Tales Of The Old Republic

CHARACTER GENERATION RULES

SKILLS & STUNTS

YOU ARE WHAT YOU KNOW

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“I see you have constructed a new light saber. Your skills are complete. Indeed you are as powerful as the Emperor has foreseen.” – Darth Vader

Characters begin with the following skill pyramid:

1 Great (+4)
2 Good (+3)
3 Fair (+2)
4 Average (+1)

The skill list is the same as Ryan Danks’ Star Wars FATE, but I’ve expanded it back to the original FATE Core list with some cosmetic name changes.

See Skill list below for details. For stunts, refer to the FATE Core book & other resources on the web. All stunts require GM approval.

ATHLETICS

This skill represents how good a character is at moving their body and performing athletic activities. Athletics is important when quickness is needed, enabling you to cover more ground, dodge Blast attacks and stay on your feet when you’re knocked off balance.

NOTE: Fight is used to block/dodge armed & unarmed attacks.

See FATE Core p.98 for more information.

Overcome Create Adv Attack Defend
X X X
STUNT DESCRIPTION
Acrobatic Gain a +2 bonus to Athletics checks to overcome scene aspects or other obstacles preventing you from moving between zones
Roll With The Blow You may use Athletics instead of Fight to defend against Fight attacks
Sprinter Move two zones for free in a conflict without rolling, instead of one, provided there are no situation aspects restricting movement
ZeeGee Specialist Gain a +2 bonus to create an advantage actions when maneuvering in zero-G. Especially useful for setting yourself up to make subsequent attacks or complex maneuvers

BURGLARY*

The Burglary skill covers your character’s aptitude for stealing things and getting into places that are off-limits. It allows you to overcome any obstacle related to theft or infiltration. Bypassing locks and traps, pickpocketing and filching, covering your tracks.

See FATE Core p.99 for more information.

Overcome Create Adv Attack Defend
X X
STUNT DESCRIPTION
Hidden Weakness You have a talent for spotting flaws in a location’s security protocols. Gain a +2 when using Burglary to pass a security checkpoint without arousing suspicion
It’s A Trap! You may roll Burglary instead of Alertness or Investigation to uncover or otherwise avoid stumbling onto a trap
R2, Get Us Out Of Here! +2 on Burglary rolls made to create an advantage whenever you’re trying to escape from a location

CONTACTS*

Contacts is the skill of knowing and making connections with people. It presumes proficiency with all means of networking available in the setting. You use Contacts to overcome any obstacle related to finding someone you need to find. Whether that’s old-fashioned “man on the street” type of work, polling your information network, or searching archives and computer databases, you’re able to hunt down people or somehow get access to them.

See FATE Core p.100 for more information.

Overcome Create Adv Attack Defend
X X X
STUNT DESCRIPTION
Friend In Every Starport You’ve travelled so far and wide that you can find someone you know at almost any starport. Gain a +2 to make a contact at a starport
Get The Gang Together Summon a mob of 4 Average +1 gang members that you are affiliated with; they are armed with standard gang paraphernalia
Well Connected You’re well-known in a specific community – bounty hunters, Republic, smugglers – and gain +2 on any Contacting rolls made within the chosen community.

BLAST

Although itʼs used to shoot anything, the Blast skill earned its name when the blaster become the dominant weapon in the galaxy. This skill is useful for firing any handheld or ship-mounted weapon, from slugthrowers to blaster carbines and from blaster cannons to proton torpedoes.

See Shoot skill in FATE Core p.124 for more information.

Overcome Create Adv Attack Defend
X X X
STUNT DESCRIPTION
Hail of Blaster Fire +2 to create advantages with blaster fire to get the enemy to keep their head down, or to provide covering fire
Quick Draw You can bring your gun to hand so fast it’s as if by magic. Pulling a weapon is a free action for you

DECEIVE

Knowing when to show your tell and when to conceal your hand is an important survival skill, and Sabacc strategy. Use Deception whenever you want to conceal your intentions or actions, including spinning a good yarn to fool the local port authority.

See FATE Core p.104 for more information.

Overcome Create Adv Attack Defend
X X X
STUNT DESCRIPTION
Act It Out Gain a +2 bonus to overcome actions when trying to convince people you are a specific person
Clever Disguise You’re an expert at creating disguises. Gain a +2 when disguising yourself, even if you’re attempting to pass as another species
Cool Customer You can bluff very effectively; gain a +2 bonus when creating advantages against an opponent
Fast Talk Gain a +2 bonus to overcome actions when talking to someone for no more than a few sentences before breezing past them
Feint You’re a tricky fighter; you like to
convince an opponent he has you on the run when you are, in fact, still in control of the situation. You gain a +2 to your Deceit when creating an advantage in a conflict to place an aspect like Overextended on your opponent
Instant Cover Requires Fast Talk. You can spin up an instant cover story. Whenever you make a Deceive overcome action in public, you automatically have a situation aspect representing that cover story for the rest of the scene. The first invoke of this aspect in the scene is free

EMPATHY

Empathy involves the understanding and ability to determine a beingʼs intentions and emotional state. Use Empathy to discern the truth of a statement, know the emotional state of another and help them overcome social and mental difficulties.

See FATE Core p.108 for more information.

Overcome Create Adv Attack Defend
X X X
STUNT DESCRIPTION
Cold Read You can size people up in a glance. Normally, using Empathy to get a read on someone requires at least a few minutes of conversation, if not more. You only need a few moments
Skeptic The world is full of lies and liars, and you’re always looking out for them. You can tell when someone uses Deceit on you and may take full defensive actions (getting a +2) with your Empathy if appropriate – normally, the use of deception isn’t easy to spot in advance, so justifying full defensive actions is difficult

FIGHT

The galaxy is a dangerous place. Having some know-how in a fight can get you out of tight spots when you donʼt have a blaster handy. Use Fight to defend yourself in close-quarters conflicts, knock-out an opponent and participate in a lightsaber duel.

See FATE Core p.110 for more information.

Overcome Create Adv Attack Defend
X X X X
STUNT DESCRIPTION
Charge! Requires Fair (+2) Athletics – Make a Fight roll to charge a target and attack them; the target must be 2 zones away. You gain any weapon-related bonus. You may only charge if your movement is unrestricted by any situation aspect or character
Cleave When you take out an opponent with a melee attack, immediately make another attack against another opponent in the same zone
Dazing Counter When you succeed with style on a defend action against an opponent’s Fight attack, you automatically counter with a nerve punch or stunning blow. Attach a Dazed situation aspect to your opponent with a free invoke instead of just a boost
Dirty Fighter You have a talent for fighting dirty and are experienced in pulling all manner of tricks in order to get the upper hand on your opponents. By exploiting an opponent’s weakness, you can strike deep and true. Any time you tag or compel an opponent’s aspect in a fight, you get an additional +1 on the roll
Severe Blow Once per scene, when you force an opponent to take a consequence, you can spend a fate point to increase the severity of the consequence that he must take (so minor becomes moderate, moderate becomes severe). If your opponent was already going to take a severe consequence, he must either take a severe consequence and a second consequence or be taken out.

INVESTIGATE

Through concentrated effort and in-depth scrutiny you can find the truth in things. Security forces, Jedi and bounty hunters use this skill to examine evidence, gather useful information through interrogation and scour a planet for a fugitive.

See FATE Core p.112 for more information.

Overcome Create Adv Attack Defend
X X
STUNT DESCRIPTION
Just One More Thing… You may use Investigation instead of Empathy to defend against attempts to use Deception to mislead or lie to you
Pin The Tail You’re tough to shake once you’re on someone’s trail. Gain a +2 to your Investigation rolls when trying to keep track of a target using surveillance

KNOWLEDGE

The more knowledge you possess about the galaxy the less likely something will surprise you when you encounter it. Use Knowledge to identify the model of a starship, know something about galactic history and administer medical treatment.

See Lore skill in FATE Core p.114 for more information.

Overcome Create Adv Attack Defend
X X
STUNT DESCRIPTION
Been There, Done That Your research has taken you all over the galaxy and there aren’t many places you know nothing about. Gain a +2 on any Knowledge roll to know about the local culture of any planet in the galaxy
I Read The Manual You can spend a Fate point to use Knowledge in place of any other skillfor one roll or exchange, provided you can justify having studied about the action youʼre attempting

MECHTECH

Sometimes things break. Mechanics is the skill of working with all forms of machinery and electronics, to repair it or sabotage it. Use Mechanics to overcharge your blaster, repair the hyperdrive on your ship or find the weak spot on a star destroyer.

See Craft skill in FATE Core p.102 for more information.

Overcome Create Adv Attack Defend
X X
STUNT DESCRIPTION
Hand Me The Hydrospanner! Whenever youʼre in a situation that demands a certain tool, you may make an overcome roll to declare that you retroactively happen to have one on hand. If you succeed with style, you can add a boost to that item as normal
Reroute The Systems! You’re an expert at damage control. When your ship’s been damaged and suffered a consequence, you may make a Mechtech roll against a target of Mediocre (+0) for a mild consequence, Fair (+2) for a moderate, or Great (+4) for a severe consequence. If successful, you deny a free tag against the consequence, which will now cost a Fate point to compel

MIGHT

This skill represents your physical conditioning and ability to apply power in a physical endeavor. This skill determines any extra stress boxes and consequences you may have. Use Vigor to resist extreme environments, outlast or overpower an opponent in a physical contest and other applications of brute force or endurance.

See Physique skill in FATE Core p.118 for more information.

SPECIAL: The Might skill gives you additional physical stress boxes or consequence slots. Average (+1) or Fair (+2) gives you a 3-point stress box. Good (+3) or Great (+4) gives you a 3-point and a 4-point stress box. Superb (+5) and above give you an additional mild consequence slot along with the additional stress boxes.

This slot can only be used for physical harm.

Overcome Create Adv Attack Defend
X X X
STUNT DESCRIPTION
I’m Bigger Than You You may use Might instead of Persuasion to make a mental attack once per scene when using your size to intimidate a target
Never Give Up! Gain a +2 bonus on Might rolls made to resist any effect having to do with fatigue, exhaustion or sleep deprivation

NOTICE

This skill represents the character’s awareness and ability to acquire information from their immediate surroundings. Use Notice to spot the concealed blaster in a smuggler’s vest, find someone sticking out in a crowd and eavesdropping on a conversation.

See FATE Core p.116 for more information.

Overcome Create Adv Attack Defend
X X X
STUNT DESCRIPTION
Eavesdropper Gain a +2 bonus on Notice rolls when trying to listen in on a conversation
Keen Sense Gain a +2 bonus on Notice rolls when using a specific sense (chosen when this stunt is purchased)

PERSUADE

This is the skill to get what you want from people, be it from a kind word or a menacing threat. Use Persuasion to negotiate a cease fire, seduce a senator or intimidate a thug.

See Provoke skill in FATE Core p.120 for more information.

Overcome Create Adv Attack Defend
X X X
STUNT DESCRIPTION
Consular Gain a +2 bonus to Persuasion rolls when speaking on behalf of another
Fierce Gaze Gain a +2 bonus to Persuasion rolls used to make mental attacks while intimidating a target

PILOT

This is the skill used to operate ground vehicles, submersibles, speeders and starships. Pilot is the equivalent of Athletics while in a vehicle. Use this skill to perform evasive maneuvers, plot a hyperspace course or win a pod-race.

See Drive skill in FATE Core p.106 for more information.

Overcome Create Adv Attack Defend
X X X
STUNT DESCRIPTION
Accelerate To Attack Speed You can coax more speed out of your vehicle than normally possible. In a contest where speed is the primary factor (like a chase or race), a tie on your Drive roll is considered a success
Form Up On Me Gain or grant an additional +2 when combining skills while flying in formation with at least one other starship
Ramming Speed! Ignore two stress points of damage when ramming another vehicle; if you ram for four stress damage, you only take two points yourself
Shootin’ Womp-Rats You are a skilled combat pilot, and can roll Pilot instead of Shoot to attack in a dogfight
Signature Ride You’ve used a certain vehicle so much that its operation is instinctive to you. Pick a specific vehicle. Add two to your Pilot skill when piloting it
Stablize Your Rear Deflectors Once per scene, you may reroll a failed Drive roll for free
Stay On Target Gain a +2 Drive bonus when pursuing another vehicle
There’s Just Enough Room… You can squeeze your plane through places where it has no business fitting. You never need to spend a fate point to declare details relating to your plane having enough clearance space to fly or land. What’s more, if you do spend a fate point, you can fit the plane in places you absolutely should not be able to

RAPPORT*

The Rapport skill is all about making positive connections to people and eliciting positive emotion. It’s the skill of being liked and trusted.

See FATE Core p.121 for more information.

Overcome Create Adv Attack Defend
X X X
STUNT DESCRIPTION
Demagogue +2 to Rapport when you’re delivering an inspiring speech in front of a crowd. (If there are named NPCs or PCs in the scene, you may target them all simultaneously with one roll rather than dividing up your shifts.)
Popular If you’re in an area where you’re popular and well-liked, you can use Rapport in place of Contacts. You may be able to establish your popularity by spending a fate point to declare a story detail, or because of prior justification.

RESOURCES

This skill describes your character’s general level of influence in the galaxy by means of their material wealth and the quality of their contacts. Use Resources to acquire equipment, gain a meeting with a senator or bribe a guard.

See FATE Core p.122 for more information.

Overcome Create Adv Attack Defend
X X
STUNT DESCRIPTION
Throw Credits At It You can use your Resources skill to recover from consequences, provided the consequence is something that can be resolved by monetary expense
Your Reputation Precedes You Once per scene, when you meet someone for the first time, you can make a Persuasion roll against a Fair (+2) difficulty to declare that they have heard of you and are affected by your reputation, whatever it may be. Place an aspect to this effect on the target

SNEAK*

The Stealth skill allows you to avoid detection, both when hiding in place and trying to move about unseen. It pairs well with the Burglary skill.

See Stealth skill in FATE Core p.126 for more information.

Overcome Create Adv Attack Defend
X X X
STUNT DESCRIPTION
Face In The Crowd 2 to any Stealth roll to blend into a crowd. What a “crowd” means will depend on the environment
Force Vanish Once per scene, you can vanish while in plain sight by
spending a fate point, using a smoke pellet or other mysterious technique. This places the Vanished boost on you. While you’re vanished, no one can attack or create an advantage on you until after they’ve succeeded at an overcome roll with Notice to suss out where you went (basically meaning they have to give up an exchange to try). This aspect goes away as soon as you invoke it, or someone makes that overcome roll
Slippery Target Provided you’re in darkness or shadow, you can use Stealth to defend against Shoot attacks from enemies that are at least one zone away

WILL

This skill represents your character’s general level of mental fortitude. Use Will to pit
yourself against obstacles that require mental effort, resist confusion and defend against mental attacks.

See FATE Core p.127 for more information.

SPECIAL: The Will skill gives you additional mental stress boxes or consequence slots. Average (+1) or Fair (+2) gives you a 3-point stress box. Good (+3) or Great (+4) gives you a 3-point and a 4-point stress box. Superb (+5) and above give you an additional mild consequence slot along with the additional stress boxes.

This slot can only be used for mental harm.

Overcome Create Adv Attack Defend
X X X
STUNT DESCRIPTION
Strong Willed Gain a +2 bonus to Will to defend against mental attacks from uses of the Force
Focus Gain a +2 bonus to Will rolls to create advantages on yourself

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