I Character Creation

All of the information contained herein comes from or is based on the West End Games Star Wars 2nd Edition game.
I. Character Creation: Section Last Updated: 7/13/12

1.) Select one of the templates from the provided character pack. The character pack insures that at a table of multiple new characters there will be no duplication. This provides for a more balanced table for the adventure at hand.

2.) Several of the templates have been customized and adjusted to provide starting game balance. In most cases it involves only starting equipment, but in some the attribute values have been fixed. Under no circumstances can the attributes be adjusted during Character Creation. These are fixed based on the chosen template.

3.) Customize your character selection by allocating 7D worth of skill dice. This 7D can be broken into 21 “+1’s” (pips). Three “+1’s” (pips) make up one die, so the progression is 1D to 1D+1 to 1D+2 to 2D to 2D+1 to 2D+2 to 3D…etc. You can allocate from +1 to 2D (6 “+1’s” or pips) to any skill listed on the template. This includes the three Force skills Control, Sense and Alter. You cannot list or improve a skill your character does not start with on the template (this will be covered under learning new skills).
{IE. Bill wants his character Jax to have improved blaster and dodge. He has a Dex of 3D and decides to allocate 2D to Dodge and 1D+2 to Blaster. This gives him a 5D Dodge and a 4D+2 Blaster and 3D+1 worth of dice still to allocate.}

4.) At the time of Character Creation, you can also Specialize in up to three skills. To do this you must allocate one “+1” or pip to the specialization and that specialization is increased by +1D. Once specialized it acts as a separate skill and does not increase if the base skill is increased.

5.) All of the templates have a race listed, usually Human. But if you wish to play another race, you must decide this at the time of Character Creation. You can select any of the races on the list that follows provided that their minimum and maximum attribute limits (within a +/-1 pip variance) are not violated by the template you have selected (i.e. assume the listed minimum is 1 pip lower and the listed maximum is 1 pip higher prior to and only for checking for a template match – this increases the templates ability to fit more alien races allowable. This does not actually change the racial minimum or maximum attribute values for the race – mainly for consideration of continued increases of an attribute beyond its racial maximum). It also will cost between 0 and 3 starting pips “+1” (depending on the special abilities of the new race). Any special abilities, which give bonuses at the time of character creation, are not being used, so simply disregard those abilities. Also once you have selected the alien race use the minimum move value for all specified modes of movement. Any race, creature, or other Force using being has a penalty to Force skills equal to any inherent resistance (i.e. Toydarians have a +10 resistance to Sense powers and would receive a penalty of +10 to the Sense difficulty for any Force power they attempt to activate).

6.) Finally fill in the information describing your Character’s physical appearance, attitude, objective and even background if time is sufficient.

7.) The following statistics for the Gungan and Neimoidian Alien Races were adapted by the SF7 Council of Elders from the D20 Role-playing Rulebook for use in the Sparks Campaign. The Cerean, Geonosian-Aristocrat, Kel Dor, NH-Kiffar, Togruta and Trandoshan statistics were modified from the Complete Alien Stats as an adaptation from the D20 system. The NH-Echani stats were created by the SF7 Council of Elders based on online information sources.

Cerean
Dex: 1D/3D+1
Kno: 2D/4D+2
Mec: 1D/3D+2
Per: 1D+2/4D+1
Str: 1D+1/4D
Tec: 1D+1/4D
Move: 11/12
Special Abilities:
Initiative Bonus: Cereans gain a +1D bonus to all initiative rolls.
Dual Hearts. Cereans can function with only one of these hearts, but the demands placed on their circulatory system by their binary brains are no laughing matter. A Cerean reduced to functioning on only one heart must sleep 2/3 of a given day to maintain his mental performance.

Geonosian - Aristocrat
Dex: 2D/4D
Kno: 1D/4D
Mec: 1D/3D+2
Per: 1D+2/4D+1
Str: 1D/3D+1
Tec: 1D+1/4D
Move: Land – 10/12, Fly – 14/16
Special Abilities:
Flight: Geonosian aristocrats have wings, and are able to fly.
Natural Armor: Due to their thick chitinous shells, Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist any form of damage.
Radiation Resistance: Geonosians gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.
Story Factors:
Caste-Driven Society: Geonosians are born into a castedominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are considered more or less expendable.

Gungan
Dex: 2D/3D+2
Kno: 2D/4D
Mec: 2D/3D+2
Per: 2D/4D+2
Str: 2D/4D
Tec: 2D/4D
Move: Land – 10/12, Water – 10/12
Special Abilities:
Exceptional Hearing: +2 on hearing based Perception checks.
Low-light Vision: +2 on vision based Perception checks in low-light.
Swimming: +1D to all swimming checks.
Breathing: Gungans can hold their breath for a base of 15 minutes. Add 1 minute for every 5 points rolled on a Stamina check.

Kel Dor
Dex: 1D+1/4D
Kno: 1D+1/4D
Mec: 1D+1/4D
Per: 1D+2/4D+1
Str: 1D/3D+2
Tec: 1D+1/4D
Move: 10/12
Special Abilities:
Low-light Vision: Kel Dor can see twice as far as a normal human in poor lighting conditions.
Story Factors:
Atmospheric Dependence: Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.

Neimoidian
Dex: 1D+1/3D+1
Kno: 3D/5D
Mec: 2D/4D
Per: 2D+2/4D+2
Str: 1D/3D
Tec: 1D/3D
Move: 10/12
Special Abilities: None

NH-Echani
Dex: 2D+2/4D+2
Kno: 2D/4D
Mec: 2D/3D+2
Per: 2D/4D
Str: 2D/4D
Tec: 1D/4D
Move: 10/12
Description: The Echani are a near-human species. They had anatomy similar to humans, but a common feature among members of the species was that they had light skin, white hair and silver eyes.
Special Abilities:
Warrior Culture – Martial Arts being a way of life for Echani, all Echani may treat Echani Martial Arts and Echani Martial Arts Parry as normal specializations under Brawling and Brawling Parry respectively. Also the Knowledge skill Tactics may be added at Character Creation for free for any template that does not begin with the Tactics skill listed.

NH-Kiffar
Dex: 2D/4D
Kno: 2D/4D
Mec: 2D/4D
Per: 2D/4D
Str: 2D/4D
Tec: 1D/4D
Move: 10/12
Special Abilities:
Psychometry – This ability to use the Force seemed to be unique to the Kiffar race, and allowed an individual to discern past events by coming in contact with inanimate objects. A Jedi using psychometry would be able to view events from the viewpoint of the object's holder, as well as to feel the holder's emotions. While the Jedi Council did not prohibit the use of psychometry, it expressed forbade the use of psychometry on a dead body.
To use this skill the individual Kiffar must be force sensitive. This skill is similar to the force skill Postcognition except a non force user can use it by rolling a perception roll. Force users can see from the viewpoint of the objects holder but if this skill is used on a dead body the user gains a dark side point. Use the rules for Postcognition for both situations.
Special Note: This choice costs 1 pip without the Psychometry special ability, and 3 pips with the Psychometry special ability (and the character must choose to be Force-sensitive).

Togruta
Dex: 2D/4D+2
Kno: 2D/4D+1
Mec: 1D/4D
Per: 2D/4D+1
Str: 1D/3D+2
Tec: 1D/4D
Move: 10/12
Special Abilities:
Camouflage: Togruta characters possess colorful skin patterns which help them blend in with natural surroundings (much like the stripes of a tiger). This provides them with a +2 pip bonus to sneak skill checks.
Spatial Awareness: Using a form of passive echolocation, Togruta can sense their surroundings. If unable to see, a Togruta character can attempt a Moderate search skill check. Success allows the Togruta to perceive incoming attacks and react accordingly by making defensive rolls.
Story Factors:
Believed to be Venomous: Although they are not poisonous, it is a common misconception by other species that Togruta are venomous.
Group Oriented: Togruta work well in large groups, and individualism is seen as abnormal within their culture. When working as part of a team made up of Togruta only (no other species in the group) they get a +1 pip bonus above the standard combined action chart bonus.

Toydarian
Dex: 2D+1/4D
Kno: 1D+1/4D
Mec: 1D+1/4D
Per: 2D+1/4D+1
Str: 1D/3D
Tec: 1D+1/4D
Move: 6/8 {Fly 14/18}
Special Abilities:
Flight: Toydarians gain the flight skill regardless of template.
Force Resistance: Any Sense powers used against a Toydarian have their Sense difficulty increased by +10.

Trandoshan
Dex: 1D+1/4D+1
Kno: 1D/3D+1
Mec: 1D+1/3D
Per: 2D/3D+2
Str: 3D/4D+2
Tec: 1D/2D+2
Move: 8/10
Special Abilities:
Vision: Trandoshans’ vision includes the ability to see in the infrared spectrum. They can see in darkness with no penalty, provided there are heat sources.
Clumsy: Trandoshans have poor manual dexterity. They have considerable difficulty performing actions which require precise finger movement and they suffer a penalty of -2D whenever they attempt an action of this kind. In addition, they also have some difficulty using weaponry that requires a substantially smaller finger such as blasters and blaster rifles; most weapons used by Trandoshans have had their finger guards removed or redesigned to allow for the Trandoshan’s use.
Regeneration: Younger Trandoshans can regenerate lost limbs (fingers, arms, legs and feet). This ability disappears as the Trandoshan ages. Once per day, the Trandoshan must make a Moderate Strength or Stamina roll. Success means that the limb regenerates by ten percent. Failure indicates that the regeneration does not occur.
Story Factors:
Wookiee Hate: The long-standing feud between the Wookiees of Kashyyyk and the Trandoshans is deeply ingrained in both species.
Hostility: The Trandoshans are known as a belligerent species. They gain +1D to all Intimidation rolls against non-Trandoshans.

8.) In an effort to help newcomers to the game not be overwhelmed with the character creation process and to speed up some decisions, new players (not new characters made using the Death/Retirement package) will have the opportunity to make changes to their characters up until before they play their eighth event (module, seminar, mission, interactive, or other event requiring an update slot). This way they can change aspects of their character that they either were not aware of or did not fit into their character concept. They can change templates, alien race, the initial 7D expenditure, Force sensitivity (if the template allows), and even their character points spent for updates. To facilitate this change of character the player needs to notify a Sparks judge of their intent to change. The judge can then assist the player with any rules or details. The change should be documented on an update sheet (this sheet will not count as an update slot).

9.) Character Knowledge Carryover: This allows a person’s active (additional or post Death/Retirement) character to have access to any knowledge obtained by any previous character playing of an event as well as authoring or editing of an event. The story as to how the knowledge was obtained can be through any number of conventional means such as reading of After Action Reports, talking with fellow Rebels, stories over drinks in the cantina, etc. It is up to the player to determine what information their character would know. There may be some things that there character would not follow-up on and therefore not want to know about. As long as the character can justify that there character would have some sort of access to the information (reports, friends, etc.) then they can use or reference that information as it presents itself in the campaign (recognize an NPC, name, etc.).

List of Allowable Races:

Race bk/pg DEX KNO MEC PER STR TEC Move Special Abilities Pip Cost
Abyssin GG#4/5 1D+2/4D 1D/3D+2 1D/3D 1D/3D 2D/4D 1D/2D+2 8/12 1) Regeneration 1
Adarians GG#12/7 1D+1/3D+1 2D/4D 2D/4D 1D/3D+2 1D+2/3D+2 2D/4D+1 10/12 1) Adarian Long Call; 2) Search; 3) (Languages) 2
Adnerem AE/19 1D/3D 1D+2/4D+2 1D/3D 1D+2/4D+2 1D/3D 1D/2D 10/11 1
Advozsec GG#12/10 1D/3D+1 1D/4D 1D/4D 1D/4D 1D/3D+2 1D/3D+2 9/11 1
Amanin GG#12/12 2D/4D 1D/3D+2 1D/2D+2 1D/3D 2D/4D+1 1D/2D+1 8/11 1) Roll; 2) Redundant Anatomy 2
Anointed People AE/23 1D/3D 1D/3D+2 1D/3D 2D/4D 2D/4D+2 1D/3D 8/9 1) Armored Bodies 1
Anomids GG#12/14 1D/2D+2 1D/3D 1D/2D+2 1D/3D 1D/2D+2 1D/4D 7/9 *No use of Technical Aptitude 1
Aqualish GG#4/13 2D/4D 1D/3D 1D+2/3D+2 2D/4D 2D/4D+2 1D+2/3D 9/12 *No Fins 1
Aramandi AE/24 2D/3D+2 2D/4D 1D/4D 2D/3D+2 1D/3D 1D/3D 6/10 1) Heavy Gravity; 2) (Breath Masks); *No use of Climbing 3
Arcona GG#4/15 1D+1/3D 1D/3D 1D+1/3D+1 1D+2/3D 2D/4D 1D/3D 8/10 1) Enhanced Senses; 2) Thick (Armor) Hide; 3) Talons 2
Askajians AE/27 1D/3D 1D+2/4D 2D+1/4D 2D/5D 1D/2D 2D/5D 10 1) Water Storage 1
Balinaka AE/28 1D+2/4D 1D/3D+1 1D+2/3D+2 2D/4D 3D/5D 1D/2D+1 12/15 1) Claws; 2) Vision; 3) Water Breathing 2
Barabel GG#4/17 2D/4D 1D/2D+1 1D/3D 1D+1/4D+2 3D/5D 1D/2D+1 11/14 1) Thick (Armor) Hide; 2) Radiation Resistance; 3) Enhanced Vision 3
Baragwins GG#12/17 1D+1/3D+2 1D/2D+1 1D/3D+2 2D/3D+1 2D/4D 2D/3D 7/9 1) Smell; 2) Armor; *No use of weapon knowledge 2
Berrites GG#12/20 1D/3D 1D/3D 1D/3D 1D/3D 1D/3D 1D/3D 6/8 1) Ultrasound 1
Bimms AE/29 1D+1/4D 2D/4D 1D/2D+2 1D+1/4D+2 1D/2D+2 1D/2D+1 11/14 1
Bith GG#4/22 1D/3D 2D/6D 2D/5D 2D/5D 1D/2D 2D/5D 5/8 1) Enhanced Vision; 2) Enhanced Smelling; 3) Manual Dexterity Bonus 2
Bothans AE/32 1D/4D 2D/4D 1D/3D 3D/5D 1D+2/3D+2 2D/4D+1 10/12 1
Brubbs GG#4/24 2D/4D 1D/3D 2D/4D 1D/3D 3D/5D 1D/3D 7/10 1) Thick (Armor) Hide; 2) Color Change 2
Carosites AE/35 2D/4D 2D/4D+2 1D/3D 2D/4D+2 1D+2/4D 2D/5D 7/11 1) Protectiveness; *No use of Medical Aptitude 1
Cerean Council 1D/3D+1 2D/4D+2 1D/3D+2 1D+2/4D+1 1D+1/4D 1D+1/4D 11/12 1) Initiative Bonus, 2) Dual Hearts 2
Chadra-Fan GG#4/27 2D/4D 1D/3D 2D+1/4D+1 2D/5D 1D/2D+1 2D/4D 5/7 1) Enhanced Vision; 2) Enhanced Smelling 1
Cha'wen'he GG#12/22 2D/4D 1D+2/3D+2 2D/3D+2 2D/4D 2D/3D+1 1D/4D 12/14 1) Search; 2) Bony Spur; 3) Species Memory; 4) Armor 2
Chevin GG#12/24 1D+1/3D 1D/3D+2 1D/3D 2D+1/4D+1 2D/4D 1D/3D+2 9/11 1
Chevs GG#12/27 2D/4D+1 1D/4D 1D/3D+2 1D+2/4D 1D+2/4D 1D/4D 10/12 1
Chikarri AE/36 2D/4D+2 2D/3D 1D+2/3D+2 2D/3D+2 2D/4D 2D/5D 9/11 1
Devaronian GG#4/35 2D/4D 2D/4D 1D/3D+2 2D/4D+2 2D/4D 1D/3D 8/10 1
Draedans GG#12/30 2D/4D+1 1D/3D 1D/4D 1D/4D 2D/4D+1 1D/3D 10/12 (13/16) 1) Prehensile Tail; 2) Claws; 3) Amphibious; 4) Water Breathing; 5) (Moist Skin) 2
Dralls AE/39 1D/3D 2D/4D+2 1D/3D 2D/4D 1D/3D 1D/3D 7/9 1
Dresselians GG#12/32 2D/4D 1D/3D+2 1D/3D 2D/4D 2D/4D 1D/3D 10/12 1
Duros GG#4/39 1D/4D 1D+1/2D+2 2D/4D+2 1D/3D 1D/3D 1D+2/4D 10/12 1
Ebranites GG#12/34 2D+1/4D+1 1D/3D+2 1D/3D+2 2D/4D 2D+1/4D+2 1D/2D+2 6/8 (14/18) 1) Rock Climbing; 2) Rock Camouflage; 3) Thick Hide; 4) Vision; 5) Frenzy 3
Eklaad AE/40 1D/3D 1D/3D 1D/4D 1D/4D 3D/5D 1D/2D 8/10 1) Natural Body Armor 1
Elomin AE/41 2D/4D 1D+2/3D+2 2D/4D 2D/4D 1D/3D 2D+1/4D 10/12 1
Eloms GG#12/36 1D/3D+2 1D/3D+1 1D/3D 1D/3D+1 2D/4D 1D/2D+2 7/9 (5/8) 1) Digging Claws; 2) Moisture Storage; 3) Low-Light Vision 1
Farghul AE/48 2D/5D 1D/4D 1D/3D+2 2D/5D 2D/4D 1D/3D+1 10/12 1) Fangs; 2) Claws; 3) Prehensile Tail 2
Filvian AE/50 1D/3D 1D/4D 1D+1/4D+2 1D/3D 1D+2/4D 2D/5D+1 8/10 1) Stamina (*without the advancement bonus); * No Technical Aptitude 1
Frozians AE/50 2D/4D 2D/4D 1D+1/3D+2 1D/2D+1 2D+1/4D+2 1D/3D+1 10/15   1
Gacerites AE/52 1D/3D+2 2D/4D 1D/3D+2 2D/4D+2 1D/2D+2 1D/4D 7/9 *No Skill Bonus 1
Gand AE/56 1D+1/4D 1D/4D 1D+1/4D 1D/4D+2 2D/5D 1D/4D+2 10/12 1) Exoskeleton; 2) Eye Shielding; 3) Findsman Ceremony; 4) Regeneration; 5) Reserve Sleep 3
Gazaran AE/59 1D/4D 1D/4D 1D/4D 2D/4D 2D/4D 1D/3D+2 8/10 1) Gliding; 2) (Temperature Sensitivity) 1
Geelan AE/60 2D+2/4D+2 1D/3D 2D/D4 2D+2/4D+2 1D+2/3D+2 2D/4D 10/12 1) Claws 1
Geonosian - Aristocrat Council 2D/4D 1D/4D 1D/3D+2 1D+2/4D+1 1D/3D+1 1D+1/4D 10/12 (14/16) 1) Flight; 2) Natural Armor; 3) Radiation Resistance 3
Gerbs AE/61 2D+1/4D 1D/3D+1 1D/3D 2D+1/4D 2D+1/3D+2 1D/2D+2 8/12 1) Claws; 2) Kick; 3) Acute Hearing 1
Gigorans AE/64 2D/4D 1D/2D 1D/3D 3D/4D+2 4D/6D 1D/2D 12/14 1) Bashing 2
Given GG#4/44 1D/3D 2D/4D 2D+2/4D+2 1D/3D 1D+1/3D 3D/5D 8/10 1) Mathematical Aptitude; 2) Vacuum Protection; 3) {Increased Consumption} 2
Gorothites AE/65 1D+2/5D 1D/4D+2 2D/4D 2D/4D 1D/2D+2 1D/3D 10/13 1) Hyperbaride Immunity; 2) Smell; *No Skill Bonus 1
Gran GG#12/39 1D/4D 1D/3D 1D/3D+1 2D/4D 1D/4D 1D/3D 10/12 1) Vision 1
Gungan Council 2D/3D+2 2D/4D 2D/3D+2 2D/4D+2 2D/4D 2D/4D 10/12 (10/12) 1) Exceptional Hearing; 2) Low-light Vision; 3) Swimming; 4) Breathing 3
Herglics AE/68 1D/3D 1D/3D 1D/4D 1D+2/3D+2 3D/5D 1D+1/4D+1 6/8 1) Natural Body Armor 1
Ho'Din GG#4/49 2D/4D 2D/4D 1D/3D 2D/4D 2D+2/4D+2 1D+1/3D+1 10/13   1
Houk GG#12/41 1D/3D 1D/3D 1D/3D 1D/3D+1 2D+1/5D+2 1D/3D 8/10 1
Human 2ndRB/? 2D/4D 2D/4D 2D/4D 2D/4D 2D/4D 2D/4D 10/12 0, 1
Iotrans GG#12/43 2D/4D 1D/3D+2 1D+1/3D+2 1D+2/4D 2D/4D+1 1D/3D 10/12 1
Ishi Tib GG#4/54 1D+1/3D+1 2D/4D 1D/3D 1D+2/4D 2D/4D 2D/4D+2 9/11 1) Beak 1
Issori AE/72 2D/4D 2D/5D 2D/4D 2D+2/4D+1 2D/4D 1D/3D 10/12 1) Swimming 1
Ithorians AE/72 1D/3D 2D+2/5D 1D/2D 1D+1/4D 1D/3D 1D/2D+1 10/12   1
Jawas AE/74 1D/4D 1D/3D+1 2D/4D+2 1D/3D 1D/2D+2 2D/4D+2 8/10 *No Technical Aptitude 1
Jenet GG#4/58 2D/4D 1D+2/4D 1D+2/4D 2D/4D 1D/4D 1D/3D+1 12/15 (10/13) 1) Enhanced Memory; 2) Astrogation Bonus; 3) Enhanced Hearing; 4) Flexibility 3
Jiivahar AE/75 2D/4D+2 1D/3D+2 1D/3D+1 2D/4D 1D/3D 1D/3D 10/12 (12/14) 1) Produce Sarvin; 2) Delicate Build 1
Kel Dor Council 1D+1/4D 1D+1/4D 1D+1/4D 1D+2/4D+1 1D/3D+2 1D+1/4D 10/12 1) Low Light Vision; 2) (Atmospheric Dependence) 1
Kentra AE/83 3D/5D 1D/4D 1D/2D 2D/3D 3D/5D 1D/2D 8/10 (12/16) 1) Flight; 2) Jungle and Plains Survival 3
Kerestians GG#12/45 2D/4D+2 1D/3D+1 1D/2D+2 2D/4D 2D/4D+2 1D/2D+2 10/12 1
Ketton AE/83 2D/3D+2 1D/3D+2 1D/3D 2D/4D+1 1D+2/4D+1 1D/3D 10/12 1) Fangs; 2) Natural Body Armor 2
Khil GG#12/47 1D/4D 2D/4D 1D/4D 1D/4D 1D/3D 1D+1/4D 8/10 1
Kian'thar GG#12/49 1D/3D+2 1D/4D 1D/4D+1 2D/4D+1 2D/4D 1D/3D 9/12 1) Emotion Sense 2
Kitonak GG#4/61 1D/3D 1D+2/3D+2 2D/4D 2D/4D 2D+1/4D 1D/3D 4/8 1) Natural Armor 1
Klatooinans GG#12/50 2D/4D+1 1D/3D 2D/4D 1D/3D+2 2D/4D 2D/4D 10/12 1
Kluuzot AE/84 1D/4D 1D/3D 1D/3D 2D/4D 1D/2D 1D/2D 8/12 1) Night Vision; 2) Climbing Claws 2
Krish AE/88 2D/4D 1D+2/3D 2D/4D 1D/3D 2D/3D+2 2D/3D+2 8/12   1
Krytollaks GG#12/53 1D/3D+2 1D/4D 1D/4D 2D/4D 1D/4D 2D/3D+2 9/11 1) Shell 1
Kubaz GG#4/63 1D+2/3D+2 2D/4D 1D/3D+2 2D+2/4D+2 1D/3D 2D/4D 8/10 1
Lafrarians AE/89 1D/4D 1D/4D 2D/5D 1D/5D 1D/3D+1 1D/4D 9/12 1) Enhanced Vision 2
Lasat AE/89 2D/4D+1 1D+2/3D+2 1D/3D+2 2D/4D 2D+2/4D 1D/3D 10/12 1
Lurrians AE/90 1D+2/4D 2D/4D+2 2D/4D 1D/3D 1D/2D+2 2D/4D 6/8 1) (Technological Ignorance) 1
Marasaus GG#12/57 1D/2D 2D/5D 2D/4D+1 1D/2D 1D+2/4D 2D/4D+2 6/8 1) Cybernetic Astrogation; 2) Computerized Mind; 3) (Cyborged Beings) 2
Meris AE/93 3D+2/6D 1D/4D 1D/4D 1D/4D 2D/4D 2D/4D 10/12 1) Stealth; *No Skill Bonus 2
Mon Calamari GG#4/67 1D/3D+1 1D/4D 1D+1/3D+1 1D/3D 1D/3D 1D+1/4D 9/12 (8/10) 1) Moist (Dry) Environment; 2) Amphibious 1
Mrlssti AE/97 1D+2/2D+1 3D/4D+2 3D/5D 1D+1/3D 1D/1D+2 2D/4D 5/8 1
M'shinni GG#12/55 1D/2D+1 2D/4D+2 2D/4D 2D/4D 1D/2D+1 2D/4D 8/11 1) Natural Healing; *No Skill Bonus 1
Najib AE/99 1D+1/3D+2 1D/3D 2D+1/4D+1 1D/3D+2 3D/4D+2 2D+2/4D+2 8/10 1
Nalroni AE/100 1D/3D+2 1D+2/4D+2 1D/4D 2D/4D+2 1D+2/4D 1D/3D+2 9/12 1
Neimoidian Council 1D+1/3D+1 3D/5D 2D/4D 2D+2/4D+2 1D/3D 1D/3D 10/12   1
NH - Borneck AE/101 2D/4D 1D+1/4D 2D/4D+2 1D/3D+2 2D/4D+2 1D/3D+2 8/10   1
NH – Echani Council 2D+2/4D+2 2D/4D 2D/3D+2 2D/4D 2D/4D 2D/4D 10/12 1) Warrior Culture 1
NH - Epicanthix AE/101 2D/4D+2 2D/4D 2D/4D 2D/4D+2 2D/4D 2D/3D+2 10/13 *No Cultural Learning 1
NH - Etti AE/103 2D/4D 2D/4D 2D/3D+2 2D/4D 2D/3D+2 2D/3D+2 8/10 *No Affinity for Business 1
NH - Hapans AE/104 2D/4D+2 2D/5D 2D/4D 1D+1/3D+2 2D/4D+2 2D/4D 10/12 1) Attractiveness; 2) Language; 3) (Poor Vision) 2
NH - Kiffar Council 2D/4D 2D/4D 2D/4D 2D/4D 2D/4D 1D/4D 10/12 Without Psychometry 1
NH - Kiffar Council 2D/4D 2D/4D 2D/4D 2D/4D 2D/4D 1D/4D 10/12 1) Psychometry (character must choose to be Force-sensitive) 3
NH - Lorrdians AE/104 2D/4D 2D/4D 1D/4D 3D/5D 2D/4D 1D/4D 10/12 1) Kinetic Communication 2
NH - Ropagu AE/106 1D/2D 2D/5D 1D/2D 2D/5D+1 1D/1D+2 2D/5D 7/9 *No Skill Bonus; *No Skill Limitation 2
NH - Wroonians AE/107 2D/4D+2 2D/4D 2D/4D+2 2D/4D+2 2D/3D+2 2D/3D+2 10 1
NH - Xa Fel AE/108 1D/3D 1D/3D 1D/4D+1 2D/4D 1D/2D 1D/4D+1 7/10 *No Mechanical Aptitude 1
NH - Zelosians AE/109 2D/4D 2D/4D 2D/3D+2 2D/4D 2D/3D+2 2D/3D+2 8/10 1) Photosynthesis; 2) Intoxication; 3) (Afraid of the Dark) 2
Nikto GG#12/60 2D/4D+2 2D/3D 1D/3D 1D/3D+2 2D/4D+1 1D/3D 10/12 1) Vision; 2) One of (Stamina, Claws or Fins) 1
Nimbanese GG#12/63 2D/4D 2D/4D+1 1D/3D+2 2D/4D+1 2D/4D 1D/4D 10/12 *No Skill Bonus 1
Noehons GG#12/66 2D/4D+2 1D/3D 1D/4D 1D+2/4D 2D/4D 1D/3D+2 9/11 1) Multi-Actions 2
Odenji AE/111 2D+1/4D+1 2D/5D 1D/3D 2D+2/4D+2 1D+2/3D+2 2D/4D 10/12 1) Aquatic; 2) Swimming; 3) (Melanncho) 2
Orfites AE/112 1D/3D 2D/4D+2 1D/4D 2D/5D+1 1D/2D+1 1D/3D 11/14 1) Olfactory Sense; 2) (Light Gravity) 1
Ortolans GG#4/69 1D/3D 2D/4D 1D/3D 2D+1/4D+1 2D+2/5D 2D/4D 5/7 1) Foraging; 2) Ingestion 1
Pacithhip AE/115 1D/3D+2 2D/4D+1 1D/3D+2 2D/4D+2 3D/6D+1 1D/3D 5/8 1) Tusks; 2) Natural Body Armor 2
Pa'lowick AE/116 1D/4D 1D+2/4D+2 2D/4D 2D/4D+2 2D/4D 1D/4D 7/10   1
Pho Ph'eahians AE/116 1D/4D 1D/4D 1D/4D 1D+2/4D+1 1D/4D 2D/5D 9/12 1) Four Arms 2
Poss'Nomin AE/117 1D/4D 1D/4D 1D/3D+2 2D/4D+2 1D+1/4D 1D/3D+1 10/12 1) Wide Vision 2
Quarren AE/122 1D+2/4D+2 1D/4D 2D/4D+2 1D/3D+2 1D/4D+1 1D+2/5D 9/12 (10/13) 1) Aquatic Survival; 2) Aquatic 1
Qwohog GG#12/68 1D/3D+2 1D/2D+2 1D/3D 1D/3D+2 1D/3D+2 1D/3D 8/10 (14/16) 1) Amphibious 1
Ranth GG#12/70 2D/4D 1D/3D+1 1D/3D+1 1D+2/4D 2D/4D 1D/3D+1 11/14 1) Sensitive Hearing 1
Rellarins GG#12/72 2D/4D 2D/4D 1D/3D+1 1D/4D+1 2D/4D 1D/2D+2 8/12 1
Revwiens GG#12/73 1D/3D 2D/4D+2 1D/3D 1D/4D 1D/3D+2 1D/3D+2 10/12   1
Ri'Dar GG#4/75 3D/5D 1D/2D+1 1D/3D 2D/4D 1D/2D+1 1D/3D 5/7 (15/20) 1) Flight; 2) (Fear) 1
Riileb AE/127 1D+2/4D 1D+2/4D 2D/4D 2D+2/4D+1 1D/3D 1D/3D 10/12 1) Biorhythm Detection 1
Rodians GG#4/77 1D+2/4D+2 1D/3D 1D/2D+2 1D/3D+2 1D/4D+1 1D/2D+1 10/12 1
Sarkans AE/130 1D/3D+2 2D/4D+1 1D/3D+2 2D/4D+2 3D/6D+1 1D/3D 4/7 1) Tail; 2) Night Vision; 3) (Cold Blooded) 1
Saurton AE/131 1D+2/4D 1D/4D 1D/2D+2 2D/4D 1D+2/4D 1D/3D+2 6/10 1) Disease Resistance 1
Selonians AE/133 1D/3D+2 1D/3D 1D/3D+2 1D/2D+1 2D+1/5D 1D/3D+1 10/12 (12/14) 1) Retractable Claws; 2) Tail; 3) Swimming 3
Shashay AE/136 2D/4D 2D/4D 2D+2/5D 1D/3D 1D/2D 1D/3D 5/8 1) Beak; 2) Feet Talons; 3) Gliding; 4) Natural Astrogation; 5) Singing 2
Shatras AE/137 2D/4D 1D/3D+2 1D/3D 1D/3D+2 1D+2/4D+1 1D/2D+1 9/12 1) Fangs; 2) Infrared Vision; 3) Neck Flexibility 2
Shistavanens AE/141 1D/5D 1D/4D 1D/4D 1D/5D 1D/4D 1D/3D 10/13 1) Night Vision 1
Skrillings GG#12/75 1D+1/3D+2 1D/3D+2 1D/3D+2 2D/4D 2D/4D 1D/3D+1 8/10 1) Persuasion; 2) Acid; 3) Vice Grip 2
Sludir GG#12/77 2D/4D+2 1D/3D+2 1D/3D 2D/4D 3D/5D 1D/3D+2 8/10 1) Natural Armor 1
Snivvians GG#12/80 1D/3D 2D/4D 1D/3D 2D+1/4D+2 2D/4D 1D/4D 10/12 1) Adaptive Skin 1
Squibs GG#4/83 2D+2/4D+2 1D/3D 2D/4D 2D/4D 1D/3D 1D/3D 8/10   1
Srrors'tok AE/144 2D/4D 2D/4D 2D/3D+2 2D/4D 2D/4D+2 1D/3D 10/13 1) Fangs; 2) (Voice Box) 1
Sullustans AE/147 1D/3D 1D/2D+2 2D/4D+1 1D/3D+1 1D/2D+2 1D/3D+2 10/12 1) Enhanced Senses; 2) Location Sense 1
Sunesis AE/149 2D/4D 2D/4D+2 1D/3D+1 2D/4D+2 1D/3D 1D/3D 8/11 1) Ultrasound 1
Svivreni AE/150 1D/3D+2 1D/3D 2D/3D+2 1D/4D+1 2D/5D 1D/3D+1 4/8 1) Stamina; 2) Value Estimation 1
Talz GG#4/85 2D/4D 1D/3D 1D/3D 2D+1/4D+1 2D+2/4D+2 1D/3D 8/10   1
Tarongs GG#12/82 2D/4D 1D/3D+1 1D/2D+2 2D/4D 1D/3D+1 1D/2D+1 8/10 (14/16) 1) Flight; 2) Mimicry; 3) Vision; 4) Claws; 5) (Weakness to Cold) 3
Tarro GG#12/85 2D/4D+2 1D/3D+2 1D/3D+1 2D/4D 2D/4D 1D/3D+1 9/12 1) Claws; 2) Teeth 1
Tasari AE/153 1D/4D 1D/4D 1D/3D 2D/5D 1D/3D+2 1D/2D+2 10/12   1
Teltiors AE/154 3D/5D+2 1D+1/4D+2 1D+1/4D+1 1D/4D 2D/4D 1D+2/4D 10/12 1) Stealth; 2) Manual Dexterity; *No Skill Bonus 2
Tiss'shar GG#12/86 2D+1/4D+1 1D/2D+2 1D/2D+2 2D/3D+1 2D/4D 1D/3D+1 11/14 1) Body Armor; 2) Vision 1
Togorians GG#4/86 2D/5D 1D/3D 1D/4D 2D/4D 2D/5D 1D/4D 14/17 1) Claws; 2) Teeth 3
Togruta Council 2D/4D+2 2D/4D+1 1D/4D 2D/4D+1 1D/3D+2 1D/4D 10/12 1) Camouflage; 2) Spatial Awareness; 3) Group Oriented 3
Toydarian Council 2D+1/4D 1D+1/4D 1D+1/4D 2D+1/4D+1 1D/3D 1D+1/4D 6/8 (14/18) 1) Flight; 2) Force Resistance 2
Trandoshan Council 1D+1/4D+1 1D/3D+1 1D+1/3D 2D/3D+2 3D/4D+2 1D/2D+2 8/10 1) Vision; 2) Regeneration; 3) (Clumsy) 2
Trianii AE/157 2D+1/4D 2D/4D 1D+1/4D 2D/4D 2D/4D+2 1D+1/4D+2 12/14 1) Claws; 2) Prehensile Tail; 3) Special Balance; *No Dexterity Bonus; *No Physical Superiority 3
Trunsks AE/158 2D/4D 2D/3D 2D/4D 1D/3D 2D/4D+2 1D/3D 9/11 1) Claws 1
Tunroth GG#12/88 2D/4D+1 1D/3D+2 1D/3D+1 1D+1/4D+2 1D+2/4D 1D/3D+1 10/12 1) Quarry Sense 2
Twi'leks AE/159 1D/3D 1D/4D 1D/2D+1 2D/4D+2 1D/3D 1D/3D 10/12 1) Head Tentacles 1
Tynnans AE/160 1D/3D+2 1D+1/4D+2 1D/4D 1D/5D 1D/4D+2 1D/3D+2 6/9 (11/14) 1) Low Temperatures; 2) Swimming 2
Ubese-"True" AE/162 2D/4D+2 1D/3D 1D/2D+2 2D/4D+2 1D/3D 2D/4D 8/11 1) Survival; 2) (Type II Atmoshpere Breathing); *No Technical Aptitude 1
Ubese-Yraj Pootzck AE/162 2D/4D 1D+1/3D+2 1D/3D 1D+2/4D 1D+2/3D+1 1D+1/4D 8/12 1) Increased Stamina 1
Ukians AE/163 1D/3D 1D/4D+1 2D/4D 1D/4D 3D/4D 1D/3D+1 5/11 1) Agriculture 1
VaathKree AE/164 1D/3D 1D/4D 2D/4D 2D/5D 2D/4D+2 1D/3D+1 6/11 1) Natural Body Armor; 2) Trade Language 2
Vernols AE/165 1D/2D+2 1D/4D 1D/3D+1 2D/4D+2 1D/2D+2 1D/3D 8/10 1) Foragers 1
Verpine GG#4/91 1D+1/3D 1D+1/3D 1D+2/3D+2 1D+1/4D 1D+1/3D 2D/5D 10/13 1) Natural Armor; 2) Microscopic Sight; 3) TECH Bonus; 4) Organic Telecom. 3
Vodrans GG#12/90 2D/4D 1D/3D+2 1D/3D 2D/4D 2D/4D+1 1D/3D 10/12 1) Hutt Loyalty 2
Weequays GG#12/92 1D+1/4D 1D/3D+1 1D+1/4D 1D/4D 2D/4D 1D/3D+2 10/12 1) Short Range Communication 1
Whiphids GG#4/93 2D/4D 1D/3D 1D/3D 2D/4D+1 2D/4D+2 1D/3D 9/12 1) Claws 1
Wookies AE/169 1D/3D+2 1D/2D+1 1D/3D+2 1D/2D+1 2D+2/6D 1D/3D+1 11/15 1) Berserker Rage; 2) Climbing Claws 1
Woostoids AE/171 1D/3D 2D/5D 1D/4D 1D/3D 1D/2D+2 2D+2/5D+1 7/11 1) Computer Programming 1
Yrashu AE/175 3D/4D 2D/3D 1D/3D 2D/4D 4D/5D 1D/2D 10/12 (12/15) 1) Stealth 2
ZeHethbra AE/176 1D/4D 1D/4D 2D/4D+1 1D+1/3D+1 1D/4D 1D+2/3D+2 9/12 1) Venom Spray 3

Books - GG#4: Galaxy Guide #4, GG#12: Galaxy Guide #12; AE: Alien Encounters, 2ndRB: 2nd Edition Rulebook, Council: SF7 Council of Elders

Sparks Accepted Skill Listing

Skill Prerequisites Specializations; Notes
Dexterity
Acrobatics balance or type of gymnastic routine
Archaic Guns type of archaic gun - black powder, flintlock, etc.
Athletics - Dexterity type of dexterity based sport - shockball, etc.
Blaster type of blaster - heavy pistol, light repeater, etc.
Blaster Artillery type of blaster artillery - anti-infantry, etc.
Bowcaster None
Bows type of bow - crossbow, long bow, etc.
Brawling Parry brawling style - boxing, martial arts (type), etc.
Dodge type of ranged attack - energy weapons, etc.
Fire Lance mode of operation - ranged or melee
Firearms type of firearm - pistol, rifle, machine gun, etc.
Flamethrower type of flamethrower - pistol, rifle, etc.
Flight Race must be capable of flight specific flight maneuver - dive, climb, etc.
Flux Disintegrator type of flux disintegrator - pistol, rifle, etc.
Grenade type of grenade - thermal detonator, etc.
Lightsaber   None; variations of lightsabers and similar weapons all use the basic skill with varying base difficulties
Melee Combat type of melee weapon - sword, club, etc. (not lightsabers and similar weapons)
Melee Parry type of melee weapon - sword, club, etc. (not lightsabers and similar weapons)
Missile Weapons type of missile weapon - grenade launcher, etc.
Pick Pocket None
Pulse-Wave Weapons type of pulse-wave weapon - pistol, rifle, etc.
Running long distance, sprint, etc.
Tensor Weapons type of tensor weapon - pistol, rifle, etc.
Thrown Weapons type of thrown weapon - knife, spear, sling, etc.
Vehicle Blasters type of vehicle mounted weapon - blaster cannon, etc.
Knowledge
Alien Species type of species - Jawa, Wookie, etc.
Animal Training type of animal - tauntaun, bantha, etc.
Brainwashing (A) Intimidation 5D None; requires long term use to apply to Intimidation, does not add to short term (combat) Intimidation use
Bureaucracy planetary/administrative government or branch - Tatooine, Bureau of Ships and Services, etc.
Business field or company - weapons, Golan Arms, etc.
Cultures planet or social group - Corellians, Alderaan Royal Family, etc.
Force Deterrence (A) Willpower 5D None
Intimidation interrogation, bullying, etc.
Languages specific language - Huttese, Shriiwook, etc.
Law Enforcement planet or organization's laws - Tatooine, Imperial, etc.
Planetary Systems specific system - Hoth, Kessel, etc.
Profession None; must specify detailed (not general) professional base when the skill is learned - Profession: Singer, Farmer, Painter, Sculptor, Shockballer, etc. (not Artist or Sports), can be learned multiple times for different professions
Scholar fields of study - physics, engineering, etc.; or select one field of study for each 1D increase in the base skill (difficulties are reduced for fields of study known)
Streetwise planet or organization - Corellia, Black Sun, etc.
Survival type of environment - jungle, desert, urban, etc.
Tactics type of military unit - squad, fleet, etc.
Torture (A) Intimidation 5D; # DSP = New Die Rating None; requires long term use and physical interaction to apply to Intimidation, does not add to short term (combat) Intimidation use, must have at least a number of DSPs equal to the die code of the new skill value when increasing the skill (1 for 1D, 2 to raise to 2D, etc.)
Value type of goods or planet's market - Corellia, ships, etc.
Willpower type of resistance - intimidation, persuasion, etc.; can be used to push past a failed Stamina check for 1 higher difficulty level than the Stamina check (can result in increased damage)
Mechanical
Archaic Starship Piloting type of archaic starship - Invincible dreadnaught, etc.
Archaic Vehicle Piloting type of archaic vehicle - airplane, jet, aquatic vessel, undersea vessel, etc. (any vehicle that does not employ repulsorlifts or falls into a better category)
Astrogation specific trade route - Kessel Run, Tatooine to Coruscant, etc.
Beast Riding type of animal - tauntaun, bantha, etc.
Capital Ship Gunnery type of capital weapon - ion cannon, turbolaser, etc.
Capital Ship Piloting type of capital ship - Imperial star destroyer, etc.
Capital Ship Shields None
Communications type of unit - comlink, radio, etc.
Ground Vehicle Operation type of ground vehicle - juggernaut, truck, etc.
Hover Vehicle Operation type of hover vehicle - hoverscout, etc.
Jet Pack Operation type of jet pack - whisper, etc.
Machinery Operation type of machinery - generator, pump, etc.
Pod Racer Operation type of pod racer (most are unique designs)
Powersuit Operation type or piece of powersuit - spacetrooper armor, grav boots, etc.
Repulsorlift Operation type or model repulsorlift vehicle - XP-38 landspeeder, Rebel snowspeeder, etc.
Rocket Pack Operation type or model rocket pack - DRPV-78, etc.
Sensors type or model scanner - hand scanner, heat sensor, etc.
Space Transports type or model transport - YT-1300, etc.
Starfighter Piloting type or model starfighter - X-wing, TIE/ln, etc.
Starship Gunnery type or model weapon - ion cannon, laser cannon, etc.
Starship Shields None; archaic ships have both concussion/particle (physical) shields that are incorporated into newer ship hull codes and energy shields
Swoop Operation type or model swoop - aratech 74-Z, flare-S, etc.
Walker Operation type or model walker - AT-ST, AT-AT, etc.
Perception
Animal Handling type of animal - tauntaun, bantha, etc.
Bargain kind of merchandise to be purchased or sold - spice, weapons, droids, etc.
Body Language Lorrdian racial skill None; other races can learn Profession: Body Language Expert that can be used to either add a bonus to other general Perception skill rolls or to learn basic information (not as specific or advanced as a Lorrdian is capable of doing)
Command leader's unit - Rogue squadron, Imperial stormtroopers, etc.
Con particular method of conning - disguise, fast-talk, etc.
Forgery kind of documentation to be forged - security code, starship permit, weapon permit, military identification, etc.
Gambling particular game of chance - sabacc, pazaak, etc.
Hide camouflage
Investigation locale or field of investigation - Mos Eisley, Imperial City, property estates, criminal records, etc.
Kinetic Communication Lorrdian racial skill None; full body communication much of which is hidden with simple gestures or movements
Persuasion particular form of persuasion - debate, flirt, storytelling, etc.
Search tracking
Sneak type of terrain - jungle, urban, etc.
Strength
Brawling brawling style - boxing, martial arts (type), etc.
Climbing/Jumping climbing, jumping
Glide Race must be capable of gliding specific glide maneuver - dive, climb, etc.
Lifting None
Stamina None
Swimming None
Technical
Archaic Starship Engineering (A) Archaic Starship Repair 5D type of archaic starship - Invincible dreadnaught, etc.
Archaic Starship Repair type of archaic starship - Invincible dreadnaught, etc.
Archaic Vehicle Engineering (A) Archaic Vehicle Repair 5D type of archaic vehicle - airplane, jet, aquatic vessel, undersea vessel, etc. (any vehicle that does not employ repulsorlifts or falls into a better category)
Archaic Vehicle Repair type of archaic vehicle - airplane, jet, aquatic vessel, undersea vessel, etc. (any vehicle that does not employ repulsorlifts or falls into a better category)
Archaic Weapon Engineering (A) Archaic Weapon Repair 5D type of archaic weapon - archaic guns, bows, etc.
Archaic Weapon Repair type of archaic weapon - archaic guns, bows, etc.
Armor Engineering (A) Armor Repair 5D type of armor - stormtrooper, smasher, etc.
Armor Repair type of armor - stormtrooper, smasher, etc.
Blaster Artillery Engineering (A) Blaster Artillery Repair 5D type of blaster artillery - anti-infantry, etc.
Blaster Artillery Repair type of blaster artillery - anti-infantry, etc.
Blaster Engineering (A) Blaster Repair 5D type of blaster - heavy pistol, light repeater, etc.
Blaster Repair type of blaster - heavy pistol, light repeater, etc.
Bowcaster Engineering (A) Bowcaster Repair 5D None
Bowcaster Repair None
Capital Ship Engineering (A) Capital Ship Repair 5D type of capital ship - Imperial star destroyer, etc.
Capital Ship Repair type of capital ship - Imperial star destroyer, etc.
Capital Ship Weapon Engineering (A) Capital Ship Weapon Repair 5D type of capital weapon - ion cannon, turbolaser, etc.
Capital Ship Weapon Repair type of capital weapon - ion cannon, turbolaser, etc.
Communications Engineering (A) Communications Repair 5D type of unit - comlink, radio, etc.
Communications Repair type of unit - comlink, radio, etc.
Computer Engineering (A) Computer Programming/Repair 5D type or model computer - portable computer, bio computer, etc.
Computer Program/Repair type or model computer - portable computer, bio computer, etc.
Demolitions target type - bridges, walls, vehicles, etc.
Demolitions Engineering (A) Demolitions 5D target type - bridges, walls, vehicles, etc.
Droid Engineering (A) Droid Programming 5D and/or Droid Repair 5D type of model droid - astromech, protocol, etc.
Droid Programming type or model droid - astromech, protocol, etc.
Droid Repair type or model droid - astromech, protocol, etc.
Fire Lance Engineering (A) Fire Lance Repair 5D None
Fire Lance Repair None
Firearms Engineering (A) Firearms Repair 5D type of firearm - pistol, rifle, machine gun, etc.
Firearms Repair type of firearm - pistol, rifle, machine gun, etc.
First Aid species of patient - Human, Wookie, etc.
Flamethrower Engineering (A) Flamethrower Repair 5D type of flamethrower - pistol, rifle, etc.
Flamethrower Repair type of flamethrower - pistol, rifle, etc.
Flux Disintegrator Engineering (A) Flux Disintegrator Repair 5D type of flux disintegrator - pistol, rifle, etc.
Flux Disintegrator Repair type of flux disintegrator - pistol, rifle, etc.
Ground Vehicle Engineering (A) Ground Vehicle Repair 5D type of ground vehicle - juggernaut, truck, etc.
Ground Vehicle Repair type of ground vehicle - juggernaut, truck, etc.
Hover Vehicle Engineering (A) Hover Vehicle Repair 5D type of hover vehicle - hoverscout, etc.
Hover Vehicle Repair type of hover vehicle - hoverscout, etc.
Jet Pack Engineering (A) Jet Pack Repair 5D type of jet pack - whisper, etc.
Jet Pack Repair type of jet pack - whisper, etc.
Lightsaber Engineering (A) Lightsaber Repair 5D None; used for construction of lightsaber components (not crystal focusing)
Lightsaber Repair None
Machinery Engineering (A) Machinery Repair 5D type of machinery - generator, pump, etc.
Machinery Repair type of machinery - generator, pump, etc.
Medicine (A) First Aid 5D specific field known - medicines, cyborging, surgery, etc.
Melee Weapon Engineering (A) Melee Weapon Repair 5D type of melee weapon - sword, club, etc. (not lightsabers and similar weapons)
Melee Weapon Repair type of melee weapon - sword, club, etc. (not lightsabers and similar weapons)
Musical Instrument Engineering (A) Musical Instrument Repair 5D type or model musical instrument - kloo horn, gasan string drum,
Musical Instrument Repair type or model musical instrument - kloo horn, gasan string drum,
Pod Racer Engineering (A) Pod Racer Repair 5D type of pod racer (most are unique designs)
Pod Racer Repair type of pod racer (most are unique designs)
Pulse-Wave Weapon Engineering (A) Pulse-Wave Weapon Repair 5D type of pulse-wave weapon - pistol, rifle, etc.
Pulse-Wave Weapon Repair type of pulse-wave weapon - pistol, rifle, etc.
Repulsorlift Engineering (A) Repulsorlift Repair 5D type or model repulsorlift vehicle - XP-38 landspeeder, Rebel snowspeeder, etc.
Repulsorlift Repair type or model repulsorlift vehicle - XP-38 landspeeder, Rebel snowspeeder, etc.
Rocket Pack Engineering (A) Rocket Pack Repair 5D type or model rocket pack - DRPV-78, etc.
Rocket Pack Repair type or model rocket pack - DRPV-78, etc.
Security type or model security device - magna lock, blast doors, retinal lock, etc.
Security Engineering (A) Security 5D type or model security device - magna lock, blast doors, retinal lock, etc.
Software Engineering (A) Computer Programming/Repair 5D and/or Droid Programming 5D Adds to Computer Programming and Droid Programming rolls; does not add to Computer Repair rolls, so it cannot overlap with Computer Engineering (A) that adds to Computer Repair
Space Transport Engineering (A) Space Transport Repair 5D type or model transport - YT-1300, etc.
Space Transport Repair type or model transport - YT-1300, etc.
Starfighter Engineering (A) Starfighter Repair 5D type or model starfighter - X-wing, TIE/ln, etc.
Starfighter Repair type or model starfighter - X-wing, TIE/ln, etc.
Starship Weapon Engineering (A) Starship Weapon Repair 5D type or model weapon - ion cannon, laser cannon, etc.
Starship Weapon Repair type or model weapon - ion cannon, laser cannon, etc.
Swoop Engineering (A) Swoop Repair 5D type or model swoop - aratech 74-Z, flare-S, etc.
Swoop Repair type or model swoop - aratech 74-Z, flare-S, etc.
Tensor Weapon Engineering (A) Tensor Weapon Repair 5D type of tensor weapon - pistol, rifle, etc.
Tensor Weapon Repair type of tensor weapon - pistol, rifle, etc.
Walker Engineering (A) Walker Repair 5D type or model walker - AT-ST, AT-AT, etc.
Walker Repair type or model walker - AT-ST, AT-AT, etc.
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License