New Skills

Blinding [Wis]
Dark Side: Trained Only; Requires the Force-Sensitive and Alter feats.
A rare Dark Side skill capable of rendering even the most hardened and battle experienced Jedi incapable of defending himself. While the name suggests that this power is limited to disrupting visual senses it also shrouds other senses that the victim possesses, hearing disrupted by a buzzing crackling hiss.
Check: Your Blinding skill check sets the DC for the target's Will Saving throw.

Result
Will Saving Throw DC
14 or less
10
15 - 24
15
25 - 36
20
35+
25

Special: Using this skill shrouds the targets senses with a sensory overload that makes it very difficult to do anything other than claw at your own eyes. Each point that the target failed the Will saving throw by becomes a penalty to all actions. Each round the victim must make a Will save to shake of the effects.
Vitality Point Cost: 4 per round.

Force Astrogation [Int]
Trained Only; Requires the Force Sensitive and Sense feats.
You are able to intuitively navigate hyperspace. The Force user does not require the use of a nav computer and does not require to spend time plotting the course he simply follows his instincts and lets the flow of the Force guide his actions.
Check: Force Astrogation still requires the pilot to make a skill check against the normal DC +5 for plotting the hyperspace trajectory he wants to use. The main advantage of this skill is that you don't require a nav computer; this can be very useful if the existing nav computer has been damaged or the character is piloting a ship that does not carry one (like an X-Wing). There is also no time delay in plotting the course making escape from pursuit all the more likely.
Vitality Point Cost: 1 per day of hyperspace travel.

Language [Cha]
This is a revision on the standard method given for languages in Star Wars; instead of learning individual languages characters can make a languages test to see if they understand what is being said. Note that everyone understands Basic even if they can't speak it, so no test is required for it.
Check: All characters should be able to communicate without making tests, but meeting strange NPC's may require a character to make a check to see if he can understand what is being said. This might have a DC of 5 in normal conversation or a DC of 15 if its something shouted during combat, the Games Master should assign an appropriate difficulty.
Special: Every character gets this skill at a rating equal to the number of languages their character would normally be able to speak under the standard rules. Example, a human normally speaks only Basic and so starts with a languages skill of +1 for free. A Cerean character however usually begins with Basic and Cerean and would thus have a free languages skill of +2.

Mind Wipe [Wis]
Dark Side: Trained Only; Requires the Force Sensitive, Sense and Alter feats. Must also have the skills Affect Mind 10+, Drain Knowledge 7+ and Telepathy 7+.
The ability of force users like the Jedi to affect the minds of others is well known, many might assume also that the mind is completely open to those with that skill but it is not. Only a very few individuals seek complete mastery of another’s mind, and none of them have the victims best intentions at heart. While the Jedi’s affect mind works only on the perceptions or upon the moment, this skill permits a practiced user to sift through the memories of a target and to wipe away or change those memories he chooses.
Check: The result of a Mind Wipe check sets the difficulty for the Targets Will save.

Result
Will Saving Throw DC
15 or less
10
16 - 25
15
26 - 35
20
36+
25

Mind Sift: The force user must first locate the memories he wishes to wipe or manipulate, if he is dealing with memories of a situation that is currently occurring he does not need to sift.
Mind Wipe: Once the memory in question has been located is simple matter to erase it. In truth the memory is not erased it is simply regressed beyond the normal capacity to recall. The victim as no obvious ‘blank’ spot he simple does not remember the event.
Special: You can take 10 when making a Mind Wipe check, but you can’t take 20.
Time: Mind Wipe is a full-round action.
Vitality Point Cost: 8.

Shard of Spite [Wis]
Dark Side: Trained Only; Requires the Force Sensitive and Alter feats.
You can focus your anger and resentment into a projectile shard or spike of dark feeling. The use of this skill resembles the Force User throwing or firing from the palm of the hand an obsidian spike that dissipates once it has struck the target.
Check: The Shard of Spite check is a direct form of attack against a targets Defence. If it strikes home the amount of damage it inflicts is based on the number of Vitality Points invested into it.
Special: You may not spend more Vitality Points into creating the Shard of Spite than you have Dark Side Points.
Vitality Point Cost: 5 per D6 of damage.

 

Skills
 
Skill
Untrained
Action
Languages
No
**
 
Force Skills
 
Skill
Untrained
Action
Blinding
No
Attack
Force Astrogation
No
Full-round
Mind Wipe
No
Full-round
Shard of Spite
No
Attack
 
Design Credits
  The Mind Wipe skill was submitted to No Light without Shadow by Rmccue.