Aliens
Creatures
Droids
Equipment
Feats
The Force
The Galaxy
GM Conservatory
Prestige Classes
Schematics Lab
Skills
Starships
Vehicles



FEATURES

The Datapad Handbook
The Cybernetics Handbook




Home
InformAction
Short Fiction
d20 HoloArchives
THIS JUST IN!!!
and Friends
About Dan



Links
Contact Us

Updated: 16 August 2002 / Items: 6    

Standard Skills

Mimic Voice
Seduce

Force Skills

Force Panic
Levity
Soothe Beast
Steal Breath


Mimic Voice (CHA)

Use this skill to alter your voice. You have a knack for listening to a person and recreating their voice from your memory. With more training (and in disguide or unseen), you can mimic voices across gender, age category or even species.

      Check: Your Mimic Voice check determines how convincing your words sounded. It is opposed by others' Listen check results. You must make a Mimic Voice check every time you say something. Make one Mimic Voice check even if several people make Listen checks. (The GM may choose to make your Mimic Voice check secretly so that you are not sure how succesful it was.

       If your mouth is concealed or you are communicating electronically, you receive a +5 circumstance bonus to your Mimic Voice check. The success of your Mimic Voice check depends in part on how much you are attempting to change your voice:
       -Mimicking the voice of a friend or someone you are very familiar with (Modifier: +4)
       -Mimicking the voice of a different age category (Modifier: -2)
       -Mimicking the voice of the opposite sex (Modifier: -4)

       In order to mimic a voice in another language requires you to speak that language. Others' Listen checks are effected by their familiarity with the language you are speaking. If mimicking to someone who does not understand the language, you should still be capable of recreating the "sound" or intonation of that language. If mimicking to someone in their native language, a Bluff check will be required as well. This reflects that there is far more to a language (ie. body language). When modifying the opponents' Listen checks, the GM is advised to think of how integral one's language is to his or herself

      Special: If you have five or more ranks of Diplomacy, you get a +2 synergy bonus when attempting Mimic Voice before an audience of five or more.

      Retry: You may reattempt to mimic a voice only if others did not see you. (Obviously, if they can not put the man with the voice, you can reattempt.)

Seduce (CHA)

Use your breathtaking beauty and sex appeal to persuade the opposite sex (or, in a very different type of campaign, the same sex) into giving you information, safe passage or their credit chip.

      Check: The result of your Seduce check determines the DC of your target's Will save:

             Result       Target's Will Save DC
             Up to 5              5
             6-10                  10
             11-15                15
             16-20                20
             21-25                25

       Note that some species such as Hutts are asexual and do not have to make a Will save when a Seduce check is targeted against them. In addition, the GM may determine that other factors can affect the target's Will save DC such as alcohol or low lights.

      Special: Female characers begin play with Seduce as an automatic skill, a Gender Skill if you will.

      Retry: If the target's Will save result is five or better than the DC, a second Seduce check is useless. He does not fancy you.

Force Panic (WIS)

Alter; Dark Side; Create a powerful convergence of the Dark Side around a target, causing them to have a panic attack. The weight of the convergence becomes too thick for the mind to bare and the body reacts by losing control. The target has a hard time accomplishing just about anything.

      Check: Requires the target to be in site. The effects of Force Panic last for a number of rounds equal to the Force-User's Force level. A Force Panic check provides a Force penalty to a target's skill checks and attack rolls:
             Result:       Penalty:
             Up to 9          -1
             10-14            -2
             15-19            -3
             20-24            -5
             25-29            -7
             30 or more    -9

       The Dark Side: Using this skill counts as an attack action. The Force-User receives a Dark Side Point for using this skill.

       Vitality Point Cost: 3

Levity (DEX)

Control; Call upon the Force to keep yourself suspended a meter off of the ground. You can not make an attack or other move action while suspended.

       Check: The DC for a Levity check is 15. The result plus modifiers determines how many rounds you may remain suspended OR the number of meters you wish to travel (at 1/10 your base speed) while suspended.

       Special: While operating a personal repulsor device such as a RepulsorBoard, the user can make a Levity check (DC 15) to receive a +5 Force bonus to all Dexterity and Pilot checks.

       Vitality Point Cost: 2

Soothe Beast (CHA)

Alter; Any beast (defined as a non-sentient being) can be lulled to sleep or at least assuaged by the Force.

The DC and Vitality Point Cost depend on the size of the beast. A beast in a state of rage can not be soothed. If the check fails by five or more, there is no result and no vitality point cost. If the check fails by five or more, the beast is manageable and the vitality point cost applies. Success means the beast falls to sleep for ten minutes.
       Size:                           DC:    Vit:
       Fine/Dim (Sand Tick) 5          1
       Tiny (Boneworm)        10         2
       Small (Worrt)               15        3
       Medium (Nerf)             20        4
       Large (Hutt-size)         25        5
       Huge (Bantha)             30        6
       Gargantuan (Rancor)  35        7
       Colossal (Sarlacc)      40        8

       Retry: You can not attempt to soothe the same beast twice on the same day.

Steal Breath (CON)

Control; Dark Side; Use the Force to fasten your grip around the diaphragm of your target.

       Check: Requires the target to be in sight. The target receives a -4 penalty to all Strength and Constitution checks for a number of rounds equal to your Force-User level.

       The Dark Side: Using this skill counts as an attack action. The Force-User receives a Dark Side Point.

       Vitality Point Cost: 3



Copyright © 2002 by the dan node
Hosted by www.Geocities.ws

1