Return-path: Received: from DRYCAS.CLUB.CC.CMU.EDU by DRYCAS.CLUB.CC.CMU.EDU (PMDF V4.3-13 #7763) id <01HR6T4T3TLS91VZ5E@DRYCAS.CLUB.CC.CMU.EDU>; Thu, 01 Jun 1995 10:45:28 -0500 (EST) Received: from ruunfs.fys.ruu.nl by DRYCAS.CLUB.CC.CMU.EDU (PMDF V4.3-13 #7763) id <01HR6SN8C36O8WW4I1@DRYCAS.CLUB.CC.CMU.EDU>; Thu, 01 Jun 1995 10:26:31 -0500 (EST) Received: from ruunat.fys.ruu.nl by ruunfs.fys.ruu.nl with SMTP id AA10394 (5.67b+/IDA-1.5 for ); Thu, 1 Jun 1995 16:26:18 +0200 Received: by ruunat.fys.ruu.nl id AA25320 (5.67b/IDA-1.5 for jae+sw-rpg@DRYCAS.CLUB.CC.CMU.EDU); Thu, 1 Jun 1995 16:26:17 +0200 Date: Thu, 01 Jun 1995 16:26:14 +0200 (GMT+0200) From: Thijs Krijger Subject: Adv skills In-reply-to: <950531065345_17993589@aol.com> To: jae+sw-rpg@DRYCAS.CLUB.CC.CMU.EDU Cc: jae+sw-rpg@DRYCAS.CLUB.CC.CMU.EDU Errors-to: jae+sw-rpg-errors@DRYCAS.CLUB.CC.CMU.EDU Reply-to: jae+sw-rpg@DRYCAS.CLUB.CC.CMU.EDU Message-id: MIME-version: 1.0 Content-type: TEXT/PLAIN; charset=US-ASCII Content-transfer-encoding: 7BIT Sometime ago some asked about advanced skills. Well I still had a few laying at home,that I thoughed up some times. So here they come. They are not perfect and probably full of mistakes and I would appreciate it if you guys would correct my about them. OOps just say that they didn't get through nice. Darn format!! I could get a revised mail out after the weekend if some one is still interested by them. But here are the skills (forgive me for the format) The Thijs "Know yourself and your lover and you need not fear the outcome of a thousand affairs" - Moon Tzu VIII) New Advanced Skills Body-Building (Str,Stamina/Lifting > 5D) A character with Body-building is trying to build up muscles, it includes heavy training and exercises. After the initial training to upgrade the skill, the is required to train 7 hours per dice in the skill per week or else he will lose 1D per week, that can be regained be retraining as if learning the skill again, but without the skillpoint cost. The following benefits are gained for this rigorous training: 1) For every DIE in Body-building a PIP is gai- ned when resisting against any type of damage. 2) Any time strength of body is asked for, Body-building can be used as bonus die. (e.g: all Strength skills, Running,Melee and Will power) Appeal (Per, Bargain/Command/Con/Persuasion (=BCCP) > 5D) Characters with skill have the ability to be very appealing to other people. People will be inclined to listen to characters with skill and will look upon them as leaders. Any time a BCCP is used Appeal can be used as bonus dice. Fencing (Dex, Melee combat/Melee Parry > 5D) [For real powerplayers allow this also for lightsaber] This skill can only be used for light blade weapons that pierce or slash, so axes, clubs, etc. not. Characters with this skill are very proficient with blades and are deadly opponents for their ability to parry and attack. Fencing gives the following benefits: 1) Fencing dice may be split as bonus dice to both Melee parry, combat or damage. 2) Use of Fencing gives a free action, a parry or an extra attack, that doesn't has to be de clared in front (except full parry) 3) When parrying with Fencing and still attac king (a normal parry), the parry is calculated as a full parry - difficulty weapon character. 4) When full parrying with Fencing the parry counts as a full parry + 150/(difficulty wea pon character), this means giving up your free action. 5) Initiative character = Initiative roll - difficulty weapon character + difficulty wea pon opponent (never negative). Economics (Kno, Business/Value/Bargain > 5D) Characters with this skill know what keeps the galaxy running: Making money. They know how economics works and benefit from this knowledge. 1) Economics can be used as bonus dice to BVB, Bureaucra- cy or Streetwise when it involves mo ney. (What is most of the time.) If the origi- nal price lies higher then stand- ard the bonus dice are (before throwing) multiplied by: (original price)/(standard price). 2) An Economics only roll will tell whether an investment is a good or bad one. Difficulty determined by GM, depending on information. Aiming (Dex/Mech, any firing skill > 6D) A good hand-eye coordination is this skill all about. A very handy skill for any character expecting to get into combat a lot (e.g. most PC's) or snipers and assassins. 1) Aiming can be added to any firing skill. 2) When aiming (taking one round), instead of +1D the character gets twice his aiming dice as bonus. When taking another round of aiming triple the dice, but that is the maximum. Super Dodge(Dex, Dodge/Vehicle Driving > 5D) Characters with Super Dodge can get out of the way very quic- kly. Super Dodge can be used in two ways: 1) The person with Super Dodge throws his bo dy/vehicle in such a way that his armor/ shields (if none then clothing) will take most of the shot and a bonus to resist damage of 1 PIP per DIE in Super Dodge. 2) Add Super Dodge dice to any Dodge as bonus. Blind-fighting(Dex/Str,any fighting skill > 5D) Blind-fighting is about fighting in bad light/darkness. When in these conditions Blind-fighting dice are added to any combat skill with the maximum of the penalty assigned for lighting condition. (e.g. this skill can at most cancel the penalties assigned, it can never make a skill better then normal.) Surgical Strike (Dex,demolitions or fighting skill > 5D) Very handy for people with demolitions or that just want to cause a lot of damage. A character using this skill can cause extra damage up to his skill in Surgical Strike, but takes halve the damage bonus dice as a to hit penalty. Speed Driving (Mech,any Vehicle Driving > 5D) For anyone wanting to go extra fast. Characters with this skill can get the most out of a vehicle to gain unheard speed. The skill can be used with any vehicle/starship. 1) Starships gain 1 space per die Speed Driving 2) Vehicles gain 20 move per die Speed Driving or 3) Speed Driving dice can be used as bonus dice to any driving skill when driving at high speed. Cheating (Per, Gambling > 5D) Everyone that has ever read the description of the skill gambling in the StarWars handbook has or (should have) seen that cheating is shit. You normally win when you throw higher then the rest, you also win when you cheat but are discovered when anyone throws higher. Either way you must throw highest else you lose or win and be caught, nice alternatives. So here is the gap to the gambling skill. Cheating is about fastness of hand, using devices, like mirrors to see your opponents cards, cheater chips or other help. Gambling still go by the old rules, however when Cheating add the TWICE the cheating dice as bonus. To be detected the opponents throw just their gambling + ONCE their Cheating skill if present. The highest thrower wins. If multiple players are cheating then only Cheating rolls are made and the highest roll wins. Detection by other players stays the same but the losing cheaters gains his Cheating dice bonus to detection. (i.e. He rolls his gambling + TWICE Chea- ting dice.) That is because he lost, he now suspect very much that someone else is also cheating and even better than him.