TABLE 3-1: SKILL LIST
Skill Characteristic Type Page
Astrogation Intellect General^104
Athletics Brawn General 105
Brawl Brawn Combat 120
Charm Presence General 105
Coercion Willpower General^106
Computers Intellect General^107
Cool Presence General 108
Coordination Agility General 109
Core Worlds Intellect Knowledge^123
Deception Cunning General 109
Discipline Willpower General 110
Education Intellect Knowledge 123
Gunnery Agility Combat 120
Leadership Presence General 111
Lore Intellect Knowledge 123
Mechanics Intellect General^111
Medicine Intellect General 112
Melee Brawn Combat 121
Negotiation Presence General 113
Outer Rim Intellect Knowledge 124
Perception Cunning General^114
Piloting-Planetary Agility General 115
Piloting-Space Agility General^116
Ranged-Heavy Agility Combat 121
Ranged-Light Agility Combat 122
Resilience Brawn General 116
Skulduggery Cunning General^116
Stealth Agility General^117
Streetwise Cunning General 118
Survival Cunning General 119
Underworld Intellect Knowledge^124
Vigilance Willpower General 119
Xenology Intellect Knowledge^125
Choosing Skills
inuring character creation, it is vital that each player
Uselects the skills to cover his character's core area
of expertise. A mercenary must be able to use his
weapon, a politician must be able to negotiate, and a
pilot must be able to fly. This does not mean that ev-
ery character should maximize his core skills, but those
who fail to at least take a rank are likely to regret it.
Skills beyond that central focus must be chosen
carefully. Skills related to a character's profession are
substantially more economical than those outside his
career. Players who spread their characters too thinly
at the early stages may discover that the sacrifices nec-
essary may not have been worthwhile. Routine uses do
not generally require a dice roll. A retired ambassador
may not need to be a talented pilot if he only uses his
speeder for transport, and never for a high speed chase.
At the same time, some skills are much more likely
to come up during the course of a hero's adventures.
Injuries that require Medicine are common. In some
situations, it can be critical to move with Stealth. Oth-
er times, a character's life may depend upon his Vigi-
lance or Athletics. Often, it is in a group's best interest
to discuss skills collectively, so that the players and
the Game Master have a shared expectation about
how often particular skills may be used.
SKILLS
EDCE OF THE EMPIRE