|Dexterity 5D:||[T] Acrobatics 8D, [T] Armor Weapons 8D, Blaster 9D, Blind Fighting 8D, Contortion 7D+2, Dodge 9D+1, Grenade 6D+2, Melee Combat 8D+1, (s) Melee Combat: Spiked Gauntlets 9D+1, (s) Melee Combat: Vibro Scythes 9D+1, Missile Weapons 5D+2, Pick Pockets 6D+2, Running 7D+1, Thrown Weapons 7D|
|Perception 3D+2:||Command 6D+2, Con 5D+2, Forgery 5D+1, Hide 6D+1 (+1D), Investigation 7D, Persuasion 7D+1, Search 9D (+1D), [T] Sneak 11D (+1D)|
|Strength 3D+2 (+2D/+1D):||Brawling Combat 9D+1, Climbing/Jumping 6D+2, Lifting 6D+1, (As) Martial Arts: Sith Bare-Handed Keldaeris 4D+2, (As) Martial Arts: Teräs Käsi 4D+2, Stamina 8D+2, Swimming 4D+1|
|Knowledge 4D:||Biology: Anzati 5D, Bureaucracy 4D+1, Business 4D+1, Cultures 4D+1, Intimidation 5D+2, Languages 7D+1, (s) Languages: Anzati 8D, (s) Languages: Wookiee 5D, (s) Languages: Hutt 5D, (s) Languages: Sith (spoken and written) 5D, Law Enforcement 5D+1, Planetary Systems 5D+2, Streetwise 6D+2, Survival 8D+2, Tactics 6D+2, (s) Tactics: Ground Assualt 7D+2, (s) Tactics: Imperial 7D+2, (s) Tactics: Resistance 7D+2, (s) Tactics: Squad 7D+2, Technology 8D, (s) Technology: Cybernetics 9D, Value 5D+1, Willpower 11D+2|
|Mechanical 3D+1:||Communications 5D, Computer Ops 6D+2, Ground Vehicle Ops 5D, Hover Vehicle Ops 5D, Repulsorlift Ops 6D+1, Melee Weapon Repair 4D+2, Security 6D, Sensors 5D, Vehicle Blasters 4D+2|
|Technical 3D:||Armor Repair 5D, Blaster Repair 6D+1, Computer Program/Repair 6D+1, Demolition 5D+2, First Aid 4D, First Aid: Anzati 7D, Ground Vehicle Repair 3D+1, Hover Vehicle Repair 3D+1, (A) Medicine: Cybernetic Repair 3D, Primitive Construction 3D, Repulsorlift Repair 5D+1, Security 9D|
|1||Normal human or other species||+1 to Dexterity, Perception, Strength and Knowledge for one week|
|2||Above average||+2 to Dexterity, Perception, Strength and Knowledge for two weeks|
|3||Exceptional||+1D to Dexterity, Perception, Strength and Knowledge for one month|
|4||Force Aware||+1D+1 to Dexterity, Perception, Strength and Knowledge for two months||1 Force Point: Lasts 1 month or until used|
|5||Force Sensitive||+1D+2 to Dexterity, Perception, Strength and Knowledge for four months||+1 Force Point: lasts for 2 months or until used|
|6||Jedi (Dark or Light Side)||+2D to Dexterity, Perception, Strength and Knowledge for eight months||+1 Force Point: lasts for 4 months or until used|
|NOTE: Once the extra energy wears off the hunger begins. This manifests in an Easy Willpower roll to resist for the first 3 months. Resistance becomes Moderate for the next 2 months, then Difficult for the next 1 month; Very Difficult for 5 weeks, then Heroic from then on. After the first failed resistance roll, Dexterity, Perception, Strength and Knowledge drop by -1 pip. They then drop -1 pip every month after that. Once an attribute reaches 1D the Anzati must feed within one week or enter a coma from 1 to 6 months. At the end of that time the Anzati will awake with a ravenous hunger. Attributes will return to normal for 24 hours only. If the being cannot feed in that time they will drop back into a coma for another 1 to 6 months. This will continue every six months after that until they are able to feed.|
Sith Bare-Handed Keldaeris Martial Arts
|In the days of the Great Sith War, Force-sensitive warriors battled each other on many battlegrounds. Occasionally, a Sith warrior would be forced to fight without his lightsabre, and after many lessons were learned the hard way, the Sith began to create their own martial arts style. After consulting the Dark Side for inspiration, they created a martial arts style that is as shadowy as their own souls, and began training certain apprentices in the skill. Even after the near-extinction of the Sith, the teachings are stored in Sith holocrons for future generations. Though the Martial Arts style does not use the Force directly, the Sith Force-enhanced reflexes add speed and skill to these maneuvers.
For every 1D that a character improves his Keldaeris martial arts specialization, that character gains a special maneuver described below. In addition to those listed below, the following martial arts skills are acceptable for selection by Keldaeris combatants: Blindfighting, Instant Stand, Instant Wound, Multiple Strikes, and Silent Strike. Characters must declare which martial arts technique they are attempting to use prior making the required skill roll unless otherwise indicated.
|Backflip||The character is trained to flip backwards to avoid a hit or fall||Easy||If the character makes the required skill roll, he may add +2D to his next climbing/jumping or dodge roll. This maneuver does not count towards calculating the multiple action penalty.|
|Surprise Attack||The character is trained to alter body language so as not to give away an attack||Difficult||If the character makes the required skill roll, he may attack his opponent without giving any warning, causing his opponent to suffer -2D to all reaction rolls. If the character waits for one additional round before attacking, he automatically gains that round's initiative over his opponent as well.|
|Weapon Steal||The character is trained to disarm and take control of a weapon in the opponent's grasp.||Very Difficult, plus an opposed Strength roll||If the character makes the required skill roll, and overcomes his opponent's Strength roll, he may steal an opponent's weapon from them for his own use.|
|Multiple Strikes||Trained to attack a second time as if it was the first||Difficult||A character can make an additional attack this round doing STR damage without a penalty for an additional action.|
Teräs Käsi Martial Arts (Unique Rules)
|Martial Arts: Teräs Käsi is a rare skill. A person must study full-time under a master of Teräs Käsi for six months to acquire
the first die of skill. Improving teräs käsi costs Character Points equal to double the number before the "D"; the training time is one day for every Character Point spent; the cost is doubled if the character does not have a teacher. The training time may be reduced by one day for each extra Character Point spent.
To use teräs käsi in combat, the character may do nothing else in the round other than performing the teräs käsi attacks - the character may not even parry or dodge. Before making the attack, the player splits the Martial Arts: teräs käsi skill dice into two groups: attack dice and damage bonus dice.
The character rolls to attack using only the attack dice. If the character succeeds in the attack, add the damage bonus dice to the character's Strength roll when determining damage. Characters may not allocate more than half of their Martial Arts: teräs käsi dice to their damage bonus dice.
If a character wants to make multiple teräs käsi attacks in one round, multiple action penalties apply to both attack dice and damage bonus dice.