SOTE.FRIED.SH — SINS OF THE EMPIRE

NI 24 / ABY 34 — New Galactic Empire = good guys, New Republic = bad guys — gritty lethal standalone

Skills — 23 Skills, Gritty Build

6+INT per level — Technician 8+INT — Jedi/Pilot 4+INT — Max Rank = Level+3 — Trained Only †

You get 6 + INT mod skill ranks per level (Technician 8+INT, Jedi Guardian/Councilor and Pilot 4+INT). Minimum 1 per level even if INT negative. First level you get 4×? No — you get Level 1 ranks = 6+INT (or 8+INT / 4+INT). Max ranks in any skill = Level + 3. Level 1 cap = 4. Level 10 cap = 13.

Trained Only † — You cannot attempt DC >10 without at least 1 rank. Expertise, Astrogation, Demolitions, Maintenance, Investigation are always Trained Only. Security is Trained Only when building/slicing under stress, but can be used untrained for simple locks.

The 23 Skills

SkillAbilityUse
AcrobaticsAGIBalance, tumble, escape grapple, reduce falling
AthleticsSTRClimb, jump, swim, carry (Max=(STR+5)×10kg)
Astrogation †INTPlot hyperspace, charts. With navicomputer DC15, without navcomp DC20, without astromech -5. Failure = off-target 1d6×10%, fail by 5+ = mishap
Close CombatFGTMelee attack: FGT + Close Combat ranks + mods vs Parry. Vibroblade, gaffi, unarmed
DeceptionPRELie, Fast Talk (Scoundrel), disguise
Demolitions †INTBombs, grenades, detonite. + Expertise: Explosives to build
Gather InformationPREFind contacts, bounty boards, rumors. 1d4 hours in city, 1d6 in outer rim. Bothan Spynet -2 DC
InsightAWESense Motive, read intent, counter Deception
IntimidationPRECoerce, Roar (Wookiee), Tusken Terror
Investigation †INTAnalyze evidence, forensics. Gather Info is for people, Investigation is for things
LanguagesINT1 rank = 1 language. Basic + native free. Wookiee understands Basic, cannot speak without translator
Maintenance †INTRepair, jury-rig, build generic gear. + Expertise: [Field] to design
Medicine / Treatment †INTStabilize Dying DC15, revive Dying DC20 (3 rounds with Medic), remove Staggered DC20, Stimpack
Expertise †INTOne field per skill entry: Armstech, Starship Eng, Droid Tech, Streetwise, Current Events, Galactic Lore, Force Lore, etc. Required to build
PerceptionAWENotice, search, track (with scent). Small +3 Stealth vs your Perception
PersuasionPRENegotiate, Inspire (Noble), chain code
PilotDEXStarships, starfighters, shuttles. Handling adds to Defense when Evasive. Outmaneuver vs Pilot
Ranged CombatDEXBlaster attack: DEX + Ranged Combat + mods vs Dodge. Pistol 10m×Rank, Rifle 40/80/160
SecurityDEXSlice, bypass locks, build slicer tools. DC15 simple, DC20 moderate, DC25 complex, DC30 advanced
LegerdemainDEXPalm, conceal (Hold-Out +4), pickpocket
Ride and DriveDEXDrive ground vehicles, walkers, speeder bikes. Ride beasts and mounts. Pilot is for starships
StealthAGIHide, move silent. Small +3, Large -2. Speed 5m Small vs 7m Medium matters
SurvivalAWEDesert (Tusken +2), track, forage, endure

Full 22 count includes split Close Combat / Ranged Combat / Expertise variations per field — you track Expertise: Starship Engineering as one skill, Expertise: Droids as another, etc. Max 4 Expertise fields recommended.

Crafting — Expertise + Technical Pair

To build you need BOTH:

DCComplexityTimeExample
15Simple2 hrsDet-charge timer, tripwire
20Moderate8 hrsSecurity spike, lock, engine part, blaster mod
25Complex24 hrsDroid, speeder component, nav patch
30Advanced4 daysHyperdrive mod, starship comp, combat droid brain

Roll Expertise to design (DC=build DC), then Technical Skill to build (DC=same). Failure = no progress; fail by 2+ degrees = waste ½ materials or accident. Rush: -5 to check = -1 Time Rank (½ time). Need 1+ rank in both to attempt.

Pairs: Generic gear = Maintenance†+Expertise • Security tool = Security+Expertise • Bomb = Demolitions†+Expertise • Nav route = Astrogation†+Expertise

Jury-Rig: Maintenance DC-5 as Standard, lasts 1 scene, then must rebuild.

Class Skills & Background

If skill is class skill and you have 1+ rank, you get +2 circumstance (trained competence). Background kits give +2 to 2 skills at L1.