Attributes and Skills
Time Taken: One Round
Description: Specializations: Specific language known — Wookiee, Huttese, Bocce, Ewok.
The common language of the Known Galaxy is Basic. Most people speak it - if not as their main language. they are at least fluent in it - and virually everyone can understand it. However, some areas of the galaxy are so isolated that Basic is rarely spoken. Some aliens can't or refuse to speak Basic. For example, Wookiees can understand Basic, but because of the structure of their mouths, usually cannot speak it. Ewoks do not normally understand Basic, but can learn it fairly easily.
The languages skill is used to determine whether or not a character understands something in another language.
If the character wants to say something in a language in which he isn't fluent, increase the difficulty by two levels.
The base difficulty depends on the language's complexity and structure compared to Basic (or any other language the character knows):
• Very Easy: Dialect of Basic, uses many common slang words or phrases.
• Easy: Common language related to Basic.
• Moderate: Common language, but not related to Basic (Huttese).
• Difficult: Obscure language, not related to Basic (Wookiee).
• Very Difficult: Extremely obscure language, such as one unique to a culture that has never been contacted before or a "dead" language; language that cannot be pronounced by the person trying to understand.
• Heroic: Language where many concepts are beyond the character's understanding or experience. May include musical languages or languages dependent upon intricate body language.
+10 or more to character's roll: Idea is very simple. "No." "Yes."
+ 1-5 to character's roll: Idea is simple. "I have a bad feeling about this." "Landspeeder — only 1,500 credits."
No modifier: Idea is of average complexity. "We're out of ammo." "Big explosion ... generators go 'boom'!"
+ 1-5 or more to difficulty: Idea is of above average complexity. "The stormtroopers are going to be charging over that ridge in 10 minutes." "3,000 credits for the 10 blasters, plus a crate of blaster power packs, and I'll give you my word that I won't tell anyone what a great deal you gave me."
+6-10 or more to difficulty: Idea is complex. "When the shield generator drops, Red Squadron will go for the ion cannons along the hull, while Blue Squadron will concentrate their fire on the bridge. Until then, try to defend each other from the TIE fighters."
+11-20 or more to difficulty: Idea is very complex. "From a sociological point of view, the culture of the Ithorians is wholly dedicated to to the metaphors of their first great poet and philosopher, Tiethiagg. His aptitude for understanding the unique herd culture and how it related to the individual, and how each Ithorian had to contribute to the health of the planet as a whole ..."
Fluency: Any character who makes 10 Difficult (or greater) difficulty checks on a specific language is considered fluent in that language and no longer has to make languages rolls to see if he understands the language.
Specialization: Characters may specialize in a specific language, such as Wookiee, Huttese, or astromech droid. Once the character has 5D in the specialized language, the character is considered fluent in the language and no longer has to make rolls to understand anything in that language. If the character is attempting to understand unusual dialects or seldom used words of that language, he can use the specialty language's skill code — and should have a much lower difficulty number. For example, a character fluent in Huttese trying to understand a dialect of Huttese will have a much easier time than a character who only knows Basic.
Gamemaster Note: Certain characters, like LukeSkywalker or Han Solo, know more languages than one would expect. Han travels around the galaxy a lot, and knows Wookiee, Huttese and probably several other languages. Luke comes from a planet with at least three common languages — Basic, Jawa, and Tusken Raider.
If a player wants her character to know several additional languages, you might want to give them to her at a reduced cost (such as three obscure lanuages at 5D for ID in beginning skill dice), especially if she comes up with a very detailed background explaining why her character knows so many languages. Giving a character a few "extra" language dice is okay as long as the player "earns" them and you make sure that her added knowledge won't seriously unbalance the campaign. If the players aren't willing to do some extra work developing their characters' histories and personalities, they shouldn't receive such skill bonuses.
"They're using a very primitive dialect ...I believe they think I'm some sort of god."
— See-Threepio
Time Taken: One Round
Description: Specializations: Type of goods or specific planet's markets — starships, droids, Kessel, Coruscant.
This skill reflects a character's ability to gauge the fair market value of goods based on the local economy, the availability of merchandise, quality and other market factors. The character can also gauge specific capabilities of and modifications made to goods with regard to performance.
Using value often answers the question, "How much is it really worth?" Results often depend on the source of information about the item, and how much the character already knows about that kind of merchandise. A starship dealer rattling on about a particular used-freighter might be exaggerating—although characters can make some estimations based on the starship model. If the item can be examined in person, its value is much easier to determine.
• Very Easy: Knowing that a new astromech droid should cost about 1,000 credits.
• Easy: Knowing that a new freighter, equipped with heavy duty weapons, should cost well over 100,000 credits; knowing that it could probably stand up to a slower starfighter, but not a customs ship.
• Moderate: Figuring out how much a modified freighter is worth, and how much better (or worse) the modifications make it.
• Difficult: Determining how much it should cost to hire a pilot to make a smuggling run where there's a high level of risk involved.
• Very Difficult: Determining how expensive it should be to hire a crack pilot to fly an Imperial blockade ... when he knows the risks.
• Heroic: Coming up with a market price for a product in a hurry—one that isn't normally "on the market" (Cloud City, a Star Destroyer, a Rebel Princess to be sold to the Empire). Knowing how much an Imperial prototype weapon is worth.
"She may not look like much, but she's got it where it counts, kid. I've added some special modifications myself."
— Han Solo
Time Taken: One Round or Longer
Description: Specializations: Type or model ground vehicle — compact assault vehicle, Juggernaut.
Ground vehicle operation covers primitive wheeled and tracked land vehicles, including Jawa sandcrawlers, the Rebel personnel transports on Yavin IV, personal transportation cars and bikes, and cargo haulers. Some military vehicles — such as the Empire's Juggernaut and PX-4 Mobile Command Base — also utilize wheelor track-technology.
Ground vehicle operation is seldom needed on modern worlds — where repulsorlift vehicles are very common — but this primitive technology is often used on low-tech worlds.
Ground vehicle operation can be used for a vehicle dodge — a "reaction skill" — to avoid enemy fire.
Time Taken: One Round
Description: Specializations: Particular planet's or organization's laws and procedures — Alderaan, Tatooine, the Empire, Rebel Alliance.
The character is familiar with law enforcement techniques and procedures. He know how to deal with the authorities - for example, he may be able to persuade a customs official not to impound his ship or not arrest him for a minor offense.
Characters are also knowledgeable about laws. By making a succesesful law enforcement skill check, the character will know whether or not bribery, resistance or cooperation is advisable under particular circumstances. This skill covers major laws - New Republic or Imperial - and their underlying principles. Some planets have very unusual legal systems and customs: law enforcement difficulties on these worlds should be much higher.
Time Taken: One Round or Longer
Description: Specializations: Type or model hover vehicle — hoverscout.
Hover vehicles generate a cushion of air for travel — hover vehicle operation enables characters to pilot these vehicles. Hovercraft are generally unwieldy, but they are used on many primitive worlds and are sometimes used for specific military applications. They are also used on planets with unusual gravitational fluctuations or other quirks which interfere with repulsorlift operation.
Hover vehicle operation can be used for a vehicle dodge — a "reaction skill" — to avoid enemy fire.