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Technique DescriptionsTechnique Descriptions

In document Star Trek RPG Core rulebook (Page 55-60)

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)

In document Star Trek RPG Core rulebook (Page 55-60)

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