Expanded Skill Use List

Several books in the Star Wars Saga Edition Library have added new options for using Skills. Most are “Trained only” uses, but some are “Untrained” as well. Below is a list compiling all such skill options in one area.


Catch Item (Trained Only: Whenever you successfully disarm your opponent, you can make a DC 20 Acrobatics check as a free action. If the Acrobatics check succeeds, you snatch the object from the air. You must have at least one hand free to grab the item. S&V pg 19

Escape Artist (Trained Only): By increasing the DC by 10, you can reduce the time required to Escape Bonds (see page 63 of the SECR). Escaping a grapple takes a move action; escaping a net or moving 1 square through a tight space requires a standard action.; and only 5 rounds are required to escape from ropes, binder cuffs, or manacles. S&V pg 19

Low and High Gravity Environments (Trained Only): You can make a DC 20 Acrobatics check to negate the penalties to attack rolls in low and high gravity environments (see page 256 of SECR). FUCG, pg 29

Nimbe Charge (Trained Only): If you succeed on a DC 25 Acrobatics check, you can charge through low objects and difficult terrain. If you fail this check, you cannot attack at the end of your movement. You can combine this use with the Cross Difficult Terrain use (see page 63 of the SECR); however, the DC increases to 35. S&V pg 19

Zero-Gravity Environment (Trained Only): You can use the Acrobatics skill to help maneuver in zero-gravity environments (see page 257 of the SECR). When crossing wide spaces or traversing congested areas, you can make an Acrobatics check (at no penalty) to arrive on target. As a swift action, you can make a DC 20 Acrobatics check to lessen your attack roll and skill check penalty to -2, instead of -5. FUCG, pg 29


Extreme Conditions: Climbing in extreme conditions (high altituse, weather, temperature, or unusual climbing surfaces) brings additional challenges. Proper climbing and survival gear is required. Extreme conditons can increase the DC by 5 for each circumstance in addition to the regular DC modifiers. Specialized climbing gear can negate these penalties to Climb checks under those conditions; typically, such gear costs the same a sa field kit. FUCG, pg 29


Alternate Story (Trained Only): Wjhenever you fail a Deception check to convey deceptive information or a deceptive apperance, you can immediately attempt a second Depection check to avert suspicion. This second check is as a -10 penalty. S&V pg 19

Cheat (Trained Only): When you gamble (see page 47 of the SECR), you can use Deception to improve your chances to win. However, you risk getting caught. When gambling against other characters, you can substitute your Deception check for your Wisdom check, but your opponents are entitled to a Perception check to catch you in the act. If the Perception check result equals or exceeds your Deception check, they detect you cheating. Gambling against the house is far riskier. If your Deception check fails to beat the location’s security (DC 15 for common locations, DC 25 for good locations, and DC 35 or higher for the best), you are caught and the house responds as appropriate. S&V pg 19

Creating a Diversion to Hide an Item: You can use Deception to help you quickly hide an item while you are being observed. A successful Deception check that equals or exceeds the target’s Will Defense gives you the momentary diversion you need to attempt a Stealth check to hide the item on or near your person while the target is aware of you (see page 73 of the SECR). FUCG, pg 29

Feign Haywire (Droids Only): You can simulate a droid going haywire by popping open some of your access panels, moving erratically, and making an assortment of electronic and mechanical noises. As a full-round action, you can make a Deception check, comparing the result to the Will Defense of all targets within line of sight. If the result of the Deception check is equal to or greater than a target’s Will Defense, that target is considered flat-footed against you. If you take any action, the deception ends at the end of your turn, and targets are no considered flat-footed against you after the deception ends. FUCG, pg 29

Group Feint (Trained Only): You can feint multiple targets at once as a full-round action. You can target any number of opponents who are clearly visible and who are within 6 squares of you. Each target beyond the first imposes a -5 penalty on your Deception check. You roll just once to set the DC for your opponents’ Initiative checks. Any opponent whose roll you beat is treated as flat-footed against the first attack you make against him in the next round. S&V pg 19

Innuendo (Trained Only): You can use Deception to transmit a secret message to another character trained in Deception. You do so by using subtle hand gestures, slipping in code words, and using body language. The DC depends on the complexity of the communication. A simple message that involve multiple steps or complicated information start at DC 15 and can rise as high as DC 25. Any character who can both see and hear the transmitted message is entitled to a Perception check to decipher the message. The DC is equal to the Deception check DC. The Gamemaster can modify the DC for environmental factors such as loud noise, dim lighting, and distance. S&V pg 19

Gather Information

Analysis (Trained Only): You can better assess the information obtained by yourself or others. Once per day, after accumulating data from previous Gather Information checks by yourself or others, you can make an additional Gather Information check to analyze the data. The base DC is 15, modified by the reliability of the data’s source. Particularly complete data from a reliable source could grant a +10 competence bonus, while incomplete data from a questionable source might impart a -5 to -10 penalty to the skill check. A successful analysis check adds +10 to the final result of each of the original Gather Information checks, revealing any additional information that was available at the higher DC. FUCG, pg 30

Find a Good Score (Trained Only): Scoundrels of all types frequently have to hunt high and low for good, profitable work. Finding a score, as many illicit jobs on the fringe are called, can be one of the most difficult parts of a scoundrel’s career. Characters trained in Gather Information can make a skill check to try and find profitable work. The base DC for this skill check is equal to 10+ the character’s level. Success indicates the character finds profitable work, and the Gamemaster should use the job indicator (see page 78, S&V) to create a job for the heroes to undertake. Additionally, success means that the heroes gain an additional 10% of the normal credit payout for the job. However, failing this check does not mean that the heroes fail to find work, only that they fail to find profitable work. Failing the check by less than 5 means that the heroes find a job at the normal pay rate. Failing the check by 6-10 points means that the heroes find a job but only gain 90% of the normal payout. Failing the check by 10 or more means that the heroes fail to find a job. Finding a job takes 1 hour. S&V pg 19


Build Object (Trained Only, requires tool kit): You can make a Mechanics check to construct an object (other than a droid) from scratch and/or with manufactured parts. Building an object requires a proper tool kit, raw materials, and possibly access to an electronics or machine shop. Some objects are beyond the ability of most characters. The raw materials for an object cost the same as the compelted object, though the heroes who have the Scavenger feat (see page 35 FUCG) can often come up with raw materials scrounged from other equipment. Use the costs given in chapter 6 of the SECG as a guide. Remote locations, rare parts, or expensive materials might raise the cost to double, triple, or even higher. See page 30 of the FUCG for more rules and charts for this skill option.


Bribery: You can use the Persuasion skill to attempt to bribe government officials or other individuals of influence. The Persuasion check DC depends on the perceived risk to the official’s position (if the bribe is discovered) modified by the nature of the request (how dangerous the request is and how much of a bribe you’re offering). See page 31 of the FUCG for the difficulty chart for this skill option.

Improvised Communication: You can use the Persuasion skill to attempt to communicate with someone who does not understand your language or to nonverbally convey an idea (such as communicating silently with another hero while both of you are infiltrating an imperial facility). As a move action, you can attempt a Persuasion check to improvide communication with another being. The target must be able to see you, and you can communicate only simple concepts. The Check DC is equal to 20 minus the target’s intelligence modifier. If the target of your improvised communication has agreed upon signals for certain concepts in advance, reduce the Persuasion check DC by 5.

Concepts that can be communicated include (but are not limited to) “Be quiet”, “Go”, “Hello”, “Help”, “I am hungry/thirsty”, “Pick this up”, “Put that down”, “Stay here”, “Stop”, and “Thank you”. The GM can allow other simple concepts to be communicated, as long as they can be easily communicated nonverbally.



Use Computer

Use the Force

Breath Control (Trained Only): You can use the Force to hold your breath for an extended period of time. A successful DC 15 Use the Force check allows you to hold your breath for a number of rounds equal to twice your Constitution score before you need to make Endurance checks to continue holding your breath. JATM pg 10

Move Light Object (Trained Only): You can use this application of the skill to catch and move a thrown object, such as a grenade, that lands within your reach, redirecting its attack against another target. The object can weigh no more than 5kg, and you must ready an action to catch the object on your turn, before the object is thrown. Moving the object requires a Use the Force check, with a DC equal to the attack roll of the thrown object. If you succeed on this check, you catch the object with the Force and can immediately move the object up to 6 squares away from you, to a point within your line of sight; otherwise, resolve the attack as normal. If the object you catch is an explosive, such as a grenade, it explodes at the end of its movement. You can use the object caught as a projectile weapon, as normal. JATM pg 10

Place Other in Force Trance (Trained Only): As a full-round action, you can place an adjacent willing ally that you touch into a Force trance with a DC 15 Use the Force check. In this state, the target ally rests as though in a deep coma and is considered helpless. Each hour the target remains in the trance, it regains a n umber of hit points equal to it’s character level. You can bring an adjacent ally you touch out of a Force trance as a swift action, but the target cannot otherwise emerge from the Force trance on his or her own. If the target remains in the Force trance for 4 consecutive hours, the target emerges from the trance fully rested (as though the target had rested for 8 hours).

While the target ally is in a Force trance, it can go ten times as long as normal without air, food, or water (see the Endirance skill on page 66 of the SECR). Unwilling targets cannot be placed in a Force trance.

Expanded Skill Use List

Star Wars: Brothers in Arms DarthGM