Perception Skills


    Perception is the character's ability to notice things about their surroundings and other characters. Those with a high Perception are quick to spot concealed objects or people hiding behind a corner. They're also good at convincing other people to do favors for them, tricking or conning others, and bargaining to get a good price for goods or services. Characters with a low Perception get lost a lot.



Bargain
    Time Taken: One minute to an hour.
    Specializations: Kind of merchandise to be purchased or sold - spice, weapons, droids, datapads.

    Characters use this skill to haggle over prices for goods they want to purchase or sell. The difficulty is often an opposed roll against the gamemaster character's bargain skill.



Command
    Time Taken: One round.
    Specializations: Leader's unit - Rogue Squadron, Imperial stormtroopers.

    Command is a measure of a character's ability to convince gamemaster characters and subordinates to do what they're told. Command shouldn't be used against other player characters to force them to do something against their will - these situations should be handled through roleplaying interaction.
    The skill is often used in combat situations, such as a squad leader commanding his/her troops or a Star Destroyer captain telling his/her gunners which enemy ship to target.



Con
    Time Taken: One combat round to several minutes, depending upon how long it takes the character to say what is needed to pull off the con.
    Specializations: Particular method of conning - disguise, fast-talk.

    Con is used to trick or deceive characters, or otherwise convince them to do something that isn't in their best interest.



Forgery
    Time Taken: One round to several days.
    Specializations: Specific kind of documentation to be forged - security codes, datapad scandocs, starship permits.

    The character has the ability to falsify electronic documents to say what the character wishes. Characters might forge bank codes to get someone else's credits out of an account, alter official Imperial cargo vouchers so they may appear to have the right permit to carry a certain type of restricted good, or create valid identification so they may impersonate New Republic inspectors.



Gambling
    Time Taken: One round to several minutes.
    Specializations: Particular game of chance - sabacc, Trin sticks, warp-top.

    Gambling reflects a character's skill at various games of chance - it is used to increase his/her 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.



Hide
    Time Taken: One round.
    Specializations: Camouflage.

    Hide represents a character's ability to conceal objects from view. The skill is used when trying to hide weapons on one's person, conceal goods within luggage, plant objects to be left in a room and other similar tasks. Hide can also be used to conceal large objects: camouflaging a grounded starfighter or covering up the cave entrance of a secret base.



Investigation
    Time Taken: One round to several days.
    Specializations: Locale or field of investigation - Mos Eisley, Imperial City, property estates, criminal records.

    Investigation is a character's ability to find and gather information regarding someone else's activities, and then draw conclusion about what the target has done or where he/she has gone. Investigation is useful for finding out about the target's ship reservations and following him/her to a specific planet, or figuring out what shady business dealings he/she has undertaken. Just as with other skills, investigation is often more fun when you use roleplaying over skill rolls; when a player makes a good investigation roll, gamemasters can provide additional hint and clues rather than just giving the player the answer to a puzzle.



Persuasion
    Time Taken: One round or longer.
    Specializations: Specific form of persuasion - debate, storytelling, flirt, oration.

    Persuasion is similar to con and bargain - and is a little bit of both. A character using persuasion is trying to convince someone to go along with them - but they aren't tricking the person (that would be con), and they aren't paying them (as in bargain).    
However, potential rewards can be offered - talking someone into rescuing a princess from an Imperial holding cell is definitely a persuasion attempt. And stating that the reward would be "bigger than anything you can imagine" without going into details is not unusual.



Search
    Time Taken: One round or longer.
    Specializations: Tracking.

    This skill is used when the character is trying to spot hidden objects or individuals. If the subject of the search has been purposefully hidden, the searching character makes an opposed roll against the hiding character's hide skill. If the object hasn't been hidden, the character simply makes a roll against a difficulty. This skill is also used to spot hiding characters, such as a group of aliens preparing an ambush.



Sneak
    Time Taken: One round.
    Specializations: Specific type of terrain - jungle, urban.

    Sneak represents the character's ability to move silently, hide from view, move in shadows and otherwise creep around without being noticed. This is an opposed roll - the character sneaking around makes a roll, and anyone who might spot the character makes a search or Perception roll. This skill allows characters to hide themselves only - to conceal objects, they must use the hide skill.


Back
Back to Main Page