Technique Descriptions Technique Descriptions Technique Descriptions
Acrobatic
Requirements: Dexterity 15+
The character is adept at feats of agility.
When making jump or balance checks they receive a +5 bonus to their Skill Checks.
Alertness
The character receives an inherent +1 bonus to Defense. If a situation arises where a character does not benefit from their Dexterity modifier to Defense, they also lose the benefit of Alertness.
Ambidexterity
A character is just as proficient with both the left hand and right hands. This allows a character to learn two weapon fighting techniques.
Animal Affinity
Requirement: Wisdom 15+
This Technique allows a character to be more empathic towards non-sentient life forms. When attempting to interact the character receives a +4 bonus to Skill Checks.
Armor Proficiency
Allows a character to wear particular Armor types without incurring a –4 Defense penalty
Light: allows a character to wear Light Armor without penalty
Medium: allows a character to wear Medium Armor with no penalty Heavy: allows a character to wear Heavy Armor without penalty
Athletic
The character is particularly hearty.
They receive +6 Hit Points. This Technique may be taken multiple times.
Blind Fighting
The character has an innate ability to sense where an opponent is even when they lose their ability to see. If blinded, a character may make attacks without penalty up to a range of 2 meters.
Cautious
Requirements: Alertness
The character is more wary than normal. They receive a +2 bonus to all Perception, Search and Listen Skill Checks.
Combat Precision
Requirements: Base Attack Bonus +6 A character has become proficient enough in combat techniques to add their Dexterity bonus to all attack rolls.
Combat Responses
Requirements: Combat Precision A character may take an attack of opportunity a number of times equal to their Wisdom modifier.
Defensive Combat
Requirements: Combat Precision, Combat Responses
By making only a single attack in a round a character may add their Constitution modifier to their Defense until the end of the round.
Cultural Understanding
The character has an innate empathy with sentient Species. They receive a +2 bonus to all Communications Skill Checks.
Endurance
The character is exceptionally strong (like a bull). They receive an inherent
+2 bonus to all Strength related Skill Checks.
Exotic Weapon Proficiency
This Technique allows a character to use a never before encountered weapon without the usual –4 penalty.
Contacts
The character is particularly well known in a specific part of space for all the right reasons (or all the wrong reasons).
Roll 1d4 to determine how many contacts the character has. Use the chart below to determine how influential the character’s contacts are. A
character cannot be famous and infamous in the same part of space.
D% Contact
43 – 46 Private Investigator 47 – 50 Spy
The character is particularly proficient with technology. They receive an inherent +2 bonus to all Operations Skills Checks.
Improved Stamina
The character can withstand great physical adversity. They receive a +2 to all Fortitude Checks.
Improved Determination
The character has a strong mind. They receive an inherent +2 to all Will Checks.
Improved Agility
The character is exceptionally reactive to their surroundings and receives an inherent +2 bonus to their Reflex Checks.
Improved Initiative
Requirement: Improved Agility
The character responds more quickly to dangerous situations than is normal.
They receive an inherent +4 bonus to their Initiative rolls.
Improved Disarm
Requirement: Improved Agility The character can attempt to disarm their opponent without instigating an attack of opportunity.
Improved Trip
Requirement: Improved Agility The character can attempt to trip their opponent without instigating an attack of opportunity. If the trip is successful, they can also make one attack against their tripped opponent.
Improved Critical
Requirement: Base Attack Bonus +8 The character chooses a single weapon that they are proficient in. Their critical threat range with that weapon increases by one.
Low Profile
The character is good at remaining unnoticed. They receive a +2 bonus to hide and move silently checks.
Hand-to-Hand Combat
You are skilled in dealing actual damage (as opposed to subdual damage) with unarmed attacks. You have a critical range of (20, x2) and do 1d6 damage per attack.
Defensive Method
Requirement: Hand-to-Hand Combat When fighting Hand-to-Hand and wearing no armor, a character may add their Wisdom modifier to their Defense.
A character loses this bonus whenever they would lose their Dexterity bonus.
Offensive Method
Requirements: Hand-to-Hand Combat, Base Attack Bonus +6
While fighting Hand-to-Hand your critical range increases to (19 – 20, x2) and your damage increases to 1d8 per attack.
Advanced Techniques
Prerequisites: Hand-to-Hand Combat, Offensive Method and Defensive Method While fighting Hand-to-Hand your critical range increases to (18 – 20, x2) and your damage increases to 1d10 per attack.
Persuasive
The character receives an inherent +2 bonus to Bluff, Diplomacy and Bargain.
Accurate Shot
A character can fire into a melee situation without suffering the usual -4 penalty for firing into melee combat.
Swift Shot
Requirement: Accurate Shot
A character can make a second attack at their highest attack bonus per round but each attack made that round suffers a –2 penalty.
Manifold Shot
Requirement: Accurate Shot, Swift Shot Base Attack Bonus +8
A character can make two extra attacks per round at their highest attack bonus, but all attacks suffer a –4 penalty.
Mobile Shot
Requirement: Accurate Shot
A character can attack before , during or after their movement for a given round.
Heavy Handed
When attacking with a melee weapon, this Technique allows a character to add their Strength modifier to their damage rolls.
Attack Weapon
This Technique allows a character to attack the weapon of an opponent without provoking an attack of opportunity.
Quickdraw
This Technique allows the character to draw their weapon as a free action rather than a full round action.
Skill Emphasis (_____)
Pick one Skill. The character is exceptionally versed in that Skill and
receives a +4 bonus to all Skill Checks with it.
Sharp Eyed
The character is has exceptional vision and receives an inherent +2 bonus to Search and Perception checks.
Stamina
The character heals from wounds more quickly than normal. Instead of the usual 1d4 Hit Points healed per day the character heals 2d4 Hit Points per day.
Starship Alertness
Requirement: Starship Operations, 8 Ranks in Pilot
While piloting a Starship the Pilot imbues a +1 bonus to the Starship’s Defense.
Starship Operations
The character is proficient in the basic operations of a starship. Characters without this Technique take a –6 penalty on all Skill Checks in relation to
operating a starship.
Steady
The character has sure and steady movement. The character receives an inherent +2 bonus to Jump, Swim and Climb checks.
Stealthy
The character has an aptitude for stealth. They receive an inherent +2 to Hide and Move Silently checks.
Toughness
The character has a strong immune system. The character receives a +10 bonus to resist disease, toxic
compounds, radiation and illness.
Track
You can follow the trails of creatures and characters across most types of terrain.
To find tracks or to follow them for 1 kilometer the character must make a Survival Check.
You move at half your normal speed while tracking someone. The TN of the Skill Check depends on the conditions in which you are trying to track. Check the following tables for particulars.
Terrain TN
Very Soft 10
Soft 15
Firm 20
Hard 25
Condition TN Modifier
*Every 3 targets in
group being tracked -1
*Every 24 hours since
trail was made +1
*Every hour of rain
since the trail was made +1
*Fresh snow cover (or other dust like substance) since
trail was made +10
*Poor Visibility:
Overcast/Moonless Night +6
Moonlight +3
For/Precipitation +5
Trustworthy
The character has a benevolent demeanor when dealing with people.
They receive a +2 bonus to Diplomacy and Gather Information checks.
Two Weapon Fighting
The character is trained in the use of two weapons at the same time. This
Technique allows the Character to make a second attack with their off-hand
weapon at their lowest attack bonus per standard attack.
Weapon Savvy
Requirement: Base Attack Bonus +4 Pick one weapon. The character is extraordinarily proficient with it. They receive a +1 bonus to all attack rolls with that weapon.
Weapon Specialty
Requirement: Weapon Savvy Pick a weapon that the character already has Weapon Savvy with. The character knows how to get optimum damage from the chosen weapon and deals +1 damage with it.
Weapon Group Proficiency
Choose a group of weapons from the list below. You understand how to use all weapons in that group in combat.
*Sidearms (Projectile)
*Sidearms (Energy)
*Rifles (Projectile)
*Rifles (Energy)
*Grenades
*Martial Weapons (melee)