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Talents and Techniques
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Dredwulf60
Line Captain
Line Captain


Joined: 07 Jan 2016
Posts: 910

PostPosted: Sun Jan 10, 2016 3:58 am    Post subject: Talents and Techniques Reply with quote

I use these like D&D feats.

The idea is that any character who has the appropriate skill can attempt to perform or use these feats. They just have to roll and beat the listed difficulty class.

If they succeed they can get the benefit. If they choose to, they can also try to 'master' it. They spend a character point and put a check mark beside it on their character sheet.

The next time they do it, they can spend a character point for another check mark.

When they get 3 check marks, they no longer need to roll to get the benefit.

If while trying to master it, they fail a roll then they lose all accumulated check marks.

This generally ensures that the players only try to master them when they can be pretty sure of being able to successfully make the skill roll 3 times in a row.

note that some of them make reference to some of my house rules and way of doing things, and so they may be confusing or even unintelligible to someone using the RAW.

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Talents and Techniques

Blaster Related



Aim:

Learn DC:10 Skill: Blaster or Firearm
Use one complete turn (no attacks) to aim at the target to get an extra +1D on all of the next turns attack rolls. If there are any sight/ scope bonuses they are doubled.

Air juggle
Learn DC:30 pre-req: Critical shot, Shoot to disarm. Skill: Blaster or Firearm
The user can shoot a small target out of the air. If he has multiple shots he can do this more than once to keep the target from landing or to knock it further away.

A display trick, but can be useful in certain circumstances, such as intercepting a thrown grenade or knife.

The DC to hit the target is the thrower’s roll +10DC. If the user has already hit the object this round, the DC is a base 20.


Body contact shot
Learn DC: 15 Skill Blaster (Pistol)/Firearms (Pistol) vs Brawl.
--*Limited*Use the lower of the two.--
The user gets the muzzle of his weapon against the body of his opponent and pulls the trigger. The opponent has a chance to parry the attack (if capable)
If the parry is failed, the opponent cannot roll any dice to soak damage.
--Roll armor dice if worn, unless the user rolls high enough to bypass protection.
--Character points can still be used to soak damage.

Braced firing
Learn DC:10 Skill: Blaster or Firearm
Use of a bipod or braced against a stationary object provides a +4 to attack rolls rather than the normal +2.

Butt stroke:
Learn DC: 10 Skill: Blaster (Carbine or rifle) or Firearm (SMG or Rifle)
Use the weapon as a blunt instrument. Use regular skill -3 to attack with.
Damage is STR +3D for a carbine or SMG, STR+4D for a rifle.

Covering Fire
Learn DC:10 Skill: Blaster or Firearm
By firing frequently and at random into an area (at least 1 shot per turn, with the user stating how many shots he is using.) the user may make an immediate attack roll against anyone who enters that area automatically.
.
The attack roll is made with a -6 to hit. (Reduce this penalty by 1 for every shot per round devoted to the covering fire.)

Critical shot
Learn DC:10 Skill: Blaster or Firearm
Add an extra 1D to attack roll when doing a called shot.


Double-tap:

Learn DC:10 Skill: Blaster or Firearm
Is the weapon has a fire rate of 2 or more, the user may fire twice as a single action.
All ranges are considered 1 class wore; ie point blank is at short range, short is considered medium and medium is counted as long. Cannot be used at long range.

Dual targeting:
Learn DC:20 Skill: Dual Blaster or Dual Firearm
The user is capable of attacking two independent targets at the same time when wielding dual pistols. Both shots have a penalty of -1D.


Drive-by gunning:

Learn DC: 10 Skill: Blaster or Firearm
The user is skilled at shooting from a moving vehicle. No penalties due to vehicle movement.

Firing on the move
Learn DC:10 Skill: Blaster or Firearm
Reduces the penalty for firing while moving by 1D.

Longshot
Learn DC:10 Skill: Blaster or Firearm
-5 to initiative.
Add +5 to attack rolls at medium or long range.
.
Make ‘em Dance:
Learn DC: 20 Prereq: warning shot. Skill: Blaster or Firearms
Only used when the user has the initiative. A near-miss on purpose, fired at the ground where a target is standing.
The shooter must make at least 3 shots.
Same effect as for Warning shot, but damage is maximum for 3 cumulative shots.
The damage is considered the maximum for the weapon, but is only counted as Stun.

The target uses his Dexterity (dance or jump) to resist the damage. (Can still use armor dice.)
If any damage results, it is considered Stun Damage, though it recovers at 3 boxes per round.


Pistol Twirl

Learn DC: 10 Skill Blaster (Pistol) or Firearms (Pistol).
Can twirl the pistol artistically in the hand and holster it. A show-off move that can impress or intimidate onlookers based on the skill shown.

Pistol Whip
Learn DC: 10 Skill: Blaster (Pistol) or Firearms (Pistol)
Use the weapon as a blunt instrument. Use regular skill to attack with. Damage is STR +2D.

Quick Draw:
Learn DC: 10 Skill: Blaster (Pistol) or Firearms (Pistol)
Take 1 or 2 dice away from an attack roll to add to initiative roll. Only used when drawn and shot the first time in an encounter.

Supported Sidearm Stance
Learn DC:10 Skill: Blaster (pistol) or Firearm (pistol)
Add the DEX attribute to the attack roll as bonus DICE instead of bonus PIPs.
Cannot be used at point blank range.

Shoot from the hip
Learn DC:10 Skill: Blaster or Firearm
The user is skilled at firing his weapon without having to raise it into a standard aiming posture. Add +1D to initiative when attacking in this manner, but reduce range to 1/10 normal.

Shoot to Disarm
Learn DC:20 pre-req: Critical shot. Skill: Blaster or Firearm
The user can shoot the target’s weapon in order to cause the target to drop it due to the combined effect of the shock, pain from the blast/ spalling, and the force of the hit.

The target gets to roll his own weapon skill. If it’s higher than the attack roll, he retains his weapon.

Shoot to graze
Learn DC:30 pre-req: Critical shot, Shoot to disarm. Skill: Blaster or Firearm
The user can shoot at a target and barely touch the target. This allows the user to perform tricks like shoot off the target’s hat, put a part in it’s hair, shoot a cigar out of its mouth, or knock the buckle off his belt.
The DC is always 30 if the target is still and the user has the initiative. 40 if the target is moving or the user doesn’t have initiative.
The target, if unwilling to participate, he can attempt a dodge as normal.

Snap Shot:
Learn DC: 10 Skill: Blaster or Firearms
Take a single shot at double your initiative roll result. No other actions for the turn

Suppressing Fire
Learn DC:10 Skill: Blaster (Repeating Blaster) or Firearm (Machinegun)
As covering fire at a higher rate of fire.

By firing more than 6 blasts per turn into an area, anyone who enters that area is automatically hit. No attack roll or dodge roll.

Roll normal damage, with a +1 to the damage roll for every 3 shots per turn above 6.
ie 6 shots per turn: normal damage
9 shots per turn: +1 damage.
12 shots per turn: +2 damage
15 shots per turn: +3 damage.

Sweeping Fire
Learn DC:10 Skill: Blaster (Repeating Blaster) or Firearm (Machinegun)
The user attacks multiple targets in a single attack. Useable with weapons that have a fire rate greater than the number of targets.

Attack roll is based on the number of shots fired and the number of targets.
Shots equal to the number of targets: Attack each target at -1D.
Shots double the number of targets: Attack each target at normal attack dice.
Shots triple the number of targets: Attack each target at +1D attack
.

Volley Fire
Learn DC: 10 Skill: Blaster (Pistol) or Firearms (Pistol)
The user takes a -3 to initiative, but when taking multiple shooting actions in a round, the user takes an action every 5 initiative points instead of 10.

Warning Shot:
Learn DC: 10 Skill: Blaster or Firearms
A near-miss on purpose;
The damage is considered the maximum for the weapon, but is only counted as Stun.
The target uses his knowledge (willpower) to resist the damage. (can still use armor dice.)
If any damage results, it is considered Stun Damage, though it recovers at 3 boxes per round.











.
















Repulsor / Swoop Techniques and Talents


Dive
Learn DC:15 Skill: Repulsor (airspeeder) or Starfighter
The user can point the nose down for a steep and rapid decrease in altitude to assist in attacking ground targets.
Gains +1D when rolling attacks against ground targets.

Dynamic dismount
Learn DC:10 Skill: Repulsor (Swoop)
The user can leap off the vehicle as it coasts to a stop. This allows the user to make a melee attack or take cover the same turn as dismounting.

Full Throttle
Learn DC:10 Skill: Repulsor
The user gains +1D when moving for straight-away speed.

Hang Ride
Learn DC:10 Skill: Repulsor (Swoop)
The user can lean over and cling to the vehicles body to use it as a shield against incoming fire.
Subtract 1 or more dice from the operating skill to add to damage resist rolls.

Hard Braking
Learn DC:10 Skill: Repulsor
The user gains +1D when executing a braking maneuver

Tap and go
Learn DC:10 Skill: Repulsor
The user gains +1D when ever making a test involving contact with another swoop; such as a sideswipe attempt.


Tight Turn
Learn DC:10 Skill: Repulsor
The user gains +1D when executing a turn.

Threading the Needle
Learn DC:10 Skill: Repulsor
The user gains +1D when checking to pass an obstacle.

Vertical Hop
Learn DC:10 Skill: Repulsor
The user can suddenly increase altitude to avoid obstacles.
Gains +1D when rolling to avoid collisions.

























Brawling Talents and Techniques

Choke
Learn DC:10 Skill: Grappling (style)
The user is using one of several techniques to strangle the opponent. If the attack is successful the damage is 1D, but no roll can be made to soak the damage. The damage inflicted starts as stun.

The opponent can make a Brawl or Strength roll to escape after the damage, but if it fails, the damage becomes 2D6. This continues until the opponent gets free, is let free or goes unconscious.

Clinch
Learn DC:10 Skill: Grappling (style)
The user grapples the opponent and holds them in a fashion that greatly limits their ability to act, at the cost of the user limiting his own ability to act.
The user doubles his grappling damage roll, however he inflicts the same subdual damage on himself.

Close Quarters hand to hand
Learn DC:10 Skill: Brawl (style)
The user is trained to grapple and strike inside an opponents reach fighting unarmed. The opponent’s reach is counted as 0.

Counter-weapon bind
Learn DC:15 Skill: Brawl
When the user is locked in a weapon-bind, he may make a strike with an available melee weapon or brawl strike without triggering the opponent’s free attack.
The strike cannot be with the weapon that is in the bind.

example: When two warriors have their swords locked in a bind, the user might kick the opponent, use a free hand to punch the opponent, knee the opponent with knee blades etc.

Dynamic Rise
Learn DC:20 Skill: Acrobatics
The user is trained to get from the ground to their feet in a quick, dynamic motion.
If successful, the user gets to a standing position without using up their action.


Fighting Display
Learn DC: 10 Skill Brawl
The user conducts an impressive display of strikes, blocks, katas or breaks an inanimate object. A show-off gesture that can impress or intimidate onlookers based on the skill shown.

Flurry Strike
Learn DC:10 Skill: Brawl (style)
The user can make multiple brawl attacks in the same action.
2 attacks: -2D Attack
3 attacks: -3D attack
4 attacks: -4D attack
One attack roll is made. If successful, damage is rolled and resisted separately for each attack. If the attack fails, all the hits failed.

Footsweep
Learn DC:10 Skill: Brawl (style)
On a successful strike, the opponent is knocked prone rather than inflicting damage.

Wrestling
Learn DC:10 Skill: Brawl (grappling)
When the user and the opponent are both prone, the user gets the usual -1D to Brawl attacks, but any grappling damage roll that is not completely soaked has the rest doubled.
ie roll 12 for damage. The opponent rolls 8 to soak the damage. The remainder is 4, which would get doubled to 8 as a differential for the infliction of subdual damage.


Headbutt
Learn DC:10 Skill: Brawl
On a successful strike, the user drives his head against the head of an opponent. This can be a risky move and could cause equal or greater injury to the user.
Determine the user’s Strength. Determine the maximum value that could be rolled. This is the base damage to both the user and the opponent. If done correctly, the user can roll his Toughness to soak the damage. The opponent can only roll his Strength dice.

If a helmet is involved, on either the user or the opponent, increase the base damage by 20.
Those wearing a helmet can add the helmet’s physical protection when rolling to soak damage.


Limb Catch
Learn DC:10 Skill: Brawl (grappling)
A reactive skill roll that replaces a parry with a -3 to parry.
If successfully beating the opponent’s attack roll, the user has grabbed hold of the attacking limb and is now considered grappled.
Normal checks can be made to attempt to escape.

Pain compliance hold
Learn DC:10 Skill: Brawl (Grappling) prereq: Limb catch.
On a successful limb catch, the opponent takes 3D of subdual damage that cannot be soaked before being allowed to make a roll to escape. This generally inflicts penalties on the opponent’s actions making escape more difficult.

Hyperflexion
Learn DC:20 Skill: Brawl (Grappling) prereq: Pain compliance hold.
While implementing a pain compliance hold and the opponent tries an escape, the user can make the 3D6 damage roll that cannot be soaked. The damage inflicted
is full physical, but the opponent who survives that pain automatically escapes the hold.



Power kick
Learn DC:10 Skill: Brawl (style)
-2D on attack results in +2D to damage.

Power punch
Learn DC:10 Skill: Brawl (style)
-1D on attack results in +1D to damage.

Spinning strike
Learn DC:10 Skill: Brawl (style)
-3 to strike
Attack uses Dexterity +1D for damage rather than strength. Not compatible with power kick or power punch.

Spinning kick
Learn DC:10 Skill: Brawl (style)
Attack uses Dexterity +2D for damage rather than strength. Not compatible with power kick or power punch.

Takedown
Learn DC:10 Skill: Brawl (grappling)
The user grabs and attempts to drag the opponent down to the ground so that both have prone effects. If the user successfully inflicts at least 1 box of subdual damage, the opponent is taken to the ground.

Throw
Learn DC:10 Skill: Brawl (style)
Used as a reactive skill roll (parry). If the parry is successful, the opponent is knocked prone.

Unarmed Disarm
Learn DC:10 Skill: Brawl (style)
The user can attempt to knock a weapon out of the opponent’s hand, or to take the weapon.
If the attack roll beats the opponent’s melee roll, the weapon is knocked away. If the attack roll exceeds by at least 10, the user has taken possession of the weapon.

A failure results in the opponent inflicting an automatic damage against the user.

Vitals Strike
Learn DC:15 Skill: Brawl (style)
The user hits where it hurts. The target may not use toughness skill to resist the damage. (but may still use strength attribute). This technique does not work on life forms the character is not familiar with. A species knowledge roll is required.

Warriors awareness
Learn DC:10 Skill: Brawl or Melee
The user is more adept at handling multiple adversaries at once.
Count the number opponents as if they were half, rounded down.
ie 2 opponents count as 1. 5 opponents count as 2 etc.


























Melee Talents and Techniques

Armed Disarm
Learn DC:10 Skill: Melee (weapon)
The user can attempt to knock a weapon out of the opponent’s hand, or to take the weapon.
If the attack roll beats the opponent’s melee roll, the weapon is knocked away. If the attack roll exceeds by at least 10, the user has taken possession of the weapon.

A failure results in the opponent inflicting an automatic damage against the user.


Close Quarters weapons
Learn DC:10 Skill: Melee (weapon)
The user is trained to fight inside an opponents reach when using a weapon that is reach 2 or less. The opponent’s reach is counted as 0.

Counterstrike
Learn DC:10 Skill: Melee (weapon)
If the user makes a parry roll that is more than double the opponent’s attack roll, the user automatically strikes the opponent for normal damage.

Dismember: Hand
Learn: DC 15 Skill: Melee (Swords)
The user can strike to cut off an opponent’s hand at the wrist. If the strike is 15 more than the parry roll, the target loses his hand, otherwise it is a miss. If the target is wearing armor, then the strike must be 15+ protection value more than the parry roll.
At least 1 box of damage must be inflicted or the wrist is merely cut.
Damage inflicted will be no more than 3 boxes; if it results in more, reduce down to 3.

Decapitation
Learn: DC 20 Skill: Melee (Swords)
The user can strike to cut off an opponent’s head at the neck. If the strike is 20 more than the parry roll, the target loses his head, otherwise it is a miss. If the target is wearing armor, then the strike must be 20+ protection value more than the parry roll.
Damage must be more than 3 boxes or the neck is merely cut.

Entangle
Learn DC:10 Skill: Melee (flexible or blunt weapon)
The user can use a flexible weapon such as a whip, cord or chain, or a blunt weapon like a staff to hold the opponent as if he were being grappled.
The opponent uses Grapple (Strength) to try to escape, while the user uses the melee skill to prevent escape.

Fast Throw
Learn: 10 Skill: Throwing
User can substitute throwing skill for STR in regards to distance an object is thrown or for the STR portion of damage from a thrown item.

Long-reach
Learn DC:10 Skill: Melee (weapon)
The user is skilled at fighting opponents with superior reach or keeping opponents at a distance. The user counts as if he had an extra 2 points of reach.

Masterful cut
Learn DC:10 Skill: Melee (sharp weapon)
-3 to strike.
The user is adept at using the bladed weapon’s cutting ability without brute force. On successful attacks, do not add the character’s strength portion of the damage code, but double the non-strength portion.

example: a vibroblade has a damage code of STR+3D. After a masterful cut, the damage will be 6D.

Mighty swing
Learn DC:10 Skill: Melee (blunt weapon)
-3 to strike.
The user is adept at using the blunt weapon with brute force. Add the STR portion of the damage code then add the STR value again as a pip modifier.

example: a warhammer has a damage code of STR+3D. The character has a STR of 4D. After a mighty swing, the damage will be 4D+3D +4 = 7D+4.

Multi blade throw

Learn DC:10 Skill: Throwing (Knife)
Allows a user to throw 2 knives with one action.

Power attack
Learn DC:10 Skill: Melee (weapon)
-1D on attack results in +1D to damage.

Projectile Catch
Learn DC:25 Skill: Throwing
Allows a user to attempt to parry a thrown projectile with a hand-held weapon.
Roll throwing skill. If the result is higher than the opponent’s attack roll, the object is struck by the hand and deflected.
If the result is higher by more than 10 the object can be caught.

Projectile Parry
Learn DC:20 Skill: Melee
Allows a user to attempt to parry a thrown projectile with a hand-held weapon.
Roll melee skill; if the result is higher than the opponent’s attack roll, the object is struck and deflected.

Skewer
Learn DC:10 Skill: Melee (Sharp weapon)
If hit the hit is successful damage roll, the opponent is allowed a chance to soak the damage as normal. Any points not accounted for are doubled for damage purposes.
ie the user rolls 18 damage. The target resists 12, leaving 6 unaccounted for. Treat the target as if he had been hit for 6x2= 12 damage.

If the end result is less than 3 boxes of damage, the attack fails to penetrate and the target takes only stun damage.

Spinning cut
Learn DC:10 Skill:Melee (Sharp weapon)
A slashing gun. -3 to strike.
Attack uses Dexterity +1D for base damage rather than strength. Not compatible with skewer.

Strangle

Learn DC:10 Skill: Melee (flexible or blunt weapon)
The user can use a flexible weapon such as a whip, cord or chain, or a blunt weapon like a staff to strangle the opponent. If the attack is successful the damage is 1D, but no roll can be made to soak the damage. The damage inflicted starts as stun.

The opponent can make a Brawl or Strength roll to escape after the damage, but if it fails, the damage becomes 2D6. This continues until the opponent gets free, is let free or goes unconscious.

Trip
Learn DC:10 Skill: Melee (flexible or blunt weapon)
On a successful strike, the opponent is knocked prone rather than inflicting damage.

Thrown Melee weapon

Learn DC:15 Skill: Melee (flexible or blunt weapon) vs Throw skill
---(whichever is lower).
User is skilled at throwing a weapon that is not normally designed for throwing.
Throwing skill determines range; melee skill determines attack value for regular damage.


Warriors awareness

Learn DC:10 Skill: Brawl or Melee
The user is more adept at handling multiple adversaries at once.
Count the number opponents as if they were half, rounded down.
ie 2 opponents count as 1. 5 opponents count as 2 etc.

Weapon bind
Learn DC:10 Skill: Melee
After a successful parry, the user of the weapon presses the attack, and both weapons are ‘locked’ in a battle of pressure for the remainder of the round. Opposed Strength rolls can be made to push the opponent back. 1m per 2 points over the opponent’s roll.

Whichever fighter attempts to break the bind by taking another action will allow the opponent a free attack. The free attack cannot be parried.

On the following round, initiative is rolled as normal. The higher roll can break the bind without prompting a free attack.

Note: one weapon can bind a dual-wielding opponent, but the DC is 10 higher. A dual-wielding opponent can bind a single-wielding opponent with one weapon and be free to attack normally with the other.




Weapon Flourish
Learn DC: 10 Skill Melee weapon
The user conducts an impressive display with the weapon, typically an intricate twirl or series of air-strikes. A show-off gesture that can impress or intimidate onlookers based on the skill shown.





























Spaceship and Starfighter Talents and Techniques

Angle Deflectors
Learn DC:10 Skill: Shields
The user can increase the effectiveness of the vessels shields. For every full shield die, add +1 pip.
Example: Shields of 2D become 2D+2
Shields of 3D+1 become 3D+4

Break Maneuver
Learn DC:10 Skill: Starfighter
When the user is the defender in dogfighting tailing position. The pilot turns into the tailing aggressor’s attack and hits retros. If the pilot check is successful at DC 15, then the tailing agressor gets a free shot at -1D to hit, which can be evaded normally. The tailing fighter must now close distance equal to ½ its base space movement rate.

If the range value is now 0 or less, the tailing vessel has overshot the pilot and the pilot is now in the aggressive (oblique) angle, and may now act from that position.

Communications jamming
Learn DC: 20. Skill: Communications or Sensors
When successful, the user can use communications skill roll to interfere with a target craft’s communications; preventing them from sending or receiving messages. The target craft must be within the user’s maximum sensor range.

The user rolls communications skill to create the interference DC. The opponent must roll communications and get higher than the DC to send or receive.

Concentrate Fire
Learn DC:10 Skill: Starfighter Gunnery
The gunner focuses his shots tightly for damage rather than allowing them to disperse for a spread. -2D to attack roll, +2D to damage roll.

Dive
Learn DC:15 Skill: Repulsor (airspeeder) or Starfighter
The user can point the nose down for a steep and rapid decrease in altitude to assist in attacking ground targets.
Gains +1D when rolling attacks against ground targets.

Freight Fighter
Learn DC:20 Skill: Space transport
The pilot is able to use any space fighter based talents and techniques he may know while piloting a light space transport.

Freight Fighter II
Learn DC: 30 Skill: Space transport
The pilot is able to use any space fighter talents and techniques he may know while piloting a medium space transport. Light space transports are allowed to use full results when making dogfight position tests against fighters.

Full Burn
Learn DC:10 Skill: Starfighter
The pilot sacrifices maneuver dice for speed. For each maneuver die sacrificed this turn, increase base space movement rate by 2 areas.

Hyperspace Tracking
Learn DC: 30 Skill: Astrogation
When the user observes a craft enter hyperspace within sensor range, he can predict where the ship has jumped to, with a margin of error increasing based on elapsed time.

The DC to follow the ship is +2 to the base astrogation difficulty per full round since the target ship jumped.


Intercede
Learn DC:10 Skill: Starfighter
The pilot purposefully darts between an allied fighter and the opponent that is tailing him. This is to disrupt the tailing position.
The Pilot needs to make a DC 15 roll.
If successful the aggressor craft loses the tail, but may proceed from an oblique aggressor position on either starfighter.
If the maneuver is unsuccessful check for a collision with either starfighter.


Overlap shields
Learn DC:10 Skill: Shields
Normally shields protect in all directions. Use of this technique will reduce power in one direction and increase in another.
Available arcs: Forward, Aft, Port, Starboard.
+1D shield in 1 arc, -2D in all others.
or
+2D shield dice in 1 arc, no shields in all others.


Pilot’s Certification
Learn DC 10 Skill: Bureaucracy Prerequisite: passing initial flight qualification.
The character is skilled at the protocol for pilot re-certification and all of the ancilliary forms and assessments to stay current and legal.
With this talent, Pilot’s certification is considered automatically issued and renewed when the fee is paid annually and there are no outstanding issues; otherwise failed attempts may cause significant delays, and very poor rolls may result in rejection.

Reverse throttle hop
Learn DC:15 Skill: Starfighter
Used by a pilot as a counter to an opponent’s break maneuver. The pilot makes a pilot roll DC 15. If successful, the pilot can resist moving forward by 1 space for every 2 points of the roll past 15. If the roll is failed, both fighters move into the neutral position.

Routine Flight clearances
Learn DC:10 Skill: Communications
The user can make the necessary notifications and exchanges with a star port or landing field’s traffic control for routine clearances for take-offs and landings without issue.

Routine Orbital maneuvers
Learn DC:10 Skill: Pilot space transport or Starfighter
The user can maneuver a spacecraft from atmosphere into orbit, shift or leave orbits as well as make planetary approaches and descents without issue.

Scissors Maneuver
Learn DC:15 Skill: Starfighter
When the pilot is being pursued in a dogfight by an oblique aggressor he performs a series of sharp turn reversals to avoid letting the opponent move into a tailing position.
Pilot roll DC 15.
If successful, the pilot gets double maneuver dice on his next position check.

Sensor Jamming
Learn DC: 20 Skill: Sensors
The user can roll his sensor skill. This generates an interference DC. Opposing sensor operators must exceed this DC with their own sensor rolls or be unable to locate the user’s position.


Space sanity
Learn DC:10 Skill: Pilot space transport or Starfighter or Shields or Gunnery or Space engineering. Prerequisite: at least 100 days of accumulated space travel.
The user is accustomed to long space voyages.
At the end of every period in space travel, roll 1D of stress relief per day of the trip in an attempt to mitigate the stress that inevitably accumulates. Each ‘6’ eliminates a point of stress. Ignore any ‘1’ results.


Starfighter Joust
Learn DC:15 Skill: Starfighter
During a head-on starfighter orientation, the pilot flies directly with weapons blazing.
-10, -20 or -30 from the user’s next position test; and the opponent has the same amount added to their dodge DC.
If the roll is failed, check for head-on collision.

Star Travel Bookeeping
Learn DC:10 Skill: Bureaucracy
The user can file routine flight plans, update logs, cargo manifests, port documents and notifications without issue.

Stealth Ship
Learn DC:10 Skill: Sensors
The user can improve a ship’s sensor signature.
Roll the Sensors skill; the DC is the ship’s hull rating x3.
If successful raise the detection DC by 10.


The Tallon Roll
Learn DC:15 Skill: Starfighter
Used to maneuver back into a dogfighting tail position after the opponent has completed a break maneuver or other successful shake. Pilot roll DC 20. If successful the pilot gains 3D on the next position test. If failed, the pilot loses 3D on the next position test






















Medical Based

Battlefield dressing
Learn DC:10 Skill: First Aid (Species)
If the subject has an injury, The first aider can treat the subject for 4 turns. Afterward the subject can make a strength check to heal 1 box of damage as if it was an isolated light injury and a full day has passed. Medpack not required.

Casualty carry
Learn DC:10 Skill: Lifting
Allows a user to pick up and carry a wounded being with 1D less encumbrance penalties to Dexterity.

Mind over matter
Learn DC:10 Skill: Willpower
Allows a user to ignore the penalties 1 box of physical damage per die of their willpower skill.

Recover
Learn DC:10 Skill: Stamina
Allows a user to take a rest for a minute to make a stamina roll to reduce stun damage boxes. Typically in-between rounds of a fighting match.

Revive
Learn DC:10 Skill: First Aid (Species)
Allows a user to revive a character who has been incapacitated from damage; within 2 turns

Self-administer
Learn DC:10 Skill: First Aid (Species)
The subject does not get the self-administration first aid penalty dice.


Triage
Learn DC:10 Skill: First Aid (Species)
a failed first aid roll does not use up a medpack, but that same medpack cannot be used on that character for 24 hours.

Walk it off
Learn DC:10 Skill: First Aid (Species)
Special application of first aid supplies allows a user to revive a character who has been stunned into unconscious immediately.

























Domestic and Cultural Based

Aay’han
Learn DC 15 Skill: Mandalorian Culture. Prereq: Reciting the fallen; Family ties.
Aay'han means peaceful moment. It is a profound feeling in mandalorian culture; it is about the intensity of love; enjoying a joyous moment with close family while at the same time remembering and missing loved ones who are gone. The word bittersweet is close to describing that feeling, but falls short.
Those who have learned to appreciate this moment can roll their remembrance die code for stress relief when they experience an appropriate time of peace and good spirits amongst their loved ones.
When rolling ‘6’s count for stress relief. ‘1’ results are compared to the user’s perception as per ‘Reciting the fallen’, however every other clan member present adds 1 to the user’s perception for resisting the sadness.

This is in addition to any other stress-relief that might be happening concurrently.


Basic budget
Learn DC:10 Skill: finances; requires at least 5,000cr in account.
The user is adept at balancing the budget, savings and basic investment.
Can make a financial roll when purchasing small incidentals, if the result is higher than the credit cost, the item is treated as ‘free’.

Working budget
Learn DC:20 Skill: finances; requires at least 25,000cr in account.
The user is adept at balancing the budget, savings and investment.
Can make a financial roll when purchasing incidentals; multiply the result by 10. If the result is higher than the credit cost, the item is treated as ‘free’.

Fantastic budget
Learn DC:30 Skill: finances; requires at least 125,000cr in account.
The user is adept at balancing the budget, savings and investment.
Can make a financial roll when purchasing incidentals; multiply the result by 100. If the result is higher than the credit cost, the item is treated as ‘free’.

Beskar ‘gam
Learn DC: 10 Skill: Mandalorian Culture.
The character is used to living in their armor. Multiply dexterity penalty of the armor by x0.5, rounded the result down before applying to the chart.

Build Vheh’yaim

Learn DC:20 Skill: construction.
Given time and basic materials, the user is adept constructing a traditional temporary home for 1 to 10 persons.

Dadita messaging
Learn DC:10 Skill: Mandalorian Culture
The user is adept at sending and receiving messages in the ancient mandalorian battle code. Messages can be sent using any method where dots and dashes can be differentiated; like morse code.

Dha Werda Verda
Learn DC: 10 Skill: Mandalorian culture
The user is adept at participating in a communal ritual performance. Called a dance, it involves rhythmic drumming of the beats on the armor of comrades on either side, complex movements, turns and shouted lyrics. Often used to build comradeship, and bravado before a battle, and celebration of victory after one.
A talented participant can roll mandalorian culture skill for stress relief. Every ‘6’ is a stress relief. A result of ‘1’ on the wild die and a total score of less than 10 is a possible injury to the user or an adjacent participant.


Early Parenting
Learn DC:10 Skill: home ec
The user is adept at taking care of infants and toddlers and preparing them for the training of their culture. Skill roll interval is per 6 months.
Each child reared by the user gains a bonus character point per period up to year 8 (16 periods).

Family Ties
Learn DC 10 Skill: Mandalorian Culture.
The user has a strong connection with his family members and enjoys the good times with them. With this talent, whenever the user gains a stress relief while amongst members of his clan, he can donate one of them to another clan member.

Gauntlet activation
Learn DC 15 Skill: Mandalorian Culture.
The user can activate any built-in gauntlet weapons or equipment as a free action when they have initiative or as a reactive action.

Helmet activation
Learn DC 15 Skill: Mandalorian Culture.
The user can activate any built-in helmet weapons or equipment as a free action when they have initiative or as a reactive action.

Home and hearth
Learn DC:10 Skill: home ec
The user is adept at maintaining a proper comfortable household/ bivouac, and providing hospitality to guests.
While having guests in the home, all present gain stress relief dice equal to the user’s culture skill.

Leg activation

Learn DC 15 Skill: Mandalorian Culture.
The user can activate any built-in knee, leg or foot weapons or equipment as a free action when they have initiative or as a reactive action.


Mando training instructor
Learn DC:15 Skill: Instruction, Mandalorian Culture
The user is adept at turning civilians into soldiers.
In mandalorian culture this typically takes place in late childhood, or with an adopted young adult/ adult.
Skill roll interval is per 6 months.
Individuals trained gain a bonus character point in that period for up to 5 years (10 training periods). These character points can be used to establish initial Ijaat.

Pack activation
Learn DC 15 Skill: Mandalorian Culture.
The user can activate any built-in pack-mounted weapons or equipment as a free action when they have initiative or as a reactive action. Typically a jetpack, allowing flight as a free action while performing another task, or the firing of a pack-mounted accessory.


Recipe: Bilerat Stew
Learn DC 10 Skill: Culinary arts
A thick, green-coloured, foul-smelling stew. When kept hot and churning it can stay edible for months.
Nourishment: 4 Stress Relief: 0

Recipe: Gi-Dumpling soup
Learn DC 10 Skill: Culinary arts
The user prepares a heavily-seasoned fish-based stew.
Nourishment: 3 Stress Relief: 1D


Recipe: Gihaal
Learn DC 10 Skill: Culinary arts
The user prepares rations from fresh smoked fish. Has very long shelf life and is a richly nourishing, if not pleasant meal.
Nourishment: 3 Stress Relief: 0


Recipe: Haarshun Bread
Learn DC 10 Skill: Culinary arts
The user prepares bread that is rolled thin enough to see through and then rolled up and baked hard. It keeps for a long time and requires soaking to make it edible again.
Nourishment: 2 Stress Relief: 0


Recipe: Jerked Meat
Learn DC 10 Skill: Culinary arts
The user prepares rations from dried cuts of raw meat with flavor and cooking spices. Has a very long shelf life.
Nourishment: 2 Stress Relief: 1D- 3D

Recipe: Kri’gee
Learn DC 10 Skill: Brewing
The user knows how to prepare a keg of potent, strongly bitter ale from base ingredients.
Nourishment: 1 per 2 glasses Stress Relief: 1D per 2 glasses. Intox: 1 per glass.

Recipe: Mandallian Narcolethe
Learn DC 10 Skill: Brewing
The user knows how to prepare a bottle of potent ‘Heavy’ alcohol spirit from base ingredients.
Nourishment: 1 per glass. Stress Relief: 4D per glass. Intox: 4 per glass

Recipe: Mandalorian Wine
Learn DC 10 Skill: Brewing
The user knows how to prepare a bottle of ‘Medium’ alcohol beverage from base ingredients including fruit and rice. Strong and bitter.
Nourishment: 1per 2 glasses. Stress Relief: 3D per 2 glasses. Intox: 4 per 2 glasses

Recipe: Ne’tra gal ‘Black Ale’
Learn DC 15 Skill: Brewing
The user knows how to prepare a keg of sweet, black, sticky ale, a ‘light’ alcohol beverage from base ingredients.
Nourishment: 2 per glass. Stress Relief: 1D per glass. Intox: 1 per glass

Recipe: Open Flame Barbeque
Learn DC 10 Skill: Culinary arts
The user roasts meat over open flame in a varietyof traditional methods and uses one of dozens of traditional sauces. Roast shatual is a cultural favorite, though just about any meat can be properly roasted and seasoned.
Nourishment: 4-8 Stress Relief: 1D-5D

Recipe: Red Gourd soup
Learn DC 10 Skill: Culinary arts
The user prepares a spicy, sweet and sour soup made primarily from Red Gourd.
Nourishment: 2 Stress Relief: 2D

Recipe: Shig
Learn DC 10 Skill: Brewing
The user knows how to prepare a pot of hot tea-like beverage out of local ingredients, usually a citrus-flavored herb known as behot, though others can be used instead.
Nourishment: 1 Stress Relief: 1D (max 1 per hour interval)

Recipe: Skraan’ikase
Learn DC 15 Skill: Culinary arts
The user knows how to prepare a selection and assortment of small celebratory finger-foods.
Nourishment: 3 Stress Relief: 4D

Recipe: Spiced caf
Learn DC 10 Skill: Brewing
The user knows how to prepare a pot of hot tea-like beverage that utilizes cooking spices with the traditional caf bean powder.
Nourishment: 0 Stress Relief: 1D. Intox: 1 per 2 mugs.

Recipe: Tihaar

Learn DC 15 Skill: Brewing
The user knows how to prepare a bottle of very strong ‘heavy’ alcoholic spirit using local fruit, though jewel-fruit or varos fruit is traditionally preferred. Triple-distilled and clear, burns the mouth and throat of the drinker.
Nourishment: 0 Stress Relief: 5D. Intox: 6 per cup.

Recipe: Tiingilar

Learn DC 15 Skill: Culinary arts
The user prepares a spicy mandalorian casserole made of meat, vegetables and potent cooking spices. The spicy scent is enough to burn the nose.
Nourishment: 4 Stress Relief: 4D

Recipe: Uj’alayi aka Uj cake
Learn DC 15 Skill: Culinary arts
The user prepares a flat, dense, sticky cake made from crushed nuts, dried fruits and a sweet spiced syrup.
Nourishment: 4 Stress Relief: 6D

Reciting the fallen
Learn DC:05 (initial, +1 per name.) Skill: Mandalorian Culture
The user practices the mandalorian custom of reciting the names of loved ones who have died in order to remember them and bring internal peace.
Every name added to the list is worth 1 pip towards building a ‘Remembrance’ die code. This die code can be rolled once for stress relief immediately after a battle or when a new name is added to the list. As usual ‘6’ results are stress relief. ‘1’ results are compared to the user’s perception. If the ‘1’s exceed the perception, the user is overcome with sadness and any ‘6’ results must be ignored.

When adding a new name to the list, the user must make a Mandalorian Culture roll at the new DC. If the roll fails, the character may spend a character point.

Squared away
Learn DC:10 Skill: home ec
With the proper resources available, the user is adept at maintaining the cleanliness and hygiene of a home and the garments of its inhabitants.
Allows for +1D to resist sickness for all members of the group benefiting from living under the conditions provided.

Vegetable Peeling
Learn DC:05 Skill: home ec or melee (knives)
The user is adept at using a knife to peel potatoes or prepare other food ingredients for cooking.
+1 pip to any following Culinary arts rolls.





























Survival Based

Build shelter
Learn DC:10 Skill: construction or survival
Given time and basic materials, the user is adept constructing a survival shelter for 1 or 2 persons.

Build tree-stand
Learn DC:10 Skill: construction or survival
Given time and basic materials, the user is adept constructing an elevated and concealed platform suitable for hunting or sniping.

Create fire
Learn DC:10 Skill: survival
Given time and the most basic materials, the user is adept at building a cooking or survival fire in a variety of environments.

Fishing
Learn DC:10 Skill: survival
The user is adept at using rods, nets spears, arrows, snares or even bare hands to catch food from an appropriate body of water. Roll survival; every ‘6’ is a nutrient point caught. The interval is based on the water being fished and the method used.

Forage
Learn DC:10 Skill: survival
The user is adept at finding berries, roots, tubers, nuts and other edibles in a wild environment. Roll survival; every ‘6’ is a nutrient point harvested. The interval is based on the water being fished and the method used.

Herbal remedies

Learn DC:10 Skill: survival
The user is adept at finding plants that aid in health and recuperation.
Roll survival; every ‘6’ is a +1 to a first aid roll performed in the wild.

Track by scent
Learn DC: 20 Prereq: naturally or artificially heightened sense of smell. Skill: Search (tracking)
The user is quickly able to follow a quarry by the scent they leave behind. Instead of the periodic stops required for tracking skill checks, the character can continuously track at a cruising move rate, rolling only when the situation changes. Difficulty is affected by time and environment factors.

Track by sight
Learn DC: 10 Skill: Search (tracking)
The user is quickly able to pick out clues to indicate the direction of travel of the quarry. Instead of the periodic stops required for tracking skill checks, the character can continuously track at a cautious move rate, rolling only when the situation changes.

Wild Life

Learn DC:10 Skill: Survival (Environment)
Whenever living in the wilderness, the user accumulates 1 less stress point per day.





























Leadership and command based

Battle Drill
Learn DC 10 Skill: Tactics
If the user is working with others who have this same technique, they can all benefit from the highest initiative roll amongst them.

Hand Signals
Learn DC 10 Skill: Tactics prereq: Battle drill
The user can enact battle drills with the squad without verbal communication or comm transmission that might alert the enemy to the squad’s presence.

Lead by Example
Learn DC:10 Skill: Command
When leading a group or unit, the user can take an action. If the action was successful, any followers who take the same action have the bonus effect of neutering the wild die; Any ‘1’ on the wild die is counted as a result of 2.

Plan for success
Learn DC 10 Skill: Command
If the user is responsible for planning out an operation, he creates a pool of character points equal to his command skill that any member of the operation can draw from to make bonus rolls while the operation is under way. The pool does not refresh from start of the operation to the completion.

Rousing speech
Learn DC 15 Skill: Command
The leader is skilled at giving motivational speeches prior to operations.
The leader can roll his persuasion skill. Every ‘6’ result eliminates a point of stress from every person under his command.
Loudspeaker gives an extra D6.

Withering Taunt
Learn DC:10 Skill: Intimidation
The user is adept at shouting insults, taunts and threats at the enemy in order to demoralize them. The user can roll his Intimidation skill. Every ‘6’ causes all enemy who hear it to gain a point to stress.
If the user rolls more ‘1’s that his own knowledge attribute, then he has gone too far and motivates the enemy with rage; The stress given to the enemy is instead counted as stress-relief.

Word of Command
Learn DC 10 Skill: Command
If the user is recognized as the leader amongst a group, he can give his command skill dice as bonus initiative dice to anyone who can hear his orders. They can all be given to one subject or divided out amongst multiple characters. The subject cannot give them to himself. This die pool can be adjusted turn by turn. While using this talent, the user can only make reactive rolls himself.















Security based

Hotwire speeder

Learn DC 10 Skill: Security with proper equipment.
The user is adept at starting a swoop, or landspeeder without the ignition spike or access code.
The time taken is reduced by half for every ‘6’ result in the skill roll.

Defeat analog lock
Learn DC 10 Skill: Security with proper equipment.
The user is adept at using picks to open physical key and tumber type lock mechanisms.
The time taken is reduced by half for every ‘6’ result in the skill roll.

Defeat Electronic lock
Learn DC 15 Skill: Security with proper equipment.
The user is adept at using slicing software to open electronically engaged locks.
The time taken is reduced by half for every ‘6’ result in the skill roll.

Slice computer terminal
Learn DC 15 Skill: Security with proper equipment.
The user is adept at using slicing software to access computer interface terminals. This grants the user access to computer files and tasks that the computer has control over.
The time taken is reduced by half for every ‘6’ result in the skill roll.





















Crafting Based:

Craft Ad-hoc blade
Learn DC:05 Skill: Melee weapon construction or Survival
The user is adept at creating a basic blade using scavenged or primitive supplies;
Stone, bone, scrap metal etc and a modest amount of time. Base time: 6 hours.

Craft Bes’kad
Learn DC:15 Skill: Melee weapon construction
The user is adept at creating a mandalorian sword, using proper forging tools and materials, including beskar. Base time 10 days.

Craft Bevii’ragir

Learn DC:10 Skill: Melee weapon construction or Survival
The user is adept at creating a traditional mandalorian hunting spear, using proper tools and materials. Base time 5 days.

Craft Bow
Learn DC:15 Skill: Survival
The user is adept at creating a basic projectile weapon and projectiles using scavenged or primitive supplies; Metal, wood, wire, sinew etc. Base time: 1 day.

Craft Kad
Learn DC:15 Skill: Melee weapon construction
The user is adept at creating a knife, long knife or sword using proper forging tools and materials. Base time 10 days.

Craft Kal
Learn DC:10 Skill: Melee weapon construction
The user is adept at creating a mandalorian dagger using proper forging tools and materials; including beskar. Base time 3 days.

Craft Mythosaur axe
Learn DC:15 Skill: Melee weapon construction
The user is adept at creating a traditional mandalorian battle axe, using proper forging tools and materials, (mythosaur bones are no longer available). Base time 10 days.

Energy Recycle
Learn DC: 10 Skill: Build/Repair Blaster
Blaster rigged to have a faster energy recycle. Increases the blasters maximum allowable shots per round by 2. Ammo depletion die reduced by 1 die class.

Energy Saver
Learn DC: 10 Skill: Build/Repair Blaster
Blaster rigged to have consume energy more efficiently. Decreases the blasters maximum allowable shots per round by 2. Ammo depletion die increased by 1 die class.



Overcharge Shot
Learn DC: 10 Skill: Build/Repair Blaster
Blaster rigged to deal an extra 1D6 of damage; but automatically triggers an ammo depletion check with each shot.

Maximum Shot
Learn DC: 20 Prereq: Overcharge shot Skill: Build/Repair Blaster
Blaster rigged for maximum output. When hitting a target do not roll for damage, apply the maximum result of the roll. ie 4D6 does 24 damage.
Reduce the weapon’s ammo depletion die by 2 classes. A 1D10 becomes a 1D6.

Maximum Overcharge Shot
Learn DC: 30 Prereq: Maximum shot. Skill: Build/Repair Blaster
Blaster rigged for maximum and overcharged output. The blaster is rigged to do an extra 1D6 damage; and apply the maximum result of the roll. ie 4D6 does 24 damage plus an extra +6 for 30 damage.
Reduce the weapon’s ammo depletion die by 2 classes. A 1D10 becomes a 1D6 and prompt an ammo depletion roll for every shot.


Recharge energy cell
Learn DC:10 Skill: Blaster build/repair
The user is adept at recharging power cells, using proper equipment, without causing damage or ruining the cell.

Repack ammo
Learn DC:10 Skill: Firearms build/repair
The user is adept at re-packing slug rounds using casings and a supply of propellant and ignition devices.







































Miscellaneous

Ambush
Learn DC: 10 Skill: Sneak.
The user is adept at attacking from surprise. When making an ranged, brawl or melee attack on an unaware target roll an extra 1D6 for damage.

Beast riding
Learn DC: 10 Skill: Animal Handling (specific species).
The user is adept at riding the specified animal and can use their animal handling skill as a 'pilot' skill during races or chases.


Cable descent
Learn DC 10 Skill: Climb
The user is skilled at making a rapid descent via cable such that making the descent does not count as an action; the user can thus attack or take other actions while descending a line at a rapid rate.

City Life
Learn DC 10 Skill: Streetwise
The user enjoys the ordered chaos of being in the big city. Always relieves 1 stress point per day when in an urban core.

Critter Conditioning
Learn DC:10+ Skill: Animal Handling (Specific species)
The user is adept at training a species of animal as a companion. This training makes the animal reasonably compliant and reinforces the user’s dominance. The animal will come when called and stay when told. Further tasks are covered by additional techniques. The DC may be modified by the tendencies of various species.

Critter, Guard!
Learn DC:10+ Skill: Animal Handling (Specific species) Requisite: Critter Conditioning.
The user is adept at training a companion species of animal to watch a person or area to either protect the person or area from intruders or to prevent a person from leaving the area or moving. The DC may be modified by the tendencies of various species.

Critter, Search!
Learn DC:10+ Skill: Animal Handling (Specific species) Requisite: Critter Conditioning.
The user is adept at training a companion species of animal to track down or find a designated person, object or commodity. The DC may be modified by the tendencies of various species.

Critter; Sic ‘em!
Learn DC:10+ Skill: Animal Handling (Specific species) Requisite: Critter Conditioning.
The user is adept at training a companion species of animal to chase after and attack a target. The DC may be modified by the tendencies of various species.

Dig fighting trench

Learn DC:10 Skill: Construction or Digging
Given time and basic materials, the user is adept constructing a protected fighting position; provides 7D worth of cover.

Dirt farming
Learn DC:10 Skill: agriculture
The user is adept at working a plot of land to grow food. Roll agriculture every viable season. Every ‘6’ is 100 nutrient points harvested. The results can be increased with larger land plots and skilled labor.

Free Climbing
Learn DC:10 Skill: Climb
The user is skilled at climbing without equiptment. If a climbing check should fail, and the user is not wearing a harness or tether, the user gets an immediate re-roll.


Grenade cook
Learn DC:10 Skill: Throwing (Grenade)
The thrower allows the grenade timer to count down prior to throwing so that the grenade explodes as soon as it strikes its target, preventing the targets from running away from the grenade or throwing it back.
Note: a ‘1’ on the wild die, coupled with a failure on the throw causes the grenade to detonate with the user at range 0.

Grenade intercept
Learn DC:variable Skill: Initiative
The user can attempt to pick up or kick a grenade that has been tossed before it detonates.
The user must immediately roll initiative. The DC is 25 -2 per second of delay on the fuse. Failure will put the user in the point blank blast effect.
Success will allow the grenade to be kicked STR meters away.
Success by more than 10 will allow the grenade to be picked up and thrown.


Gleaming
Learn DC 10 Skill: Build/repair: Armor, Repulsorlift, Droid, Blaster, Fighter etc.
The user keeps the object exceptionally clean, shined and free of rust or carbon. Anyone who sees the object gets a +1D6 aesthetics reaction.

Gleaming II: Immaculate
Learn DC 20 Skill: Build/repair: Armor, Repulsorlift, Droid, Blaster, Fighter etc. Prereq: Gleaming
The user keeps the object perfectly clean, shined and polished. Anyone who sees the object gets a +2D6 aesthetics reaction.

Go all night long
Learn DC 10 Skill: Stamina.
The user is sexually proficient. When paired with a being that enjoys sex in a similar manner, the user can add their stamina dice to the partner’s stress relief dice. This makes the session more enjoyable for the partner as well as increased the chances they will come to be desire the user.


Hold breath
Learn DC 10 Skill: Swim
The user is skilled at swimming underwater. They can hold their breath twice as long as normal. This can also be handy when the user does not wish to breathe noxious fumes.

Imperial Peace Keeping Certification
Learn DC 10 Skill: Bureaucracy
The character is skilled at assembling the required data and filling out the proper forms to allow for the required background checks, weapon registration/licencing that allows for a prompt and efficient IPKC; includes initial issue and annual re-certification.
With this talent, IPKC maintenance is considered automatically issued and renewed when the fee is paid and there are no outstanding issues; otherwise failed attempts may cause significant delays, and very poor rolls may result in rejection.

IPKC: Class A Endorsement
Learn DC 15 Skill: Bureaucracy prereq: IPKC
The character is skilled at maintaining their IPKC with a class A endorsement.
With this talent, IPKC with class A is considered automatically issued and renewed when the fees are paid and there are no outstanding issues; otherwise failed attempts may cause significant delays, and very poor rolls may result in rejection.

IPKC: Class B Endorsement
Learn DC 15 Skill: Bureaucracy prereq: IPKC
The character is skilled at maintaining their IPKC with a class A endorsement.
With this talent, IPKC with class B is considered automatically issued and renewed when the fees are paid and there are no outstanding issues; otherwise failed attempts may cause significant delays, and very poor rolls may result in rejection or charges.

IPKC: Class C Endorsement
Learn DC 15 Skill: Bureaucracy prereq: IPKC and valid Space pilot licence.
The character is skilled at maintaining their IPKC with a class A endorsement.
With this talent, IPKC with class C is considered automatically issued and renewed when the fees are paid and there are no outstanding issues; otherwise failed attempts may cause significant delays, and very poor rolls may result in rejection or charges.

Kitload
Learn DC:10 Skill: Lifting
The user can carry an additional 4 slots worth of basic weapon/kit load out without additional penalty. Only applicable when actually carrying more than 13 slots of gear.
(user cannot carry less than standard kits to gain a dex penalty reduction while also benefit from this technique.)

Known by reputation (city)
Learn DC 10 Skill: Streetwise
The character is known by reputation on the streets of a city, even by people he’s never met. As a result he can use Streetwise skill as a persuasion skill in any city he’s known.
Technique can be selected multiple times; one per city
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Dredwulf60
Line Captain
Line Captain


Joined: 07 Jan 2016
Posts: 910

PostPosted: Mon Jan 11, 2016 8:54 am    Post subject: Reply with quote

(Continued)

Known by reputation II (Planetary)
Learn DC 20 . Skill: Streetwise Prereq: Known by reputation
The character is known by reputation on the streets on a planet, even by people he’s never met. As a result he can use Streetwise skill as a persuasion skill in any city he’s known.
Technique can be selected multiple times; one per planet.

Known by reputation III (Galactic Sector)
Learn DC 30 Skill: Streetwise Prereq: Known by reputation II.
The character is known by reputation on the streets on most civilized planets, even by people he’s never met. As a result he can use Streetwise skill as a persuasion skill in any city he’s known
Technique can be selected multiple times; one per galactic Sector.


Language Fluency
Learn: DC 20 Skill: Languages
The character is fluent in the specific form of communication.

Libertine
Learn DC:15 Skill: Willpower
The user is well acquainted with various spices. The user can ignore a ‘1’ generated on the effect roll for every dose of spice taken in an interval.

Long-running
Learn DC:15 Skill: Running
The user can run for long period at a steady moderate rate before having to make an endurance check.

Love ‘em and leave ‘em
Learn DC:10 Skill: Willpower
The user can reduce the ‘1’ s of a stress relief roll generated from sexual activity.
Cancel a ‘1’ result per die of Willpower skill.

Magna Shark
Skill: Gaming (Magnaorb)
A user is adept at shifting the balance of play with intimidation and/or feigned incompetence.
When playing magnaorb, the character can choose one or more of his gaming dice to set aside before any shot. These are not included in the roll to sink spheres, but the DC will be kept artificially lower. If the user's turn ends, the player may then roll the remaining dice and add them together to increased the DC for the opponent's next shot.

Play Bas’bev
Learn DC:10 Skill: music
The user is adept at playing the traditional mandalorian metal flute.
(For use of the flute as a weapon, use melee skill.)
All mandalorians hearing the flute well played gain stress relief dice equal to their mando culture skill.

Play Bal’ron
Learn DC:10 Skill: music
The user is adept at playing the traditional mandalorian drum.
All mandalorians hearing the drum well-played gain stress relief dice equal to their mando culture skill.

Rake
Learn DC:10 Skill: Persuasion (Seduction)
The user is well experienced in sexual activity. Anyone they have sex with gains an additional 1D6 of stress relief per point of of the user’s strength, Dexterity or Knowledge (at the user’s choice.)

Sabacc Face
Skill: Gaming (Sabacc)
The user is skilled in eliminating any emotional reactions to the results of his cards making it difficult for opponents to ‘read’ him.
After betting the user has the option of discarding a card, drawing a new card, or both.

Seasoned drinker
Learn DC:10 Skill: Willpower
The user can ignore ignore intoxication points equal to the number of willpower skill dice he has when checking sobriety.

Space walk
Learn DC:10 Skill: Rocket pack.
The user is adept at maneuvering in zero gravity with the aid of a rocket pack. All space walk difficulties are reduced by 5.

Sky Trooper

Learn DC:15 Skill: Jet pack or Rocket pack.
The user is adept at sustained flight. Once airborne the user can conduct aerial movement as a free action. Roll Jetpack skill to dodge without loss of dice while flying at least 100m per round.

Sporting on the defense
Learn DC:10 Skill: Sports
When playing a defensive position in a sport such as Meshgeroya or Get’shuk, the player re-rolls any ‘1’ results when rolling for a period of play.

Sporting goalkeeper
Learn DC:10 Skill: Sports
When playing as a goalie in a sport such as Meshgeroya or Get’shuk, the player re-rolls any ‘1’ results when rolling for a period of play.

Sporting on the offense

Learn DC:10 Skill: Sports
When playing an offense position in a sport such as Meshgeroya or Get’shuk, the player re-rolls any ‘1’ results when rolling for a period of play.

Stare-down
Learn DC:10 Skill: Intimidation
The user stares directly at a subject. This locks them into a battle of wills. The user can roll his intimidation or willpower. The opponent can roll his own intimidation or willpower. The lower roll flinches or looks away. If a confrontation is going to happen, the loser of the stare-down will probably lose initiative the first turn, (Subtract 10 from his initiative total.)

Muscle Memory
Learn DC:10 Skill: Tactics
The user has trained in his fighting skills to the point where they are automatic, and independent of conscious thought. User can carry out any physical combat-related task, ie Blaster, Brawl, Melee, Throwing, Dodge, etc, while ignoring all penalties for 1 box of stun damage per die of tactics skill.

Underwater apparatus

Learn DC:15 Skill: Swim
The user is skilled in the use of underwater environmental rigs and no longer has to make basic or routine survival checks while under water.

Urban Combat
Learn DC:10 Skill: Streetwise
When using cover in an urban environment, the cover provides +1D.














Ijaat feats

Similar to Talents and Techniques, Ijaat feats are earned honours. Some have prerequisites, such as sponsorship or nomination by another clan member, patriarch or chief and/or having accomplished some task.

If a mandalorian is nominated for the recognition of an ijaat feat, he makes an ijaat die code roll, with any bonuses he might possess from kit. No character points are allowed to influence this roll.
If the roll fails, he cannot attempt the same ijaat feat until he gains another full D6 of ijaat.

If the roll is successful at least 2 other mandalorians of equal or higher ijaat must spend a character point each to make the feat official.

Moots are where ijaat feats are publically recognized.


Vigorous voice
Earn: DC 10. Trait: Ijaat Prerequisite: part of an operational clan.
The user who attends a moot in his clan can vote on issues. Due to his recognized enthusiasm in the affairs of the clan, his vote counts as if it were 2 votes.

Voice of the Warrior
Earn: DC 15. Trait: Ijaat Prerequisite: Vigorous voice.
The user is recognized as an accomplished warrior for the clan. His vote counts as if it were 3 votes.

Voice of the Counselor
Earn: DC 20. Trait: Ijaat Prerequisite: Voice of the Warrior.
The user is recognized as one who is wise in the ways of the clan. His vote counts as if it were 4 votes.

Voice of the Determined
Earn: DC 25. Trait: Ijaat Prerequisite: Voice of the Counselor.
The user is recognized as one who is solid and unflinching supporter for the good of the clan. His vote counts as if it were 5 votes.

Voice of the Elder
Earn: DC 30. Trait: Ijaat Prerequisite: Voice of the Determined.
The user is recognized as one of the pivotal members of the clan. His vote counts as if it were 6 votes.


Jai'galaar'la sur'haii'se
Earn: DC 20. Trait: Ijaat Prerequisite: nomination for an act of great bravery.
A character who has performed an act of great bravery can have the account related to the clan chieftain by at least 2 members of the clan. The chief will evaluate the claim and compare it to the reputation of the potential recipient. If the character’s ijaat roll succeeds then the honor will be bestowed. High ijaat rolls of the witnesses may reduce the DC.
The bearer of this honour is permitted to paint the Jaig eyes sigil on his armor.
Jaig eyes aka ‘Shriek-hawk eyes’
Pair of stylistic eyes worn on the helmet above the visor. A mark of great bravery.
Wearing without having earned them is a grave offense.

**any character entitled to wear jaig eyes gets a +1D to all ijaat rolls.

Mandalorian Protector
Earn: DC 20 Trait: Ijaat. Prerequisite: nomination by a clan patriarch.
A mandalorian can be nominated by a clan patriarch to become recognized as a Mandalorian Protector, which is an appointed title. The protectors, on mandalore, or wherever mandalorian culture holds sway are the peacekeepers and act on behalf of the clan chiefs to keep mandalorians from overt criminality against their own society or each other.
A Protector is awarded a red sash to wear around the hips.
Non-active Protectors wear a darker coloured sash as a symbol of the honour only.

--Not to be confused with Journeyman Protectors; who are rank and file mandalorian citizens trained and appointed to act as a deputies to the protectors; as a police force to aid the Mandalorian Protectors in their official duties.


Traatika Ruus’alor
Earn: DC 20 Trait: Ijaat. Prerequisite: nomination by a clan patriarch during wartime.
A clan patriarch can nominate one of his warriors for the position of Traatika Ruus’alor, whose position is to keep discipline amongst the various highly individualistic mando warriors under the patriarch’s command. Although the position is awarded by the patriarch, it is the mando warriors who choose to accept the appointed one’s authority, as such the appointed one must make the ijaat roll or be rejected.
A successfully appointed Traatika Ruus’alor wears a red sash over the right shoulder; it does not count toward kando.
During non-wartime, one may still wear the sash as a symbol of the honour, typically a darker colour, for standard kando cost.
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