Skills

=Introduction= Galaxy At War includes several completely new skills, removes or replaces several core d20 skills, and adds many new sub-groups to the Craft and Knowledge skills.

Craft especially is incredibly important, as you can use it to upgrade almost all of your character's equipment, up to and including his ship.

The Heal and Speak Language skills are now also much more powerful than before.

Finally, an important new skill, Pilot, has been added. This governs much of your character's effectiveness in ship and vehicle combat.

=Master Skill List= Skills marked with a "+" are a class skill. A "-" indicates cross-class.

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=New Skill Descriptions=

Autohypnosis [Trained Only] (Wis)
You have trained your mind to gain mastery over your body and the mind’s own deepest capabilities.

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Memorize
You can attempt to memorize a long string of numbers, a long passage of verse, or some other particularly difficult piece of information. Each successful check allows you to memorize a single page of text (up to 800 words), numbers, diagrams, or sigils (even if you don’t recognize their meaning). If a document is longer than one page, you can make additional checks for each additional page. You always retain this information; however, you can recall it only with another successful Autohypnosis check.

Resist Dying
You can attempt to subconsciously prevent yourself from dying. If you have negative hero points and are losing hero points (at 1 per round, 1 per hour), you can substitute a DC 20 Autohypnosis check for your d% roll to see if you become stable. If the check is successful, you stop losing hero points (you do not gain any hero points, however, as a result of the check). You can substitute this check for the d% roll in later rounds if you are initially unsuccessful.

Resist Fear
In response to any fear effect, you make a saving throw normally. If you fail the saving throw, you can make an Autohypnosis check on your next round even while overcome by fear. If your Autohypnosis check meets or beats the DC for the fear effect, you shrug off the fear. On a failed check, the fear affects you normally, and you gain no further attempts to shrug off that particular fear effect. Dark Jedi cannot use this function of Autohypnosis.

Tolerate Poison
You can choose to substitute an Autohypnosis check for a saving throw against any standard poison’s secondary damage or effect. This skill has no effect on the initial saving throw against poison.

Willpower
If reduced to 0 hero points (disabled), you can make an Autohypnosis check. If successful, you can take a normal action while at 0 hero points without taking 1 point of damage. You must make a check for each strenuous action you want to take. A failed Autohypnosis check in this circumstance carries no direct penalty—you can choose not to take the strenuous action and thus avoid the hero point loss. If you do so anyway, you drop to -1 hero points, as normal when disabled.

Computer Use [Trained Only] (Int)
Use this skill to access information from any computer system.

DC 10: Local weather reports, laws, your credit balance, miscellaneous public data.

DC 20: Public data files about specific people.

DC 25: Personal/confidential data about a person, place, or thing.

DC 30: Secret corporate or military data.

DC 35: Top secret data, such as in-depth classified blueprints, or a high-ranking general’s itinerary.

DC 45: Extremely sensitive data known only to a select few.

You can also use Computer Use to make Open Lock checks on computerized doors if you have at least 1 rank in Open Lock.

Hacking with Computer Use
DC 15: Change or delete unprotected data, leaving an earmark of who changed it and when.

DC 25: Change or delete unprotected data anonymously. Someone else can discover when and where the data was changed with a DC 20 Computer Use check, however.

DC 30: Change or delete unprotected data, giving the impression that an authorized user changed the data if anyone checks.

DC 35: Change or delete secure data, leaving an earmark of who changed it and when.

DC 40: Change or delete secure data anonymously. Someone else can discover when and where the data was changed with a DC 20 Computer Use check, however.

DC 45: Change or delete secure data, giving the impression that an authorized user changed the data if anyone checks.

Craft [Trained Only] (Int)
Craft has new and powerful usages in Galaxy At War. With it, you can improve equipment, electronics, weapons, armor, and ships well beyond their specifications. The new usages are divided into the following categories:

Armor

Blasters

Droids

Electronics

Engineering

Ships

Equipment and ships that can be improved with this skill will have available improvements shown next to them. This will have a Craft check DC and a credit cost.

It's possible to buy the upgrade from certain hard-to-find dealers, but the cost is usually at least three times as great. Many weapon upgrades are also illegal in some systems.

This skill is also used to repair damaged equipment, especially droids. Repairing lost hero points on a damaged droid requires a Repair Kit (see Equipment), and takes an hour. This function of the Craft skill otherwise works just like Heal does on organic characters, except that there is no limit to the amount of Craft checks you can make on a droid in a given time period (though only one character can repair a single droid at once, and this always takes an hour).

DC 15: 1d6+1 hero points restored.

DC 20: 2d6+2 hero points restored.

DC 25: 3d6+3 hero points restored.

DC 30: 4d6+4 hero points restored.

DC 35: 5d6+5 hero points restored.

DC 40: 6d6+6 hero points restored.

DC 45: 7d6+7 hero points restored.

DC 50: 8d6+8 hero points restored.

DC 55: 9d6+9 hero points restored.

Most other checks take a week’s time to complete.

Force Mastery [Trained Only] (Wis)
You can identify Force abilities and effects. The DCs for Force Mastery checks relating to various tasks are summarized on the table below.

15 + Power Level: Identify a Force power being manifested. No action required. No retry.

20 + Power Level: Identify a Force power that's already in place and in effect. You must be able to observe the power in action to make this check.

25 + Power Level: After rolling a saving throw against a power targeted at you, determine what the power was.

30 or Higher: Understand a strange or unique aspect of the Force, such as the Force potential of an individual.

Heal [Trained Only] (Wis)
Heal has a new function in Galaxy At War: Restoring lost hero points with medical kits (see equipment).

DC 15: 1d6+1 hero points restored.

DC 20: 2d6+2 hero points restored.

DC 25: 3d6+3 hero points restored.

DC 30: 4d6+4 hero points restored.

DC 35: 5d6+5 hero points restored.

DC 40: 6d6+6 hero points restored.

DC 45: 7d6+7 hero points restored.

DC 50: 8d6+8 hero points restored.

DC 55: 9d6+9 hero points restored.

A single character can only be healed this way once every eight hours.

Knowledge [Trained Only] (Int)
There are several new fields of Knowledge in the Star Wars universe:

Aliens: Knowledge of the various alien species in the galaxy.

History: Knowledge of the galaxy’s history and important past events.

Jedi Lore: Knowledge of Jedi dogma, theories, customs, and practices.

Medicine: Knowledge of medical procedures, such as bacta tanks and artificial limb replacement.

Politics: Knowledge of bureaucratic procedure in government, of important figures in galactic leadership, and of who keeps skeletons in their closets.

Streetwise: Knowledge of where to find illegal weapons, the best technicians, and of street lingo and underworld power structures.

Tactics: Knowledge of proper battle strategies, battlefield tactics, and probable maneuvers in a combat situations.

Technology: Knowledge of the latest gizmos, gadgets, and super-powered weapons.

World Lore: Knowledge of the galaxy’s many worlds.

Pilot (Dex)
Your ranks in Pilot act as a bonus to your attack rolls and AC in space combat and other situations involving vehicles and riding animals.

Speak Language (Int)
Speak Language works differently than usual in Galaxy At War. Whenever you encounter an alien language, you make a Speak Language check in order to determine whether or not you can understand and communicate back.

DC 5: Language common to the Core worlds.

DC 8: Very specific language usually found in the Core worlds.

DC 11: Common Inner Rim language.

DC 14: Uncommon Inner Rim language.

DC 17: Common Expansion Region language.

DC 20: Uncommon Expansion Region language.

DC 23: Common Mid-Rim language.

DC 26: Uncommon Mid-Rim language.

DC 29: Common Outer Rim language.

DC 32: Uncommon Outer Rim language.

DC 35: Dead language or language usually found only beyond the Outer Rim.

Some languages can be easily understood, but not spoken by other creatures outside of the specific race where it was developed. Examples of this phenomenon include Shyriiwook and Astromech, the latter of which is an incredibly common droid language.