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Last Updated: Year 11 Day 130 |
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Character skills are what define your character: their physical
attributes, their mental strength, their hand-eye coordination. The
higher the skill, the better your character is at performing a certain
task, eg. the higher your strength, the more you can carry.
On this page, you will find the definitions of character skills and
their current implementation status. Character skills are assigned
during character creation, but can be upgraded later as your character
reaches new Experience Levels.
The implementation status reflects how much a given skill is
currently used in the game. Read below the possible statuses and their
meaning:

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Not yet implemented. The definition of this skill
reflects what the designers planned for its usage. However, the
definitive usage can be changed. |

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Partially implemented. The definition of this
skill reflects what the designers planned for its usage and this skill
is already partially used in the game. However, the base usage of this
skill is unlikely to be changed but more precisions or usages will
probably be added in the future. |

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Fully implemented. The definition of this skill
reflects what has been effectively coded. Only some minor adjustments
could still happen in the future. |
| General | |
| Strength | 
| Ability to carry objects long distances and to inflict damage without the aid of weapons or tools. A character's strength increases with each skill level. A skill level of 0 will enable the character to carry 30kg, a skill level of 1 can be used to carry 50kg, a skill level of 2 can be used to carry 70kg, increasing 20kg each level.
Used to determine whether an attempted arrest is successfully resisted.
Also affects HP. | | Dexterity | 
| Coordination and ability to hit the intended target. Used to determine whether an attempted arrest is successfully avoided. Also affects HP. Will eventually improve the chance a character will be able to land a punch, hit a target with a blaster, or strike another character with a lightsaber. | | Vigor | 
| Ability to resist physical injury and disease. Vigor is subtracted from the total damage done to a character in a single turn. Used to determine whether an attempted arrest is successfully escaped. Also affects HP. | | Speed | 
| The rate at which a character can walk. Speed for a character = 4 * (speed skill + 1) km/h. min = 4 km/h, max = 24km/h. Used to determine whether an attempted arrest is successfully escaped. Also affects HP. | | Perception | 
| The character's attention to detail.
Vision Range (in Room) = Room
Vision Range (outside Room) = Perception skill + 1 (in squares)
Used to determine whether an attempted arrest is successfully avoided.
Also affects HP.
Will eventually allow the character to find hidden objects or have the chance to avoid being ambushed in an attack. | | Projectile Weapons | 
| Skill at firing hand-held particle beam weapons such as blasters and pistols once combat is implemented.
Used to determine whether an attempted arrest is successfully resisted (if greater than non-projectile weapons skill). | | Heavy Projectile Weapons | 
| Skill at firing heavy projectile weapons such as E-Web Blasters or Stouker Concussion Rifles once combat is implemented. | | Non Projectile Weapons | 
| Skill at using melee weapons such as swords, knives, clubs, sticks, or lightsabers once combat is implemented. Used to determine whether an attempted arrest is successfully resisted (if greater than projectile weapons skill). | | Unarmed Combat | 
| The ability to fight without weapons and use unarmed combat skills once combat is implemented. | | Dodge | 
| Reaction time. The higher a character's Dodge ability, the more likely he will be able to step out of the way to avoid damage. Also affects HP. |
| Science | |
| R&D Ships | 
| A player's ability to create new ship designs and advance ship related technologies. | | R&D Weapons | 
| Ability to create new personal weapon designs and advance personal weapon related technologies. | | R&D Facilities | 
| Ability to create advanced facilities. (See also R&D Medical). | | R&D Computer-Droid | 
| Ability to create new droid designs and to integrate new technology into existing droids. | | R&D Vehicles | 
| Ability to create new vehicle designs and advance vehicle related technologies. | | Repairing Ships | 
| A player's ability to repair ships and upgrade equipment on existing ships. Used to maximize your recycling operations. | | Repairing Vehicles | 
| Ability to repair vehicles and upgrade equipment on existing vehicles. Used to maximize your recycling operations. | | Repairing Facilities | 
| Ability to repair facilities. Used to maximize your recycling operations. | | Repairing Computer-droids | 
| Ability to repair droids. | | Computer Operation | 
| Ability to use Computer Systems. Increases the probability to find raw materials deposits by up to 6% per level (only if the mining vehicle has more than 1 sensor). Contributes to reduce the prospecting time. |
| Social | |
| R&D Medical | 
| Medical technology is unique in that it deals with both equipment and biology. R&D Medical is required when designing or advancing technology related to medical issues. Examples:
Both R&D Facilities and R&D Medical are needed to advance hospital technology.
Both R&D Droids and R&D Medical are needed to advance medical droid technology.
Both R&D Ships and R&D Medical are needed to advance medical ship technology | | R&D Items | 
| Ability to create new item designs and advance personal item-related technologies. | | Medical Treatment | 
| Knowledge and ability to heal other characters. A character with medical treatment skills can use medical items more efficiently than regular characters, as outlined in the Medicine rules. | | Diplomacy | 
| Ability to sway the opinions of NPCs. A character can use Diplomacy to increase public opinion for their group. A character with Diplomacy can reduce the amount he pays when hiring NPCs. The discount is equal to the square power of the diplomacy skill points. Used to determine whether an attempted arrest is successfully negotiated. | | Trading | 
| Ability to barter with NPCs. A character with Trading can reduce the amount he pays for goods from NPCs and increase the price for goods he sells to NPCs. For each point devoted to this skill, a character receives a 5% bonus on market prices. Trading is also useful in running businesses to maximum profit and minimise losses. Used to determine whether an attempted arrest is successfully negotiated. | | Theft/Deceit | 
| Ability to steal items, ships, vehicles, weapons, datacards, etc., from other players.
Also used to determine the likelihood that a lock is successfully installed or broken. | | Leadership | 
| Charisma and ability to inspire others around him during battle. A character with Leadership increases his group's overall performance during a battle. Leadership is also important in areas of construction, production refining, and mining. A good leader can encourage and motivate their workers thus increasing their productivity and reducing the production delays, or cost. | | Stealth | 
| Ability to prevent oneself from being detected by other players, ships or vehicles on the same terrain or city grid. If the stealth skill is greater than or equal to the sensor power on that square, then the character will not be detected. Used to determine whether an attempted arrest is successfully avoided. |
| Space | |
| Starfighter-Freighter Piloting | 
| Non-combat skill at navigating fighters and freighters. The better this skill, the faster that ship can reach its destination. Each increased level marks a 5% increase in speed for piloting fighter or freighter ships and 7% more chance to avoid any problem when aborting hyperspace travel. | | Starfighter-Freighter Space Combat | 
| Ability to manoeuvre fighters and freighters in space combat. A character with this skill is more likely to hit targets and dodge incoming fire in space combat. | | Starfighter-Freighter Air Combat | 
| Ability to manoeuvre fighters and freighters in combat within a planet's atmosphere and gravity well. A character with this skill is more likely to hit targets and dodge incoming fire in atmospheric combat. | | Capital Ship Piloting | 
| Non-combat skill at navigating capital ships. The better this skill, the faster that ship can reach its destination. Each increased level marks a 5% increase in speed for piloting capital ships and 7% more chance to avoid any problem when aborting hyperspace travel. | | Capital Ship Space Combat | 
| Ability to manoeuvre capital ships in outer space combat. A character with this skill is more likely to hit targets and evade incoming fire in space combat. | | Capital Ship Air Combat | 
| Some capital ships can fly within a planet's atmosphere. This skill defines a character's ability to manoeuvre capital ships in combat within a planet's atmosphere and gravity well. A character with this skill is more likely to hit targets and evade incoming fire in atmospheric combat. | | Space Targeting | 
| Ability to operate shipboard weapons. The greater this skill, the more likely a ship based weapon will hit its target. | | Space Command | 
| Ability of the character to quickly strategize and give commands during space combat. Characters with this skill enhance the overall performance of their group and of their own NPCs in space combat. | | Air Command Ships | 
| Ability of the character to quickly strategize and give commands during atmospheric combat. Characters with this skill enhance the overall performance of their group and of their own NPCs in atmospheric combat. | | Naval Tactics | 
| Ability of a character to plan a battle before it starts so as to best utilize their ships. Characters with this skill give a bonus to all allied ships during space and air combat. |
| Ground | |
| Vehicle-Barge piloting | 
| Non-combat skill at navigating vehicles and barges that move along the ground (such as AT-ATs and skiffs). The better this skill, the faster that vehicle can reach its destination. Each increased level marks a 5% increase in speed for driving vehicles and barges. | | Vehicle-Barge Ground Combat | 
| Ability to manoeuvre vehicles and barges that move along the ground in combat. A character with this skill is more likely to hit targets and evade incoming fire in combat. | | Speeder Piloting | 
| Non-combat skill at navigating flying repulsor lift and air vehicles. The better this skill, the faster that vehicle can reach its destination. Each increased level marks a 5% increase in speed for piloting speeders. | | Speeder Ground Combat | 
| Ability to manoeuvre fast moving vehicles that move along the ground in combat (such as speeder bikes and swoops). A character with this skill is more likely to hit targets and dodge incoming fire in combat. | | Speeder Air Combat | 
| Ability to manoeuvre air vehicles in combat (such as snow speeders and cloud cars). A character with this skill is more likely to hit targets and dodge incoming fire in combat. | | Targeting | 
| Ability to operate vehicle and speeder based weapons. The greater this skill, the more likely a vehicle based weapon will hit its target. | | Ground Command | 
| Ability of the character to quickly strategize and give commands during ground combat. Characters with this skill enhance the overall performance of their group and of their own NPCs in ground combat. | | Air Command | 
| Ability of the character to quickly strategize and give commands during atmospheric combat. Characters with this skill enhance the overall performance of their group and of their own NPCs in atmospheric combat. | | Ground Tactics | 
| Ability of a character to plan a battle before it starts to best utilize their ground forces. Characters with this skill give a bonus to all allied units during ground and air combat. | | Heavy Weapons/Artillery | 
| Skill at firing facility based weapons such as Atgar Laser Cannons and Planet Defender Ion Cannons. |
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