Skills represent what your character has learned through training, background, or raw talent. They are tied to specific abilities (like Strength or Intelligence) and are used whenever a character attempts something challenging and non-combat-related.
In SWURPG, skills are the primary way to interact with the galaxy outside of direct attacks: slicing into Imperial databanks, piloting through asteroid fields, patching up allies mid-firefight, or talking your way past suspicious stormtroopers.
This page explains how skill checks work, how proficiency and expertise affect your rolls, and provides practical examples for every skill so you can see how they show up at the table.
Whenever your character attempts something risky or uncertain, the GM may call for a skill check. To make a skill check, you roll:
The GM sets a Difficulty Class (DC). If your total meets or exceeds the DC, you succeed. On a failure, the GM can impose a setback, partial success, complication, or simply describe how the attempt falls short.
1d20 + 3 (DEX) + 3 (Proficiency) + 1 (Gear) = 1d20 + 7Use these guidelines when setting or interpreting DCs. The GM can adjust them based on tools, advantages, creative ideas, or dangerous conditions.
Your character gains skill proficiencies from their species and class. Some species also grant selective skill options that let you customize your build.
Proficiency means you add your Proficiency Bonus to checks with that skill. As you level up, your Proficiency Bonus increases, making your trained skills more effective over time.
Expertise represents elite mastery. If you have Expertise in a skill, you add twice your Proficiency Bonus to checks with that skill. Some classes grant Expertise points that you can assign to skills you are already proficient in.
1d20 + 2 (INT) + 6 (Expertise) = 1d20 + 8
Some species may also grant Expertise in specific areas (such as Perception or Use the Force), allowing for highly specialized character concepts right from level 1.
Skills are used across all three pillars of SWURPG gameplay:
Strong characters often lean into one pillar, but the most resilient parties cover all three.
Each skill is tied to an Ability Score. Your modifier for the skill is based on that ability, plus any bonuses from proficiency, expertise, species traits, equipment, or the Force.
Below you will find detailed descriptions and example uses for each SWURPG skill. GMs can treat these as guidelines, not limits—if a player proposes something cool that fits a skill’s theme, it probably deserves a roll.
Acrobatics measures your agility, balance, and body control. It covers tumbling through tight spaces, keeping your footing in unstable environments, and performing agile maneuvers in and out of combat.
Athletics reflects raw physical power and trained movement. It encompasses all strenuous physical actions that rely on strength, including climbing, jumping, grappling, breaking objects, and swimming. Because these activities draw directly from your character’s physical capability, Athletics is the primary skill used whenever you attempt feats of muscular effort.
Some species and classes possess traits that provide bonuses, Advantage, or situational benefits on specific physical activities such as climbing or swimming. When a trait applies to a physical action covered by Athletics, the character still rolls an Athletics check—but includes the relevant bonus or rolls with Advantage as instructed by the trait.
Deception covers lying, disguises, forged identities, and misleading body language. It is used whenever you intentionally distort the truth or hide your real intentions.
Endurance measures stamina, toughness, and your ability to push through pain, fatigue, and hostile environments.
Investigation is used to piece together clues, analyze scenes, and draw logical conclusions from evidence. It is more about deduction than simply spotting details.
Intimidation represents using fear, presence, or implied violence to influence others. It does not always mean shouting; quiet menace can be just as effective.
Insight reflects your ability to read people, sense motives, and interpret emotional states. It helps you detect lies, notice hesitation, and understand what someone really wants.
This skill covers history, politics, major factions, important worlds, and cultural traditions across the galaxy.
Knowledge: Sciences deals with physics, biology, chemistry, astrophysics, medicine theory, and similar academic disciplines.
Knowledge: Tactics represents battlefield theory, squad maneuvers, starship combat strategy, and large-scale engagements.
Mechanics covers repairing, modifying, and sabotaging physical systems—droids, starships, vehicles, weapons, and devices.
Perception measures your awareness of your surroundings. It covers spotting hidden creatures, hearing faint sounds, and noticing small details in real time.
Persuasion is used to build trust, negotiate, calm tensions, and convince others through logic, charm, or honest appeal.
Pilot measures your ability to control vehicles and starships under stress—dogfights, tight landings, evasive maneuvers, and atmospheric re-entry.
Stealth covers moving quietly, hiding, and staying unnoticed—visually or audibly. It can be used in shadows, crowds, or even open spaces with enough distraction.
Survival reflects your ability to endure in hostile environments, track creatures, find shelter, and navigate wild terrain.
Treat Injury is the practical application of medicine: stabilizing the wounded, providing first aid, and managing long-term recovery.
Use Computer governs slicing, data retrieval, bypassing security, and working with digital systems and networks.
Use the Force represents sensing and subtly manipulating the Force. It interacts closely with Force powers, but even non-active uses can rely on this skill.
Most characters shine in a handful of skills that match their concept. Start by prioritizing 2–4 skills that fit your role and backstory, then add utility skills (like Perception or Mechanics) that the party needs covered.
Perception is very useful, but not mandatory. It is often enough for one or two party members to specialize, while others focus on social, technical, or survival skills.
Call for a roll when the outcome is uncertain and interesting. If a character is clearly capable and failure would not change anything meaningful, no roll is needed—just let them succeed.