Characters' Attributes and Skills

Character Creation

Each species has Attribute Dice listed in the description (usually 12D). Player characters start with 6D more than the average member of the species. These dice must be distributed between the minimum and maximum attribute values for that species (see species description). Characters get 7D to allocate for skills, with a maximum of 2D in a given skill. Specializations cost 1/3 of skills.

Skill List

Dexterity Skills: Blaster, Dodge, Melee Combat, Parry, Pick Pocket, Running, Sneak, Thrown Weapons
Knowledge Skills: Bureaucracy, First Aid, Investigation, Medicine, Scholar, Streetwise, Survival, Tactics, Value, Willpower
Mechanical Skills: Animal Handling, Jet/Rocket Pack Operation, Mounted Weapons, Shields, Starship Piloting, Vehicle Operation
Perception Skills: Bargain, Command, Con, Forgery, Gambling, Hide, Intimidation, Persuasion, Search
Strength Skills: Climbing, Jumping, Stamina, Swimming
Technical Skills: Armor Repair, Astrogation, Blaster Repair, Communications, Computer Programming/Repair, Demolitions, Droid Programming/Repair, Mounted Weapon Repair, Security, Sensors, Starship Repair, Vehicle Repair

Attributes and non-Skill Actions

Dexterity: A measure of eye-hand coordination, balance, and agility.

Knowledge: A measure of knowledge about the universe, ability to learn, and common sense.

Knowledge is used to determine how many languages a character knows. A beginning player character always know Basic, unless his background would dictate otherwise, and his species' language if playing an alien. The character is fluent in a number of additional languages equal to the number before the "D" of their Knowledge attribute.
Exception: Protocol droids are usually fluent in all common alien and droid languages.

Mechanical: A measure of ability to pilot starships, operate vehicles, and handle animals.

Perception: A measure of a character's powers of observation and charisma.

Strength: A measure of physical fitness and ability to resist injury and disease.

Strength determines a character's lifting ability. Lifting difficulties depend upon the weight of the object to be lifted.
WeightDifficulty LevelWeightDifficulty Level
10 kgVery Easy1 metric tonHeroic +10
50 kgEasy1.5 metric tonsHeroic +20
100 kgModerate2 metric tonsHeroic +30
200 kgDifficult2.5 metric tonsHeroic +40
500 kgVery Difficult3 metric tonsHeroic +50
750 kgHeroicN/AN/A

Increase the difficulty based on how long the character wishes to lift the object:
TimeDifficulty Level Increase
1 - 6 rounds (up to 30 seconds)No increase
7 rounds - 3 minutes+1 difficulty level
Up to 10 minutes+2 difficulty levels
Up to 30 minutes+3 difficulty levels
Up to 1 hour+4 difficulty levels
After the first hour, the character must make a new Strength roll every hour at the same difficulty as for one hour. If the character fails the roll, he must rest for twice as long as he was lifting the heavy weight.

Technical: A measure of ability to operate, program, repair, and modify technical devices.

Dexterity Skills

Blaster: Time Taken: One round. Specializations: Blaster rifle, Wookiee bowcaster, or other specific weapon.

This skill covers the use of hand-held ranged weapons, primarily blasters, but also primitive firearms, Wookiee bowcasters and exotic missile weapons. Difficulty is determined by range, found in the weapon's description.

Dodge: Time Taken: One round.

This skill is used to avoid attacks from ranged weapons.

Melee Combat: Time Taken: One round. Specializations: Lightsaber, knife, unarmed, or other specific weapon used to attack.

This skill is used to attack in hand-to-hand combat. Difficulty is based on the weapon, found in the weapon description.

Parry: Time Taken: One round. Specializations: Lightsaber, knife, unarmed, or other specific weapon used to block.

This skill is used to block hand-to-hand attacks or some thrown weapon attacks. Difficulty is based on the weapon, found in the weapon description.

Pick Pocket: Time Taken: One round.

This skill is used to pick the pockets of others, or to palm objects without being noticed. When a character makes a pick pocket attempt, the victim makes an opposed Perception check

Running: Time Taken: One round or more.

This skill is used to move quickly without falling down. Difficulty is based on terrain.

Sneak: Time Taken: One round or more.

This skill is used to move silently, or otherwise avoid detection. Anyone who might notice the character makes an opposed Perception check, and those actively looking may use search.

Thrown Weapons: Time Taken: One round. Specializations: Grenade, spear, or other specific weapon.

This skill covers the use of primitive or improvised thrown weapons, and grenades. Difficulty is determined by range, found in the weapon's description.

Knowledge Skills

Bureaucracy: Time Taken: One round to several days. Specializations: Specific agency, department, or business.

This skill is used to interact with government offices, law enforcement agencies, and large businesses. A character knows what services are available, which forms to fill out, who to see, and how long a request for an exception will take. Difficulty is based on the organization and morale of the bureaucracy in question, how unusual the request is, and the character's reputation.

First Aid: Time Taken: One round. Specializations: Species of victim.

This skill covers emergency lifesaving procedures. Difficulty based on level of wound.

Investigation: Time Taken: One round to several days.

This is a character's ability to gather clues and draw conclusions. It is not used so much to gather information as to find out what it means. For example, a medicine roll might determine the cause of death, but investigation would help find out the probable height and strength of the attacker, and type of weapon used.

Medicine: Time Taken: Minutes or hours. Specializations: Surgery, cyborging, or other specific field.

*Advanced skill - requires first aid 5D or more. This skill covers complex medical procedures. Difficulty based on level of wound or complexity of procedure.

Scholar: Time Taken: One round to several days. Specializations: Xenoarchaeology, Jedi lore, hyperspace physics, or other specific field of study.

This skill covers formal academic training and the ability to find information through research. Difficulty is based on the obscurity and detail of the information sought:

Streetwise: Time Taken: One round to one day or longer. Specializations: Specific criminal organization or industry.

This is the character's knowledge of the underworld and how to make contact with criminal organizations. Difficulty is based on the criminal presence and the character's reputation.

Survival: Time Taken: One round for knowledge or when reacting to danger; one hour or more when looking for necessities. Specializations: Aquatic, forest, desert, or other specific environment.

This skill involves knowing how to deal with hostile environments. Difficulty is based on character's familiarity with a specific environment.

Tactics: Time Taken: One round to several minutes. Specializations: Squads, fleets, or other specific type of military force.

This is a character's skill in deploying military forces and maneuvering them to his best advantage. Although tactics rolls might reveal how to best handle military situations, the final outcome of a battle hinges on other skill rolls - command for the leader, and the combat rolls of both forces. Difficulties based on various factors in a battle: units involved, setting, and the difference in training and equipment between units.

*When rolling this skill, characters are often seeking ways to deal with military situations. The better the result, the more hints a gamemaster should give to help the character win the battle. Hints can take the form of reminders about different moves the enemy can make, suggestions on how to maneuver the character's forces, or (for especially good rolls) risky and unanticipated moves which could throw the enemy off guard.

Value: Time Taken: One round. Specializations: Starships, droids or other specific good or service.

This skill is used to appraise market values of goods and services based on the local economy. This can also be used to asses the profitability of a business, or the quality of item modifications.

Willpower: Time Taken: One round.

This represents a character's force of will and mental toughness. It is used to resist intimidation and many Force powers. A character can also use willpower to substitute for a failed stamina check at one level higher difficulty.

Mechanical Skills

Animal Handling: Time Taken:One round for riding; several weeks for training. Specializations: Specific animal.

This skill is used to train animals and ride live mounts. Riding is an opposed roll against an animal's orneriness code. Training difficulty is based on the general domesticity of the animal and the complexity of the task to be learned.

Jet/Rocket Pack Operation: Time Taken: One round. Specializations: Jet packs or rocket packs.

This skill represents a character's skill at using jet packs and rocket packs.

Mounted Weapons: Time Taken: One round. Specializations: Ion cannon, tractor beam, or other specific weapon.

This skill is used to operate the large weapons mounted on vehicles and starships, and fixed artillery units. Difficulty is determined by range, found in the weapon's description.

Shields: Time Taken: One round.

This skill is used to operate shield projection systems.

Starship Piloting: Time Taken: One round. Specializations: Mon Cal Star cruiser, YT-1300 freighter, or other specific vessel.

This skill is used to pilot the myriad starfighters, space transports, and Capital ships used in the Galaxy. Difficulty is based on the presence of obstacles and the complexity of maneuvers attempted.

Vehicle Operation: Time Taken: One round. Specializations: Walkers, speeder bikes, or other specific vehicle.

This skill is used to operate various ground and atmospheric vehicles, including walkers, landspeeders, swoops, and others. Difficulty is based on the presence of obstacles and the complexity of maneuvers attempted.

Perception Skills

Bargain: Time Taken: One minute. Specializations: Specific type of good or service

This skill is used to negotiate prices and bribes. Difficulty is based on local economic conditions and corruption.

Command: Time Taken: One round. Specializations: Stormtroopers, mercenaries, or specific troop type.

This is the measure of how well a character can order subordinates and gain bonuses for combining their actions. Difficulty is based on the organization and average skill level of the commanded characters.

Con: Time Taken: One round to several minutes. Specializations: Specific type of con.

This skill is used to lie to and trick other characters. It can also be used to actively resist a con attempt. Difficulty is based on the awareness of the character being conned.

Forgery: Time Taken: One round to several days. Specializations: Specific type of document.

This skill is used to falsify various documents. It is opposed with search or Perception. Difficulty is based on the complexity of the document.

Gambling: Time Taken: One round to several minutes. Specializations: Specific game.

This skill is used to increase a character's chances of winning at games of chance. This only applies to games that involve some skill. All players roll and the highest roll wins.

Hide: Time Taken: One round.

Characters with this skill are good at hiding objects from view, on their person, in luggage or in cargo. The skill is opposed by a search or Perception check.

Intimidation: Time Taken: One round. Specializations: Interrogation, torture, bullying, or other method.

This skill is used to scare or frighten another. It is opposed with willpower and modified by the intimidator's relative strength, presence, or reputation.

Persuasion: Time Taken: One round. Specializations: Begging, debate, or other method or purpose.

This skill is used to convince other characters to go along with them, without lying or offering anything specific in return. Difficulty is based on the target character's attitude toward the subject.

Search: Time Taken: One round to several minutes. Specializations: Tracking, crime scenes, body searches, or other method.

This skill is used to actively search for hidden objects or individuals.

Strength Skills

Climbing: Time Taken:One round.

This skill is used to scale steep or vertical surfaces. Difficulty is based on the surface.

Jumping: Time Taken: One round.

This skill is used to jump. Difficulty is based on the difficulty.

Stamina: Time Taken: One round.

This skill is used to resist fatigue, poison, and illness.

Swimming: Time Taken: One round.

This skill is used to stay afloat and/or move through water or other liquids. Difficulty is based on the presence of obstacles and the complexity of maneuvers attempted. Failure may result in drowning.

Technical Skills

Armor Repair: Specializations: specific type of armor.

This skill is used to repair and modify personal armor. See Using Repair Skills.

Astrogation: Time Taken:

This skill is used to calculate spatial coordinates and chart courses through hyperspace.

Blaster Repair: Specializations: Specific weapon.

This skill is used to repair and modify blasters and related weapons. See Using Repair Skills.

Communications: Time Taken: One round.

This skill is used to operate communications equipment, find specific frequencies, and code or decode transmissions.

Computer Programming/Repair: Time Taken: One round to several minutes.

This skill is used to access information on computer networks, repair and program computers, and bypass computer security systems. See Using Repair Skills.

Demolitions: Time Taken: One round to several minutes. Specializations: Blast doors, vehicles, or other specific target type.

This is a characters ability to sabotage devices and set explosives. Difficulty is based on the complexity of the effect attempted.

Droid Programming/Repair: Specializations: Specific type of droid.

See Using Repair Skills.

Mounted Weapon Repair: Specializations: Specific weapon.

This skill is used to repair and modify mounted weapons. See Using Repair Skills.

Security: Time Taken: One round to several minutes. Specializations: Specific type of lock or security system.

This skill is used to pick locks and bypass physical and electronic security systems.

Sensors Time Taken: One round.

This skill is used to operate sensing devices, primarily starship sensors. Difficulty is based on environmental factors and precision of readings sought.

Starship Repair: Specializations: Specific vessel.

This skill is used to repair and modify starships. See Using Repair Skills.

Vehicle Repair: Specializations: Specific vehicle.

This skill is used to repair and modify vehicles. See Using Repair Skills.

Using Repair Skills

Repair times, difficulties, and costs are generalizations. They may be customized as needed in game play. The first repair roll is made after 15 minutes of work. Additional repair roll times are noted in the skill's description and altered depending upon the situation.

The costs are always a percentage of the item's original value. If someone else does the work for the characters, double or triple the cost.

Drives: A Difficult repair roll is needed to replace a destroyed drive. The cost is 35% of the craft's original value.

Hyperdrives: A Moderate repair roll is necessary to fix a damaged hyperdrive.

Maneuverability:
Maneuverability Dice LostRepair DifficultyRepair Cost
-1DEasy10%
-2DModerate15%
-3D or moreDifficult20%

Move or Space:
*The repair cost is a percentage of the drive's original cost, not the cost of the vehicle.
Moves LostRepair DifficultyRepair Cost
1Easy10%
2Moderate15%
3Difficult20%
4Very Difficult25%
5Drive destroyed and must be replaced.100%

Shields:
Shield Dice Lost Repair Difficulty Repair Cost
-1DEasy5%
-2DModerate5%
-3DDifficult5%
-4D or moreVery Difficult10%

Weapons and Armor:
*The repair cost is a percentage of the weapon’s original cost, not the cost of the vehicle it's mounted on.
DamageRepair DifficultyRepair Cost
LightlyEasy15%
HeavilyModerate25%
SeverelyVery Difficult35%
DestroyedMay not be repairedN/A

Improving Vehicles, Vessels, and Weapons

Modification Limit: Stats may only be increased one "pip," one move level or one hyperdrive level at a time. Increases in the charts below reflect modification above the original stat. Using these rules, no system may be improved more than +1D+2, or more than four moves.

A new improvement roll can be made every month of game time. As with repairs, the costs are a percentage of the item's original value; if someone else does the work, double or triple the cost.

Hyperdrives: The difficulty and cost depends upon the old hyperdrive modifier compared to the new one.
Old/NewDifficultyCost
x4/x3Easy10%
x3/x2Moderate15%
x2/x1Very Difficult25%
x1/x0.5Heroic35%
Failure on these modification repair rolls could permanently damage hyperdrives, or cause them to function sporadically.

Maneuverability:
Pip IncreaseDifficultyCost
+1Easy5%
+2Moderate10%
+1DDifficult15%
+1D+1Very Difficult20%
+1D+2Heroic25%
Move or Space:
Move IncreaseDifficultyCost
+5Moderate10%
+10Difficult15%
+15Very Difficult20%
+20Heroic25%

To boost a starship's Space stat, use the chart below. (The ship's new Move can be found on the chart "Ships in an Atmosphere" on page 110 of Star Wars, Second Edition.)
Space IncreaseDifficultyCost
+1Moderate10%
+2Difficult15%
+3Very Difficult20%
+4Heroic25%

Shields:
Pip IncreaseDifficultyCost
+1Easy15%
+2Moderate25%
+1DDifficult30%
+1D+1Very Difficult35%
+1D+2Heroic50%

Weapons and Armor:
*Weapons can improve fire control if mounted, damage, or range.
Pip IncreaseDifficultyCost
+1Easy15%
+2Moderate25%
+1DDifficult30%
+1D+1Very Difficult35%
+1D+2Heroic50%
Range IncreaseDifficultyCost
+5%Easy5%
+10%Moderate10%
+15%Difficult15%
+20%Very Difficult20%
+25%Heroic25%

Character Advancement

At the end of each adventure characters are awarded Character Points. Characters can use these points to temporarily enhance their abilities during play, or to permanently improve their characters outside of game time. A character can only improve an ability one pip between adventures and must have access to appropriate training materials (targets or drones for combat skills, texts or manuals for Knowledge skills, etc.).

Improving Skills: Character Point Cost: Number before the "D." Training Time: None if the character used the skill in the last adventure. One day per Character Point spent to improve the skill if the character has a teacher; two days per Character Point if the character is training on his own. May reduce training time one day per additional Character Point spent (minimum: one day).

Improving Specializations: Character Point Cost: 1/2 the number before the "D." Training Time: None if the character used the skill in the last adventure. One day per Character Point spent to improve the skill if the character has a teacher; two days per Character Point if the character is training on his own. May reduce training time one day per additional Character Point spent (minimum: one day).
Specializations are considered separate from skills. They improve independently of the skill upon which they were initially based. If the base skill improves beyond the specialization, the specialization is negated.

Improving Advanced Skills: Character Point Cost: Two times the number before the "D." Training Time: One week per Character Point spent if the character has a teacher; two weeks per Character Point without a teacher. Characters must train to improve advanced skills.

Improving Attributes: Character Point Cost: 10 times the number before the "D." Training Time: One week per Character Point spent if the character has a teacher; two weeks per Character Point spent without a teacher. Characters must train to improve attributes.

Note: The character rolls his new attribute; the gamemaster rolls the attribute maximum listed in the species description. If the character's roll is equal to or less than the gamemaster's roll, the attribute increases; if the character rolls higher, the attribute does not improve, but the character receives half the Character Points back.

Improving Move: Character Point Cost: Number for the current Move. Training Time: One week per Character Point spent if the character has a teacher; two weeks per Character Point without a teacher. Characters must train to improve their Move.

Note: May not be improved above the maximum Move for species.

Learning Languages: Character Point Cost: 5 Character Points per language. Training Time: Six weeks with a teacher; 12 weeks without a teacher. Characters must train to learn languages.
Exception: Protocol droids can learn a language they have never before encountered with a successful Knowledge check. Difficulty is based on the complexity of the language.

Gaining Force Sensitivity: Character Point Cost: Costs 20 Character Points to become Force-sensitive. Characters may not "lose" their Force-sensitivity. Training Time: None

Note: Improvement of Force skills is treated in the Force section.

Droids: Droids improve existing skills per normal rules, but they cannot learn new skills without a programmer making a Difficult droid programming roll. The programmer's skill level must be 2D or more higher than the droid's new skill level.