Post by Administrator Theo on May 8, 2010 15:16:30 GMT -5
Non-Force Using Characters are characters that have such low Force Sensitivity that they cannot use it. They make up a large majority of the galaxy as senators, assassins, smugglers, political leaders, thugs, merchants, and pilots. While they are without Force powers, Star Wars: A Galaxy has included a skill set for Non-Force Using Characters called Skills to ensure that they are able to remain a threat in combat, as well as have a unique spin to them.
Skills are combative and non-combative abilities that Non-Force Using Characters will be able to pick up as the players RP and expand their story. These additional skills are granted to them by the Moderator as they are seen fit. A few example of skills are Blasters -- Blaster Pistols, Melee -- Vibrodaggers, and Electronics -- Splicing. Some are used entirely in combat, and some others can only be used in non-combative situations.
Skills
Tier I Skills
Blasters -- Blaster Pistols - A character with this skill has a basic knowledge of blaster pistols. They know how they work, the basic schematics for the more popular models, can identify most common and uncommon models at range, and can handle one adequately. This is required for a character to be able to use a single blaster pistol in combat. Han Solo would have definitely had this trait.
Blasters -- Blaster Rifles - A character with this skill has a basic knowledge of blaster rifles. They know how they work, the basic schematics for the more popular models, can identify most common and uncommon models at range, and can handle one adequately. This is required for a character to be able to use a single blaster rifle in combat.
Blasters -- Quick Draw - This skill allows the character to draw, brandish, and fire their Blaster Pistol or Blaster Rifle with the ease of years of experience. This skill decreases the amount of time it takes for a character to draw their weapon, get a bead, and fire off a shot. More than three shots following the initial draw greatly decrease the assistance of this skill. Jango Fett would have definitely had this trait.
Melee -- Brawling - This skill implies that the character has some degree of martial arts training. This might be through years of experience in the outskirts of Mos Eisley, or due to the rigid training of a Sith Academy, but a character armed only with his fists and this trait is still a threat. Basic uses include the correct fighting posture, punches, kicks, grapples and slams.
Melee -- Vibrodaggers - A character with this skill set has a basic understanding in the use of vibrodaggers. A character with this skill can fight competently with a single vibrodagger. This skill also entails throwing vibrodaggers as ranged weapons. Fong Do probably had this skill.
Melee -- Vibroswords - A character with this skill set has a basic understanding in the use of vibrosword. A character with this skill can fight competently with a single vibrosword. This skill also extends to any two-handed fighting weapon, such as a club, an axe, even a pipe.
Piloting -- Starfighters - This skill allows for the character to pilot a starfighter, or similarly small vessel. The skill grants the character the basic ability to pilot the vessel as well as understand its basic systems -- navigation, weaponry, et cetera. Luke Skywalker definitely had this skill.
Piloting -- Freighter - This skill allows for the character to pilot a freighter or similar vessel. The skill grants the character the basic ability to pilot the vessel as well as understand its basic systems -- navigation, weaponry, et cetera. Han Solo definitely had this skill.
Piloting -- Basic Repair - The skill Basic Repair grants for the basic mechanical attributes necessary to repair things on a Starfighter or Freighter that might occur. This includes but is not limited to -- landing gear, navigation systems, weaponry, and hyperdrive. A character with this skill also understands how to destroy the very things he can repair. Chewbacca definitely had this skill.
Diplomacy -- Bartering - This skill allows for a character to understand the very basic complexes of economic bartering. Whether it's in a shop on Coruscant discussing Pod Racing parts, or in the hut of a big game hunter in Kashyyyk's under belly, a character with this skill can dabble prices, undercut, point out major discrepancies or flaws in an item to hurt the standing price, or even do the opposite in selling.
Diplomacy -- Leadership - The skill Leadership can be used in either a political or military standpoint. A character with this skill can rally people to a cause or even inspire those who aren't already to be in favor of their own cause. Senators have used this trait to lead their people, commanders have used this trait to lead their soldiers. Commander Cody and Chancellor Palpatine definitely had this skill.
Diplomacy -- Politics - This skill allows the character with it to have a much deeper understanding of politics and how they are relevant. Many people in the galaxy, a good example being Han Solo, figured that politics had very little to do with the lives of people at the bottom of the totem. This trait would dispel that. This trait allows for much better conceived motives, strengthening of ideas, et cetera. This trait is how Count Dooku got the idea of getting disenfranchised corporations to rise against the Republic. Count Dooku definitely had this trait.
Electronics -- Computing & Repairing - While this trait is almost always associated with droids, it can be taught to humanoids. This skill entails the understanding of repairing droids and computers, as well as using them, reprogramming them, et cetera. R2-D2 and Anakin Skywalker definitely had this trait.
Electronics -- Basic Splicing - This trait is for the fringer and splicer. Splicing is the use of a third party entity to hack into complex computer networks for data retrieval or even corruption or use of the targeted computer unit. Splicing is a difficult skill in itself and thus reserves its own skill. Atton Rand definitely had this trait.
Medicine -- Basic First Aid - A character with this skill trait can use basic first aid, granted they have the right tools. With a first aid kit, a character with this trait is basically a nurse. They know how to use bandages, medisensors, fleshclamps, bacta spray, and irrigation bulbs.
Medicine -- Improvised First Aid - A character with this skill trait can use first aid in situations where first aid kits are not available, such as in the middle of the Tatooine desert, or inside an ancient Sith tomb on Korriban. Characters can identify local plants or animals that might have healing properties, or where they might be able to get some.
Language -- Bilingual - Characters with this trait can understand and speak one additional language, as long as their race is capable of it. A Human or Near-Human that speaks Basic can pick one additional language. A non-human must pick their own species' race and one additional language.
Language -- Multilingual - A character with this trait can understand and speak up to four additional languages, as long as their race is capable of it. [Requires Language -- Bilingual]
Stealth -- Basic Stealth - Sneaking, climbing, and the like are all included in this skill set. A character with this skill can effectively move without making noise (clothing permitted), sneak through an area littered with guards, and scale certain structures with relative ease.
Stealth -- Espionage - This skill expands on the Basic Stealth skill in more ways than one. This skill allows for the use of stealthy take downs, intermediate climbing abilities, as well as the ability to identify most neurotoxins and poisons. [Requires Stealth -- Basic Stealth]
Tier 2 Skills (Requires 6 Tier 1 Skills. May pick 1.)
[UNDER CONSTRUCTION]
Blasters -- Repeating Blasters - A character with this skill has a basic knowledge of repeating blasters. They know how they work, the basic schematics for the more popular models, can identify most common and uncommon models at range, and can handle one adequately. This is required for a character to be able to use a repeating blaster in combat.
Blasters -- Dual Wield - This skill allows for a character to dual wield blaster pistols. A character without this skill would be relatively inept with a pair of blasters, seemingly inaccurate and unsteady. This skill changes that.
Blasters -- Slugthrowers - A character with this skill has a basic knowledge of slugthrowers. They know how they work, the basic schematics for the more popular models, can identify most common and uncommon models at range, and can handle one adequately. This is required for a character to be able to use a slugthrower in combat.
Melee -- Martial Arts - This skill implies that the character has extensive hand to hand combat training.. This might be through years of experience in the outskirts of Mos Eisley, or due to the rigid training of a Sith Academy, but a character armed only with his fists and this trait is still a threat. Abilities included in this skill takedowns, chokes, and fighting multiple opponents.
Melee -- Dual Wield - This skill allows for a character to dual wield vibrodaggers and vibroswords. A character without this skill would be relatively inept with a pair of vibro weapons, seemingly unwieldy and all over the place.. This skill changes that.
Piloting -- Capital Ships - This skill allows for the character to pilot a capital or similar vessel. The skill grants the character the basic ability to pilot the vessel as well as understand its basic systems -- navigation, weaponry, et cetera. This skill does not allow a single character to pilot an entire capital ship, but rather work at any of the given stations as well as command at most a single capital ship.
Piloting -- Astrogation - This skill means the affected character has extensive use of astrogation charts and space navigation. Their ability to navigate the endless chambers and mazes of space rival a Jedi's own ability. They know all the uncharted paths, and even the short cuts in the charted ones.
Stealth -- Interrogation - The art of interrogation is not easily mastered, but a character with this trait can easily retrieve information from any source, even Jedi. They know the weak spots, they know what information to use, what information not to use, and what they need to do to get a certain type of information out.
Stealth -- Poisons - The galaxy is full of poisons and toxins. It would take several holocrons to be able to gather all the information, but this character knows them by heart. Not all of them, but the popular ones, the potent ones, the untraceable ones.
Diplomacy -- Intimidation - This is a skill used for those wanting to get their way, without the subtly involved. This skill involves choking, threatening, and even physically beating the someone to get desired information, perhaps weaponry, a transport, whatever may be desired.
Diplomacy -- Persuasion - The opposite of the skill Intimidation, this skill often requires monetary compensation and a smooth tongue to get the same results. However, no one will ever hold a grudge against you, and no one will ever come back looking for you with a score to settle, hopefully!
Medicine -- Surgery - It's hard to go to a Republic-owned hospital when you've got vibroblade gashes and thermal detonator residue on you. Sometimes, a doctor in the lower ends may be better help. A character with this trait suture up wounds and things that a standard Medpack just won't cover. [Requires Medicine -- Improvised First Aid or Medicine -- Basic First Aid]
Medicine -- Foreign Anatomies - This trait is dual purposed. One on hand, the character with this trait has the uncanny knowledge of various creatures and other species' anatomies. This means they are capable of tending to them in the case they are injured. This also means that they know their strengths and their weaknesses. They know where best to strike.
Language -- Ancient Languages - Not all languages are still around, the ancient language of the Sith, and Olys Correllisi are no longer spoken, but after studying long and hard, you've learned a few important phrases and if given the time can decipher any words or symbols from the chosen language you haven't yet studied.
Language -- Unspeakable Languages - Most Humanoids are incapable of producing the same sounds as some creatures, such as Wookiees and Rodians. Through careful patience and experience around a certain creature, you've learned to understand the language, but you are not capable of speaking it. This skill allows the character to pick one language his or her own species cannot physically speak. [Requires Language -- Bilingual]
Electronics -- Droid Repair & Assembly - Droids are a second nature to you. They're ins and outs are naught but instinct. You can recognize a model and its specification nine times out of ten, and that tenth time it's got to be an ancient droid, or one not out on the market yet. This skill basically enables you to repair almost any droid around, or create one from the ground up, granted you've got the tools and parts.
Electronics -- Intermediate Splicing - This trait is for budding splicers who have higher ambitions. Intermediate splicing entails cutting into higher security systems, rerouting security and locking mechanisms, and electronic transfer.
Tier 3 Skills
[UNDER CONSTRUCTION]
Melee -- Lightsabers -
Melee -- Exotic Weapons -
Skills are combative and non-combative abilities that Non-Force Using Characters will be able to pick up as the players RP and expand their story. These additional skills are granted to them by the Moderator as they are seen fit. A few example of skills are Blasters -- Blaster Pistols, Melee -- Vibrodaggers, and Electronics -- Splicing. Some are used entirely in combat, and some others can only be used in non-combative situations.
Skills
Tier I Skills
Blasters -- Blaster Pistols - A character with this skill has a basic knowledge of blaster pistols. They know how they work, the basic schematics for the more popular models, can identify most common and uncommon models at range, and can handle one adequately. This is required for a character to be able to use a single blaster pistol in combat. Han Solo would have definitely had this trait.
Blasters -- Blaster Rifles - A character with this skill has a basic knowledge of blaster rifles. They know how they work, the basic schematics for the more popular models, can identify most common and uncommon models at range, and can handle one adequately. This is required for a character to be able to use a single blaster rifle in combat.
Blasters -- Quick Draw - This skill allows the character to draw, brandish, and fire their Blaster Pistol or Blaster Rifle with the ease of years of experience. This skill decreases the amount of time it takes for a character to draw their weapon, get a bead, and fire off a shot. More than three shots following the initial draw greatly decrease the assistance of this skill. Jango Fett would have definitely had this trait.
Melee -- Brawling - This skill implies that the character has some degree of martial arts training. This might be through years of experience in the outskirts of Mos Eisley, or due to the rigid training of a Sith Academy, but a character armed only with his fists and this trait is still a threat. Basic uses include the correct fighting posture, punches, kicks, grapples and slams.
Melee -- Vibrodaggers - A character with this skill set has a basic understanding in the use of vibrodaggers. A character with this skill can fight competently with a single vibrodagger. This skill also entails throwing vibrodaggers as ranged weapons. Fong Do probably had this skill.
Melee -- Vibroswords - A character with this skill set has a basic understanding in the use of vibrosword. A character with this skill can fight competently with a single vibrosword. This skill also extends to any two-handed fighting weapon, such as a club, an axe, even a pipe.
Piloting -- Starfighters - This skill allows for the character to pilot a starfighter, or similarly small vessel. The skill grants the character the basic ability to pilot the vessel as well as understand its basic systems -- navigation, weaponry, et cetera. Luke Skywalker definitely had this skill.
Piloting -- Freighter - This skill allows for the character to pilot a freighter or similar vessel. The skill grants the character the basic ability to pilot the vessel as well as understand its basic systems -- navigation, weaponry, et cetera. Han Solo definitely had this skill.
Piloting -- Basic Repair - The skill Basic Repair grants for the basic mechanical attributes necessary to repair things on a Starfighter or Freighter that might occur. This includes but is not limited to -- landing gear, navigation systems, weaponry, and hyperdrive. A character with this skill also understands how to destroy the very things he can repair. Chewbacca definitely had this skill.
Diplomacy -- Bartering - This skill allows for a character to understand the very basic complexes of economic bartering. Whether it's in a shop on Coruscant discussing Pod Racing parts, or in the hut of a big game hunter in Kashyyyk's under belly, a character with this skill can dabble prices, undercut, point out major discrepancies or flaws in an item to hurt the standing price, or even do the opposite in selling.
Diplomacy -- Leadership - The skill Leadership can be used in either a political or military standpoint. A character with this skill can rally people to a cause or even inspire those who aren't already to be in favor of their own cause. Senators have used this trait to lead their people, commanders have used this trait to lead their soldiers. Commander Cody and Chancellor Palpatine definitely had this skill.
Diplomacy -- Politics - This skill allows the character with it to have a much deeper understanding of politics and how they are relevant. Many people in the galaxy, a good example being Han Solo, figured that politics had very little to do with the lives of people at the bottom of the totem. This trait would dispel that. This trait allows for much better conceived motives, strengthening of ideas, et cetera. This trait is how Count Dooku got the idea of getting disenfranchised corporations to rise against the Republic. Count Dooku definitely had this trait.
Electronics -- Computing & Repairing - While this trait is almost always associated with droids, it can be taught to humanoids. This skill entails the understanding of repairing droids and computers, as well as using them, reprogramming them, et cetera. R2-D2 and Anakin Skywalker definitely had this trait.
Electronics -- Basic Splicing - This trait is for the fringer and splicer. Splicing is the use of a third party entity to hack into complex computer networks for data retrieval or even corruption or use of the targeted computer unit. Splicing is a difficult skill in itself and thus reserves its own skill. Atton Rand definitely had this trait.
Medicine -- Basic First Aid - A character with this skill trait can use basic first aid, granted they have the right tools. With a first aid kit, a character with this trait is basically a nurse. They know how to use bandages, medisensors, fleshclamps, bacta spray, and irrigation bulbs.
Medicine -- Improvised First Aid - A character with this skill trait can use first aid in situations where first aid kits are not available, such as in the middle of the Tatooine desert, or inside an ancient Sith tomb on Korriban. Characters can identify local plants or animals that might have healing properties, or where they might be able to get some.
Language -- Bilingual - Characters with this trait can understand and speak one additional language, as long as their race is capable of it. A Human or Near-Human that speaks Basic can pick one additional language. A non-human must pick their own species' race and one additional language.
Language -- Multilingual - A character with this trait can understand and speak up to four additional languages, as long as their race is capable of it. [Requires Language -- Bilingual]
Stealth -- Basic Stealth - Sneaking, climbing, and the like are all included in this skill set. A character with this skill can effectively move without making noise (clothing permitted), sneak through an area littered with guards, and scale certain structures with relative ease.
Stealth -- Espionage - This skill expands on the Basic Stealth skill in more ways than one. This skill allows for the use of stealthy take downs, intermediate climbing abilities, as well as the ability to identify most neurotoxins and poisons. [Requires Stealth -- Basic Stealth]
Tier 2 Skills (Requires 6 Tier 1 Skills. May pick 1.)
[UNDER CONSTRUCTION]
Blasters -- Repeating Blasters - A character with this skill has a basic knowledge of repeating blasters. They know how they work, the basic schematics for the more popular models, can identify most common and uncommon models at range, and can handle one adequately. This is required for a character to be able to use a repeating blaster in combat.
Blasters -- Dual Wield - This skill allows for a character to dual wield blaster pistols. A character without this skill would be relatively inept with a pair of blasters, seemingly inaccurate and unsteady. This skill changes that.
Blasters -- Slugthrowers - A character with this skill has a basic knowledge of slugthrowers. They know how they work, the basic schematics for the more popular models, can identify most common and uncommon models at range, and can handle one adequately. This is required for a character to be able to use a slugthrower in combat.
Melee -- Martial Arts - This skill implies that the character has extensive hand to hand combat training.. This might be through years of experience in the outskirts of Mos Eisley, or due to the rigid training of a Sith Academy, but a character armed only with his fists and this trait is still a threat. Abilities included in this skill takedowns, chokes, and fighting multiple opponents.
Melee -- Dual Wield - This skill allows for a character to dual wield vibrodaggers and vibroswords. A character without this skill would be relatively inept with a pair of vibro weapons, seemingly unwieldy and all over the place.. This skill changes that.
Piloting -- Capital Ships - This skill allows for the character to pilot a capital or similar vessel. The skill grants the character the basic ability to pilot the vessel as well as understand its basic systems -- navigation, weaponry, et cetera. This skill does not allow a single character to pilot an entire capital ship, but rather work at any of the given stations as well as command at most a single capital ship.
Piloting -- Astrogation - This skill means the affected character has extensive use of astrogation charts and space navigation. Their ability to navigate the endless chambers and mazes of space rival a Jedi's own ability. They know all the uncharted paths, and even the short cuts in the charted ones.
Stealth -- Interrogation - The art of interrogation is not easily mastered, but a character with this trait can easily retrieve information from any source, even Jedi. They know the weak spots, they know what information to use, what information not to use, and what they need to do to get a certain type of information out.
Stealth -- Poisons - The galaxy is full of poisons and toxins. It would take several holocrons to be able to gather all the information, but this character knows them by heart. Not all of them, but the popular ones, the potent ones, the untraceable ones.
Diplomacy -- Intimidation - This is a skill used for those wanting to get their way, without the subtly involved. This skill involves choking, threatening, and even physically beating the someone to get desired information, perhaps weaponry, a transport, whatever may be desired.
Diplomacy -- Persuasion - The opposite of the skill Intimidation, this skill often requires monetary compensation and a smooth tongue to get the same results. However, no one will ever hold a grudge against you, and no one will ever come back looking for you with a score to settle, hopefully!
Medicine -- Surgery - It's hard to go to a Republic-owned hospital when you've got vibroblade gashes and thermal detonator residue on you. Sometimes, a doctor in the lower ends may be better help. A character with this trait suture up wounds and things that a standard Medpack just won't cover. [Requires Medicine -- Improvised First Aid or Medicine -- Basic First Aid]
Medicine -- Foreign Anatomies - This trait is dual purposed. One on hand, the character with this trait has the uncanny knowledge of various creatures and other species' anatomies. This means they are capable of tending to them in the case they are injured. This also means that they know their strengths and their weaknesses. They know where best to strike.
Language -- Ancient Languages - Not all languages are still around, the ancient language of the Sith, and Olys Correllisi are no longer spoken, but after studying long and hard, you've learned a few important phrases and if given the time can decipher any words or symbols from the chosen language you haven't yet studied.
Language -- Unspeakable Languages - Most Humanoids are incapable of producing the same sounds as some creatures, such as Wookiees and Rodians. Through careful patience and experience around a certain creature, you've learned to understand the language, but you are not capable of speaking it. This skill allows the character to pick one language his or her own species cannot physically speak. [Requires Language -- Bilingual]
Electronics -- Droid Repair & Assembly - Droids are a second nature to you. They're ins and outs are naught but instinct. You can recognize a model and its specification nine times out of ten, and that tenth time it's got to be an ancient droid, or one not out on the market yet. This skill basically enables you to repair almost any droid around, or create one from the ground up, granted you've got the tools and parts.
Electronics -- Intermediate Splicing - This trait is for budding splicers who have higher ambitions. Intermediate splicing entails cutting into higher security systems, rerouting security and locking mechanisms, and electronic transfer.
Tier 3 Skills
[UNDER CONSTRUCTION]
Melee -- Lightsabers -
Melee -- Exotic Weapons -