Post by Cain on Aug 4, 2012 14:39:15 GMT -5
Key
Skill Title
Type: Type alludes to the stat which is affected by this particular Skill. In the case of Lightsaber Forms, type indicates the stats which are used for those forms. In the case of a Form drawing from multiple stats, the user's ability is equal to the lowest of the two stats.
Prerequisite: The Class, level, and/or the minimum required value in a given stat needed in order to learn this Skill.
Description: A brief description of the Skill's effects.
Conditioning
Type: Strength + Speed + Stamina
Prerequisite: 5 Strength + 5 Stamina
Description: Grants a permanent +1 bonus to all Base stats, reflecting the user's excellent physical conditioning.
Improved Conditioning
Type: Strength + Speed + Stamina
Prerequisite: 20 Strength + 20 Stamina
Description: Grants a permanent +3 bonus to all Base stats, reflecting the user's excellent physical conditioning.
Master Conditioning
Type: Strength + Speed + Stamina
Prerequisite: 30 Strength + 30 Stamina
Description: Grants a permanent +5 bonus to all Base stats, reflecting the user's excellent physical conditioning.
Critical Strike
Type: Strength
Prerequisite: 1 Strength
Description: Once during a battle, the user can land a Critical Strike, boosting their Strength stat by 10% for that attack. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Critical Strike up to 100.
Improved Critical Strike
Type: Strength
Prerequisite: 15 Strength
Description: Once during a battle, the user can land a Critical Strike, boosting their Strength stat by 25% for that attack. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Improved Critical Strike up to 100.
Master Critical Strike
Type: Strength
Prerequisite: 30 Strength
Description: Once during a battle, the user can land a Critical Strike, boosting their Strength stat by 50% for that attack. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Master Critical Strike up to 100.
Will Power
Type: Charisma
Prerequisite: 15 Charisma
Description: The user's resistance to Mind altering power's is strong. Grant's a temporary 20% boost to the Charisma stat when the user is attacked by a Force Power utilizing the opponent's Sense stat. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Will Power up to 100.
Fortitude
Type: Charisma
Prerequisite: 15 Charisma
Description: The user's ability to take punishment from the Force is considerable. Grants a temporary 20% boost to the Charisma stat when the user is attacked by a Force Power utilizing the opponent's Alter stat. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Fortitude up to 100.
Marksmen
Type: Range
Prerequisite: 1 Range
Description: The user has an in depth understanding of how to handle and use blaster weapons. Grants a + 5 bonus to the Range stat when using a blaster weapon. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Marksmen up to 100.
Gun Slinger
Type: Range
Prerequisite: 25 Range
Description: The user has an in depth mastery of using blaster weapons with great speed and efficiency. Grants a 20% bonus to the Range stat in addition to a +5 bonus to Speed when using a blaster weapon in battle. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Gun Slinger up to 100.
Sniper
Type: Range
Prerequisite: 50 Range
Description: The user is deadly from range with a blaster weapon. Grants a 50% bonus to the Range stat when using a blaster weapon in battle. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Sniper up to 100.
Rapid Fire
Type: Range + Speed
Prerequisite: 15 Range + 15 Speed
Description: The user has become adept at discharging their weapons quickly. Grants a 20% boost to the Speed stat when using a blaster weapon in battle. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Rapid Fire up to 100.
Grenadier
Type: Range
Prerequisite: 5 Range
Description: An in depth understanding of how to handle and use explosives such as grenades. Grants a 25% bonus to the Range stat when using grenades in battle. The accuracy of grenades is measured against a foe's Speed stat in battle. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Grenadier up to 100.
Weapon Specialist: Range
Type: Range
Prerequisite: 15 Range
Description: The user has mastered the use of otherwise exotic or unorthodox range weaponry, such as flamethrowers, arrows or darts. Grants a 25% bonus to the Range stat when using these weapons in battle. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Weapon Specialist: Range up to 100.
Quick Draw
Type: Range + Speed
Prerequisite: 30 Range
Description: When playing with guns, he who shoots first wins. The user has mastered the art of the quick draw, doubling their Speed stat when drawing a blaster weapon from a holster. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Quick Draw up to 100.
Duelist
Type: Melee / Lightsaber
Prerequisite: 1 Melee or Lightsaber
Description: The user has an in depth understanding of how to handle and use one handed blade weapons. Grants a +5 bonus to the Melee and Lightsaber stats when using a one handed blade weapon or lightsaber in battle. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Duelist up to 100.
Master Duelist
Type: Melee / Lightsaber
Prerequisite: 25 Melee or Lightsaber
Description: The user has an in depth understanding of how to handle and use one handed blade weapons. Grants a 20% bonus to the Melee and Lightsaber stats when using a one handed blade weapon or lightsaber in battle. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Master Duelist up to 100.
Two-Handed Specialist
Type: Melee / Lightsaber
Prerequisite: 1 Melee or Lightsaber
Description: The user has an in depth understanding of how to handle and use two handed blade or staff weapons. Grants a +5 to the Melee and Lightsaber stats when using a double bladed weapon, staff or two single bladed weapons in battle. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Two-Handed Specialist up to 100.
Two-Handed Master
Type: Melee / Lightsaber
Prerequisite: 25 Melee or Lightsaber
Description: The user has an in depth understanding of how to handle and use two handed blade or staff weapons. Grants a 20% bonus to the Melee and Lightsaber stats when using a double bladed weapon, staff or two single bladed weapons in battle. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Two-Handed Master up to 100.
Weapon Specialist: Melee
Type: Melee
Prerequisite: 15 Melee
Description: The user has mastered the use of otherwise exotic or unorthodox melee weaponry, such as whips, axes or clubs. Grants a 25% bonus to the Melee stat when using these weapons in battle. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Weapon Specialist: Melee up to 100.
Iaido
Type: Melee + Speed
Prerequisite: 30 Melee
Description: The art of the draw, the user has mastered drawing their blade from its sheathe with deadly quickness. The user's Speed stat doubles when drawing a blade weapon from a sheathe. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Iaido up to 100.
Fighter
Type: Unarmed
Prerequisite: 1 Unarmed
Description: The user has familiarized themselves with hand to hand combat. Grants a +5 bonus to the Unarmed stat when fighting without the use of martial art skills. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Fighter up to 100.
Brawler
Type: Unarmed
Prerequisite: 25 Unarmed
Description: The user has mastered fighting hand to hand. Grants a 20% bonus to the Unarmed stat when fighting without the use of martial art skills. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Brawler up to 100.
Martial Art: Drunken Boxing
Type: Unarmed
Prerequisite: 10 Unarmed
Description: A rather unusual talent, the user has mastered the ability to fight while inebriated, using his stumbling, unpredictable movements to his advantage. Grants a 20% bonus to the Unarmed stat when the user is intoxicated. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Drunken Boxing up to 100.
Martial Art: Broken Gate
Type: Unarmed
Prerequisite: 10 Unarmed
Description: The user is proficient in the use of the Broken Gate martial art. A form of hand to hand combat taught by the Jedi Order, Broken Gate emphasized quick strikes, stomps and throws, as well as joint locking techniques.
Martial Art: Echani
Type: Unarmed
Prerequisite: 20 Unarmed
Description: The user is proficient in the use of the Echani martial art. The art of the duel, this combat discipline was typically used in rituals and designed for use against one opponent.
Martial Art: Teräs Käsi
Type: Unarmed + Charisma
Prerequisite: 20 Unarmed + 20 Speed
Description: The user is proficient in the use of the Teräs Käsi or "Steel Hand" martial art. Developed by the Palawa as a means to combat Jedi, Teräs Käsi relied upon speed and agility to anticipate attacks. In addition the form also taught non force users how to close off their minds from the Force. Because of this, using Teräs Käsi grants the user a 20% bonus to Charisma in battle. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Teräs Käsi up to 100.
Veteran
Type: Stamina
Prerequisite: Soldier lvl 1
Description: The Soldier has a permanent +5 boost to Stamina, resulting from years of being hardened by war.
Tank
Type: Strength
Prerequisite: Soldier lvl 10
Description: The Soldier has a permanent +5 boost to Strength, resulting from years of physical conditioning.
Instrument of War
Type: Unarmed + Melee + Range
Prerequisite: Soldier lvl 20
Description: The Soldier has a permanent +5 boost to his Combat stats, resulting from years of elite training.
Stealth
Type: All
Prerequisite: Mercenary lvl 1
Description: The Mercenary has mastered the use of stealth field generators, gaining a +2 bonus to all stats when Cloaked. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Stealth up to 100.
Shadow
Type: All
Prerequisite: Mercenary lvl 10
Description: The Mercenary has mastered the use of stealth field generators, gaining a 10% boost to all stats when Cloaked. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Shadow up to 100.
Assassin
Type: All
Prerequisite: Mercenary lvl 20
Description: The Mercenary has become deadly with the aid of stealth field generators, gaining a 20% boost to all stats when Cloaked. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Assassin up to 100.
Congeniality
Type: Charisma
Prerequisite: Smuggler lvl 1
Description: A smooth talker with a quick wit and razor sharp tongue, the Smuggler has a permanent +5 bonus to Charisma.
Unfair Fight
Type: Unarmed / Melee / Range
Prerequisite: Smuggler lvl 10
Description: If the Combat stat the Smuggler is currently utilizing is greater than that of his opponent, the Smuggler gains a 25% bonus to that stat. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Unfair Fight up to 100.
Scoundrel's Luck
Type: Unarmed / Melee / Range
Prerequisite: Smuggler lvl 20
Description: If the Combat stat the Smuggler is currently utilizing is less than that of his opponent, the Smuggler gains a 50% bonus to that stat. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Scoundrel's Luck up to 100.
Swordsmen
Type: Lightsaber
Prerequisite: Guardian lvl 1 + Shii Cho
Description: Grants a plus 3 bonus to all Base stats when Shii-Cho is used in battle. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Swordsmen up to 100.
Finesse
Type: Lightsaber
Prerequisite: Guardian lvl 10 + Makashi
Description: Grants a plus 10% bonus to the Lightsaber stat when using Makashi in battle. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Finesse up to 100.
Defender
Type: Lightsaber
Prerequisite: Guardian lvl 10 + Soresu
Description: Grants a 10% bonus to Stamina when using Soresu in battle. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Defender up to 100.
Acrobat
Type: Lightsaber
Prerequisite: Guardian lvl 10 + Ataru
Description: Grants a 10% bonus to Speed when using Ataru in battle. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Acrobat up to 100.
Brute
Type: Lightsaber
Prerequisite: Guardian lvl 10 + Djem So
Description: Grants a 10% bonus to Strength when using Djem So in battle. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Brute up to 100.
Champion
Type: Lightsaber
Prerequisite: Guardian lvl 10 + Niman
Description: Grants a 10% bonus to all Base stats when using Niman in battle. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Champion up to 100.
Marauder
Type: Lightsaber
Prerequisite: Guardian lvl 20 + Juyo
Description: Grants a 20% bonus to all Base stats when using Juyo in battle. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Marauder up to 100.
Jedi Defense
Type: Lightsaber + Speed
Prerequisite: Sentinel lvl 1
Description: The user has an uncanny ability to defend against blaster bolts. Grants a +10 bonus to Speed when defending against blaster bolts with a lightsaber. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Jedi Defense up to 100.
Improved Jedi Defense
Type: Lightsaber + Speed
Prerequisite: Sentinel lvl 10
Description: The user has an uncanny ability to defend against blaster bolts. Grants a 50% bonus to Speed when defending against blaster bolts with a lightsaber. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Improved Jedi Defense up to 100.
Master Jedi Defense
Type: Lightsaber + Speed
Prerequisite: Sentinel lvl 20
Description: The user has developed a mastery in defending themselves against blaster bolts. Doubles the user's Speed when defending against blaster bolts with a lightsaber. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Master Jedi Defense up to 100.
Force Focus
Type: Control
Prerequisite: Consular lvl 1
Description: The user must first meditate for a turn, then is granted a +3 bonus to all Force stats. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Force Focus up to 100.
Force Resistance: Sense
Type: Sense
Prerequisite: Consular lvl 10
Description: Grants the Consular a temporary 20% boost to the Sense stat when attacked by a Force Power that utilizes the opponent's Sense stat. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Force Resistance: Sense up to 100.
Force Resistance: Alter
Type: Alter
Prerequisite: Consular lvl 20
Description: The user's presence in the Force is enough to weaken the strength of an opponent's Alter Powers, creating a 20% penalty to the opponent's Alter stat when using Alter Powers against the Consular.
Shii-Cho
Type: Lightsaber
Prerequisite: 1 Lightsaber
Description: The first and most basic of the lightsaber forms, Shii-Cho is the foundation upon which all of the other six forms are built. This saber form teaches the basics of sword play. All Force Using Classes start with this Skill.
Jar'Kai
Type: Lightsaber
Prerequisite: 1 Lightsaber
Description: A specialized form of lightsaber combat which teaches the use of two single bladed weapons at once.
Double-bladed Lightsaber Combat
Type: Lightsaber
Prerequisite: 1 Lightsaber
Description: A specialized form of lightsaber combat which teaches the use of a double-bladed lightaber.
Makashi
Type: Lightsaber + Strength
Prerequisite: 10 Lightsaber
Description: An elegant form which specializes in lightsaber vs. lightsaber combat. Generally not the best for blaster bolts or multiple opponents, though one on one, it is unmatched.
Soresu
Type: Lightsaber + Stamina
Prerequisite: 10 Lightsaber
Description: The most defensive of the seven forms, Soresu incorporates quick strokes close to the body to redirect energy from attacks. Rather than putting forth any offense, a Soresu user seeks to outlast an opponent, waiting for them to tire from thwarted attacks of their own before finishing them off.
Ataru
Type: Lightsaber + Speed + Stamina
Prerequisite: 10 Lightsaber
Description: A wild offensive form that relies heavily on the Force to preform it's complex choreography, Ataru relies on speed and agility to overwhelm an opponent quickly. The frantic offense of this form comes at a price, however, as it is also one of the most exhausting forms to use in combat.
Djem So
Type: Lightsaber + Strength
Prerequisite: 10 Lightsaber
Description: Djem So is a powerful form that utilizes broad, heavy swings to overwhelm an opponents defenses. Borrowing some of the defense of Soresu, Djem So presses the attack where the more defensive Soresu calls for patience.
Shien
Type: Lightsaber + Speed
Prerequisite: 10 Lightsaber
Description: A variant of Djem So, Shien focuses on blaster bolt deflection and engaging several opponents at one time. One of the signatures of a Shien user is the ability to skillfully send blaster bolts back to their source.
Niman
Type: Lightsaber
Prerequisite: 10 Lightsaber
Description: The most balanced form, Niman incorporates aspects of all the previous five. Though Niman does not excel in any one area, it leaves few exploitable weaknesses either.
Juyo
Type: Lightsaber + Strength + Speed + Stamina
Prerequisite: 25 Lightsaber
Description: The Ferocity form, Juyo's moniker is well earned. This form of lightsaber combat encourages the user to enjoy the fight and revel in the defeat of one's enemy. For this reason it is generally thought of as taboo among the Jedi, and thus is a very rare form.
Skill Title
Type: Type alludes to the stat which is affected by this particular Skill. In the case of Lightsaber Forms, type indicates the stats which are used for those forms. In the case of a Form drawing from multiple stats, the user's ability is equal to the lowest of the two stats.
Prerequisite: The Class, level, and/or the minimum required value in a given stat needed in order to learn this Skill.
Description: A brief description of the Skill's effects.
The Skills
Conditioning
Type: Strength + Speed + Stamina
Prerequisite: 5 Strength + 5 Stamina
Description: Grants a permanent +1 bonus to all Base stats, reflecting the user's excellent physical conditioning.
Improved Conditioning
Type: Strength + Speed + Stamina
Prerequisite: 20 Strength + 20 Stamina
Description: Grants a permanent +3 bonus to all Base stats, reflecting the user's excellent physical conditioning.
Master Conditioning
Type: Strength + Speed + Stamina
Prerequisite: 30 Strength + 30 Stamina
Description: Grants a permanent +5 bonus to all Base stats, reflecting the user's excellent physical conditioning.
Critical Strike
Type: Strength
Prerequisite: 1 Strength
Description: Once during a battle, the user can land a Critical Strike, boosting their Strength stat by 10% for that attack. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Critical Strike up to 100.
Improved Critical Strike
Type: Strength
Prerequisite: 15 Strength
Description: Once during a battle, the user can land a Critical Strike, boosting their Strength stat by 25% for that attack. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Improved Critical Strike up to 100.
Master Critical Strike
Type: Strength
Prerequisite: 30 Strength
Description: Once during a battle, the user can land a Critical Strike, boosting their Strength stat by 50% for that attack. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Master Critical Strike up to 100.
Will Power
Type: Charisma
Prerequisite: 15 Charisma
Description: The user's resistance to Mind altering power's is strong. Grant's a temporary 20% boost to the Charisma stat when the user is attacked by a Force Power utilizing the opponent's Sense stat. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Will Power up to 100.
Fortitude
Type: Charisma
Prerequisite: 15 Charisma
Description: The user's ability to take punishment from the Force is considerable. Grants a temporary 20% boost to the Charisma stat when the user is attacked by a Force Power utilizing the opponent's Alter stat. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Fortitude up to 100.
Marksmen
Type: Range
Prerequisite: 1 Range
Description: The user has an in depth understanding of how to handle and use blaster weapons. Grants a + 5 bonus to the Range stat when using a blaster weapon. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Marksmen up to 100.
Gun Slinger
Type: Range
Prerequisite: 25 Range
Description: The user has an in depth mastery of using blaster weapons with great speed and efficiency. Grants a 20% bonus to the Range stat in addition to a +5 bonus to Speed when using a blaster weapon in battle. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Gun Slinger up to 100.
Sniper
Type: Range
Prerequisite: 50 Range
Description: The user is deadly from range with a blaster weapon. Grants a 50% bonus to the Range stat when using a blaster weapon in battle. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Sniper up to 100.
Rapid Fire
Type: Range + Speed
Prerequisite: 15 Range + 15 Speed
Description: The user has become adept at discharging their weapons quickly. Grants a 20% boost to the Speed stat when using a blaster weapon in battle. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Rapid Fire up to 100.
Grenadier
Type: Range
Prerequisite: 5 Range
Description: An in depth understanding of how to handle and use explosives such as grenades. Grants a 25% bonus to the Range stat when using grenades in battle. The accuracy of grenades is measured against a foe's Speed stat in battle. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Grenadier up to 100.
Weapon Specialist: Range
Type: Range
Prerequisite: 15 Range
Description: The user has mastered the use of otherwise exotic or unorthodox range weaponry, such as flamethrowers, arrows or darts. Grants a 25% bonus to the Range stat when using these weapons in battle. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Weapon Specialist: Range up to 100.
Quick Draw
Type: Range + Speed
Prerequisite: 30 Range
Description: When playing with guns, he who shoots first wins. The user has mastered the art of the quick draw, doubling their Speed stat when drawing a blaster weapon from a holster. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Quick Draw up to 100.
Duelist
Type: Melee / Lightsaber
Prerequisite: 1 Melee or Lightsaber
Description: The user has an in depth understanding of how to handle and use one handed blade weapons. Grants a +5 bonus to the Melee and Lightsaber stats when using a one handed blade weapon or lightsaber in battle. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Duelist up to 100.
Master Duelist
Type: Melee / Lightsaber
Prerequisite: 25 Melee or Lightsaber
Description: The user has an in depth understanding of how to handle and use one handed blade weapons. Grants a 20% bonus to the Melee and Lightsaber stats when using a one handed blade weapon or lightsaber in battle. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Master Duelist up to 100.
Two-Handed Specialist
Type: Melee / Lightsaber
Prerequisite: 1 Melee or Lightsaber
Description: The user has an in depth understanding of how to handle and use two handed blade or staff weapons. Grants a +5 to the Melee and Lightsaber stats when using a double bladed weapon, staff or two single bladed weapons in battle. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Two-Handed Specialist up to 100.
Two-Handed Master
Type: Melee / Lightsaber
Prerequisite: 25 Melee or Lightsaber
Description: The user has an in depth understanding of how to handle and use two handed blade or staff weapons. Grants a 20% bonus to the Melee and Lightsaber stats when using a double bladed weapon, staff or two single bladed weapons in battle. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Two-Handed Master up to 100.
Weapon Specialist: Melee
Type: Melee
Prerequisite: 15 Melee
Description: The user has mastered the use of otherwise exotic or unorthodox melee weaponry, such as whips, axes or clubs. Grants a 25% bonus to the Melee stat when using these weapons in battle. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Weapon Specialist: Melee up to 100.
Iaido
Type: Melee + Speed
Prerequisite: 30 Melee
Description: The art of the draw, the user has mastered drawing their blade from its sheathe with deadly quickness. The user's Speed stat doubles when drawing a blade weapon from a sheathe. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Iaido up to 100.
Fighter
Type: Unarmed
Prerequisite: 1 Unarmed
Description: The user has familiarized themselves with hand to hand combat. Grants a +5 bonus to the Unarmed stat when fighting without the use of martial art skills. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Fighter up to 100.
Brawler
Type: Unarmed
Prerequisite: 25 Unarmed
Description: The user has mastered fighting hand to hand. Grants a 20% bonus to the Unarmed stat when fighting without the use of martial art skills. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Brawler up to 100.
Martial Art: Drunken Boxing
Type: Unarmed
Prerequisite: 10 Unarmed
Description: A rather unusual talent, the user has mastered the ability to fight while inebriated, using his stumbling, unpredictable movements to his advantage. Grants a 20% bonus to the Unarmed stat when the user is intoxicated. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Drunken Boxing up to 100.
Martial Art: Broken Gate
Type: Unarmed
Prerequisite: 10 Unarmed
Description: The user is proficient in the use of the Broken Gate martial art. A form of hand to hand combat taught by the Jedi Order, Broken Gate emphasized quick strikes, stomps and throws, as well as joint locking techniques.
Martial Art: Echani
Type: Unarmed
Prerequisite: 20 Unarmed
Description: The user is proficient in the use of the Echani martial art. The art of the duel, this combat discipline was typically used in rituals and designed for use against one opponent.
Martial Art: Teräs Käsi
Type: Unarmed + Charisma
Prerequisite: 20 Unarmed + 20 Speed
Description: The user is proficient in the use of the Teräs Käsi or "Steel Hand" martial art. Developed by the Palawa as a means to combat Jedi, Teräs Käsi relied upon speed and agility to anticipate attacks. In addition the form also taught non force users how to close off their minds from the Force. Because of this, using Teräs Käsi grants the user a 20% bonus to Charisma in battle. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Teräs Käsi up to 100.
Veteran
Type: Stamina
Prerequisite: Soldier lvl 1
Description: The Soldier has a permanent +5 boost to Stamina, resulting from years of being hardened by war.
Tank
Type: Strength
Prerequisite: Soldier lvl 10
Description: The Soldier has a permanent +5 boost to Strength, resulting from years of physical conditioning.
Instrument of War
Type: Unarmed + Melee + Range
Prerequisite: Soldier lvl 20
Description: The Soldier has a permanent +5 boost to his Combat stats, resulting from years of elite training.
Stealth
Type: All
Prerequisite: Mercenary lvl 1
Description: The Mercenary has mastered the use of stealth field generators, gaining a +2 bonus to all stats when Cloaked. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Stealth up to 100.
Shadow
Type: All
Prerequisite: Mercenary lvl 10
Description: The Mercenary has mastered the use of stealth field generators, gaining a 10% boost to all stats when Cloaked. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Shadow up to 100.
Assassin
Type: All
Prerequisite: Mercenary lvl 20
Description: The Mercenary has become deadly with the aid of stealth field generators, gaining a 20% boost to all stats when Cloaked. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Assassin up to 100.
Congeniality
Type: Charisma
Prerequisite: Smuggler lvl 1
Description: A smooth talker with a quick wit and razor sharp tongue, the Smuggler has a permanent +5 bonus to Charisma.
Unfair Fight
Type: Unarmed / Melee / Range
Prerequisite: Smuggler lvl 10
Description: If the Combat stat the Smuggler is currently utilizing is greater than that of his opponent, the Smuggler gains a 25% bonus to that stat. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Unfair Fight up to 100.
Scoundrel's Luck
Type: Unarmed / Melee / Range
Prerequisite: Smuggler lvl 20
Description: If the Combat stat the Smuggler is currently utilizing is less than that of his opponent, the Smuggler gains a 50% bonus to that stat. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Scoundrel's Luck up to 100.
Swordsmen
Type: Lightsaber
Prerequisite: Guardian lvl 1 + Shii Cho
Description: Grants a plus 3 bonus to all Base stats when Shii-Cho is used in battle. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Swordsmen up to 100.
Finesse
Type: Lightsaber
Prerequisite: Guardian lvl 10 + Makashi
Description: Grants a plus 10% bonus to the Lightsaber stat when using Makashi in battle. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Finesse up to 100.
Defender
Type: Lightsaber
Prerequisite: Guardian lvl 10 + Soresu
Description: Grants a 10% bonus to Stamina when using Soresu in battle. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Defender up to 100.
Acrobat
Type: Lightsaber
Prerequisite: Guardian lvl 10 + Ataru
Description: Grants a 10% bonus to Speed when using Ataru in battle. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Acrobat up to 100.
Brute
Type: Lightsaber
Prerequisite: Guardian lvl 10 + Djem So
Description: Grants a 10% bonus to Strength when using Djem So in battle. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Brute up to 100.
Champion
Type: Lightsaber
Prerequisite: Guardian lvl 10 + Niman
Description: Grants a 10% bonus to all Base stats when using Niman in battle. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Champion up to 100.
Marauder
Type: Lightsaber
Prerequisite: Guardian lvl 20 + Juyo
Description: Grants a 20% bonus to all Base stats when using Juyo in battle. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Marauder up to 100.
Jedi Defense
Type: Lightsaber + Speed
Prerequisite: Sentinel lvl 1
Description: The user has an uncanny ability to defend against blaster bolts. Grants a +10 bonus to Speed when defending against blaster bolts with a lightsaber. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Jedi Defense up to 100.
Improved Jedi Defense
Type: Lightsaber + Speed
Prerequisite: Sentinel lvl 10
Description: The user has an uncanny ability to defend against blaster bolts. Grants a 50% bonus to Speed when defending against blaster bolts with a lightsaber. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Improved Jedi Defense up to 100.
Master Jedi Defense
Type: Lightsaber + Speed
Prerequisite: Sentinel lvl 20
Description: The user has developed a mastery in defending themselves against blaster bolts. Doubles the user's Speed when defending against blaster bolts with a lightsaber. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Master Jedi Defense up to 100.
Force Focus
Type: Control
Prerequisite: Consular lvl 1
Description: The user must first meditate for a turn, then is granted a +3 bonus to all Force stats. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Force Focus up to 100.
Force Resistance: Sense
Type: Sense
Prerequisite: Consular lvl 10
Description: Grants the Consular a temporary 20% boost to the Sense stat when attacked by a Force Power that utilizes the opponent's Sense stat. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Force Resistance: Sense up to 100.
Force Resistance: Alter
Type: Alter
Prerequisite: Consular lvl 20
Description: The user's presence in the Force is enough to weaken the strength of an opponent's Alter Powers, creating a 20% penalty to the opponent's Alter stat when using Alter Powers against the Consular.
Lightsaber Forms
Shii-Cho
Type: Lightsaber
Prerequisite: 1 Lightsaber
Description: The first and most basic of the lightsaber forms, Shii-Cho is the foundation upon which all of the other six forms are built. This saber form teaches the basics of sword play. All Force Using Classes start with this Skill.
Jar'Kai
Type: Lightsaber
Prerequisite: 1 Lightsaber
Description: A specialized form of lightsaber combat which teaches the use of two single bladed weapons at once.
Double-bladed Lightsaber Combat
Type: Lightsaber
Prerequisite: 1 Lightsaber
Description: A specialized form of lightsaber combat which teaches the use of a double-bladed lightaber.
Makashi
Type: Lightsaber + Strength
Prerequisite: 10 Lightsaber
Description: An elegant form which specializes in lightsaber vs. lightsaber combat. Generally not the best for blaster bolts or multiple opponents, though one on one, it is unmatched.
Soresu
Type: Lightsaber + Stamina
Prerequisite: 10 Lightsaber
Description: The most defensive of the seven forms, Soresu incorporates quick strokes close to the body to redirect energy from attacks. Rather than putting forth any offense, a Soresu user seeks to outlast an opponent, waiting for them to tire from thwarted attacks of their own before finishing them off.
Ataru
Type: Lightsaber + Speed + Stamina
Prerequisite: 10 Lightsaber
Description: A wild offensive form that relies heavily on the Force to preform it's complex choreography, Ataru relies on speed and agility to overwhelm an opponent quickly. The frantic offense of this form comes at a price, however, as it is also one of the most exhausting forms to use in combat.
Djem So
Type: Lightsaber + Strength
Prerequisite: 10 Lightsaber
Description: Djem So is a powerful form that utilizes broad, heavy swings to overwhelm an opponents defenses. Borrowing some of the defense of Soresu, Djem So presses the attack where the more defensive Soresu calls for patience.
Shien
Type: Lightsaber + Speed
Prerequisite: 10 Lightsaber
Description: A variant of Djem So, Shien focuses on blaster bolt deflection and engaging several opponents at one time. One of the signatures of a Shien user is the ability to skillfully send blaster bolts back to their source.
Niman
Type: Lightsaber
Prerequisite: 10 Lightsaber
Description: The most balanced form, Niman incorporates aspects of all the previous five. Though Niman does not excel in any one area, it leaves few exploitable weaknesses either.
Juyo
Type: Lightsaber + Strength + Speed + Stamina
Prerequisite: 25 Lightsaber
Description: The Ferocity form, Juyo's moniker is well earned. This form of lightsaber combat encourages the user to enjoy the fight and revel in the defeat of one's enemy. For this reason it is generally thought of as taboo among the Jedi, and thus is a very rare form.