The skill list for this game is largely the same as for a standard Fate Core game, with a few exceptions. If in doubt, simply refer to the list below. Unless indicated otherwise, assume all stunts listed for a skill are available for purchase.
- Engineering (Crafts)
- Mysteries of the Force†
- Pilot (Drive)
You can click links to the Fate-SRD to view complete write-ups of the skill. (The titles of the skills below are clickable.) Following may be one or more stunts with a more Star Wars-like flavor. Skills that have been significantly modified, such as Engineering (was Crafts) and Pilot ( was Drive) have new write-ups below.
- 1 Athletics
- 2 Burglary
- 3 Contacts
- 4 Deceive
- 5 Empathy
- 6 Engineering (Crafts)
- 7 Fight
- 8 Investigate
- 9 Lore
- 10 Mysteries of the Force
- 11 Notice
- 12 Physique
- 13 Pilot (Drive)
- 14 Provoke
- 15 Rapport
- 16 Resources
- 17 Shoot
- 18 Stealth
- 19 Survival
- 20 Will
Body Check. You may use Athletics to charge an enemy at least two zones away, and your roll counts as a physical attack. If the enemy defends successfully, you can move into their zone regardless. You may only do this if your movement would otherwise have been unrestricted by a scene aspect.
Roll with the Blow. When you succeed with style on a defend action against an opponent’s Fight roll, you gain a scene aspect with a free invocation, as opposed to just a boost.
Surge. Requires a Force-related aspect. This stunt lets you tap into the Force to enhance your leaping and moving abilities. Gain a +1 bonus to create advantages with Athletics when changing elevation, a +1 to overcome obstacles where leaping might help, or a +1 to Athletics overcome actions to move from zone to another.
Force Empathy. You can use Empathy at a distance (but not at an interstellar range, unless a further stunt is purchased). You can do so without even seeing your target.
Farsight. Requires Force Empathy. You can now use Force Empathy at any range. In addition, once per session you gain the ability to anticipate events. The GM should grant hints to answer a single, direct question regarding some future event. The further into the future the event, the hazier the answer should be.
Engineering is the skill of working with machinery, for good or ill.
The default skill is called Engineering, but stunts can be taken to refine this skill to a particular line of engineering.
Overcome: Engineering allows you to build, break, or fix machinery, presuming you have the time and tools you need. Often, actions with Engineering happen as one component of a more complex situation, making it a popular skill for challenges. For example, if you’re just fixing a broken door, neither success nor failure is interesting; you should just succeed and move on. Now, if you’re trying to get your car to start while a pack of werewolves is hunting you...
Create an Advantage: You can use Engineering to create aspects representing features of a piece of machinery and create aspects that work to your advantage, whether that’s pointing out a useful feature or strength (Rugged Construction, Armor-Plated) or a vulnerability for you to exploit (Flaw in the Cross-Beam, Hasty Work).
Creating Engineering advantages can also take the form of quick and dirty sabotage or jury-rigging on mechanical objects in the scene. For example, you might create a Makeshift Pulley to help you get to the platform above you, or throw something into the ballista that’s firing on you to give it a Jammed Pivoting Joint and make it harder to hit you.
Attack: You probably won’t use Engineering to attack in a conflict, unless the conflict is specifically about using machinery, like with siege weaponry. GMs and players, talk over the likelihood of this happening in your game if you have someone who is really interested in taking this skill. Usually, weapons you craft are likely to be used with other skills to attack—a guy who makes a sword still needs Fightto wield it well!
Defend: As with attacking, Engineering doesn’t block, unless you’re somehow using it as the skill to control a piece of machinery that you block with.
Always Making Useful Things. Whenever you’re 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 per normal.
Better than New!. Whenever you succeed with style on an overcome action to repair a piece of machinery, you gain a scene aspect instead of just a boost.
Biotechnology. This stunt allows the character to repair advanced biotech equipment such as that designed by Yuzhon Vong shapers. It also allows the character a chance to use an overcome action to decipher what alien biotechnology might do.
Collateral Damage. You can use Engineering to attack people physically, provided there are machines and structures in the area that you can use to cause them damage (for example, steam pipes that could be ruptured, wires that could be severed, blast doors that could be shut).
Cybertechnology. This skill represents an advanced marriage of medical technology, engineering and biology to create tech that might be grafted to a biological host. This can be useful to create synthetic replacements for lost biological parts, such as arms and legs. See the Extras section for more about cybertech in Star Wars.
The Fight skill covers all forms of close-quarters combat (in other words, within the same zone), both unarmed and using weapons. For the ranged weapons counterpart, see Shooting.
Fight also covers skill with exotic weapons such as lightsabers. However, in the case of lightsabers, an aspect reflecting the character’s connection to the Force is necessary in order to wield it.
Cripple. Dark Side. Whenever a target takes a Major or greater consequence from a physical attack you make, you may spend a Fate point to apply a “Crippled” Scene Aspect to the target.
Flawless Parry. When taking a full defense action, you gain a +3 instead of a +2 to defend yourself. When using a full defense action to defend another, you gain a +1 bonus.
Hurled Weapon. You can use Fight in order to throw melee weapons into adjacent zones. Doing so puts a scene aspect called Disarmed on you, which you have to deal with, but no one gets to invoke that for free.
Lightsabers and Lightsaber Combat
Lightsabers can be built by members of a Force-using tradition that utilizes lightsabers. This requires a Mysteries skill roll against a Great (+4) difficulty and requires a day's effort. Failure means that the time has been wasted, but not the resources or parts.
Building special or unusual lightsabers increases the time appropriately. Increase the time required to a few days and increase the difficulty to Superb (+5) if the lightsaber is not the standard type. Using special crystals in the lightsaber can also modify the difficulty. See the list of crystals in the Equipment section for details.
Lightsaber duels are a staple of dramatic Star Wars combat scenes and so special attention is given to that here. The following describes the seven Lightsaber Forms taught by Jedi as well as several additional forms. These are usually bolstered by special stunts that require a lightsaber. Remember that use of lightsabers requires an aspect that describes your character’s connection to the Force.
Being considered a master in a particular form requires purchasing of all the listed stunts, but simply being a practitioner or student of a form does not.
The Seven Forms Taught by Jedi
Form I: Shii-Cho. This is the most basic form, the first taught to all beginning Jedi and is the fall-back form. There are no special maneuvers or techniques here, so it is covered with the Fight skill as it applies to lightsabers.
Form II: Makashi. This duelist form adds in techniques learned from fighting other lightsaber wielders concentrating on defense and avoiding disarmament. This can be represented by purchasing the Flawless Parry stunt. Masters of Makashi purchase Makashi stunt, which provides a +1 to Fight skill rolls to avoid being Disarmed.
Mastery requires: Flawless Parry, Makashi.
Form III: Soresu. This style was developed in response to the development of blaster technology. Purchased as a Soresu stunt, it provides a +1 to Fight when used to defend against ranged energy attacks (requires the Deflection stunt). It also lends a defensive stance to melee combat, with practitioners learning the Flawless Parry (Weapons) stunt.
Mastery requires: Deflection, Soresu, Flawless Parry.
Form IV: Ataru. Ataru is a very aggressive form that calls upon the Force to overcome physical limitations to gain speed and power. Ataru practitioners purchase Surge (Athletics stunt). Masters purchase the Ataru (Weapons) stunt, which requires Surge (Athletics stunt) as a prerequisite, to gain +2 weapon damage when wielding lightsabers. To reflect that this form stresses speed and maneuverability, master practitioners purchase Force Combo (see the stunt under Mysteries of the Force).
Mastery requires: Surge (Athletics), Ataru, Force Combo.
Form V: Shien/Djem So. The Shien portion of this style is focused on more aggressive use of the lightsaber to deflect attacks than Form III, while also offering a strong defensive form to use in dueling. Purchase the Redirection stunt to reflect Shien training. Masters of the Djem So variation of this form purchase the Heavy Hitter and Flawless Parry stunts.
Mastery requires: Deflection, Redirection, Flawless Parry, Heavy Hitter.
Form VI: Niman. This balanced form utilizes dual blades, or multiple forms of battle, such as using the Force in one hand and a lightsaber to supplement, or vice versa. Niman practitioners purchase the Force Combo stunt (described under the Mysteries of the Force skill), which is a prerequisite for the Dual Blades stunt. This provides an extra +1 damage bonus whenever a lightsaber attack successfully generates at least one shift on an attack. Also, the user of the Dual Blades stunt gains a +1 defense bonus against Disarm maneuvers.
Mastery requires: Force Combo, Dual Blades, Surge (Athletics), Ataru.
Form VII: Juyo/Vaapad. This is the most aggressive and vicious form of lightsaber combat known. The use of this form, due to its level of viciousness, has led to the fall of Jedi to the Dark Side many times.
Mastery requires: Surge (Athletics), Heavy Hitter, Ataru, Severing Strike
Other Lightsaber Forms
Dun Möch. Dark Side. This distinctively Sith philosophy and combat style emphasizes using taunts and defensive work to overwhelm an opponent with fear, lining them up for a killing blow. Practitioners implement Solo Combo to combine Intimidation with Weapons attacks, often combining the use of fear with one of the Seven Forms above.
Telekinetic Lightsaber Combat. This technique teaches the Force user to throw his lightsaber and recall it to his hand. See the Telekinesis Force skill.
Lightstaff or Double Lightsaber Combat. Use of a lightsaber in double-bladed staff form restricts the user from many of the moves a normal lightsaber is capable of delivering and thus is a style rarely adopted. It has the advantage of being unusual and so may surprise opponents unpracticed in facing an opponent with a staff, but it is vulnerable in that the handle is difficult to defend, and that the staff can only be held horizontally or diagonally across the body. This means that elaborate flourishes become necessary in order to reposition the weapon after a strike, which can again expose the wielder in that vulnerable moment. There is no particular stunt inherent in this style, but the weapons unique Lightstaff Aspect may be tagged or compelled in combat.
Special Lightsaber Forms Stunts
Ataru. Requires Surge (Athletics). Using the Force to empower your strikes with both speed and strength, you are capable of dealing devastating damage. Add +1 weapon damage when wielding a lightsaber with both hands.
Deflection. The character can use his light saber to deflect energy weapons fire. Use Fight instead of Athletics to defend against ranged energy weapons such as blasters.
Dual Blades. Requires Force Combo (Mysteries). Gain a +1 damage bonus on a successful lightsaber attack.
Lightsaber Throw. See the stunt under the Telekinesis skill.
Makashi. Learning the Makashi form of lightsaber combat teaches methods of strong defense. When someone tries to disarm you using a create an advantage action, you gain +1 to your Fight Skill roll to defend against it.
Reflection. Requires Deflection. As Deflection, but if success with style is achieved, the character can elect to make an immediate ranged attack (using his Fight skill) at another target up to 1 zone away.
Severing Strike. When an opponent takes a Severe or Extreme consequence, you can choose which limb or limbs you sever with your lightsaber! A target taking a Severe consequence can lose a limb of your choosing, while a target taking an Extreme consequence can lose two or three limbs of your choosing.
Soresu. Requires the Deflection Stunt. This Stunt grants a +1 bonus to defense rolls against ranged energy attacks.
The Lore skill is about knowledge and education. Alone, it describes your character’s overall knowledge. With a stunt, you might focus your knowledge to a specific science.
In Star Wars, language isn’t usually a significant barrier, but if you need to establish how many languages your character knows, you typically begin play knowing your character’s cultural language (if different from Galactic Basic) plus one more language per point in Lore. If knowing a large number of languages is part of your character’s makeup, considering taking an aspect that reflects your character’s knowledge of numerous languages. Then in game play, when you encounter a new language you may make a Lore roll against a difficulty set by the GM to reflect the relative obscurity of the language. If you make the roll and have the aforementioned aspect, you may jot that down and add that language to the list of languages you know.
See the Lore skill (linked above) for details on the actions possible with Lore.
Medical Expert. You can use Lore to make overcome rolls to begin the healing process for physical consequences. Once per session you can reduce someone else’s consequence by one level of severity (severe into moderate, moderate to minor, minor to nothing at all) by succeeding on an Lore roll with a difficulty of Fair (+2) for a minor consequence, Good (+3) for moderate, or Great (+4) for severe. You need to have access to the person you’re treating for at least half an hour in order for them to receive the benefits of this stunt. You can use it on yourself by increasing the difficulties by 2.
Sith Alchemy. Dark Side. Characters with a dark side aspect might learn this stunt if they have a teacher or access to a Sith holocron. With Sith Alchemy it's possible to imbue weapons and armor with dark side energies and modify creatures. These take time and usually much experimentation to achieve the desired result, but this stunt grants the alchemist to create wondrous and horrifying things that might otherwise bend the physical rules of reality. Gain a +2 to skill challenges to permanently enhance weapons, armor, equipment, or creatures with dark side aspects.
Specialist. Choose a field of specialization, such as xenobiology, criminology, or zoology. You get a +2 to all Lore rolls relating to that field of specialization.
Mysteries of the Force
Also referred to more simply as Mysteries. This skill represents a characters often arcane knowledge of and connection to the Force. This invisible energy pervades the Star Wars universe and can be manipulated with those gifted or learned enough in the ways of the Force. See the Extras chapter for more details on the Force.
An aspect describing the character’s connection to the Force is required before this skill may be acquired. If both this skill and the aspect are present, the character may gain access to a number of additional Force skills. These are described at the end of this section.
Mysteries might also be to create special artifacts imbued with the Force, similar to the way the Engineering skill works.
Overcome. Use the Mysteries skill to enter a Force Trance and make overcome rolls to begin healing physical consequences. You might also use Mysteries of the Force to overcome challenges related to to knowledge of your particular school of learning (I.e. Sith or Jedi training). Finally, you can use Mysteries to sense the Force in others (which can be resisted by the target).
Create an Advantage. Use the Mysteries skill to perform minor feats of telekinesis, to search your feelings and gain insight to the immediate future,.
Attack. The Mysteries skill is not used to attack.
Defense. The Mysteries skill might be used defensively to resist attempts to sense the Force in you.
Stunts labeled Dark Side can cause a Dark Side Transgression. Those stunts labeled Light Side can't be used by those with dark side aspects or Seduction of the Dark Side stunts.
Battle Meditation. This requires a Jedi Aspect. Using this stunt requires concentration for an entire exchange and the expenditure of a Fate point. Make a Mysteries roll against a Mediocre (+0) Difficulty. Thereafter, all allies in the Jedi's zone +1 zone for success with style gain +1 to attack rolls. The effect remains for an entire scene or until the Jedi is Taken Out.
Battlemind Defense. Requires Battle Meditation. Allies affected by Battle Meditation also gain +1 to defensive rolls versus physical attacks.
Buried Presence. Requires a Sith Aspect. This distinctly Sith ability allows one to use Mysteries in place of Deceive to evade detection of your Sith or dark-side related aspects.
Channel Aggression. Dark Side. When applying damage to a surprised target, or a target that has an Aspect similar to “Off-balance”, you generate a boost.
Channel Anger. Dark Side. Requires Channel Aggression. Spend a Fate point and let lose your rage! For the next 2 + Physique Skill exchanges, gain a +1 to attack and an additional +1 to damage on a successful hit. While raging, you can’t use any skill that requires patience or concentration. At the end of this duration, take a Mild Consequence.
Dark Presence. Dark Side. Using this stunt requires concentration for one exchange and the expenditure of a Fate point. Make a Mysteries roll against a Mediocre (+0) Difficulty. If successful, all allies in the Force user's zone +1 zone on success with style gain +1 to all defense rolls. The effect remains for an entire scene or until the Force user is Taken Out.
Detoxify Poison. You can use Mysteries of the Force in place of Physique to resist and overcome the effects of poison.
Dark Side Adept. Requires a Sith Aspect. Gain a +1 to rolls with Force skills with a dark side descriptor.
Force Body. You can use Mysteries in place of Physique for overcome actions to push your body beyond its normal limits.
Force Combo. Spend a Fate point to use a Force skill to create an advantage on a target. If successful, you may immediately invoke the aspect placed and use it to bolster an attack.
Force Deception. Requires a Jedi Aspect. When another Force user attempts to assess your Force-related aspects, make a Mysteries roll versus a Mediocre (+0) difficulty. Success means you draw upon emotions of hate and anger that colors your Force-related Aspects so that they are interpreted as dark side Aspects. This is useful when attempting to infiltrate dark sider organizations.
Force Enlightenment. Light Side. You can tap the full potential of the light side of the Force. This allows the character to, once per scene, use Mysteries in place of any one Force Skill for one skill roll. Since the Mysteries skill is considered the Force "potential" of a given character, this means their full potential is unlocked with this stunt.
Force Intuition. You can use Mysteries in place of Notice when determining initiative and other passive uses of the skill.
Force Gunnery. You may use Mysteries in place of a Shooting roll when firing vehicle or starship weapons by trusting in the Force to guide your actions.
Force Piloting. Requires the Pilot skill. You can use Mysteries in place of Pilot in combat by trusting in the Force to guide your actions either for maneuvers or defense. Note this will not help you outside of combat.
Force Stealth. Allows use of the Mysteries skill in place of Stealth in order to conceal oneself from mundane senses.
Force Warning. Requires a Jedi Aspect and Force Intuition. You can extend the use of your Intuition to others for the purposes of determining initiative. A number of allies equal to your Mysteries skill that are in your zone can be affected. If they leave your zone, they revert to their own initiative score.
Jedi Commander. Requires Battle Meditation. Allies affected by Battle Meditation now also gain a +1 to damage rolls if the attack hits.
Master of the Dark Side. Dark Side. Requires Dark Side Adept. Allows a free re-roll when using Force Powers with a dark side descriptor once per combat or scene.
Morichro. This stunt allows you to take an attack action using Mysteries. Targets defend with either Will or Mysteries. Success does physical stress and a Taken Out result means the target is placed in a state of suspended animation that can last for days. However, any consequences caused by use of this skill fade away at the end of the scene, regardless of the severity.
Resist Force. Requires the character have a Jedi Aspect. Mysteries can be used to defend against incoming attacks by Force skills.
Revenge. Dark Side. When a character with this stunt sees an ally Taken Out in the same zone as she, she then may spend a Fate point to gain +1 to all attacks for the rest of the scene. This effect is not cumulative, so you can use it only once per scene.
Scourge of the Jedi. Requires a Sith Aspect. Gain a +1 to attack rolls targeting characters with the Jedi Aspect.
- Keen Hearing. +2 on Notice rolls made to detect sounds.
- Force Listening. Requires a force user aspect. +1 on Notice rolls to detect sounds and gain the ability to understand what was being said regardless whether you know the language spoken.
The Pilot skill is all about operating vehicles and things that go fast. However, what this means depends on the individual character’s background. If your character is from a primitive world, this might mean she has Ride instead if the main transportation is animal-based, or possibly Drive if the main transportation is ground-based.
By default, however, this skill means you can pilot anything from a swoop bike to a starfighter.
Overcome: Drive is the equivalent of Athletics when you’re in a vehicle—you use it to successfully accomplish movement in the face of difficult circumstances, like rough terrain, small amounts of clearance, or stunt driving. Obviously, Pilot is also ripe for contests, especially chases and races.
Create an Advantage: You can use Pilot to determine the best way to get somewhere in a vehicle, and a good enough roll might allow you to learn features of the route that get expressed as aspects, or declare that you know a Convenient Shortcut or some- thing similar.
You can also just read the Athletics description, and then make it about a vehicle. Advantages created using Pilot often revolve around getting good positioning, doing a fancy maneuver (Did A Barrel Roll, anyone?), or putting your opponent in a bad spot.
Attack: Pilot isn’t usually used as an attack skill (though stunts can certainly alter this).
Defend: Avoiding damage to a vehicle in a physical conflict is one of the most common uses of Pilot. You can also use it to defend against advantages being created against you or sprint actions by someone trying to get past you in a vehicle.
Hard to Shake. +2 to Pilot whenever you’re pursuing another vehicle in a chase scene.
Pedal to the Metal. You can coax more speed out of your vehicle than seems possible. Whenever you’re engaged in any contest where speed is the primary factor (such as a chase or race of some kind), when you tie with your Pilot roll it’s considered a success. In addition, you can spend a fate point whenever you roll an actual success in order to turn it into a success with style.
Exemplary Navigator. +2 to Pilot rolls when plotting courses.
Ramming Speed! You can use Pilot (and your vehicle) to attack another vehicle by ramming it or sideswiping it. There’s inherent danger in taking such a foolhardy action though; unless you succeed with style, your vehicle gets a scene aspect representing the damage done to it. If you fail or tie, you have to fill your vehicle’s lowest consequence slot instead. Fortune favors the bold!
Beast Control. When you use Provoke against a beast, you can instead evoke feelings of calm and obedience. This works like a regular Provoke attack, but allows the user to instill calm and cooperation in an animal instead of causing negative emotions such as rage or fear.
Force Bellow. Once per scene can shout loud enough to affect an entire zone. If you are using an attack action, you may choose to inflict physical stress to all objects and creatures in the zone.
Torturer. +2 to Provoke attacks made to deal mental stress, provided you have implements of torture you can use against your target.
Haggle. Provided your Resources is no lower than 2 shifts below the difficulty of the roll, you can use Rapport instead of Resources to buy things from stores and individual merchants.
Striking Looks. Gain a +2 bonus on seduction attempts where your good looks can be used.
Survival covers virtually every sort of outdoor activity from wilderness survival to animal handling and riding.
For determining whether a character is able to survive in an environment, the GM should set a Difficulty appropriate to the harshness of the environment; success allows the character to survive. If required the character can also help a number of other characters equal to the Effect to survive as well.
When handling animals Survival is often used in a contest against the animal’s Will.
A successful Survival roll to overcome a Mediocre (+0) difficulty allows for a hide to be built that allows Survival to complement Stealth whilst in it. The hide lasts for one day, plus a number of extra days equal to the points of success by which you overcame the difficulty.
Overcome. Use this skill to train animals, ride animals and survive outdoors.
Create an Advantage. Survival might be used to create aspects you can use to help overcome wilderness obstacles.
Attack. Survival is not used to attack.
Defend. Survival is not used to defend, unless environmental hazards are being used to actively attack the character.
Animal Whisperer. Choose a specific kind of animal, such as horse, dog, cat, etc. Your character gains a +2 to Survival rolls to communicate with them.
Expert Rider. Your character is especially adept at riding beasts. When making an overcome roll against obstacles to movement while mounted, reduce obstacle difficulties by 2.
Huntsman. In a wilderness setting you may use Survival in place of Stealth.
Tracker. Your character is Skilled at tracking, and can infer a great deal of information from a trail. When studying tracks, the character may roll Survival. Each shift from this roll spent thereafter gives the character one piece of information about the person or creature being tracked (such as weight, how they were moving, and so on). Normally, Survival can’t be used to track something, leaving such attempts at a Mediocre default.
Sleep When You’re Dead. You can use Will instead of Physique when- ever you’re trying to resist any effect having to do with fatigue, exhaustion, or sleep deprivation.