D D Proficiencies

Last 3 Edits

10th Dec, 2018

  • Page created and proficiencies add from Esper Genesis & Spaceships & Starwyrms.
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All Proficiencies

Types of Proficiencies

Proficiencies refer to: Armor, Weapon Groups, Skills, Saving Throws, Tools and Kits, Vehicles.

Gaining Proficiencies

You gain proficiencies from the following sources:
Background. These proficiencies are set (but you may be able to swap one or more if there is a more appropriate proficiency, such as one of the new Skills).
Class. Most of these are set, though you choose weapon groups, skills and sometimes tools/kits/vehicles from a restricted list.
Species. This is a House Rule in our game. Species have a list of Bonus Proficiencies from which you can choose a given number.
Flaws. You can take Flaws to grant extra proficiencies (or even feats). See the Drawbacks page for rules regarding flaws/drawback.

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SKILLS

Below is the list of Skills we use for our games. This is the Esper Genesis skill list with two House skills and some of the D&D 5E Player's Handbook skills left in.

  1. Acrobatics - Dexterity (Esper Genesis Core Manual p161)
  2. Animal Handling - Wisdom (PHB 178)
  3. Arcana - Intelligence (PHB 177)
  4. Astrophysics - Intelligence (Esper Genesis Core Manual p162)
  5. Athletics - Strength (Esper Genesis Core Manual p160)
  6. Computers - Intelligence (Esper Genesis Core Manual p162)
  7. Deception - Charisma (Esper Genesis Core Manual p163)
  8. Endurance - Constitution (Esper Genesis Core Manual p161) as Constitution checks; House, see below)
  9. Insight - Wisdom (Esper Genesis Core Manual p162)
  10. Intimidation - Charisma (Esper Genesis Core Manual p163)
  11. Investigation - (Esper Genesis Core Manual p162)
  12. Lore - (Esper Genesis Core Manual p162)
  13. Mechanics - Wisdom (Esper Genesis Core Manual p163)
  14. Medicine - Wisdom (Esper Genesis Core Manual p163)
  15. Perception - Wisdom (Esper Genesis Core Manual p163)
  16. Performance - Charisma (Esper Genesis Core Manual p163)
  17. Persuasion - Charisma (Esper Genesis Core Manual p163)
  18. Sleight of Hand - Dexterity (Esper Genesis Core Manual p161)
  19. Stealth - Dexterity (Esper Genesis Core Manual p161)
  20. Streetwise - Charisma (House, see below)
  21. Survival - Wisdom (Esper Genesis Core Manual p163)
  22. Xenobiology - Intelligence (Esper Genesis Core Manual p162)

New Skill Descriptions

ENDURANCE
WE have distinguished this skill from Constitution saves in a similar way Durability and Stamina were different Specialties in our B&B game. Constitution saves are for immediate, damaging assaults to the body. Endurance checks are to maintain extended activity and resist long term effects.
Make Constitution (Endurance) checks to:

  • Hold your breath
  • March or labour for hours without rest
  • Go without sleep
  • Survive without food or water

STREETWISE
The checks listed in EsperGenesis Core Manual p163 as 'Other Charisma Checks' are rolled into the skill of Streetwise for our game. Streetwise indicates the know-how and ability to gather information from people.
Make a Charisma (Streetwise) check when:

  • A PC seeks information in populated areas
  • Blend into a crowd and get a feel for the current situation
  • Discover rumours
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TOOLS, KITS & VEHICLES GROUPS

Some of the item proficiencies granted in the PHB are too specific (gaming sets and instruments) or broad (vehicles). We use the following groupings for proficiency.

Gaming Groups

1. Board (chess, backgammon, checkers)
2. Card (poker, gin,)
3. Dice (yahtzee)
4. Video
5. Holo
6. Other unique/cultural games (elven magical three dimensional game of checkers, a vocal game based upon crafting insults)

Musical Instrument Groups

1. Brass (trumpet, horn, bugle)
2. Keyed (organ, piano)
3. Percussion (drum, bell)
4. Stringed (lute, lyre, viol, dulcimer)
5. Woodwind (flute, shawm, pan pipes)
6. Other unique/cultural instruments (bagpipes)

Vehicle Groups

1. Water craft
2. Underwater craft
3. Tracked (sleds, tanks)
4. Wheeled (cars, buggies, bikes)
5. Hover/repulsorlift
6. Star fighters/small spaceships/aircraft
7. Transport ships
8. Capital ships
9. Other unique/cultural groups (hand gliders, walkers)

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WEAPON GROUPS

See the ALL Systems Weapon Stats Page for a full list of the available weapon groups.

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