Hands of the Dark Side
Key skills and usages
Cross Difficult Terrain (Trained only): DC 15, move through DT at normal speed
Fall Prone (Trained only): DC 15, drop to prone as free action (instead of swift)
Stand Up From Prone (Trained Only): DC 15, stand up as swift action
Tumble (Trained Only): DC 15, tumble at half speed w/o provoking AoO
Catchin Yourself When Falling: Wall’s Climb DC + 20
Feint: std action, vs target’s Initiative in combat (-5 penalty vs stupid or non humanoids), on success, target is FF against your next atk.
Long Jump: distance in meters (1 sqr = 1.5 meter) x 3. Double if not 4 sqr running start. Can take 10.
Bureaucracy: Business procedures, legal systems and regulations, and organizational structures
Galactic lore: Planets, homeworlds, sectors of space, galactic history, and the Force
Life sciences: Biology, botany, genetics, archaeology, xenobiology, medicine, and forensics
Physical sciences: Astronomy, astrogation, chemistry, mathematics, physics, and engineering
Social sciences: Sociology, psychology, philosophy, theology, and criminology
Tactics: Techniques and strategies for disposing and maneuvering forces in combat
Technology: Function and principle of technological devices, as well as knowledge of cutting edge
Repair Droid (requires tool kit): 1 hr, DC 20 restores droid’s level in HP and removes conditions. -5 to check on self-repairs.
Eavesdrop: DC 10, must understand language being spoken.
Change Attitude: full-round action, add penalty to roll based on current attitude, if result exceeds will, attitude shifts
|Hostile||Takes risks to harm you, usually attacking on sight||Will not negotiate with you||-10|
|Unfriendly||Wishes you ill but won’t go out of it’s way to harm you||Will only negotiate to your disadvantage||-5|
|Indifferent||Doesn’t care what you do as long as it doesn’t effect it bad||Will negotiate for reasonable return on their investment||-2|
|Friendly||Wishes you well but won’t take life threatening risks on your behalf||Will negotiate without a return on their investment||+0|
|Helpful||Takes risks to help you||Will all but give you the items|
Intimidate: full-round action, vs will (See mod below)
|Target is helpless or completely at your mercy||+5 check|
|Target is clearly outnumbered or disadvantaged||+0 check|
|Target is evenly matched with you||-5 check|
|You are clearly outnumbered or disadvantaged||-10 check|
|You are helpless or completely at the targets mercy.|
Pick Pocket: small hand-sized object within reach. Vs perception (+5) fail by 4 or less target does not notice you, fail by more: target catches you.
Snipe: after making range atk and 2sqrs or more from target and have already used stealth to hide initially, new stealth check but -10
First aid (requires MedPac): Medpac grants +2, Full-round action, DC 15 (DC 20 if self-treatment), target regains HP = char level + 1. Cannot be treated this way for 24 hrs.
Heal Damage: DC 20 (DC 25 performing on self) to perform field surgery, heals target’s Con X character’s level. On failure, target looses Threshold’s worth of HP. If creature was at 0 HP it dies unless spend force point. Also removes persistent conditions on success.