Craft check to open a locked chest, he can try again and keep trying. If, however, a trap springs when the Craft check is missed by 5 or more, then failing has its own penalty. Similarly, if Spring-Dancer misses a Climb check, she can keep trying, but if she misses by 5 or more, she falls (after which she can get up and try again if the fall wasn't too far or too painful). If a skill carries no penalty for failure, you can take 20 and assume that you keep trying until you eventually succeed (see Checks without Rolls, page 60).
- Rerolling
Some talents, maneuvers, and other special abilities allow you to reroll a skill check. You must declare that you are using this option immediately after making the check but before any effects are resolved. Furthermore, you must accept the result of the reroll, even if it is worse. For all purposes, the result of the reroll is treated as the real result of your skill check. Keeping the Better Result: Some species traits, talents, and other special abilities are more flexible, allowing you to reroll but keep the better of the two results. In most cases, this is more restricted and only available a limited number of times per day (such as the Knack talent). As always, you must declare that you are using this option immediately after making the check but before any effects are resolved. Multiple Rerolls: Sometimes you have more than one species trait, talent, maneuver, or other special ability that allows you to reroll the same skill check. In this case, you may choose to take each reroll one at a time in whatever order you wish, resolving each one before deciding whether to use another. For example, a Commoner makes an Initiative check. Dissatisfied with the result, he decides to use a Harmony Point with the Lucky feat, which allows him to reroll his Initiative check, keeping the new result. Unfortunately, the second roll is even worse, so he decides to use the Knack talent to reroll one more time, this time keeping the better of the second and third rolls. Alternatively, he could have opted to use Knack first, keeping the better of the first and second rolls, and then (if necessary) use his Lucky feat to roll a third time, keeping the third result instead of the better of the first two.
- Favorable and Unfavorable Circumstances
Some situations may make a skill easier or harder to use, resulting in a bonus or penalty to the skill modifier for the skill check, or a change to the skill check's DC. It's one thing for Woody, a Earth Pony Ranger, to gather enough food to eat while he's camping for the day in the Whitetail woods, using a Survival check. Foraging for food while crossing 100 kilometers of the San Palomino Desert is an entirely different matter. The Stablemaster can alter the odds of success in four ways to take into account exceptional circumstances: • Give the skill user a +2 circumstance bonus to represent circumstances that improve performance, such as having the perfect tool for the job, getting help from another character (see Combining Skill Attempts), or possessing unusually accurate information. • Give the skill user a -2 circumstance penalty to represent circumstances that hamper performance, such as being forced to use improvised tools or possessing misleading information. • Reduce the DC by 2 (or assign penalties to an opposed check) to represent circumstances that make the task easier, such as having a friendly audience or performing work that doesn't have to be perfect. • Increase the DC by 2 (or add bonuses to an opposed check) to represent circumstances that make the task harder, such as having a hostile audience or performing work that must be flawless.
Circumstances that affect your ability to perform the skill change your skill modifier. Circumstances that modify how well you have to perform the skill to succeed change the DC. A bonus on your skill modifier and a reduction in the check's DC have the same result-they create a better chance that you will succeed. But they represent different circumstances, and sometimes that difference is important. For example, Fluffy Cloud the Pegasus Entertainer wants to befriend a group of Griffons drinking in their hall. Before beginning his performance, peel listens to the Griffons so that he can judge their mood. Doing so improves his chances of taking the right approach when introducing himself, giving him a +2 bonus to the skill modifier for his Performance check. The Griffons are in a good mood because they recently received a sizable payoff, so the Stablemaster reduces the bonus they receive for an indifferent attitude to +0. (Fluffy's attempt at entertainment isn't better just because the Griffons are in a good mood, so he does not get a bonus to add into his skill modifier.) However, the leader of the gang, a Griffon Ranger, has been unable to locate the quarry he's tracking, and he's in an angry mood. He gains a +2 bonus to his Will Defense to resist being persuaded (in addition to the normal +2 for being indifferent). Fluffy rolls a 6 and adds +8 for his skill modifier (including +2 for his impromptu research). His result is 14. The Griffons have a Will Defense of 13, so Fluffy's skill check result is high enough to shift their attitudes to friendly, but not their leader (Will Defense 16). The Griffons applaud Fluffy Cloud and offer to share their drinks with him, but their leader eyes him suspiciously.
- Time and skill Checks
A skill's description tells you whether using a skill is a standard action, a move action, a swift action, a full-round action, or a free action. Some skills can take minutes or hours to use. In general, using a skill that requires focus (and thus distracts you from being fully aware of what's going on around you) provokes an in this situation usable skill check or attack action from an opposed character how takes advantage of the opportunity if you are within that characters's threatened area when you attempt the skill check. See Opportunities, for more information.
- Checks without Rolls
A skill check represents an attempt to accomplish some goal, usually in the face of some sort of time pressure or distraction. Sometimes, though, you can use a skill under more favorable circumstances and eliminate the luck factor.
- Taking 10
When you're not in a rush and not being threatened or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10 (an average roll on a d20). For many relatively routine tasks, taking 10 results in a success. This does not increase the fatigue cost of the action. Distractions, threats, and danger make it impossible for a character to take 10. You also can't take 10 when using a skill untrained, though the Stablemaster may allow exceptions for truly routine activities. Example: Spring-Dancer has a Climb skill modifier of + 10. The steep, rocky slope he's climbing has a DC of 15. With a little care, he can take 10 and succeed automatically. But partway up the slope, some strong wind begin to breeze. Spring-Dancer needs to make a Climb check to reach the Ball in the Tree, and this time he can't take 10. He must make the skill check normally when the weather gets worse.
- Taking 20
When you have plenty of time (generally 2 minutes for a skill that can normally be checked in 1 round), and when the skill being attempted carries no penalty for failure, you can take 20. Taking 20 represents making multiple rolls, assuming that eventually you will roll a 20. Instead of rolling 1d20 for the skill check, calculate the result as if you had rolled a 20. Taking 20 means you keep trying until you get it right. Taking 20 takes twenty times as long as making a single check and in addition, the fatigue costs are doubled. Example: Spring-Dancer comes to a cliff face. He takes 10 to make the climb, for a result of 20 (10 plus his +10 skill modifier). However, the DC is 23, and the Stablemaster tells him that he fails to make progress up the cliff. (His check result is at least high enough that he doesn't faiL) Spring-Dancer can't take 20 because there is a penalty associated with failure (falling, in this case). Later Spring-Dancer finds a small hidden stash in the cliffside and searches it. (The Stablemaster secretly assigns a DC of 20 to the search attempt). She tells Spring-Dancer's player that it takes 2 Rounds to search the stash. Spring-Dancer rolls 1d20 and adds his +5 skill modifier. The result of 11 fails. Now Spring-Dancer declares that she is going to search the stash piece for piece, for as long as it takes. The Stablemaster takes the original time of 2 rounds and multiplies it by 20, for 40 Rounds. That's how long it takes Spring-Dancer to search thoroughly the stash. Now Spring-Dancer's player treats his roll as if it were 20, for a result of 25. That's more than enough to beat the DC of 20, and Spring-Dancer finds a bag of gems here that someone has hidden.
- Combining skill attempts
When more than one character tries the same skill at the same time and for the same purpose, their efforts may overlap.
- Individual Events
Often, several characters attempt some action, and each succeeds or fails on his or her own. For example, Spring-Dancer and each of his companions need to climb a Mountain to get to the top. Regardless of Spring-Dancer's result, the other characters need successful checks, too. Every character makes a skill check.
- Cooperation
Sometimes the individual heroes react to the same circumstance, and they can work together to help each other out. In this case, one hero is considered the leader of the effort and makes a skill check while each helper makes a skill check against DC 10. (You can't take 10 on this check.) For each helper who succeeds, the acting pony gets a +2 circumstance bonus (as per the rule for favorable circumstances). In many cases, a character's help won't be beneficial, or only a limited number of characters can help at the same time. The Stablemaster limits cooperation as she sees fit for the circumstances.
For instance, if Honeyblossom has taken a bruise, Gingerbread can try a Heal check to help her recuperate. One other character can help Gingerbread. If the other Pony makes a Heal check against DC 10, then Gingerbread gets a +2 bonus on the Heal check he makes to help Honeyblossom. The Stablemaster rules that two characters can't help Gingerbread at the same time because a third Pony would just get in the way.
Cooperation may not require all the characters to make the same skill check. If Fairheart and Seventh Star try to teach one of 's woodland Critters a new trick, only one can make a Handle Animal check. While Fairheart is actually doing the teaching, Seventh Star realizes his Knowledge (Critters) may be able to give hints on how to do it. Seventh Star can make a DC 10 Knowledge (Critters) check to give Fairheart a +2 bonus to his Handle Animal check.
- Ability Checks
Sometimes you try to do something to which no specific skill applies. In these cases, you make an ability check: Roll ld20 and apply the appropriate ability modifier. The Stablemaster assigns a DC, or sets up an opposed check when two characters are engaged in a contest using one ability against another.
The character who rolls highest acts first.
In some cases, a test of one's ability doesn't involve luck. Just as you wouldn't make a height check to see who is taller, you don't make a Strength check to see who is stronger. When two characters hoof wrestle, for example, the stronger character simply wins. In the case of identical scores, then make opposed Strength checks.
Example Ability Check | Key Ability |
Forcing open a jammed or locked door | Strength |
Tying a rope | Dexterity |
Holding one's breath | Constitution |
Navigating a maze | Intelligence |
Remembering to lock a door | Wisdom |
Getting yourself noticed in a crowd | Charisma |
Skill Descriptions
This section describes each skill, including common uses and typical modifiers. Characters can sometimes use skills for other purposes than those listed here. For example, you might be able to impress the members of a Pegasus squadron by making a Fly check.
Here is the format for skill descriptions. Headings that do not apply to a particular skill are omitted in that skill's description.
SKILL NAME (KEY ABILITY) Trained Only; Armor Check Penalty The skill name line and the line beneath it include the following information.
- Key Ability: The abbreviation for the ability whose modifier applies to the skill check.
- Trained Only: If "Trained Only" appears on the line beneath the skill name, you must be trained in that skill to use it. If "Trained Only" is omitted, the skill can be used untrained except for some uses. If any special notes apply to trained or untrained use, they are covered in the Special section.
- Skill Check Penalty: If "Skill Check Penalty" appears on the line beneath the skill name, a character takes a penalty on skill checks made with this skill if he's wearing armor with which he is not proficient. The size of the armor check penalty depends on the type of armor: light, -2; medium, -5; or heavy, -10. For example, Woody the Earth Pony scout is proficient with light armor only. If he attempts to swim in medium armor, he takes a -5 armor
check penalty on his Swim check.
- Retry: Any circumstances that apply to successive attempts to use the skill successfully. If this paragraph is omitted, the skill check can be tried again without any inherent penalty other than consuming additional time.
- Special: Any special notes that apply, such as rules regarding untrained use and whether or not you can take 10 or take 20 when using the skill.
- Time: How much time it takes to make a check with this skill, if that information hasn't already been covered elsewhere.
Physical Skills
Acrobatics (Dex)
Armor Check Penalty
You can move at normal speed across difficult terrain, keep your balance while walking on a narrow surface, take less damage from a fall, slip free of restraints or a grappling foe, and get up from prone safely. In addition to the specific options listed below, you can use Acrobatics to perform typical tumbling, flipping, or gymnastic maneuvers.
- Balance: A successful Acrobatics check allows you to move at half speed along a narrow surface such as a ledge or wire. The DC of the Acrobatics check varies with the width of the surface (see below). If the surface is slippery or unstable, increase the DC by 5. A failed check means you fall prone and must make a DC 15 Reflex save to catch the ledge or wire.
Narrow Surface | Acrobatics DC |
8-15 cm wide | 10 |
4-7 cm wide | 15 |
Less than 4 cm wide | 20 |
You are considered flat-footed while balancing, and thus you lose your Dexterity bonus to your Reflex Defense (if any). If you are trained in Acrobatics, you aren't considered flat-footed while balancing. If you take damage while balancing, you must immediately make another Acrobatics check against the same DC to keep from falling.
- Cross Difficult Terrain (Trained Only): With a successful DC 15 Acrobatics check, you can move through difficult terrain at your normal speed.
- Escape Bonds: With a successful Acrobatics check, you can slip free of restraints (DC varies; see table below), wriggle th rough a tight space (DC 20), or escape from a grapple (DC = the grappler's grapple check). The DC to slip free of a restraint depends on the type of restraint (see table).
It takes an attack action to escape a grapple. It takes a full-round action to escape a net or to move 1 square through a tight space. It takes 1 minute to escape from ropes, cuffs, or manacles.
Restraint | Acrobatics DC |
Ropes | Opponent's check + 10 |
Net | 15 |
Cuffs | 25 |
- Fall Prone (Trained Only) : If you are trained in Acrobatics and succeed at a DC 15 check, you can drop to a prone position as a free action (instead
of a swift action).
- Reduce Falling Damage (Trained Only): With a successful DC 15 Acrobatics check, you can treat a fall as if it was 3 meters (2 squares) shorter when determining damage. For every 10 points by which you beat this DC, you can subtract an additional 3 meters from the fall for determining damage. If you
make this check and take no damage from the fall, you land on your feet. If you are struck by a falling object, you can reduce the damage you take by half with a successful DC 15 Acrobatics check (see Falling Objects).
- Stand Up from Prone (Trained Only) : If you are trained in Acrobatics and succeed at a DC 15 check, you can stand up from a prone position as a
swift action (instead of a move action).
- Tumble (Trained Only): If you succeed at a DC 15 Acrobatics check, you can tumble through the threatened area or fighting space of an enemy as part of your move action without provoking an attack of opportunity. Each threatened square or occupied square that you tumble through counts as 2 squares of movement.
- Special: You can't take 10 or take 20 on an Acrobatics check. If you are trained in Acrobatics, you gain a +2 dodge bonus to your Reflex Defense when fighting defensively (see Fighting Defensively).
Climb (Str)
Armor Check Penalty
Use this skill to scale a cliff, to get to a window on the second story of a building, or to climb up an rope after falling out of an Ship in the center of storm. Climb Surface: With each successful Climb check, you can advance up, down, or across a slope or a wall or other steep incline (or even a ceiling with hoof-holds). A slope is considered to be any incline of less than 60 degrees; a wall is any incline of 60 degrees or steeper. You can climb at one-half of your speed as a full-round action. You can move half that far-one-fourth of your speed-as a move action. A failed Climb check indicates that you make no progress, and a check that fails by 5 or more means that you fall from whatever height you have already attained. The DC of the check depends on the circumstances of the climb: DC EXAMPLE WALL OR SURFACE o Slope too steep to walk up; knotted rope with a wall to brace against. 5 Rope with a wall to brace against or a knotted rope, but not both. 10 Surface with ledges to hold on to and stand on, such as a very rough wall. 15 Surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a tree; an unknotted rope. 20 Uneven surface with some narrow handholds and footholds. 25 Rough surface, such as a natural rock wall or a brick wall. 25 Overhang or ceiling with handholds but no footholds. Perfectly smooth, flat, vertical surface cannot be climbed. -10* Climbing inside an air duct or other location where one can brace against two opposite walls (reduces normal DC by 10). -5* Climbing a corner where you can brace against perpendicular walls (reduces normal DC by 5). +5* Surface is slippery (increases normal DC by 5).
- These modifiers are cumulative; use any that apply.
Since you can't move to avoid an attack while climbing, opponents get a +2 bonus on attack rolls against you, and you lose any Dexterity bonus to your Reflex Defense. Any time you take damage while climbing, make a Climb check against the DC of the slope or wall. Failure means you fall from your current height and sustain the appropriate falling damage (see Falling Damage, page 255). Accelerated Climbing: You try to climb more quickly than normal, but you take a -5 penalty on Climb checks. Accelerated climbing allows you to climb at your full speed as a full-round action. You can move half that far-one-half of your speed-as a move action. Catching Yourself When Falling: It's practically impossible to catch yourself on a wall while falling. Make a Climb check (DC = the wall's DC + 20) to do so. A slope is relatively easier to catch yourself on (DC = the slope's DC + 10). Making Handholds and Footholds: You can make your own hand holds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per meter. As with any surface with handholds and footholds, a wall with pitons in it has a DC of 15. In the same way, a climber with an ice axe or similar implement can cut hand holds or footholds in an ice wall. Special: Someone using a rope can haul a character upward (or lower the character) by means of sheer strength. Use the encumbrance rules (see page 140) to determine how much weight a character can lift. You can take 10 while climbing, but you can't take 20.
Concentration (Con)
Drive (Dex)
Use this skill to operate a vehicle. Basic operation of a vehicle does not require a skill check or special training, but performing evasive maneuvers and difficult stunts does. Whenever you make a Pilot check, you must apply the vehicle's size modifier to your check (see Table 10-1: Vehicle Sizes, page 166). Avoid Collision: You can make a DC 15 Pilot check as a reaction to reduce or negate the damage from a collision (see Avoid Collision, page 173). Dogfight: When operating a flying vehicle, you can make a Pilot check as a standard action to engage in a dogfight (see Dogfight, page 171). Engage the Enemy (Trained Only): When piloting a vehicle in combat, you can choose to make a Pilot check instead of an Initiative check to determine your place in the initiative order. Increase Vehicle Speed (Trained Only): You may make a DC 20 Pilot check as a swift action to make your vehicle perform beyond its normal limits. (You can't take 10 on this check.) If the check fails, your vehicle's speed does not increase, and your vehicle moves - 1 step on the cond it ion track (see Conditions, page 148). If you succeed, your vehicle's speed increases by 1 square until the start of your next turn. For every 5 points by which you exceed the DC, your vehicle's speed increases by an additional 1 square. Ram: You can make a Pilot check as part of a full-round action to collide intentionally with a target (see Ram, page 172). Special: You can take 10 when making a Pilot check except when attempting to increase a vehicle's speed. You can't take 20 on a Pilot check.
Endurance (Con)
Armor Check Penalty You can push yourself beyond your normal physical limits. Force March: Each hour of walking after 8 hours requires you to attempt a DC 10 Endurance check (+2 per hour after the first). If you fail, you move -1 persistent step along the condition track (see Conditions, page 148). You can only remove this persistent condition by resting for 8 hours. Hold Breath: You can hold your breath for a number of rounds equal to your Constitution score. After this period of time, you must succeed on a DC 10 Endurance check in order to continue holding your breath. The DC increases by +2 per additional round. If you fail, you must breathe or you move -1 step on the condition track (see page 149). If you reach the bottom of the condition track, you fall unconscious. If you are still unable to breathe on your next turn after falling unconscious, you die. Ignore Hunger: You can go without food for a number of days equal to your Constitution modifier (minimum 1 day). After this time, you must succeed on an Endurance check each day or move -1 persistent step along the condition track (see page 149). You can only remove this persistent condition by eating a nutritious meal. The DC is 10 on the first day and increases by +2 each day thereafter. Ignore Thirst: You can go without water for a number of hours equal to three times your Constitution score. After this time, you must succeed on an Endurance check each hour or move -1 persistent step along the condition track (see page 149). You may only remove this persistent condition by drinking at least 1 liter of water; for creatures that are not Medium size, multiply the water required by 10 for every size category above Medium or divide it by 10 for every size category below Medium. The DC is 10 on the first day and increases by +2 each day thereafter. Run: You can run as a full-round action. When you run, you can move up to four times your speed in a straight line (or three times your speed in a straight line if you are wearing heavy armor or carrying a heavy load). You lose any Dexterity bonus to your Reflex Defense while you're running, since you can't actively avoid attacks. You can run for a number of rounds equal to your Constitution score without any trouble. If you want to continue running after that, you must succeed on a DC 10 Endurance check. You must check again each round in which you continue to run, and the DC of the Endurance check increases by 1 for each previous check you made. When you fail a check, you move -1 persistent step on the condition track (see Conditions, page 148). You can only remove this persistent condition by resting for the same length of time that you were running. During this rest period, you can only move your speed. Sleep in Armor: You can sleep while wearing armor by succeeding at an Endurance check (DC 10 for light armor, DC 15 for medium armor, and DC 20 for heavy armor). If you fail, you don't sleep and move -1 persistent step along the condition track (see page 149). You can only remove this persistent condition by sleeping for 8 hours. Swim/Tread Water: Each hour that you swim, you must succeed on a DC 15 Endurance check or move -1 persistent step along the condition track (see page 149). You can only remove this persistent condition by resting (not swimming or treading water) for the same length of time that you were swimming. Each consecutive hour of swimming increases the DC by +2. If you are only treading water, reduce the DC by 5.
Fly (Dex)
Initiative (Dex)
Armor Check Penalty Use this skill to gain the advantage in combat. Start Battle: An Initiative check sets the order of combat when a fight starts. Each character aware of the fight makes an Initiative check and goes in order from highest to lowest. When piloting a vehicle in combat, you must apply the vehicle's size modifier to your Initiative check (see Table 10-1: Vehicle Sizes, page 166). Avoid Feint: When an opponent attempts to feint in combat, you oppose his Deception check with an Initiative check. If you meet or beat his check result, his feint attempt fails. Special: You can take 10 on an Initiative check, but you can't take 20.
Jump (Str)
Armor Check Penalty Use this skill to leap over pits, vault low fences, or jump down from a tree's lowest branches. Long Jump: The DC of a running long jump is equal to the distance cleared (in meters) multiplied by 3. For example, clearing a 3-meter-wide (2-square-wide) pit requires a successful DC 9 Jump check. If you do not get at least a 4-square running start, the DC is doubled. High Jump: The DC of a running high jump is equal to the distance cleared (in meters) multiplied by 12. For example, landing atop a 1.5-meter-high (1-square-high) ledge requires a successful DC 18 Jump check. If you use a pole of sufficient height to help you vault the distance, the DC is halved. If you do not get at least a 4-square running start, the DC is doubled. Jump Down: If you intentionally jump down from a height, you can attempt a DC 15 Jump check to take falling damage as if you had dropped 3 meters (2 squares) fewer than you actually did. If you succeed on this check and take no damage, you land on your feet. Special: You can take 10 when making a Jump check. If there is no danger associated with failing, you can take 20. Distance covered by a long jump or high jump counts against your maximum movement in a round; distance covered by jumping down does not.
Melee (Str)
Stealth (Dex)
Armor Check Penalty Use th is skill to slink past a sentry without being heard, catch your enemy off-guard, snipe from a concealed location, or perform sleight of hand. Sneak: Your Stealth check sets the DC for Perception checks made to notice you. If an opponent's Perception check equals or exceeds your Stealth check, your opponent notices you. Any circumstance that hampers your ability to sneak imposes a -2 penalty on your check, while favorable circumstances grant a +2 bonus. For example, sneaking across a surface littered with debris imposes a -2 penalty on your Stealth check, while a room filled with abundant hiding places grants a +2 bonus on your check. If you move more than your speed in any given round, you take a -5 penalty on your Stealth check. If you move more than twice your speed in any given round, you take a -10 penalty on your Stealth check. Your size provides a modifier to your Stealth checks: Fine, +20; Diminutive, +15; Tiny, +10; Small, +5; Medium, +0; Large, -5; Huge, -10; Gargantuan, -15; Colossal, -20. Conceal Item: As a standard action, you can attempt to conceal an item (such as a weapon) on your person. The concealed object must be at least one size smaller than you, and you get a modifier on your skill check based on the object's relative size: One size smaller, -5; two sizes smaller, +0; three sizes smaller, +5; four or more sizes smaller, + 10. Other characters may notice a concealed object with a successful Perception check (opposed by your Stealth check result), but only if you do not have total concealment. A character gains a +10 circumstance bonus on his Perception check if he physically touches you to search for concealed items; this requires a full-round action that can only be performed if you're a willing, pinned, or helpless target. Drawing a concealed item is a move action. Create a Diversion to Hide: You can use the Deception skill (page 64) to help you be stealthy. A successful Deception gives you the momentary diversion you need to attempt a Stealth check even though people are aware of you. While the others turn their attention from you, you can make a Stealth check (as normal, and at no penalty) if you can reach a hiding place of some kind as a move action. Pick Pocket: With a successful Stealth check, you can pilfer a small, hand-sized object from a target within reach. Your Stealth check is opposed by the target's Perception check, and the target gains a +5 bonus. If you fail by 4 or less, you are unable to take the item, but the target does not notice the effort. If you fail by 5 or more, you are unable to take the item and the target catches you in the act. Sleight of Hand: You can palm hand-sized objects, perform minor feats of legerdemain, or attempt to perform a minor action without being noticed (such as flipping a switch, pulling out a thermal detonator, or drawing a pistol under the cover of a table). All such efforts are opposed by observer's Perception check. Any observer that beats your Stealth check notices the action you attempted, and knows how you did it. Snipe: After making a ranged attack from hiding, you can try to hide again. You must be at least 2 squares from the target, and you must already have successfully used Stealth to hide from the target. Make a new Stealth check (as normal, but with a -10 penalty) as a move action. If you succeed, you remain hidden; otherwise, your location is revealed. Special: You can take 10 when making a Stealth check, but you can't take 20.
Swim (Str)
Armor Check Penalty Using this skill, a land-based creature can swim, dive, navigate underwater obstacles, and so on. Swim: A successful Swim check allows you to swim one-quarter your speed as a move action or one-half your speed as a full-round action. Roll once per round. If you fail, you make no progress through the water. If you fail by 5 or more, you go underwater and must hold your breath (see the Endurance skill, page 66) until you reach the surface by succeeding on a Swim check. The DC for the Swim check depends on the situation: SITUATION DC Calm water 10 Rough water Stormy water 15 20 Retry: A new check is allowed the round after a check is failed. Special: You can take 10 when making a Swim check, but you can't take 20.
Mental Skills
Craft (Int)
for instance Alchemy, Architecture, Artwork, Cooking, Mechanics, Songwriting, Storytelling, Tailoring, ... Trained Only You can bypass locks and traps, set and disarm explosives, fix malfunctioning devices, and modify and repair damaged droids. Disable Device (requires security kit): You can use this skill to disarm a security device, defeat a lock or trap, or rig a device to fail when it is used. The effort takes a full-round action, and the DC depends on the intricacy or complexity of the item being disabled or sabotaged, as shown below: DEVICE DC' Simple 15 Tricky 20 Complex 25 EXAMPLES Sabotage a mechanical device, jam a blaster, bypass a basic mechanical lock Sabotage an electronic device, bypass a basic electronic lock Disarm an electronic security system, bypass a complex mechanical or electronic lock
- If you attempt to leave behind no troce of the tompering, increase the DC
by 5. If the Mechanics check fails by 5 or more, something goes wrong. If it's a trap, you spring it. If it's some sort of sabotage, you think the device is disabled, but it still works normally.
Jury-Rig: You can make temporary repairs to any disabled mechanical or electronic device, from a simple tool to a complex starship component. Jury-rigging is a full-round action and requires a successful DC 25 check. If you use a tool kit, you gain a +5 equipment bonus on the check. A juryrigged device gains +2 steps on the condition track. At the end of the scene or encounter, the jury-rigged device moves -5 steps along the track and becomes disabled again . (See Conditions, page 14B.)
Repair Device (requires tool kit) : You can repair a damaged or disabled droid or object (including devices and vehicles). This requires at least 1 hour of work, at the end of which time you must make a Mechanics check. Only one character may repair a given droid or object at a time, but other characters may use the aid another action to assist (see page 151) .
Repair Object: You can spend 1 hour and make a DC 20 Mechanics check to repair a damaged or disabled object, restoring 1dB hit points and removing any persistent conditions currently affecting the device or vehicle. If you are on boa rd a damaged vehicle while you attempt to repair it, apply any penalties from the vehicle's position on the condition track on your Mechanics check. (Major vehicle repairs are best attempted in a garage, hangar, dry dock, or other specialized facility.) Retry : You can usually retry a Mechanics check. In some specific cases, however, a failed Mechanics check has negative ramifications that prevent repeated checks (see Disable Device, above, for example). Special : You can take 10 or take 20 on a Mechanics check. When making a Mechanics check to accomplish a jury-rig repair, you can't take 20.
- Drafting Designs
In order to build any kind of ponymade object, anypony needs to have a plan first. The crafter must determine all of the necessary functions components for the device he wishes to construct and draft or purchase the necessary sketches and diagrams. Designs are needed for each object of moderate or higher complexity to be crafted, as well as for the assembly of the finished project.
To draft a proper set of design, the character must first decide what the function or functions of the item will be. Once she has determined everything that she wants the item to do, she can break it down into component parts. Each object requires a certain amount of units of appropriate crafting material (see Table: Crafting Materials) depending on its object type, size category and complexity.
For instance a Unicorn tailor wanted to create a medium-sized +1 adequate gala-garment. So, she needs a medium sized garment (or has to create one from 2 units of fabric), add one unit of Rainbow Color to create the +1 equipment bonus, and one unit of Flowers, Gemstones, Seafruit or Stardust for the +2 adequate Social Rating bonus to set the finish. In addition, she needs to know how much the components cost and how they affect the difficulty of creating the item.
Designs are drafted by making a Knowledge roll associated to the appropriate Craft skill (see Craft Tables below). The base DC to draft a Design is 10 modified by the scope and the complexity of the object (see Project Scope and Complexity).
- Table: Crafting Materials
Element | Material | Value DC | Material | Value DC | Material | Value DC |
Stars (Friendship/Isolation, Purple, Void) | Glass | Stardust | Metal (Powders) | |||
Sky (Laughter/Depression, Pink, Wind) | Clouds | Air (Gases) | Rainbow (Colors) | |||
Mountain (Loyalty/Disafection, Red, Fire) | Stones | Coal | Gemstone (Powders) | |||
Earth (Honesty/Deceit, Orange, Earth) | Wood | Fruit | Flowers | |||
Sea (Generosity/Greed, Blue, Water) | Coral | Water (Liquids) | Seafruit | |||
Unity (Kindness/Cruelty, Yellow, Aether) | (Meat), Fabric, Feathers, Fur | Animal Products | Ley |
- Table: Project Scope and Complexity
Project Scope | DC | Material Units | Roll intervall | Project Complexity | DC | Roll intervall |
Fine | +20 | 1 (1/8) | 0,5 day | |||
Diminutive | +15 | 1 (1/4)0,5 day | ||||
Tiny | +10 | 1 (1/2) | 0,5 day | Very Simple | -10 | one quarter |
Small | +5 | 1 | 0,5 day | Simple | -5 | half |
Medium | +0 | 2 | 0,5 day | Moderate | +0 | full |
Large | +5 | 4 | 1 day | Complex | +5 | double |
Huge | +10 | 16 | 3 days | Very Complex | +10 | double |
Gargantuan | +15 | 64 | 1 week | Arcane | +15 | tripple |
Colossal I | +20 | 256 | 1 month | |||
Colossal II | +25 | 1024 | 4 months | |||
Colossal III | +30 | 4096 | 1 year |
- Craft [Alchemy]
- Associated Knowledge [Herbology]
- Associated Projects
- Brews (Tiny, Arcane)
- Alchemical Constructs (Tiny to Huge, Very Complex or Arcane)
- Associated Materials
- (Stars) Stardust, Metal Powders
- (Sky) Gases, Rainbow Colors
- (Mountain) Gemstone Powders
- (Earth) Flowers, Fruit
- (Sea) Water, Liquids
- (Unity) Animal Products
- Craft [Architecture]
- Associated Knowledge [Geometry]
- Associated Projects
- Buildings (Large to Colossal III, Moderate to Complex)
- Associated Materials
- (Stars) Metal, Glass
- (Sky) Clouds, Rainbow Colors
- (Mountain) Stones
- (Earth) Wood
- (Sea) Coral
- (Unity) Fabric
- Craft [Artwork]
- Associated Knowledge [Art]
- Associated Projects
- Artwork (Tiny to Huge, Simple to Complex)
- Associated Materials
- (Stars) Stardust, Metal, Glass
- (Sky) Clouds, Rainbow Colors
- (Mountain) Stone, Gemstones
- (Earth) Wood, Flowers
- (Sea) Coral, Seafruit
- (Unity) Fabric
- Craft [Cooking]
- Associated Knowledge [Cuisine]
- Associated Projects
- Food (Fine to Small, Simple to Complex)
- Associated Materials
- (Stars) Stardust
- (Sky) Rainbow (also Colors)
- (Mountain) Gemstone (often Powders as spices)
- (Earth) Fruits, Flowers
- (Sea) Liquids, Seafruit
- (Unity) Animal Products
- Craft [Mechanics]
- Associated Knowledge [Engineering]
- Associated Projects
- Devices (Fine to Large, Very Simple to Arcane)
- Vehicles (Large to Colossal I, Moderate to Arcane)
- Associated Materials
- (Stars) Metal, Glass
- (Sky) Gases, Rainbow Color
- (Mountain) Gemstones, Coal
- (Earth) Fabric, Wood
- (Sea) Liquids
- (Unity) Fabric
- Craft [Tailoring]
- Associated Knowledge [Fashion]
- Associated Projects
- Garments (Tiny to Huge, Very Simple to Very Complex)
- Associated Materials
- (Stars) Metal
- (Sky) Rainbow Colors
- (Mountain) Gemstones
- (Earth) Flowers
- (Sea) Seafruit
- (Unity) Fabric
- Table: Enhancement/Enchantment Effects
Effect | Trait |
Alchemic Construct Traits | |
Enhanced Ability | One of the construct's attribute scores increases by 4. |
Enhanced Adequacy | Increases the construct’s maximum Social Access Rating by 2 |
Enhanced Confidence | Increases the construct’s armor bonus to Will Defense by 1. |
Enhanced Durability | Increase the construct’s damage reduction by 1. |
Enhanced Fortification | Increases the construct’s equipment bonus to Fortitude Defense by 1. |
Enhanced Mobility | Increase the construct’s speed by 1 square. |
Enhanced Protection | Increases the construct’s armor bonus to Reflex Defense by 1. |
Enhanced Structure | Increase the construct's structure by one dice. |
Enchantment Effect | Imbues a magical effect of a Grade known to the enchanter into the construct. |
Architecture Ehancements | |
Enhanced Durability | Increase the edifice's damage reduction by 1 |
Enhanced Structure | The edifice gains extra structure equal to one-quarter of its base structure. |
Enchanted Functionality | Skill checks made in or on the edifice gain a +2 equipment bonus, or the edifice's existing equipment bonus increases by 2. |
Enhanced Adequacy | Increases the edifice's maximum Social Access Rating by 2 |
Enchantment Effect | Imbues a magical effect of a Grade known to the enchanter into the edifice. |
Artwork Enhancements | |
Enhanced Adequacy | Increases the artwork's maximum Social Access Rating by 2 |
Enhanced Durability | Increase the artwork's damage reduction by 1 |
Enhanced Structure | The artwork gains extra structure equal to one-quarter of its base structure. |
Enchantment Effect | Imbues a magical effect of a Grade known to the enchanter into the artwork. |
Device Enchantments | |
Enhanced Accuracy | The device gains a +1 enchantment bonus on attack rolls. |
Enhanced Strength | Increase the device's Strength score by 2. |
Enhanced Durability | Increase the device's damage reduction by 1 |
Enchanted Device | Skill checks made using the device gain a +2 equipment bonus, or the device's existing equipment bonus increases by 2. |
Enhanced Damage | The device deals +2 damage on a successful hit. This damaged is multiplied on a critical hit, as normal. |
Enhanced Range | The device's ranges all increase by 50%. |
Enhanced Ruggedness | Increase the device's break and disable DC by 5. |
Enhanced Structure | The device gains extra structure equal to one-quarter of its base structure. |
Enchantment Effect | Imbues a magical effect of a Grade known to the enchanter into the device. |
Garment Enchantments | |
Enhanced Adequacy | Increases the garment's maximum Social Access Rating by 2 |
Enhanced Agility | Increases the garment's maximum Dexterity bonus 1. |
Enhanced Appearance | Increase the garment's equipment bonus to social rating by 1. |
Enhanced Confidence | Increases the garment's armor bonus to Will Defense by 1. |
Enhanced Durability | Increase the garment's damage reduction by 1. |
Enhanced Fortification | Increases the garment's equipment bonus to Fortitude Defense by 1. |
Enhanced Mobility | Reduces the penalty to speed by 1 square. |
Enhanced Protection | Increases the garment's armor bonus to Reflex Defense by 1. |
Enchantment Effect | Imbues a magical effect of a Grade known to the enchanter into the garment. |
Vehicle Enchantments | |
Enhanced Durability | Increase the vehicle's damage reduction by 1. |
Enhanced Structure | The vehicle gains extra structure equal to one-quarter of its base structure. |
Enhanced Maneuverability | Increases the vehicle's Maneuverability score by 1. |
Enchanced Speed | Increases the vehicle's speed by one-quarter of its base speed (minimum 1 square). |
Enchantment Effect | Imbues a magical effect of a Grade known to the enchanter into the vehicle. |
Deception (Cha)
You can make the untrue seem true, the outrageous seem plausible, and the nefarious seem ordinary. The skill encompasses conning, fast-talking, misdirection, forgery, disguise, and outright lying. Use a Deception check to sow temporary confusion, pass as someone you're not, get someone to turn his head in the direction you point, or pass faked documents off as genuine. Deceive: When you want to make another character believe something that is untrue, you can attempt to deceive them. You can deceive a target in one of two ways: by producing a deceptive appearance or by communicating deceptive information. Deceptive Appearance: When you produce a deceptive appearance, such as disguising your appearance or producing forged documents, make a Deception check opposed by the Perception check of any target that sees the deception. If you succeed, that character believes that the appearance is authentic. If you fail, the target detects the deception. Creating a deceptive appearance requires at least 1 minute (10 rounds) for simple deceptions, 10 minutes for moderate deceptions, 1 hour for difficult deceptions, 1 day for incredible deceptions, or 2 weeks (10 days) for outrageous deceptions. You can rush and create the deception in less time (treating it as if it were one step easier, to a minimum of simple), but you take a -10 penalty on your Deception check. In all cases, make a single Deception check at the time you create the deceptive appearance and compare your check result to the Perception check of any character who encounters it. Deceptive Information: When you communicate deceptive information, such as telling a lie or distorting facts to lead the target to a false conclusion, make a Deception check against the Will Defense of any target that can understand you. If you succeed, the target believes that what you're telling them is true. While most cases of deceptive information are either verbal or written (requiring the target to be able to understand you), you can deceive with gestures, body language, facial expressions, and so forth. Communicating deceptive information requires at least a standard action for simple deceptions, a full-round action for moderate deceptions, and 1 minute (10 rounds) or even more for difficult, incredible, or outrageous deceptions. You can rush and communicate your deception in less time (treating as if it were one step easier, to a minimum of simple), but you take a -10 penalty on your Deception check. If your deceptive information is written, recorded, or otherwise preserved for later viewing, your original Deception check result is compared to the Will Defense of all targets who later read or observe your deception. In some cases, you convey both a deceptive appearance and deceptive information. For example, if you create a falsified document (such as an official report, a letter from a senator, or orders from a military commander), you have to produce something that looks authentic (deceptive appearance) while also creating believable content (deceptive information). In this case, make a single Deception check and compare it to both the target's Perception check and Will Defense. Similarly, you might disguise yourself as an Imperial general (deceptive appearance) and then give fake orders to a stormtrooper (deceptive information). In this example, you make one Deception check ahead of time to create the disguise and another Deception check at the time you give the stormtrooper his new orders. Favorable and unfavorable circumstances weigh heavily on the outcome of a deception. Two circumstances can weigh against you: The deception is hard to believe, or the action that the deception requires the target to take goes against the target's self-interest, nature, personality, or orders. If it's important, the GM can distinguish between a deception that fails because the target doesn't believe it and one that fails because it just asks too much of the target. For instance, if the deception demands something risky of the target, and your Deception check fails by 10 or less, then the target didn't so much see through the deception as prove reluctant to go along with it even if he believes it's true. If your Deception check fails by 11 or more, he has seen through the deception (and would have done so even if it had not placed any demand on him). A successful Deception check indicates that the target reacts as you wish, at least for a short time, or the target believes something that you want him to believe. For example, you could use a deception to put someone off guard by telling him someone was behind him. At best, such a deception would make the target glance over his shoulder. It would not cause the target to ignore you and completely turn around. Alternatively, you could use a deception to make a starship captain believe that he has orders to take his vessel to Tatooine. If successful, the captain would carry out his new "orders" even though that would take quite some time, but as soon as he encounters contradictory information (such receiving contradictory orders from his real commander, or arriving at Tatooine and discovering that no one sent for him) he will realize that he has been fooled. Creating a Diversion to Hide: You can use Deception to help you hide. A successful Deception check that equals or exceeds the target's Will Defense gives you the momentary diversion you need to attempt a Stealth check while the target is aware of you (see the Stealth skill, page 72). Feint: Make a Deception check as a standard action to set the DC of your opponent's Initiative check. If you beat your opponent's roll, that target is treated as flat-footed against the first attack you make against him in the next round. You take a -5 penalty against non-humanoid creatures or against creatures with an Intelligence lower than 3. Retry: Generally, a failed Deception check makes the target too suspicious for you to try another deception in the same circumstances. For feinting in combat, you may retry freely. Special: You can take 10 when making a deception (except for feinting in combat), but you can't take 20. Time: A deception takes at least a standard action, but can take much longer if you try something elaborate. Disguises that require major changes to your physical outline, or forged documents with many safeguards, can take hours or even days.
CHECK DECEPTION MODIFIER DESCRIPTION Simple +5 A simple deception works in the target's favor or matches the target's expectations, and it requires nothing you don't have on hand. Moderate +0 Difficult -5 Incredible -10 Outrageous -20 Simple deceptions include convincing a junk dealer to buy some stolen droids; disguising yourself as someone nonspecific of similar size, species, and gender; and creating a false ID that will pass casual inspection but not careful scrutiny. A moderate deception is believable and doesn't affect the target much one way or the other, and you have most of the props you need. Moderate deceptions include convincing a suspicious guard that you're not a thief; disguising yourself as a member of another species or gender; and creating a false ID good enough to pass visual scrutiny but not electronic screening. A difficult deception is a little hard to believe, puts the target at some kind of risk, or undergoes scrutiny. Examples include convincing a group of thugs that you're willing and able to beat them in a cantina fight, forging starship transponder codes, impersonating an officer well enough to give troops orders, and creating false official documents good enough to pass electronic screening. An incredible deception is hard to believe, presents a sizable risk to the target, or requires passing intense scrutiny. Incredible deceptions include convincing a reputable starship dealer to buy a stolen Imperial shuttle, impersonating someone well enough to convince an old friend, and forging false credits. An unlikely deception is almost too unlikely to consider or requires material you just don't have. Outrageous deceptions include impersonating a Jedi (without any Force sensitivity) well enough to fool another Jedi, claiming to be the Emperor in disguise and giving orders to stormtroopers, and forging important documents with no proper tools or examples to work with.
Gather Information (Cha)
Use this skill to make contacts, learn local new stories and gossip, and acquire secrets. Learn News and Rumors: Major news stories and popular local rumors can be unearthed with a DC 10 Gather Information check. Learning the detailed, unclassified facts of a news story or determining the veracity of a rumor requires a DC 20 check and 50 credits in bribes. Learn Secret Information: "Secret information" includes anything unavailable to the general public. Examples include a classified police report, a hidden location, military blueprints, installation security procedures, and computer access codes. Learning a piece of secret information typically requires a DC 25 check and 5,000 credits in bribes; however, information that's especially difficult to obtain (such as the technical blueprints of the Death Star) might require a DC 30 or higher skill check and cost 50,000 credits or more, at the GM's discretion. If the check fails by 5 or more, someone notices that you're asking questions and comes to investigate, arrest, or silence you. Locate Individual : Make a Gather Information check to locate a specific individual-either someone you know by name or someone with the skill, item, or information you need. The DC of the check is 15 if the target is relatively easy to locate; if the target isn't well known or has taken strides to conceal his or her presence and/or activities, the DC is 25 and the information costs 500 credits in bribes. Special: You can take 10 on a Gather Information check, but you can't take 20. A successful Persuasion check can reduce the monetary cost of a Gather Information check (see the Persuasion skill, page 71). Some information is beyond the reach of a Gather Information skill check. For example, characters searching for Darth Vader won't find him by speaking with tribes of Ewoks on the Forest Moon of Endor, no matter how many Ewoks they question. Time: Each Gather Information check represents 1 d6 hours of time spent talking to informants, scanning HoloNet news broadcasts, or perusing information kiosks.
Handle Animal (Cha)
Heal (Wis)
Use this skill to keep a badly wounded friend from dying, to heal the injured, or to treat a diseased or poisoned character. First Aid (requires a medpac): As a full-round action, you can administer first aid to an unconscious or wounded creature. If you succeed on a DC 15 Treat Injury check, the creature regains a number of hit points equal to its character level, + 1 for every point by which your check result exceeds the DC. Using a medical kit grants a +2 equipment bonus on your skill check. If the skill check succeeds, the tended creature cannot benefit from additional first aid for 24 hours. You can administer first aid on yourself, but you take a -5 penalty on your Treat Injury check. Long-Term Care: If you tend to a creature for 8 consecutive hours, that creature regains hit points equal to its character level in addition to those recovered from natural healing (see Natural Healing, page 148). A creature can only benefit from long-term care once in a 24-hour period. You can tend one creature at a time if untrained, or up to six simultaneously if trained. You can't give long-term care to yourself. Perform Surgery (Trained Only; requires a surgery kit): You can perform surgery to heal damage to a wounded creature, remove a persistent condition, or install a cybernetic prosthesis (see page 137). Any of these operations requires 1 hour of uninterrupted work, at the end of which time you must make a Treat Injury check. If you fail your check, the surgery does not yield any benefit (but any resources used are still lost). In addition, if you fail your check by 5 or more, the creature takes damage equal to its damage threshold. If this damage reduces the creature to 0 hit points, it dies (see 0 Hit Points, page 146). Heal Damage: You can make a DC 20 Treat Injury check to perform surgery on a wounded creature, healing an amount of damage equal to the creature's Constitution bonus (minimum 1) x the creature's level. If you fail the check, the creature instead takes damage equal to its damage threshold. If the creature was already at 0 hit points, it dies unless it can spend a Force Point to save itself (see page 93). You can perform surgery on yourself to heal damage, but you take a -5 penalty on your skill check. Performing surgery to heal damage also removes any persistent conditions afflicting the target. Install a Cybernetic Prosthesis: You must have the Cybernetic Surgery feat (see page 83) to install a cybernetic prosthesis on a living being. At the end of the procedure, make a DC 20 Treat Injury check. If the check succeeds, the prosthesis is installed properly. If the check fails, the prosthesis is not properly installed; however, you can try again after another uninterrupted hour of surgery. You can install a cybernetic prosthesis on yourself, but you take a -5 penalty on your skill check. Revivify (Trained Only; requires a medical kit): As a full-round action, you can revive a creature that has just died. You must reach the dead creature within 1 round of its death to revive it, and you must succeed on a DC 25 Treat Injury check. Using a medpac grants a +2 equipment bonus on the skill check. If the check succeeds, the creature is unconscious instead of dead. If the check fails, you are unable to revive the creature. Treat Disease (Trained Only; requires a medical kit): Treating a diseased character requires 8 hours. At the end of that time, make a Treat Injury check against the disease's DC (see Disease, page 254). If the check succeeds, the patient is cured and no longer suffers any ill effects (including persistent conditions caused by the disease). You can treat one creature at a time if untrained, or up to six simultaneously if trained. Treat Poison (Trained Only; requires a medical kit): As a full-round action, you can treat a poisoned character. Make a Treat Injury check; if the result equals or exceeds the poison's DC (see Poison, page 255), you successfully detoxify the poison in the character's system and the patient no longer suffers any ill effects (including persistent conditions caused by the poison). Treat Radiation (Trained Only; requires a medical kit): Treating an irradiated character requires 8 hours. At the end of that time, make a Treat Injury check against the radiation's DC (see Radiation, page 255). If the check succeeds, the patient is cured and no longer suffers any ill effects (including persistent conditions caused by the radiation). You can treat one creature at a time if untrained, or up to six simultaneously if trained. Special: You can take 10 when making a Treat Injury check, but you can't take 20.
Knowledge (Int)
for instance Arcana, Creature Lore, Geography, History, Local, Nature, Pony Lore, Religion, ... Knowledge encompasses a number of unrelated ski lls. Knowledge represents a study of some body of lore, possibly an academic or even scientific discipline. Each time you select Knowledge as a trained skill, you must choose a field of study from the list below: Bureaucracy: Business procedures, legal systems and regulations, and organizational structures Galactic lore: Planets, homeworlds, sectors of space, galactic history, and the Force Life sciences: Biology, botany, genetics, archaeology, xenobiology, medicine, and forensics Physical sciences: Astronomy, astrogation, chemistry, mathematics, physics, and engineering Social sciences: Sociology, psychology, philosophy, theology, and criminology Tactics: Techniques and strategies for disposing and maneuvering forces in combat Technology: Function and principle of technological devices, as well as knowledge of cutting edge theories and advancements. Common Knowledge: You can answer a basic question about a subject related to your field of study with a DC 10 check. For example, a DC 10 Knowledge (life sciences) check is enough to know that Rodians are skilled hunters . Appraise (Trained Only): Expert Knowledge (Trained Only): You can make a Knowledge check as a swift action to answer a question within your field of study that requires some level of expertise. The DC of the check ranges from 15 (for simple questions) to 25 (for tough questions). The GM may adjust the DC depending on the character's personal experience. For example, a DC 20 Knowledge (galactic lore) check might reveal specific information about the inhabitants of the planet Dathomir, but the DC may be lower if the character making the check has actually been there. Retry: No, you can't reroll a failed Knowledge check. The roll represents what you know, and thinking about a topic a second time doesn't let you know something you never learned in the first place. Special: You can take 10 when making a Knowledge check, but you can't take 20.
Perception (Wis)
Use this skill to perceive threats as well as your surroundings. The distance between you and whatever you're trying to perceive affects your Perception check, as do solid barriers and concealment. Avoid Surprise : A Perception check made at the start of a battle determines whether or not you are surprised (see Surprise, page 149). A Perception check made to avoid surprise is a reaction. Eavesdrop : A DC 10 Perception check allows you to eavesdrop on a conversation. You must be able to understand the language being spoken. The DC increases to 15 in relatively noisy areas (such as a cantina) or 25 in particularly loud areas (such as a droid factory) . Eavesdropping on a conversation is a standard action. Hear Distant or Ambient Noises : A DC 10 Perception check allows you to detect and identify distant or ambient noises. Actively listening for distant or ambient noises is a standard action. Not ice Targets : A Perception check lets you hear or spot other targets or detect someone or something sneaking up on you from behind. If the target is actively attempting to remain undetected, your Perception check is opposed by the target's Stealth check. If the target is not making any special effort to avoid detection, the Perception check DC is determined by the target's size: Colossal, DC -15; Gargantuan, DC -10; Huge, DC -5; Large, DC 0; Medium, DC 5; Small, DC 10; Tiny, DC 15; Diminutive, DC 20; Fine, DC 25. For every 10 squares of distance between you and the target. you take a -5 penalty on your Perception check. You also take a -5 penalty if the target has concealment or cover, or a -10 penalty if it has total concealment or total cover. Detecting a target that enters your line of sight is a reaction. Actively looking or listening for hidden enemies (including those to whom you do not have a line of sight) is a standard action. You can also notice if a character has a concealed weapons or objects. Make a Perception check opposed by the target's Stealth check result. If you win the opposed check, you notice the concealed object. If you win the opposed check by 5 or more, you can tell what kind of object is concealed (for example, distinguishing a blaster from a datapad) . Search : You can carefully examine a 1-square area or a 1-cubic-meter volume of goods as a full-round action. A DC 15 Perception check allows you to find clues, hidden compartments, secret doors, traps, irregularities, and other details not readily apparent within that area . The GM may increase the DC for especially obscure well-hidden features. You can also search a character for concealed weapons or objects. Make a Perception check opposed by the target's Stealth check result. If you win the opposed check, you find the concealed object. You receive a + 10 circumstance bonus on your Perception check if you physically touch the target to search for concealed items; this requires a ful l-round action and can on ly be used on a willing, pinned, or helpless target. Sense Deception : You can use Perception to see through deceptive appearances made using the Deception skill. If your Perception check meets or exceeds the result of the Deception check, you realize that you're being deceived. Your Perception check to sense the deception is a reaction. Sense Influence: Make a Perception check to determine whether someone is under the influence of a mind-affecting Force power or other method of coercion (assuming the effect isn't obvious). This requires a full-round action and a successful DC 20 check. Retry: You can make a Perception check every time you have the opportunity to notice something as a reaction. As a swift action, you may attempt to see or hear something that you failed (or believe you failed) to notice previously. Special: You can take 10 or take 20 when making a Perception check. Taking 20 means you spend 2 minutes attempting to notice something that mayor may not be there.
ATTITUDE Hostile Unfriendly Indifferent Friendly Helpful THE CREATURE... Takes risks to harm you, usually attacking on sight Wishes you ill but won't go out of its way to harm you Regard you as neither a threat nor an ally and probably doesn't attack you Wishes you well but won't take life-threatening risks on your behalf Take risks to help you
Perform (Cha)
Persuasion (Cha)
You can influence others with your tact, subtlety, and social grace, or you can threaten them into being more cooperative. Change Attitude: As a full-round action, you can make a Persuasion check to adjust the attitude of a creature with an Intelligence of 2 or higher using words, body language, or a combination of the two. The target must be able to see you. Apply a modifier to the check based on the target's current attitude toward you: hostile -10, unfriendly -5, indifferent -2, friendly +0 (see Table 4-4: Attitude Steps). If the check equals or exceeds the target's Will Defense, the target's attitude shifts one step in your favor. If the target creature cannot understand your speech, apply a -5 penalty on your Persuasion check. You may attempt to change the attitude of a given creature only once per encounter. Haggle: Whenever you use the Gather Information skill, you can make a Persuasion check as a swift action to reduce by half the amount you must pay to acquire the information you desire. Conversely, you can use this skill as a full-round action to increase or reduce the sell price of a desired item by 50%. The DC depends on the attitude of the individual (or individuals) with whom you're dealing: unfriendly DC 30, indifferent DC 25, friendly DC 20, helpful DC 15, You can't haggle with creatures that are hostile toward you or creatures that have an Intelligence of 2 or lower. No matter how adept you are at haggling, a creature won't pay more for an item that can easily be obtained elsewhere for the standard listed price. Intimidate: As a full-round action, you can make a Persuasion check to force a single creature with an Intelligence of 1 or higher to back down from a confrontation, surrender one of its possessions, reveal a piece of secret information, or flee from you for a short time. The creature must be able to see you. Your check result must equal or exceed the target's Will Defense for the intimidation attempt to succeed. Apply a modifier to the check based on the threat the target perceives from you: SITUATION Target is helpless or completely at your mercy Target is clearly outnumbered or disadvantaged Target is evenly matched with you You are clearly outnumbered or disadvantaged You are helpless or completely at the target's mercy MODIFIER +5 +0 -5 -10 -15 You can't force the target to obey your every command or do something that endangers its life or the lives of its allies. A creature you successfully intimidate becomes one step more hostile toward you as soon as you are no longer an imminent threat (see Table 4-4: Attitude Steps). Retry: If you fail a Persuasion check, you cannot make any further Persuasion checks against the targeted creature for 24 hours. Special: You can take 10 on a Persuasion check, but you can't take 20.
Profession (Wis)
for instance Astrology, Clerk, Farmer, Gambler, Instructor, Miner, Teacher, Waitor, Weather Working, ...
Survival (Wis)
Use this skill to hunt and forage, guide a party safely through arid wastelands, identify signs that gundarks live nearby, or avoid quicksand and other natural hazards. Basic Survival: Once per day, you can make a DC 15 Survival check to avoid natural hazards and keep yourself safe and fed in the wild for the next 24 hours. You can provide food and water for one additional person for every 2 points by which your check result exceeds 10. Endure Extreme Temperatures (requires field kit): Once per day, you can make a DC 20 Survival check to ignore the effects of extreme cold or extreme heat for the next 24 hours (see Extreme Temperatures, page 254) . Know Direction: As a full-round action, you can ascertain which direction is north by succeeding on a DC 10 Survival check (assuming you're somewhere where cardinal directions matter). Track (Trained Only): To find tracks or to follow them requires a fullround action and a successful Survival check. The DC of the check depends on the surface and the prevailing circumstances, as given below. You must make another Survival check every time the tracks become difficult to follow, such as when other tracks cross them or when the terrain or prevailing circumstances change. You move at half normal speed while tracking. You can choose to move your normal speed instead, but you take a -5 penalty on Survival checks made to follow tracks. SURFACE Soft ground Firm ground Hard ground DC 10 20 30 Soft Ground: Any surface (fresh snow, thick ash, wet mud) that holds clear impressions of footprints. Firm Ground: Any outdoor surface (lawns, fields, woods) or exceptionally soft or dirty indoor surface (dusty floors, thick carpets) that can capture footprints of a creature's passage. Hard Ground: Any surface that doesn't hold footprints at all (bare rock, concrete, metal deck plates). CIRCUMSTANCE DC MODIFIER Every 3 creatures in the group being tracked -1 Every day since the trail was made +1 Every hour of rain since the trail was made +1 Fresh snow cover since the trail was made +5 Poor visibility +5 Tracked target hides trail (and moves at half speed) +5 Largest creature being tracked Huge or bigger -10 Large -5 Medium +0 Small +5 Tiny or smaller +10 Special: You can take 10 when making a Survival check. You can take 20 if there is no danger or penalty for failure, but it takes twenty times as long as normal to do so.
Use Magic (Int)
Requires the Force Sensitivity feat You draw upon the Force to help you recover from injuries, gain special insights, or perform other remarkable acts. You must have the Force Sensitivity feat (page 85) to be trained in this skill. Activate Force Power (Trained Only): You make a Use the Force check to use a Force power (see Force Powers, page 95). This use of the skill requires no action. Force Trance (Trained Only): As a full-round action, you can enter a Force trance with a DC 10 Use the Force check. In this state, you remain fully aware of your surroundings. Each hour you remain in the trance, you regain a number of hit points equal to your character level. You can emerge from the trance as a swift action. If you remain in a Force trance for 4 consecutive hours, you emerge from the trance fully rested (as though you'd rested for 8 hours). While you're in a Force trance, you can go ten times as long as normal without food or water (see the Endurance skill, page 66). Move Light Object (Trained Only): As a move action, you can use the Force to telekinetically lift and move a relatively light object within your line of sight. A successful DC 10 Use the Force check allows you to move an object weighing up to 5 kg a distance of 6 squares in any direction. As a standard action, you can use the object as a projectile weapon, but the DC increases to 15. If your Use the Force check beats the target's Reflex Defense, the object hits and deals ld6 points of bludgeoning damage. Search Your Feelings: As a full-round action, you can make a DC 15 Use the Force check to determine whether a particular action will yield favorable or unfavorable results to you in the immediate future (10 minutes or less). For example, you can make the check to determine whether destroying a dark side artifact will have immediate unforeseen repercussions. The answer does not take into account the long-term consequences of a contemplated action. Using the above example, a successful check would not portend a future encounter with vengeful darksiders angered by the destruction of the dark side artifact. (The GM must assess the immediate consequences of the action, based on what he knows about the circumstances.) Sense Force (Trained Only): You automatically sense disturbances in the Force. A location that is strong in the dark side of the Force can be sensed out to a range of 1 kilometer. A relative, companion, or close friend in mortal danger or great pain can be sensed out to a range of 10,000 light years. A great disturbance, such as the destruction of an entire populated "THE ABIL-ITV TO DESTROV A PL-ANET IS INSIONIFICANT NEXT TO THE POWER OF THE FORCE." -DARTH VADER planet or the distress of a whole order of allies, can be sensed anywhere in the same galaxy. As a full-round action, you can make a DC 15 Use the Force check to determine the distance and general direction to the location of the disturbance. As a full-round action, you can use this ability to actively sense other Force-users out to a range of 100 kilometers. If you succeed on a DC 15 Use the Force check, you know how many Force-users are within range, their approximate distance and direction from you, and whether you've met them before or not. Another Force-user within range can try to conceal her presence from you by making an opposed Use the Force check. If she equals or exceeds your Use the Force check, you don't sense her presence at all. Sense Surroundings: As a swift action, you can make a DC 15 Use the Force check to ignore the effects of cover and concealment when making Perception checks to detect or observe targets. Increase the DC by 5 if this ability is used against targets with total cover. Telepathy: As a standard action, you can establish a telepathic link with a distant creature. Through the link, you can exchange emotions or a single thought, such as "Go!", "Help!", or "Danger!" The target must have an Intelligence of 2 or higher, and the distance between you and the target determines the DC (see beloW). Against an unwilling target, you must make a Use the Force check against the target's Will Defense; if the check fails, you cannot establish a telepathic link or attempt to telepathically contact the target for 24 hours unless the target becomes a willing one. TELEPATHY DISTANCE Same planet Same system Same region/quadrant of the galaxy Different region/quadrant of the galaxy DC 15 20 25 30 Special: You can't make Use the Force checks unless you have the Force Sensitivity feat (see page 85). Use the Force is a class skill for any character with the Force Sensitivity feat. You can take 10 on a Use the Force check, but you can't take 20.