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New Skills and Force Powers
Post new topic   This topic is locked: you cannot edit posts or make replies.    The Rancor Pit Forum Index -> Element of Fire - Hellcat -> New Skills and Force Powers
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Hellcat
Grand Moff
Grand Moff


Joined: 29 Jul 2004
Posts: 11921
Location: New England

PostPosted: Thu Apr 29, 2010 9:17 pm    Post subject: New Skills and Force Powers Reply with quote

Ok, rather than put these into the misc. thread I'm going to be putting any new skills and Force powers into this thread. These are going to be skills that don't appear in any of the offical sources (as far as I know anyway) and Force powers which don't appear in the Force Powers PDF or any of the more recent conversion PDFS. Things like Reylan's Instictive piloting, which can be seen on his character sheet, and the bladesmithing skill Roth learned will be posted here.
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Last edited by Hellcat on Sun Jun 23, 2013 9:55 pm; edited 1 time in total
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Hellcat
Grand Moff
Grand Moff


Joined: 29 Jul 2004
Posts: 11921
Location: New England

PostPosted: Thu Apr 29, 2010 9:22 pm    Post subject: Reply with quote

Force Power

Instinctive Piloting
Required Powers: Combat Sense
Sense Difficulty: Easy for non-combat situation, Moderate for combat situation

This power may be kept up

Effect: A Jedi immerses himself in the Force, getting a read on his surroundings and other pilots actions. A Jedi gets a sense of what is happening around him. In battle a Jedi gets a sense of what his opponents are doing, sometimes even before they know. A Jedi can add his Sense roll to his piloting roll.
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Hellcat
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PostPosted: Thu Apr 29, 2010 9:24 pm    Post subject: Reply with quote

Technical Skill

Bladesmithing
Time Taken: Fifteen minutes to several months
Specializations: Knives, swords, axes, etc.

Bladesmithing is the skill used for creating a bladed melee weapon. It is used for turning out blades made of metal and also covers a little woodworking for the handles of knives and swords as well as leatherworking for the production of sheaths. The type of blade being produced determines both the difficulty and time taken to use this skill. For instance, simply filing an edge onto a piece of metal to form a very crude knife requires an Easy skill check and takes a mere fifteen minutes. Where as the forging of a meter and a half long wavy blade with intricate inlay carvings requires a Very Difficult skill check and may take a couple months or more.

The more advanced a character is in this skill, the more elaborate their blades may be. Characters with 1-2D in bladesmithing may only attempt to make crude blades. That is they may not attempt to actually use a forge to form the metal but may try simply placing an edge onto the metal or cutting the metal out in the shape they desire and then placing an edge on it. Those with 3-4D may make these crude blades and may attempt making more basic blades using a forge, they may also try more advanced forging at twice the normal difficulty. Those with 5D and up can make both crude and basic blades and may attempt making far more elaborate blades.
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Hellcat
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PostPosted: Fri Apr 30, 2010 11:42 pm    Post subject: Reply with quote

Technical Skill

(A) Bioresearch
Time Taken: Minutes to Years
Specializations: See the list of Specialization Prerequisites

(A) Bioresearch is the skill used to study in depth things that may have caused an adverse reaction on a living organisms health, or things which could improve an organisms performance. When used in conjunction with (A) medicine it can allow for a more accurate diagnosis of a particular illness or disease plaguing a being and even create new and more effective medicines. Uses of (A) bioresearch are determined by the specialization.

Like other advanced skills, (A) bioresearch costs double the character points to improve and requires certain prerequisite skills. Each specialization of this skill has different prerequisites. Some specializations have fewer prerequisites than others as some areas may be more limited than others.

Using (A) Bioresearch

Some of the specializations of (A) bioresearch are more just for research purposes rather than more practical use. They are there to aid in the understanding of their particular field. However, they may reduce the training time of their prerequisite skills if they have been used in conjunction with those skills. In this case, roll the specializations dice, the result is that many days less that are required to train in order to improve the prerequisites. If there are more than one prerequisite skills, the player must choose just one skill to lower the training time of.

Research specializations may also add a bonus to medicine checks if used before a particular procedure. The bonus is based on how many points the research difficulty was beaten by.


0-3 = +2
4-6 = +5
7-9 = +8
10-12 = +11


Example: Palu decides she wants to produce a known vaccine for a disease that is ravaging an Outer Rim. Because the vaccine for the disease already exists but it would take her two years to get enough to treat the colonists, Palu decides to study both the effects of the vaccine and how to create it. Because the vaccine already exists and is well documented the GM decides Palu would need to make a Moderate (A) bioresearch: microbiology check of 12. Palu rolls her 3D in Moderate (A) bioresearch: microbiology and gets a 16. Palu gets to add +5 to her medicine roll in order to produce the vaccine.

Other specializations have more practical uses. Through their use a player may be able to create new medicines, better diagnose what’s wrong with a patient, learn a specialization without having to have a teacher or to study, or even add the specilization’s dice to their medicine and first aid dice when treating the patient. These practical specializations are:

  • Anatomy - anyone who has used anatomy to study either a known alien species or an unknown species may choose to specialize in first aid for that species. They can add half their anatomy dice (minimum of 1D) to using the first aid specilization.
  • Hematology - when caring for someone who needs a blood transfusion the player may add their hematology dice to both their first aid and medicine dice
  • Oncology - when treating a cancer patient the player may add their oncology dice to both their first aid and medicine dice.
  • Pathology and Toxicology - when studying diseases or poisons the player may add their pathology or toxicology dice (whichever is appropriate) to their medicine dice.
  • Pharmacology - If creating a new medicine, the player may add their pharmacology dice to their Technical attribute to produce the new medicine
  • Toxicology - If the player is using toxicology to synthesize a natural poison or venom, they may add their toxicology dice to the appropriate weapon repair skill in order to upgrade the weapon. Only thrown, bow, and non-powered melee weapons (and certain missile weapons) may be upgraded


Unlike the more research oriented specializations, practical uses specializations do not reduce the time it takes to improve their prerequisite skills.

See page 29 of the Star Wars Roleplaying Game, Second Edition, Revised and Expanded for more information on advanced skills.



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Last edited by Hellcat on Sat Aug 02, 2014 5:13 pm; edited 1 time in total
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Hellcat
Grand Moff
Grand Moff


Joined: 29 Jul 2004
Posts: 11921
Location: New England

PostPosted: Thu Dec 09, 2010 2:39 am    Post subject: Reply with quote

Mechanical Skill

Droid Microburst
Time Taken: One round or longer
Note: This is a droid only skill

Droid microburst allows to droids to "speak" to each other without verbalizing. As they are communicating electronically they are able to compact what could be several minutes of speech into a few seconds or less. This makes it extremely difficult to detect two droids communicating with each other. However, it is limited by the distance over which it is communicated as it breaks down unless constantly repeated. Which would then increase the odds of someone using the communication to detect the droids communication in this fashion.

The distances over which this skill are used affect the difficulty required to use the skill.

Range - Difficulty
0 to 2 meters - Free action
2 to 4 meters - Very Easy
4 to 6 meters - Easy
6 to 8 meters - Moderate
8 to 10 meters - Difficult
10 to 12 meters - Very Difficult
12 to 14 meters - Heroic

Most droids can not communicate using this skill if they are over fourteen meters apart. However, if the droid has an internal comlink they may then double these ranges. An internal comlink also gives the droid a +1D bonus when using this skill at Moderate to Heroic difficulties.

The number of droids involved may also affect the difficulty of using this skill. Within the free action range, for every five droids the microburst is directed at increases the difficulty by one level (5 droids is Very Easy, 10 droids is Easy, etc.) Outside of the free action range, add +5 to the difficulty for every five droids the microburst is directed at.

Quote:
Example: Kabakh is microbursting with fout other droids three meters away. Because three meters falls within Easy range, Kabakh must roll an 8 or better to make his droid microburst skill check. If a fifth droid joins the group he's microbursting at, Kabakh must beat a 13 to make his skill check. This does not increase until five more droids join.


A failed droid microburst roll may simply mean that the droids are unable to communicate in this manner. Or it increase the odds of the droids being discovered if their in hiding.

Roll missed by - Results
1 to 6 points - droids unable to use microburst
7 to 9 points - microburst squeaks adding; +2 to search
10+ points - very loud burst of static lasting a round; +2D to search

Only one droid need to roll the skill to activate the microburst. However, the distances involved are determined by all droids involved. If only one droid has an internal comlink, then all distances are treated as if no droids have internal comlinks.
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