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Normal Abilities, Skills, and Specializations

There are six normal abilities that describe characters and most opponents: Strength, Dexterity, Intelligence, Perception, Presence, and Wits. Each of these abilities has five untrained skills; each skill has three untrained specializations. Untrained skills and untrained specializations do not require ranks before they can be used.

Strength (normal ability)

Strength describes a character’s overall athleticism, the ability to exert physical force, and the ability resist damage or fatigue. This ability is used to calculate damage in unarmed combat, overcome obstacles that test endurance, and shift objects through applied leverage. The Strength ability, without any skill modifiers, is used to resist damage and to inflict unarmed damage.

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Normal Strength Skills and Specializations

Brawling (Strength skill)

Brawling is the untrained skill of unarmed close combat. Unlike formal martial arts, brawling lacks structured training and discipline, relying more on instinct, brute strength, and adaptability. Brawling is used for attack and defense in unarmed close combat.

Strike (brawling specialization)

Striking in the context of brawling involves delivering powerful and effective hits meant to incapacitate an opponent and take them out of action. A strike includes attacks such as punches, kicks, elbows, knees, and even headbutts. This skill also includes attacks with improvised weapons such as broken bottles or steel chairs. Strike is used primarily to make an attack roll in close or melee combat when unarmed or considered unarmed.

Block (brawling specialization)

Blocking is the defensive counterpart to striking; it protects against unarmed and close weapon attacks. Blocking maneuvers involve ducking, weaving, side-stepping, and controlling where a blow strikes to protect vulnerable areas. Block is used primarily to provide a fixed or full-action defensive value in close or melee combat.

Grapple (brawling specialization)

Grappling involves close-quarters combat techniques focused on gaining control over an opponent, restraining them, or forcing them to move. Grappling includes arm or leg locks, shoves, throws, and takedowns. Grapple is used primarily to force an opponent to move, prevent them from moving, and to defend against grapple attempts.

Melee (Strength skill)

Melee is the untrained skill of using weapons for attack and defense in melee combat where fighting tends to involve multiple nearby combatants with a limited ability to move around. Weapons used in melee combat take advantage of weight, leverage, or a cutting edge to act as a force multiplier. A melee weapon may be considered martial, long, or both. Melee is used for attack and defense in melee combat when armed with martial weapons or long weapons.

Martial weapons (melee weapons specialization)

Martial weapons are designed for combat and personal defense. They have an effective reach between 5 feet and 10 feet, and they require 5 feet of clearance in order to be used effectively. Martial weapons include most swords, axes, and clubs. Martial weapons is used primarily to make an attack roll when armed with a martial weapon.

Long weapons (melee weapons specialization)

Long weapons emphasize reach and leverage to provide a combat advantage. They have an effective reach between 10 and 15 feet, and they require 10 feet of clearance in order to be used effectively. Long weapons include most spears, polearms, and staffs. Long weapons is used primarily to make an attack roll when armed with a long weapon.

Deflect (melee weapons specialization)

Deflecting attacks involves using weapons to block or redirect an opponent’s strikes, minimizing damage and creating openings for counterattacks. Both martial weapons and long weapons may be used to deflect attacks; deflect may only be used against martial, long, or light weapons. Deflecting requires a minimum distance of 5 feet from the attacker and requires 5 feet of clearance to be used effectively. Deflect is used primarily to provide a fixed or full-action defensive value in melee combat.

Athletics (Strength skill)

Athletics is the untrained skill of navigating a location using strength and endurance. It is used during exploration to overcome obstacle, move around terrain, and perform athletic feats. It can be used to throw objects accurately and with force, including weapons. Athletics is used to move during exploration and combat.

Climbing (athletics specialization)

Climbing involves rapidly and safely ascending vertical or near-vertical surfaces, such as rock faces, walls, or trees. It involves grip strength, footwork, and body positioning. Climbing is used primarily to overcome vertical obstacles during exploration or for positioning during melee combat or pursuit.

Sprint (athletics specialization)

Sprinting involves covering open terrain, with the ability to start quickly, stop rapidly, and change direction fluidly. It involves controlled breathing, stride, and balance. Sprint is used primarily to cover short distances quickly during exploration or for positioning during melee combat or pursuit.

Jumping (athletics specialization)

Jumping involves powerful leaps and precise landings, which can be used both to overcome physical obstacles and to gain strategic advantages in combat. It is used to reach high places, to clear horizontal gaps, to cross obstructed terrain, and to land safely. Jumping is used to overcome obstacles in exploration, and for positioning during melee combat or pursuit.

Lifting (Strength skill)

Lifting is a foundational skill in strength training and physical conditioning, involving the ability to move, carry, and manipulate heavy objects. Lifting is used during exploration to move objects or to alter the terrain during melee combat.

Shift (lifting specialization)

Shift involves moving or adjusting the position of heavy objects without necessarily lifting them entirely off the ground. It focuses on leverage and positioning to alter an object’s balance or location. Shift is used to change aspects of the terrain or to use objects that are part of the terrain to make an attack during melee combat.

Carry (lifting specialization)

Carry allows a character to maintain control and stability of an object while relocating it and lifting it completely off the ground. It relies on proper distribution of weight and balance. Carry is used to relocate obstacles during exploration, placing them quickly and securely in new locations.

Crush (lifting specialization)

Crushing includes any form of object manipulation that forcibly changes the shape or function of an item. It emphasizes leverage and pressure to maximize the force that may be brought to bear on an object. Crush is used to overcome obstacles during exploration by changing them, or to enhance social interaction through feats of strength.

Stamina (Strength skill)

Stamina is the skill of overcoming physical limits; it is essential for maintaining physical and mental resilience during combat and exploration. It involves the capacity to resist fatigue, toxins, and stress, recover from physical and mental damage, and endure challenging conditions. Stamina is used during exploration and combat to resist damaging effects and to recover from damage.

Recover (stamina specialization)

Recover focuses on the ability to heal and regain strength after physical or mental exertion or damage. It is crucial for bouncing back quickly from injuries, stress, and fatigue. Recover is used during combat to remove damage and fatigue conditions.

Endure (stamina specialization)

Endure focuses on sustaining performance under prolonged hardship or challenging conditions. It emphasizes pain tolerance, training for physical improvement, and cultivating the ability to adapt to adverse conditions without breaking down. Endure is used during combat and exploration to resist fatigue.

Resilience (stamina specialization)

Resilience involves building resistance against toxins, pain, and other harmful influences, including extranormal effects. Resistance training helps the body and mind withstand environmental effects with the potential to cause immediate or long-term harm. Resilience is used during exploration to overcome environmental effects and to resist non-damaging area effects during exploration and in combat.

Dexterity (normal ability)

Dexterity describes a character’s agility, reflexes, coordination, balance, and the ability to act with precision. This ability is used to dodge ranged attacks, use light weapons, pilot vehicles, and to navigate obstacles that require precise body control.

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Normal Dexterity Skills and Specializations

Skirmish (Dexterity skill)

Skirmish combat involves close-quarters fighting that relies on speed, agility, and precision rather than brute strength. Characters proficient in skirmish combat excel in dodging, quick strikes, and using lighter melee weapons. Skirmish combat involves multiple opponents spread out over the battlefield and with the ability to move around relatively freely. Skirmish is used for attack and defense in melee combat when armed with light or close weapons.

Light weapons (skirmish specialization)

Light weapons focuses on the use of small, agile weapons that allow for quick strikes and fast maneuvers. These weapons are typically easy to wield and allow the user to attack rapidly and move swiftly. This skill can be used with any balanced weapon up to 24 inches. Light weapons is used primarily to make an attack roll when armed with a light weapon.

Close weapons (skirmish specialization)

Close weapons involves the use of weapons designed for extremely close-quarters combat. This includes weapons that are effective in confined spaces, where range and reach are limited. Close weapons occupy a hand, and the user counts as armed. Close weapons is used primarily to make an attack roll when armed with a close weapon.

Parry (skirmish specialization)

A parry is a defensive technique that uses a weapon to deflect or block incoming attacks by redirecting but not interrupting the attack. This allows the skirmisher to protect themselves while setting up counterattacks. Both martial and light weapons may be used to parry; a parry may only defend against attacks by martial or light weapons. Parrying requires a minimum distance of 5 feet from the attacker but requires no minimum clearance to be used effectively. Parry is used primarily to provide a fixed or full-action defensive value in melee combat.

Acrobatics (Dexterity skill)

Acrobatics is the skill of moving over, around, or through obstacles in a location. Tumbling techniques dodge attacks and move unpredictably, making it harder for opponents to land hits. Acrobatic skills allow a character to escape from dangerous situations or to navigate through difficult terrain. Throwing techniques use the whole body to place objects with accuracy and force at a distance. Acrobatics is used to move during exploration and combat, and to attack with thrown weapons.

Tumble (acrobatics specialization)

Tumble focuses on the ability to roll, flip, and maneuver quickly to avoid attacks and navigate obstacles. It allows a character to evade ranged attacks and rapidly change position. Tumble is used to overcome obstacles in exploration, resist damage from falling, and for positioning in melee combat.

Balance (acrobatics specialization)

Balance focuses on maintaining stability and control on precarious surfaces and during complex maneuvers. It allows a character to navigate narrow or unstable terrain such as slippery, uneven, or shifting surfaces. Balance is used to overcome obstacles during exploration or during movement in melee combat.

Throwing (acrobatics specialization)

Throwing involves placing objects at a distance with force and accuracy. The whole body is used to generate power, with emphasis placed on grip, stance, and follow-through. Throwing is used primarily to overcome distant obstacles during exploration or for short ranged attacks.

Shooting (Dexterity skill)

Shooting is the skill of firing ranged weapons. Precision shooting anticipates changes in speed and direction of the target; it may be used both offensively and defensively. Shooting is used to attack in ranged combat when armed with handguns, rifles, or heavy weapons.

Handguns (shooting specialization)

Handguns includes all weapons with a barrel shorter than 16 inches and which do not incorporate a shoulder stock. Handguns is used primarily to make ranged attacks with firearms designed to be wielded with one hand.

Rifles (shooting specialization)

Rifles includes all weapons with a barrel of 16 inches or longer and which incorporates a shoulder stock. Rifles is used primarily to make ranged attacks with firearms designed to be wielded with two hands or with bracing.

Heavy weapons (shooting specialization)

Heavy weapons include any firearm used primarily from a fixed position, primarily designed for indirect fire, or mounted to a platform. Cannon, mortars, vehicle weapons, and grenade launchers are all heavy weapons. Heavy weapons is used primarily to make attacks with weapons that do not allow the user to move while firing.

Stealth (Dexterity skill)

Stealth is a crucial skill in many contexts, particularly in tactical situations, espionage, and survival scenarios. It involves the ability to move quietly and remain undetected, enabling individuals to avoid attention, gather information, or position themselves advantageously. Stealth is used to defend during ranged combat and to remain unseen during exploration.

Hide (stealth specialization)

Hiding means remaining out of sight through the use of cover, concealment, and misdirection in order to prevent detection in general. Hiding often involves remaining stationary; it is more difficult to hide while moving. Effective techniques incorporate efforts to blend in with the scenery and minimize contrast. Hide is used to defend against traps, obstacles, or observation during exploration.

Cover (stealth specialization)

Cover uses objects, terrain, or structures to prevent discovery or observation by a specific individual; both natural and artificial cover may be used. This skill allows movement between sources of cover with minimal exposure. Cover which does not include a physical barrier is known as concealment. Cover is used to defend during ranged combat by interposing physical and visual obstacles between the target and the shooter.

Tracking (stealth specialization)

Tracking is following a target without making them aware they are being followed. Trackers take advantage of obstacles in the terrain, identify signs of passage, mimic their target’s movements, and predict their most likely paths. Tracking is used during exploration to follow a target without being noticed.

  • Pursuit is the skill of guiding vehicles or mounts through precision maneuvers and dangerous situations. It is used to maneuver a vehicle or mount during a fight and to overcome obstacles during movement.
    Specialties: speed, timing, positioning.

Intelligence (normal ability)

Intelligence describes the breadth of a character’s knowledge and their ability to apply that knowledge to problem solving and procedural navigation. This ability is used repair and manipulate devices, integrate with social customs, research subjects, and treat injuries.

The normal skills associated with Intelligence are: communications, technical, research, repair, and contacts.

  • Communications is the skill of understanding and manipulating information systems. It is used to obtain or defend against sensor sweeps or target locks, defeat security systems, and manipulate information banks.
    Specialties: computer hacking, security systems, sensors.
  • Technical is the skill of evaluating and applying information to solve problems. It is used to evaluate locations, examine items or information, and apply knowledge in practical ways.
    Specialties: medicine, forensics, construction.
  • Research is the skill of discovering information and sifting through logical constructions. It is used discern weakness, establish patterns and reveal information.
    Specialties: mysteries, memory, puzzles.
  • Repair is the skill of building, rebuilding, and changing equipment. It is used to construct gear, repair vehicle damage, and disable traps.
    Specialties: traps, gear, vehicles.
  • Contacts is the skill of using and navigating social networks. It is used to gather allies, collect information from people, and learn about behavior.
    Specialties: streetwise, allies, resources.

Perception describes a character’s ability to anticipate actions, gather information from their surroundings, focus the mind, and influence the perceptions of others. This ability is used for sleight of hand, recovering willpower, searching, and resisting sensory manipulation.

The normal skills associated with Perceptions are: tradecraft, operations, surveillance, tactics, and survival.

  • Tradecraft is the skill of physical deception and misdirection. It is used to perform sleight of hand, construct a disguise, and forge documents.
    Specialties: sleight of hand, disguise, forgery.
  • Operations is the skill of using heavy machinery and following system processes. It is used to fire ship weapons, operate ship defenses, and set up all kinds of complex systems.
    Specialties: gunnery, shields, systems.
  • Surveillance is the skill of gathering information through observation. It is used to trail a suspect, examine a location for dangers or traps, and spot hidden people or objects.
    Specialties: trail, search, camouflage.
  • Tactics is the skill of anticipating and controlling the choices available in a situation. It is used to provoke actions or remove options in a conflict.
    Specialties: fire team, cavalry, arena.
  • Survival is the skill of situational awareness and knowledge of the wilderness. It is used to determine initiative in close or ranged combat, to track a target through a location, and to interact with the environment.
    Specialties: awareness, tracking, wilderness.

Presence describes the force of a character’s personality, their determination, their ability to influence others, and their ability to resist influence. This ability is used to endure hardship, inspire others, ingratiate oneself with them, and to overawe them.

The normal skills associated with Presence are: discipline, command, charm, intimidate, and pressure.

  • Discipline is the skill of self-control. It is used to resist coercion and mental effects.
    Specialties: callousness, resolve, conviction.
  • Command is the skill of leadership through force of personality. It is used to create conditions that inspire and embolden allies or to impress and demoralize opponents.
  • Charm is the skill of creating admiration through one’s behavior. It is used to create conditions that evoke empathy and sympathy.
  • Intimidate is the skill of provoking reactions as a result of fear or surprise. It is used startle opponents with sudden movements, demoralize them with physical force, or threaten them with potential actions.
  • Pressure is the skill of coercing behavior through continual requests and judiciously applied reasoning. It is used to compel behavior by wearing down resistance and discouraging argument.

Wits describes a character’s ability to adapt and react to their environment and to the influence of others. This ability is used to deceive others, perceive their deceptions, provoke a reaction, and to lay out a convincing argument.

The normal skills associated with Wits are: insight, rapport, bluff, fast-talk, and taunt.

  • Insight is the skill of discerning motivations and methodology. It is used to resist persuasion and deception attempts.
    Specialties: cues, logic, ego.
  • Rapport is the skill of connecting with people and finding common interests. It is used to calm and reassure allies or to make opponents more susceptible to deception.
  • Bluff is the skill of deceiving people by showing them what they expect and allaying suspicions. It is used to prey upon people’s willingness to believe and to aid in infiltration.
  • Fast-Talk is the skill of laying out an argument or course of reasoning that sounds believable. It is used to gain cooperation through agreement or persuasion.
  • Taunt is the skill of provoking a reaction by appealing to pride or greed. It is used to cause an opponent to act in a way or at a time that does not benefit them.

Normal Attribute: Tech

Tech – Tech is an important part of the Space Bricks universe. Buildings, gear, and vehicles need to be put together and reinvented as well as smashed into bricks and studs. Characters need to be able to use their creations as well. Tech-based characters will be able to operate vehicles, computers, and complex systems as well as create new things from component parts.

Tech Skills

Pilot – A good pilot can fly anything, from landspeeders to tramp freighters and every snub fighter in between. Skilled pilots learn to maneuver for best advantage in combat, dodge obstacles, and slip past blockades. Pilot is the action skill used to maneuver vehicles in and out of combat and through obstacle courses. Pilot is opposed by Pilot.

Build – Building new things out of basic bricks and studs is a foundational part of Lego stories. Master Builders know how to take the pieces of their world and transform them into something weird and wonderful. Build is the effect skill used to make gear, vehicles, and scenery. Build resists Smash.

Systems – Starships and space stations both use complex information handling systems to provide security and keep order. Systems is the action skill used to change the way something works without smashing and rebuilding it, and it is the skill used to run scanners and hack into computers. Systems is opposed by Systems.

Operations – Putting things together is one thing. Making it all work together is something else entirely. Master Builders need to be adept not only at using their own creations but in puzzling out the workings of mysterious objects. Operations is the effect skill used with a vehicle to resist damage and in the usage or disabling of a machine. Operations resists vehicle damage.

Anakin Skywalker is a character with a high Tech score. Anakin has been known to build droids and podracers from scraps and misfit parts. He’s never met an engine he couldn’t tinker with, and even though Master Obi-Wan hates flying, even he acknowledges that Anakin is the best starfighter pilot in the galaxy.

Normal Attribute: Wit

Wit – Wit describes a character’s charisma, attention to detail, and people skills. Most interactions with animals and other characters will depend on how they use their wits. Witty characters understand not only the relationships between others but how all things are connected.

Wit Skills

Bluster – Characters employ bluster to talk their way into and out of trouble, bluff their way through a blockade or a card game, and convince others that things aren’t quite the way they might seem to be. These characters are able to keep their cool under pressure and answer every question in a cool and collected manner. Bluster is the action skill used when two characters attempt to influence each other’s decisions and actions, or when one character attempts to influence a crowd. Bluster is opposed by Bluster.

Charm – Smooth operators seem to blend into any surrounding with ease and comfort. Charming characters have a strong personality and are able to more effectively exert their will on both crowds and individuals. Charm is the effect skill used when drawing a reaction from another character, either charming or frightening. Charm is resisted by Courage.

Courage – Heroes know what they believe and why they believe it. They have the courage of their convictions and the self-confidence that comes from a secure knowledge of their place in the world. Courage is the effect skill used to resist attempts to charm or frighten a character’s actions. Courage resists Charm.

Search – Adventures can depend on finding lost objects and spotting hidden items. Searching an area lets a character spot anything that is out of place or unusual. Search is the action skill used to locate hidden objects or people. Search is opposed by Sneak or by Thievery.

Han Solo is a character with a high Wit score. Even Princess Leia admits that Han has more courage than common sense. His combination of self-confidence and a winning smile inspires others to believe in his potential. He may or may not be quite as skilled at Sabacc as he thinks he is, but he still manages to talk his way out of trouble … every time.

Normal Attribute: Agility

Agility – Agility describes a character’s ability to move with speed and balance, their hand-eye coordination, and the ability to move smoothly and surely. Agile characters are great at getting into difficult places and manipulating fine components.

Agility Skills

Acrobat – An acrobat can jump higher, run faster, and dodge quicker than unskilled characters. They are light on their feet and use that mobility to their best advantage. A skilled acrobat can leap over obstacles, soar between handholds, and duck under cover. Acrobat is the effect skill used to dodge an attack, cross difficult terrain, and perform athletic feats.

Craftiness – Crafty characters are legendary for their light fingers and ability to undo knots and escape traps. A crafty character can manipulate gaming cards, control the roll of the dice, and pick pockets through misdirection and sleight of hand. Craftiness is the effect skill to determine how well a character performs precision actions of all kinds.

Shoot – Blasters, bowcasters, stunners, and other guns all use the shooting skill. Skilled shooters draw faster and aim better than their opponents. They learn to anticipate a target’s movement and place shots both for best damage and to create other effects. Shoot is the action skill used to fire a weapon of any kind, including ship weapons.

Sneak – Sneaking around, hiding out, and getting into places unseen is the province of sneaky characters. Characters who sneak learn to take advantage of concealment, blend into the environment, and go unnoticed in general. Sneak is the action skill used to move through or into an area without being observed or tripping alarms and sensors.

Darth Maul is a character with a high Agility score. Whether he is leaping from catwalks or ledges, Maul isn’t bothered by heights or treacherous footing. Even on crowded Coruscant, Maul throws on a hood and slips by in the shadows. And why merely cross a room when you can somersault across it?

Normal Attribute: Might

Might – Might describes a character’s physical ability to fight with others, move or destroy heavy objects, resist damage, and hurl things with force and accuracy. Mighty characters tend to be larger than normal.

Might Skills

Scuffle – Space Bricks characters don’t fight so much as scuffle. The whole body is used for leverage as the characters flip, twist, and strike in an effort to knock the studs out of their opponent. Scuffle is the action skill used when two characters fight in personal combat, for both weapon and unarmed combat. Scuffle is opposed by Scuffle.

Smash – The best way to get ahold of bricks and studs is to smash things. Master Builders can then put those bricks and studs to good use. It’s a Brick world, not everything can be smashed, but every target is worth trying! Smash is the effect skill used to destroy things, move heavy objects, and roll for damage in personal combat. Smash is resisted by Stamina.

Stamina – When a hero gets knocked down, they get back up again. Characters with a high stamina are able to perform feats of endurance and athleticism. Tough characters can endure punishment and perform impressive physical feats. Stamina is the effect skill used to resist damage, swim, climb, and resist environmental effects. Stamina resists Smash.

Throwing – Any character can toss things. Characters skilled in throwing things are able to place objects with accuracy and force on their target. Certain weapons may be thrown to cause damage. Ropes and grapnels latch onto things. Buttons, switches, and levers may all be triggered from a distance with a well thrown brick or stud. Throwing is the action skill used to target one object with another in an attempt to create a specific effect. Throwing is opposed by Acrobat.

Chewbacca is a character with a high Might attribute. He lifts heavy cargo crates and smashes his way through walls. He is fearsome in combat, known for pulling arms out of their sockets, which incidentally is why he wins so many games of Dejarik.

Extranormal Attribute: The Force

The Force – The Force is an energy field created by all living things. It surrounds us and penetrates us. It binds the galaxy together, not unlike the locking studs on top of bricks. The Force enhances the connections between a character and the world around them. It is a powerful ally. Star Wars Lego has only one Extranormal attribute – The Force, though different traditions may call it by other names.

The Force Skills

The Force enhances all other attributes and skills by extending a character’s reach and connecting them more strongly with the world around them. The Force enables characters to use their other attributes and skills more effectively.

Reduce Range – The Force enhances the connections between all things. Having The Force enables a character to use skills without being in contact with their subject. Most skills normally have a range of touch. The Force enables touch skills to be used at point blank range with a -1D skill penalty, at short range with a -2D skill penalty, at medium range with a-3D skill penalty, at long range with a -4D skill penalty, and out of visual range with a -5D skill penalty. Every 1D of The Force used to Reduce Range removes 1D of skill penalty.

Augment – The Force can make characters faster, stronger, and more intuitive. The Force is considered a Related Skill for every other skill and attribute. A character may use The Force to augment another skill use or attribute check. If the check is reflexive, such as using Might to resist damage, using The Force causes a multi-action penalty because the rolls are made in the same turn. (Both The Force and Might would be at -1D penalty. This overrules the normal exception of resistance roll to multi-action penalties.)

Yoda is a character who is strong with The Force. The Force enhances everything Yoda does, enabling him to make tremendous leaps and wield his lightsaber with deadly skill. The Force provides Yoda with great insight into the minds of others, allowing him to exert a strong influence on the weak-minded.