Skill Rules (Extended)
Melee Weapons and Arms Skills
See - Weapons
Brawling:
Default Abilities:
Attack: Basic attack
Grapple: STR or MNVR Contest. Can still punch and use 1H melee as the grappler.
Disarm: Requires a successful grapple. Can disarm the enemy.
Throw Person: Requires a Grapple and throws target.
Reverse Hold: While being grappled you become the grappler. Requires a strength contest where you are at disadvantage
Target Limb: See Combat - Limb Targeting
Martial Arts: Changing Martial Arts requires using a Main Action. Martial Arts can be learned from teachers. It takes around 40 hours of training (in game time) to learn a martial art and will require successful Brawling Checks.
Hegemite Wrestling:
Arm and Leg bars (Main Action): After a successful grapple. Successful Arm Bars and Leg Bars injure the target limb. Is performed through another Grapple contest.
Cir’ik Jada’ven:
Meaning "Assault Dance”. A graceful style of fighting that some may mistake for dancing. If you have higher dancing than your opponent you get advantage on Grapple contest’s and Stunning Attacks.
Dohlet Kick Boxing:
Sweeping kicks: Hits the space in front of them and the two diagonal spaces on that side. Drop kick: You have to move 10ft forward then you get an Unarmed attack that also works as a Stunning Attack.
Okkot Kargoth: Removes extra attack from Brawling, but adds your Blunt Mod as Phy damage
Vaihmarian Zanthex: This martial art focuses on targeted strikes at the opponent's organs. Attacks deal 1 extra damage per STR when attacking the torso. Requires successful bio-analysis for any creature to have been completed previously
Stealth (Stealth rolls do not get the Agility Modifier added)
Stealth Mode: Enemy Sight: How many ft the enemy can see is the enemies Perception x 15ft in the clear daylight, slightly obscured view is Perception x 10ft, in the dark of night or in a dark room they can only see Perception x 5ft.
Stealth is taken in turns and if you are caught you’ll have to roll a stealth check to see if the enemy sees you (Stealth + D20) vs the opponents (Perception + D20). Cover works same as ranged attacks When not actively looking for stealthed targets Characters will roll with Passive Perception which is Perception + 5.
Stealth Attack: Enemies have disadvantage on Dodge rolls against stealth attacks.
Light Armor
When wearing Light Armor or Clothing you gain the following abilities:
Evasive Mode (Full Action): Can only be used when wearing Light Armor or Clothing adds your Light Armor to your dodge roll until your next turn or if you're stunned or incapacitated. Perk at Light Armor 12 to make it a bonus action.
Evade (Reaction) Adds Light Armor skill to Dodge for one attack.
Heavy Armor
When wearing Heavy Armor you gain the following abilities:
Defensive Mode (Main Action): Blocks damage equal to your Heavy Armor skill every attack until your next turn. Works against all damage types except Pierce and Poison.
Defend (Reaction) Blocks damage equal to your Heavy Arms skill every attack. Works against all damage types except Pierce and Poison. Only works for 1 Turn
Dance
You can learn different styles of dance that people of specific cultures will find appealing. It takes around 40 hours (in game time) of training to learn a Style and will require successful Dancing Checks.
Dance Styles:
Vapcoo: A highly sexual dance originating from the Harthen’s Spur region.
Jada’ala’boolan: A disciplined high energy traditional Cir’ik dance.
Hegemony Slide: A smooth free flowing dance meant for 4 or more people this will highly impress anyone from the Inner Heg.
Nebula Swing: A historical dance from the era of the first Idol of the Pantheon Gilly Bilmesh. Meant to be danced to the song of the same name. It involves a pair performing somewhat romantic and swift moves. Was usually done in a group with everyone switching partners 3-4 times throughout the song. Although many believed this actually went against the song's themes and that changing partners is unnecessary. Will impress much older members of the Inner Heg as well as those interested in Inner Heg History.
Thollywop: Okkot dance involving slamming into one another.
Lazula’s Waltz: Azure Corp dance traditionally done at shareholder meetings before business commences.
Union Stroll: A rebellious dance that represents the spirit of the Revolutionaries Union. It is done at massive protests against Azure Corp. Rarely it's used in protest against Traffan-Blisk and Marlax which usually ends up with the dancer dead or worse.
Genetic Shuffle: An energetic dance favored by the Vaihmarian House Crivaux.
Speech Skills
Speech Roll:
Attacker: (Speech Skill + Speech Mod) + D20
Defender: (Psychology) OR Same Speech Skill as Attacker + (Speech Mod) + D20
Detect Deception: To detect when someone is lying to you, the player will have to declare they want to try and see if the NPC is lying. Whether they are or not you will roll a contest to see if the player character can detect if they are lying or not.
Deception + Speech Mod + D20 vs (Psychology, Investigation, or Deception) + Speech Mod + D20
Credibility:
Deception: Add or subtract 1-20 points from enemies roll based on the credibility of the lie you're trying to convince them of, every failed deception check lowers your Credibility.
Diplomacy: Add or subtract 1-20 points from targets roll based on how good, what you're trying to convince them of, is for them. Intimidate: Add or subtract 1-20 points from enemies roll based on the credibility of your combat prowess versus theirs this should include things like current health, weapons, backup, etc.
Science Skills
Analyze: Analyze something to understand more about it. There are many ways to utilize this information. Once learned all scientific information can be shared. Rolling high enough to pass an Easy difficulty check gives you Basic Info and rolling high enough to pass a Hard level check gives you Advanced Info
Analysis Table:
Common: Novice Check
Uncommon: Journeyman Check
Rare: Expert Check
Ultra Rare: Master Check
Unique: Mancer Check
Biological Rarity: Determined by how common it is throughout the galaxy as well as how biologically similar it is to the organisms in the Civilized Galaxy.
Basic Info: Biological detail that doesn't offer too much help on its own; such as, knowing positive effects of plants, or a single stat or ability (not its weakest) of a creature.
Advanced Info: Complicated biological details such as biological hazards or benefits. Will tell you a physical weakness of an enemy.
Chemical Rarity: Determined by how common it is throughout the galaxy as well as the complexity of its chemical composition. Chemicals can only be analyzed once.
Psychological "Rarity" is replaced with characters Presence, Intellect, Psychology, or Deception (whichever is highest). You get Advanced info if you beat this, you get basic info if your less than 5 below.
Historical Rarity is determined by its commonness throughout the galaxy as well as whether the character making the analysis check would be more or less likely to know.
Tech Skills
Many Tech have Skill Requirements to be able use them.
Degradation: Most tech can have 2 levels of Degradation rolling a Critical fail while using a piece of Tech will cause it to degrade 1 level unless you roll a 6 on severity
Degraded: must succeed in a hard tech check (equal to the rank of the item) whenever you use this tech.
Crit Degraded: can only be used once a day by succeeding tech check
Power Usage: Most Tech needs powered, Charge Packs are the most common form of convenient power. Tech that uses these will take charge away from your power source. Roll a hard tech check of the rank of the tech you're using if you pass the item only uses half charge if it's Crit the item uses no charge
Navigation Skills
Navigate: Determine if a party finds a location add the Navigation Difficulty of the current area and the Level of Information the players currently have as to where it is. Asking around or finding directions can help your navigation roll. If the players repeatedly fail to find the location, they can ask for directions or find environmental clues to lower the difficulty of the check.
Navigation Difficulty:
Uses Skill Check Difficulty Table
Level of Information:
Very High Info: +15, High Info: +10, Medium Info: +5, Low Info: +3
If you fail to find the location you're looking for you will take your roll to the Explore table to see the results.
Explore: Fail Easy Check: negative encounter or bad location.
Fail Hard Check: You find an average encounter or basic location.
Pass Hard Check: Find positive encounter or location
Blend In: Pass Hard Nav check of opponents rank to gain advantage on your Stealth rolls.
Spot Ambush:
If the party rolls a negative encounter it may be an Ambush. If it is they will need to roll
Perception + Navigation Skill + D20 vs the opponents: Stealth + Maneuverability + D20
If the party is successful they will spot the ambushers before they attack. Getting prep time and a +10 to Initiative at the start of combat. If the party fails then the opponents get the drop on them causing the party to be surprised.