Attributes and Skills
Time Taken: One Round to Several Minutes
Description: Specializations: Specific target type—bridges, walls, vehicles.
Demolitions reflects a character's ability to set explosives for both destructive purposes and to accomplish specific special effects.
The most common explosive is detonite, and a fist sized cube does ID speeder-scale damage. The damage in the charts below is figured for one cube of detonite. Additional detonite cubes increase the base damage by +1D. If characters aren't using a high-grade explosive like detonite, reduce damage. Making explosives out of readily available materials (blaster power packs, reactant chemicals, power converters) is a handy skill in the field; however, these alternative explosives are often not as effective as detonite.
When a character sets charges, he can either try to set the explosive to cause extra damage or create some special effects.
Extra Damage: Use the following difficulties when setting explosives to cause extra damage. The difficulty depends on the object being destroyed:
• Very Easy: A plywood door.
• Easy: A hard wooden door.
• Moderate: A bolted steel door.
• Difficult: A lightly armored door such as a blast door.
• Very Difficult: A heavily armored object, such as the hull of a starship.
If the character beats the difficulty, he adds extra damage dice past the detonite's ID. Find the number of points by which the character beat the difficulty:
1-5 +1D
6-10 +2D
11-15 +3D
16-20 +4D
21-30 +5D
31 + +6D
This bonus is added to the explosive's base damage. Roll the damage against the object's body strength. (See the chapter on "Combat and Injuries.")
If that damage penetrates the obstacle, then the attempt succeeded. Note that, if enough explosive is used, the roll becomes almost irrelevant (except in checking for mishaps).
Special Effects: Characters may also try achieving special effects with explosives. The difficulty depends on the specific type of result:
• Very Easy: Rigging a bomb so the next time a speeder is put into drive the bomb goes off, destroying the vehicle.
• Easy: Blowing off the back hatch of a computer without leaving any permanent marks or burns.
• Moderate: Rigging and hiding explosives on blast doors so the next time they are closed the explosive goes off, funnelling the explosion down a specific hall. This takes five minutes to prepare.
• Difficult: Setting off an explosive charge on the leg of an ATAT walker so the drive cords are severed and the walker topples over when it tries to take a step.
Time Taken: One Round
Description: Specializations: Kind of ranged attack to be dodged - energy weapons, grenades, slugthrowers, missile weapons.
Dodge is a "reaction skill" used to avoid any ranged attack, including blaster fire, grenades, bullets, and arrows. Characters using this are doing whatever they can to dodge the attack - slipping around a corner for cover, diving behind cargo containers, dropping to the ground, or any other maneuvers to avoid getting hit.
Time Taken: One Round to Several Minutes
Description: Specializations: Particular game of chance—sabacc, Trin sticks, warp-top.
Gambling retlects a character's skill at various games of chance — it is used to increase his odds of winning. This skill doesn't affect games that are purely random, but does influence games with an element of strategy, like sabacc. When playing a skill game honestly, all characters make opposed gambling rolls, and the highest roll wins.
A character can also use the gambling skill to cheat or detect others who are cheating. When a character cheats, every other character is allowed to make an opposed gambling skill roll to see if they detect the cheat. The characters can make detection rolls every time the gambler attempts to cheat. If they fail, the gambler "wins" the round.
Modifiers include "assistance" (more than one person looking for the cheater, or helping the cheater), one character's familiarity with the game being played surpasses the other's, or other factors. The gamemaster should consider as many "angles" as possible when using the gambling skill.
Gamemasters are also encouraged to ask players to describe exactly how they're cheating. A player whose character rolls a high gambling roll to cheat but doesn't create a feasible method his character could use should not be successful. For instance, a character cheating at sabacc might hide a card up his sleeve or use a rigged card-chip.
"Sabacc! Must be my lucky night."
— Lando Calrissian
Time Taken: One Round
Description: Specializations: Species of patient — humans, Ewoks, Wookiees.
First aid reflects a character's ability to perform emergency life saving procedures in the field. For rules on the use of first aid, see "Combat and Injuries."
Time Taken: One Round
Description: Specializations: Weapon type or model - concussion missiles, gravity well projectors, ion cannons, laser cannons, proton torpedoes, tractor beams, turbolasers.
Capital ship gunnery is the "ranged combat" skill that covers the operation of all capital-scale starship waepons, including turbolasers, ion cannons, and tractor beams.
See the chapter on "Space Travel and Combat," for more information on using this skill.
"Intensify forward firepower!"
-Admiral Piett