List of Abilities
Sword/Saber Combat
Standard
Basic Sabre Combat
Improvised Sabre Combat
Prakith Sword Combat
Jabiim Sabre Combat
Programmed Sabre Combat
Uncommon
Echani Sabre Combat
Chiss Sabre Combat
Mandalorian Sabre Combat
Esoteric
Lightsabers et al.
Saberstaffs
Saberpikes
Arm Vibroblades
Nagai Sabre Combat
Kaleesh Sabre Combat
Extreme Esoteric
Rakatan Force Sabre Combat
Temple Sabre Combat
Energy Sword Combat
Sith Sword Combat
Way of the Void
All Weapon Types
Blaster Weapons
Blaster Pistols
Sniper Rifles
Blaster Rifles
Blaster Cannons
Blaster Carbines
Shotguns
Chainguns
Other
Slugthrowers
Rocket Launchers
Disruptors
Kinetic Rifles
Archery
Grenade Launchers
Charric Weaponry
Martial Weapons
Dagger Combat
Knife Combat
Spears
Axes
Staffs
Stun Batons
Electrostaffs
Clubs
Whips
Hand-to-Hand Combat
Standard
Basic (can be self taught)
Improvised (can be self taught)
Street (can be self taught if one is outside the military)
Programmed Hand-to-Hand Combat
Uncommon
Aerial Hand-to-Hand Combat
Mandalorian Hand-to-Hand Combat
Chiss Hand-to-Hand Combat
Drunken Hand-to-Hand
Echani Hand-to-Hand Combat
Temple Hand-to-Hand Combat
Prakith Hand-to-Hand Combat
Esoteric
Teras Kasi
Korun Hand-to-Hand Combat
Zakuul Hand-to-Hand Combat
Lasat Hand-to-Hand Combat
Anzati Hand-to-Hand Combat
Kaleesh Hand-to-Hand Combat
Nagai Hand-to-Hand Combat
Trandoshan Hand-to-Hand Combat
Imperius Hand-to-Hand Combat
Way of the Rancor
Way of the Hunt
Way of Divto
Extremely Esoteric
Sangheili Hand-to-Hand Combat
Knights of Prakith Hand-to-Hand Combat
Hidden Blade Combat
Mandalorian Protector Hand-to-Hand Combat
Handmaiden Hand-to-Hand Combat
Custom
Custom Styles
Stealth
Cloaking Devices/Stealth Generators
Camouflage
Espionage
Defence
Energy Shields
Wrist Shields
Shield Combat
Mind
Deception
Manipulation
Weapon Instinct
Combat Assimilation
Pattern Recognition
Dun Moch
Mental Shielding
Fighting Spirit
Extraordinary Willpower
Skills
Slicing
Traps
Explosives
Throwables
Throwing Knives
Environmental Conditioning
Survival Skills
Chemistry
Mechanical Mind
Treatment & Aid
Crafting
Animal Handling
Hunting/Tracking
Flight
Jetpacks
Rocket Boots
Vehicles
Ground Vehicles
Vehicle Boarding
Ship Boarding
Projectors
Other
Void Walking
Air Walking
Void Cloak
Void Sage
Void Sense
Psychic Abilities
Medieval Siege Weapons
Sword/Sabre Combat
For this section, a more detailed description on these can be found in The Teachings of Mace Windu
Basic Sabre Combat
Type: Sword/Sabre Combat - Standard
Description: The most basic method of using a sword, and comes as a universal standard to all profiles. Your level of skill in this means one can hold their own against a swordmaster with their own style and skill, though they are unlikely to win.
For example, a Highly Proficient user in Basic Sabre Combat could hold their own against a Highly Proficient user in something like Echani Sabre Combat.
Type: Sword/Sabre Combat - Standard
Description: A freestyle style that isn't dedicated to any particular movement method, or set striking pattern. However, this style is one that can be trained in. This is what a self-taught swordsman is likely to use, and one can certainly win a fight with it using unpredictability and creativity.
Programmed Sabre Combat
Type: Sword/Sabre Combat - Standard
Description: Similar to Basic Sabre Combat, except actually calculated with the intention to win. It is either a battle of attrition, or waiting for an easy opening in the opponent to appear. It is a style that can be easily fooled with bluffs however.
Echani Sabre Combat
Type: Sword/Sabre Combat - Uncommon
Description: Thrusts, jabs, and light attacks are important to this style, and it focuses on prodding and poking an opponent. Light steps and exiting the opponent's range are also commonplace, and thus an Echani style user would be classified as "quick on their feet". ff
Every 20 actions that a duel lasts, an Echani Sabre Combat user has their speed temporarily increased by one level, provided they used Echani Sabre Combat in each action.
Lightsabers et al.
Type: Sword/Sabre Combat - Esoteric
Description: The forms of lightsaber combat and more is what this is describing, and each form can be found here
Saberstaffs
Type: Sword/Sabre Combat - Esoteric
Description: The act of using a double-bladed lightsaber.
This is used in CONJUNCTION with another style, and the level of skill rounds down to the level of Saberstaffs.
For example, if one has Soresu at Mastery, but Saberstaffs at Proficient; then they use Soresu while using a Saberstaff at Proficient.
Saberpikes
Type: Sword/Sabre Combat - Esoteric
Description: The act of using a saberpike.
This is used in CONJUNCTION with another style, and the level of skill rounds down to the level of Saberpikes.
For example, if one has Soresu at Mastery, but Saberpikes at Proficient; then they use Soresu while using a Sabepikes at Proficient.
Nagai Sabre Combat
Type: Sword/Sabre Combat - Esoteric
Description: Nagai Sabre Combat focused on killing an enemy through critical blows and psychological torment and manipulation. Withdrawal of the blade from the flesh causes tearing due to the serration, which is a focus of the style.
Style works similar to Dun Moch, with an equal or higher level of Mental Shielding needed to not fall for the psychological effects of frustration and hopelessness (effect kicks in over time).
Rakatan Force Sabre Combat
Type: Sword/Sabre Combat - Extremely Esoteric
Description: Remarkably similar to Juyo, rapid strikes and unpredictable movements are its forte. The style is impossible to predict in single combat, unless one has a non-Force based precognition. Reflexes and senses are usually the only counter. Designed for one-on-one combat.
Temple Sabre Combat
Type: Sword/Sabre Combat - Extremely Esoteric
Description: The ancient and regal sword fighting style of the Jedi. Attacks flow from one to the other, and the style is designed to end the fight as soon as possible due to Jedi philosophy at the time, as well as energy expenditure. However, the form is mostly ceremonial.
Sith Sword Combat
Type: Sword/Sabre Combat - Extremely Esoteric
Description: Focused on the connection to the Dark Side, it relies on heavy strikes and power-based attacks. The style gets stronger as the fight continues on for longer, the energy building up in the user. However, the longer one uses it, the more aggressive and out of control they get.
Way of the Void
Type: Sword/Sabre Combat - Extremely Esoteric
Description: A style that can utilise projected based attacks, though that is not the style's focus. The style has predominant focus on strong, yet fast hits; and the physicality is exhausting. The style can be used with one or two blades. The style is also heavily ability-based, using specialised techniques in the midst of standard combat to gain an edge.
All Weapon Types
Blaster Pistols
Type: Weapon Types - Blaster Weapon
Description: The use of a blaster pistol in combat, be that a single blaster pistol or two blaster pistols.
Sniper Rifles
Type: Weapon Types - Blaster Weapon
Description: The use of a sniper rifle in combat
Blaster Rifles
Type: Weapon Types - Blaster Weapon
Description: The use of a blaster rifle in combat
Blaster Cannons
Type: Weapon Types - Blaster Weapon
Description: The use of a blaster cannon in combat
Blaster Carbines
Type: Weapon Types - Blaster Weapon
Description: The use of a blaster carbine in combat
Shotguns
Type: Weapon Types - Blaster Weapon
Description: The use of a shotgun in combat
Slugthrowers
Type: Weapon Types - Other
Description: The use of any form of slugthrower in combat
Rocket Launchers
Type: Weapon Types - Other
Description: The use of rocket launchers within combat
Disruptors
Type: Weapon Types - Other
Description: The use of disruptors within combat
Kinetic Rifles
Type: Weapon Types - Other
Description: The use of kinetic rifles within combat
Chainguns
Type: Weapon Types - Other
Description: The use of chainrifles within combat
Archery
Type: Weapon Types - Other
Description: The use of a bow and arrows within combat
Grenade Launchers
Type: Weapon Types - Other
Description: The use of a grenade launcher within combat.
Charric Weaponry
Type: Weapon Types - Other
Description: The use of Charric Weaponry, which splits between Charric Pistols, Rifles, Carbines, and LMGs.
Dagger Combat
Type: Weapon Types - Martial Weapons
Description: The use of daggers within combat. This works in combination with other styles, and then rounding down to the level of the dagger combat.
For example, if one has Chiss Sabre Combat at Mastery, but Dagger Combat at Proficient; then they use Chiss Sabre Combat while using a dagger at Proficient.
To use in conjunction with another weapon, one must always use the lower skill as the overall effectiveness of the use.
Knife Combat
Type: Weapon Types - Martial Weapons
Description: The use of knives within combat. This works in combination with other styles, and then rounding down to the level of the knife combat.
For example, if one has Chiss Sabre Combat at Mastery, but Knife Combat at Proficient; then they use Chiss Sabre Combat while using a knife at Proficient.
To use in conjunction with another weapon, one must always use the lower skill as the overall effectiveness of the use.
Spears
Type: Weapon Types - Martial Weapons
Description: The use of spears within combat, typically involving thrusts and jabs, allowing one to strike their opponent while keeping the distance.
To use in conjunction with a shield, one also needs the shield combat skill (See Shield Combat). To use in conjunction with another weapon, one must always use the lower skill as the overall effectiveness of the use.
Axes
Type: Weapon Types - Martial Weapons
Description: The use of axes within combat, be that a single axe or two axes. Axe combat holds the benefit of utterly overwhelming an opponent physically given the nature of the strike and the axe blade, the momentum and energy causing huge damage to one's enemies and their defences.
To use in conjunction with a shield, one also needs the shield combat skill (See Shield Combat). To use in conjunction with another weapon, one must always use the lower skill as the overall effectiveness of the use.
Staffs
Type: Weapon Types - Martial Weapons
Description: The use of staffs in combat. Staffs typically involve heavy handed strikes, overwhelming the opponent with kinetic force. Alternatively, it can use light-handed quick strikes, designed to eventually tire and batter an opponent over time.
To use in conjunction with a shield, one also needs the shield combat skill (See Shield Combat). To use in conjunction with another weapon, one must always use the lower skill as the overall effectiveness of the use.
Stun Batons
Type: Weapon Types - Martial Weapons
Description: The use of stun batons in combat, typically used by law enforcement. Releases an electrical charge when coming into contact with an opponent, which immobilises all but the durable and most strong willed of opponents.
To use in conjunction with a shield or riot shield, one also needs the shield combat skill. To use in conjunction with another weapon, one must always use the lower skill as the overall effectiveness of the use.
Electrostaffs
Type: Weapon Types - Martial Weapons
Description: The use of electrostaff in combat. The electrostaff released a discharge when coming into contact with an opponent. These discharges could be set to a number of different outputs by the user; a shock setting used for crowd control; a powerful stun setting that could sideline even the toughest opponents; and a full-powered setting that could easily shear a sentient in half.
To use in conjunction with a shield, one also needs the shield combat skill (See Shield Combat). To use in conjunction with another weapon, one must always use the lower skill as the overall effectiveness of the use.
Clubs
Type: Weapon Types - Martial Weapons
Description: The use of clubs in combat, be that a single club or dual club. The club was highly effective to put down opponents swiftly, though it should be noted it does not do as well against opponents also wielding some kind of martial weapon. It was also effective at shattering shields and other kinds of physical defence.
To use in conjunction with a shield, one also needs the shield combat skill (See Shield Combat). To use in conjunction with another weapon, one must always use the lower skill as the overall effectiveness of the use.
Whips
Type: Weapon Types - Martial Weapons
Description: The use of whips in combat.
To use in conjunction with a shield, one also needs the shield combat skill (See Shield Combat). To use in conjunction with another weapon, one must always use the lower skill as the overall effectiveness of the use.
Hand-to-Hand Combat
For this section, a more detailed description on these can be found in The Teachings of Mace Windu
Basic Hand-to-Hand Combat
Type: Hand-to-Hand Combat - Standard
Description: The most basic method of engaging in hand-to-hand, and comes as a universal standard to all profiles. Your level of skill in this means one can hold their own against a hand-to-hand combatant with their own natural potential, though they are unlikely to win.
For example, a Highly Proficient user in Basic Hand-to-Hand Combat could hold their own against a Highly Proficient user in something like Mandalorian Hand-to-Hand Combat.
This hand-to-hand style can be self-taught.
Improvised Hand-to-Hand Combat
Type: Hand-to-Hand Combat - Standard
Description: A freestyle style that isn't dedicated to any particular movement method, or set striking pattern. However, this style is one that can be trained in. This is what a self-taught hand-to-hand combatant is likely to use, and one can certainly win a fight with it using unpredictability and creativity.
This can be self-taught.
Street Hand-to-Hand Combat
Type: Hand-to-Hand Combat - Standard
Description: A style that focuses on using the environment around a person, fighting dirty in order to survive. The style incorporates a lot of natural deception, and the skill in this ability works against the mental shielding of the opponent.
Can be self taught if the character is not within any military-like structure/organisation.
Programmed Hand-to-Hand Combat
Type: Hand-to-Hand Combat - Standard
Description: Similar to Basic Hand-to-Hand, except actually calculated with the intention to win. It is either a battle of attrition, or waiting for an easy opening in the opponent to appear. It is a style that can be easily fooled with bluffs however.
Aerial Hand-to-Hand Combat
Type: Hand-to-Hand Combat - Uncommon
Description: A style that focuses on utilising any other hand-to-hand combat while moving through the air or zero gravity. One must round down to the aerial level to find out how effective they are.
For example, if one has Mandalorian Hand-to-Hand Combat at Mastery, but Aerial Combat at Proficient; then they use Mandalorian Hand-to-Hand Combat at Proficient while in the air.
Mandalorian Hand-to-Hand Combat
Type: Hand-to-Hand Combat - Uncommon
Description: A style involving grips and crushes, with one hand halting the opponent while the other goes in for the damage. Sheer force is predominant, with large sweeping attacks intended on giving the opponent a concussion at minimum. The style also saw utilisation of the strong beskar, allowing for more crippling blows.
Chiss Hand-to-Hand Combat
Type: Hand-to-Hand Combat - Uncommon
Description: A style that focuses on aiming for the central body, attempting to wind and disrupt their opponent. This also incorporates things such as throat jabs and using every limb to the user's advantage. It is also about reducing the opponent to a state of unconsciousness or disorientation, be it through strikes to the temple or ears.
Drunken Hand-to-Hand Combat
Type: Hand-to-Hand Combat - Uncommon
Description: A completely unpredictable style, mirroring that of a drunk person. One is completely unable to predict the movements of this form unless they have an equal or greater skill in Mental Shielding. The form is unable to be predicted by any kind of Force-based precognition bar Battle Precognition.
Echani Hand-to-Hand Combat
Type: Hand-to-Hand Combat - Uncommon
Description: A style that learns how to counter the enemy as the fight progresses longer, being absorbed into the movement of the style for that specific opponent. Involves quick jabs and lunges, and cheap tactics not used under any circumstances. If one remains fighting an opponent for more than 10 actions, they can begin to predict their moves and act on them as part of a follow up action, though this is countered by a higher or equal level of Mental Shielding; or an active use of Deception if one knows the intricacies of Echani IRP and can recognise it.
Countered by: Mental Shielding, Street Hand-to-Hand Combat, any level of Drunken Hand-to-Hand Combat. Cannot be countered by those with Fighting Spirit.
Prakith Hand-to-Hand Combat
Type: Hand-to-Hand Combat - Uncommon
Description: A style of pure strength, being hit by this is likely to open one's guard massively, if not completely. High-risk, high-reward; the style tends to extend the user and expend energy quickly; but getting hit by a user of this is not a position one wants to find themself in.
Teräs Käsi
Type: Hand-to-Hand Combat - Esoteric
Description: A style which is all about body control and taking it to the extreme, able to dent metal and dodge in mid-air. More can be found on Teras Kasi in the guide or here.
If one reaches Proficient in Teras Kasi, they receive a +1 level to their speed.
Anzati Hand-to-Hand Combat
Type: Hand-to-Hand Combat - Esoteric
Description: A form that incorporates many headbutting techniques, in order to get the tendrils of the Anzat close to their opponent while dealing damage. The style also allows one to be more nimble on their feet more than most styles. Grappling and climbing opponents are also common.
Kaleesh Hand-to-Hand Combat
Type: Hand-to-Hand Combat - Esoteric
Description: A style that allows the user to chain multiple attacks together easily (i.e. in one action); and the style itself is unrelenting, continuously chasing and attacking the enemy. Holds the weakness of the Kaleesh style often making one bask in an opponent's loss, and the killing blow is savoured.
Nagai Hand-to-Hand Combat
Type: Hand-to-Hand Combat - Esoteric
Description: A style that can aim for joints almost on instinct, designed to cripple enemies and damage them both physically and psychologically; with blows having the intent of bruising or breaking.
Style works similar to Dun Moch, with an equal or higher level of Mental Shielding needed to not fall for the psychological effects of frustration and hopelessness (effect kicks in over time).
Trandoshan Hand-to-Hand Combat
Type: Hand-to-Hand Combat - Esoteric
Description: A style that is best suited for those of large physical aptitude, with moves such as throwing and pinning being common, as well as heavy blows designed to incapacitate enemies in one hit. The style also employs manoeuvres that allow one to escape from most if not all locks and grapples.
Way of the Rancor
Type: Hand-to-Hand Combat - Esoteric
Description: A style that is focused on grappling the enemy, clutching their joints or any part of their body. Once a Rancor user grips you, it is very hard to escape, and one is likely to be thrown to the floor or other such dangerous follow up moves.
Way of the Hunt
Type: Hand-to-Hand Combat - Esoteric
Description: A style that incorporates the jabbing and attacking of enemy pressure points, with the intent of disabling the opponent completely. Disabling the legs through quick strikes is also possible, and incorporating techniques like neck pinches.
Taken to the extreme, this style can even use finger jabs to dig into an opponent's body.
Way of the Divto
Type: Hand-to-Hand Combat - Esoteric
Description: A style that excels against opponents physically larger or stronger than the user, involving grapples and pivots that send them crashing to the ground. One is able to slink and coil around the opponent's body to put them down using momentum and gravity.
Sangheili Hand-to-Hand Combat
Type: Hand-to-Hand Combat - Extremely Esoteric
Description: A style that allows one to conserve momentum and essentially power through any kind of hit, landing a hit of their own. Works well in combination with natural durability. Large sweeping attacks are often used, as well as grabs to the neck and joints.
Knights of Prakith Hand-to-Hand Combat
Type: Hand-to-Hand Combat - Extremely Esoteric
Description: Similar to Prakith Hand-to-Hand, but has a supernatural effect on the body, allowing for beyond Superhuman Strength, allowing one to punch enemies fast distances and with inhuman force. Typically, only one punch is needed.
Hidden Blade Combat
Type: Hand-to-Hand Combat - Extremely Esoteric
Description: The act of utilising hidden blades within combat. Heavily involves breaching the enemy's guard and then going in for the quick, typically aiming for the neck.
Countered by: Mental Shielding. Unless the opponent blatantly knows its there due to information they have prior to the combat starting, the ability to detect the blade before it stabs you is done by Mental Shielding.
Handmaiden Hand-to-Hand Combat
Type: Hand-to-Hand Combat - Extremely Esoteric
Description: A style that focuses on jabs to critical points that focus on disabling, while also incorporating elements of Temple Hand-to-Hand. Elements of Street Hand-to-Hand can also be seen with the deception and trickery aspect, with moves such as eye jabs being commonplace.
It is rumoured that the highest level of this style can seemingly create flames at the limbs, a lost Naboo art.
Stealth
Cloaking Devices
Type: Stealth
Description: The ability to use a cloaking device successfully, while also being able to sneak using the device successfully; as well as avoid the perception of others.
Countered by: Espionage
Camouflage
Type: Stealth
Description: The ability to blend in with the environment around one's self without use of a cloaking device, be it through changing an outfit or using pieces of the environment to blend in. This ability also encompasses the ability to avoid physical detection when hiding behind obstacles and the like.
Countered by: Espionage, Camouflage
Espionage
Type: Stealth
Description: The ability to forge documents, fake an identity, and sabotage systems. It is typically used by spies, and while deception can be used to make someone believe a lie, it is Espionage that makes them believe a convincing false identity.
Countered by: Mental Shielding
Defence
Energy Shields
Type: Defence
Description: The ability to efficiently and effectively use energy shields. As one gets better in the skill, the more likely the energy shield is to be successful; as well as last longer in a combat scenario.
Wrist Shields
Type: Defence
Description: The ability to efficiently and effectively use wrist shields within combat. To incorporate wrist shields into a hand-to-hand style, one must round down to the level of their wrist shield ability.
Shield Combat
Type: Defence
Description: The ability to use a shield effectively, and to use it in conjunction with a weapon, typically one of the martial variety. To combine this with a weapon, such as a sword or even a blaster, one must round down to the level of Shield Combat. Shield Combat also involves the ability to use a shield to attack, with moves such as the shield bash.
Mind
Deception
Type: Mind
Description: The ability to make other players and NPCs believe a lie, though it must be noted the lie must be realistic and plausible. Can also be used in combat, with things such as feints, concealed weapons, and other trickery-based actions. Deception can counter abilities such as Farsight and other intention-based precognitive abilities.
Countered by: Mental Shielding.
Manipulation
Type: Mind
Description: The ability to convince other players and NPCs to do something, differs from deception, which is about tricking someone else into believing something. Instead, manipulation is used to make another player or NPC do an action they otherwise wouldn't without being told or manipulated.
Countered by: Mental Shielding
Weapon Instinct
Type: Mind
Description: The ability to use a weapon one has never used before successfully, as well as one's general aptitude towards using weapons in general. With two people who have equal level in a weapon-based fight, the one with Weapon Instinct may also have a slight edge.
Combat Assimilation
Type: Mind
Description: The ability to learn combat abilities through combat encounters, absorbing techniques through fighting opponents.
NOTE: The player with combat assimilation being beaten does not count as disengaging. More can be found here
Countered by: Deception (though one must be actively using it)
Pattern Recognition
Type: Mind
Description: The ability to reduce an ability's effectiveness through engaging an opponent and learning how their techniques work. When Pattern Recognition kicks in, it reduces the level of the recognised ability by one level.
NOTE: More can be found here
Countered by: Deception (though one must be actively using it), Improvised Hand-to-Hand and Sabre Combat, Drunken Hand-to-Hand Combat, and Juyo/Vaapad/Rakatan Sabre Combat.
Dun Moch
Type: Mind
Description: The ability to taunt an opponent in combat and make them lose their cool or feel some other kind of psychological effect. Differs to Manipulation as Dun Moch can be utilised within a combat scenario. Dun Moch also does not have to be verbal, as it can be expressed through the action and the way one engages their opponent.
Countered by: Mental Shielding
Mental Shielding
Type: Mind
Description: Arguably the most important ability in RP, Mental Shielding is the ability to resist lies, manipulations, and other such attempts to sway the player. It also covers the ability for non-Force Users to resist Force-based or Psychic-based attempts to breach their minds, as well as torture and other such pain-inducing attempts to gain information.
Fighting Spirit
Type: Mind
Description: A mysterious ability which allows one to increase all combat-based abilities when fighting an opponent who is higher than the user on the tier list.
Extraordinary Willpower
Type: Mind
Description: The ability defined as the force of will. This includes resisting things such as mental based attacks, torture, damage to the person, and even things that would knock/incapacitate a normal person; through the sheer force of will. Characters with this ability are more likely to get up after receiving a colossal beating, and to power through what would result in a combat removal for most characters.
Skills
Slicing
Type: Skills
Description: The ability to hack/slice into computers and other such electronic systems, giving one access/control of enemy assets/information.
Traps
Type: Skills
Description: The ability to create traps, be it through the physical environment or planting things such as mines or tripwires.
Countered by: Mental Shielding
Explosives
Type: Skills
Description: The ability to both create and plant explosives to various degrees of effectiveness.
Throwables
Type: Skills
Description: The ability to throw most of, if not anything, effectively and accurately. Typically involves things such as grenades and other utility-based objects, but can be expanded to throwing most things (that aren't already a stated skill such as Throwing Knives). But for example, throwing a large knife (as opposed to a throwing knife) would fall under Throwables.
Throwing Knives
Type: Skills
Description: The ability to use Throwing Knives accurately and effectively.
Environmental Conditioning
Type: Skills
Description: The ability to withstand environmental hazards, be it dehydration and high temperatures, freezing temperatures, altitude, dangerous terrain; the ability allows for one to progress efficiently through these greater than most people.
Survival Skills
Type: Skills
Description: The ability to survive on one's own in the wilderness or an area typically not suited for survival. Cooking unknown animals based on instinct, knowing how to produce campfires, and other such things would all fall under the purview of survival skills.
Chemistry
Type: Skills
Description: The ability to produce chemical solutions and other such chemical-based products. It also includes the ability to upgrade chemical-based items, how an innate understanding of chemical processes, and the ability to perform processes that involve chemical investigation; as well use of scientific equipment.
Mechanical Mind
Type: Skills
Description: The ability to repair items and electronic equipment, as well as upgrading something that exists and one has access to. Changing your sword into a chainsaw over long period of thought and design would be this, using blueprints and other such technicalities. Anakin making his podracer is another example of mechanical mind.
Treatment & Aid
Type: Skills
Description: The ability to perform medical checks and procedures on other players and NPCs, reducing or healing their injuries and ailments. Does not cover higher level medicine such as being a doctor or being able to perform complex surgery, this covers being a combat medic.
Crafting
Type: Skills
Description: The ability to make the constituent parts to produce something with mechanical mind, as well as smithing and other such conversions of raw materials into something tangible.
Material Instinct
Type: Skills
Description: The ability to make items on the fly, and acts as a combination of crafting and mechanical mind. Typically involves construction of conventional items through unconventional means, or the construction of an unconventional item to serve a conventional purpose.
Animal Handling
Type: Skills
Description: The ability to look after, ride, and bond with animals without using the Force.
Hunting/Tracking
Type: Skills
Description: The ability to track people, be it through players or NPCs, through clues and other such methods. Typically, one could see this as the "investigation" skill when it comes to finding a person and their location. This also involves following tracks, be that of animals or people.
Flight
Jetpacks
Type: Flight
Description: The ability to use a jetpack effectively, as well as the ability to use a jetpack and also fire weapons at the same time, as well as do anything non-hand-to-hand oriented while using a jetpack (see Aerial Hand-to-Hand Combat).
Note: One must round down to the Jetpack skill when using a skill at the same time as using a Jetpack.
Rocket Boots
Type: Flight
Description: The ability to use rocket boots effectively, as well as the ability to use rocket boots and also fire weapons at the same time, as well as do anything non-hand-to-hand oriented while using rocket boots (see Aerial Hand-to-Hand Combat).
Note: One must round down to the Rocket Boots skill when using a skill at the same time as using Rocket Boots.
Vehicles
Ground Vehicles
Type: Vehicles
Description: The ability to use and drive ground vehicles effectively, be that ground vehicles of any kind.
Vehicle Boarding
Type: Vehicles
Description: The ability to board a moving ground vehicle successfully, as well as direct others to do so successfully as well.
Ship Boarding
Type: Vehicles
Description: The ability to board a moving space vehicle successfully, as well as direct others to do so successfully as well.
Projectors
There are no current individual skills to the Projectors section, but the ability section as a whole encompasses the ability to fire a projector-based attacks, be it flamethrowers or dart launchers, or even wrist grapples.
However, most of these things listed often come as an individual equipment skill, as opposed to an ability.
Other
Strength and Durability Levels
Type: Other
Description: The scale of strength and durability belonging to characters, determining the physical capabilities in both an offensive and defensive manner.
To find more about the scale, click:
Void Walking
Type: Other
Description: The ability to navigate the Void for non-Void beings, as well as the ability for all beings to travel between the Void and universes. It typically involved the use of portals, cast over a brief period of time and allowing one to also travel between any two locations within reality. At high levels of the ability, it allowed one to rapidly create Void Portals, however, it could create quite a toll.
More found: HERE
Air Walking
Type: Other
Description: The almost supernatural ability to utilise the strength in one's legs to kick off the air itself, allowing one to achieve great speeds while doing so. It is unconfirmed if this ability is related to some aspect of the Force. The ability could also be applied underwater to achieve great speeds as well. For obvious reasons, cannot be used in space.
Medieval Siege Weapons
Type: Other
Description: The ability to use and understand medieval siege weapons, as well as use them effectively and direct others to do so as well.
Void Cloak
Type: Other
Description: The ability to coat oneself in the Void to avoid detection, both physically and from the Force. While using this technique, Force-based precognitive abilities cannot predict what the user is going to do.
Countered by: Higher levels in Espionage or a Force-sensing ability allow for detection.
Void Sense
Type: Other
Description: The ability to sense the lifeforce, emotions, intrinsic details, and the presence of other things. similar to Force Sense but more acute; however, unlike Force Sense, it has no precognitive or predictive abilities. Can be acquired by non-Force Users, as well as trained in.
Countered by: Force Barriers or other Force-based Shields, which appear as radar blackspots.
More found: HERE
Void Sage
Type: Other
Description: The ability to coat one's self in the Void, and use it to enhance physical attributes, similar to Force Valour. However, the technique requires meditation beforehand to achieve, and if said meditation is interrupted, the user typically dies. Lasting 30 minutes, the technique allows for many different physical enhancements. After use, typically the user is paralyzed, for roughly an hour.
Countered by: Force Energy-based attacks, and when the two collide, a massive explosion occurs
More found: HERE
Immortality
Type: Other
Description: The ability to not die, coming in various types and to various degrees.
To find more about the different types, click:
Extreme Acrobatics
Type: Other
Description: The ability to use acrobatics to an extreme degree, able to perform feats that would be seen as extremely advanced with ease, and use movement to an unnatural degree in the air and using all limbs; all to the level of being able to keep up momentum effectively in combat.