Special Sciences




Each time you gain a master rank, you may choose one special science that corresponds to the primary skill group you put the master rank in. Thus, if you put both of your starting master ranks into Psi Atom, you would get to choose 2 special psi atom sciences when creating your character. If you gained a master rank in Psi Energy upon reaching level 5, you would then get to choose a special psi energy science for your character.

Special Combat Sciences

Combat Styles
Highly Defensive - Get a bonus of up to +10 on all of your defensive skill checks, and a penalty equal to twice this bonus on all of your offensive skill checks.

Combat Disciplines
Applied Knowledge in Combat - Get a bonus to your Combat skill checks equal to half of your total ranks in other primary skill groups (master ranks are treated as normal ranks for the purpose of this bonus.) Get a bonus to other primary skill checks equal to half of your ranks in Combat (master ranks are treated as normal ranks for the purpose of this bonus.) You may only benefit from one Applied Knowledge discipline at a time.
Combat Ace - Get a +2 bonus on all Combat skill checks.
Combat All Out Defense - Once a day, for one round, you may use Combat skill checks in place of any other defensive skills checks. For example: you could use a Combat skill check to resist a psi atom force. Using this discipline does not count as as your action for the round. So, you could use this discipline and still attack, use a psionic force, or any other valid action.
Combat Secondary Skill - Choose one of the following primary skill groups: Negotiating, Psi Atom, or Psi Energy. Twice a day, you may treat your ranks in Combat as ranks in the other primary skill group you chose. Master ranks are treated as normal ranks for this purpose. For example: if you chose Negotiating, you could treat your ranks in Combat as ranks in negotiating (though your master ranks in combat would be treated as normal ranks in Negotiating.) The switch lasts for 1 round. Using this discipline does not count as as your action for the round.
Combat Versatility - Gain 3 combat sciences.

Special Negotiating Sciences

Negotiating Tricks
The following Negotiating trick has a difficulty of 20. Like other negotiating tricks, the difficulty goes up by 5 for the rest of the day each time the trick is used (whether successful or not.)
Rally Own Defense
For two rounds, you get a +5 bonus to all defensive skill checks.

Negotiating Disciplines
Applied Knowledge in Negotiating - Get a bonus to your Negotiating skill checks equal to half of your total ranks in other primary skill groups (master ranks are treated as normal ranks for the purpose of this bonus.) Get a bonus to other primary skill checks equal to half of your ranks in Negotiating (master ranks are treated as normal ranks for the purpose of this bonus.) You may only benefit from one Applied Knowledge discipline at a time.
Negotiating Ace - Get a +2 bonus on all Negotiating skill checks.
Negotiating All Out Defense - Once a day, for one round, you may use Negotiating skill checks in place of any other defensive skills checks. For example: you could use a Negotiating skill check to resist a psi atom force. Using this discipline does not count as as your action for the round. So, you could use this discipline and still attack, use a psionic force, or any other valid action.
Negotiating Secondary Skill - Choose one of the following primary skill groups: Combat, Psi Atom, or Psi Energy. Twice a day, you may treat your ranks in Negotiating as ranks in the other primary skill group you chose. Master ranks are treated as normal ranks for this purpose. For example: if you chose Psi Atom, you could treat your ranks in Negotiating as ranks in Psi Atom (though your master ranks in Negotiating would be treated as normal ranks in Psi Atom.) The switch lasts for 1 round. Using this discipline does not count as as your action for the round.
Negotiating Versatility - Gain 3 negotiating sciences.

Special Psi Atom Sciences

Psi Atom Psionic Forces
The following psionic force has a difficulty of 25.
Personal Atom Barrier
Keyterms - None
PA FP Cost - 15
Maintainable - Yes
You get a +10 bonus to all defensive skill checks. Howrever, each time you make a successful defensive skill check, this bonus is decreased by 1 (thus, after 3 successful defensive skill checks of any kind, the bonus would be down to +7.) When the bonus reaches 0, the maintenance of this force instantly ends.

Psi Atom Disciplines
Applied Knowledge in Psi Atom - Get a bonus to your Psi Atom skill checks equal to half of your total ranks in other primary skill groups (master ranks are treated as normal ranks for the purpose of this bonus.) Get a bonus to other primary skill checks equal to half of your ranks in Psi Atom (master ranks are treated as normal ranks for the purpose of this bonus.) You may only benefit from one Applied Knowledge discipline at a time.
Psi Atom Ace - Get a +2 bonus on all Psi Atom skill checks.
Psi Atom All Out Defense - Once a day, for one round, you may use Psi Atom skill checks in place of any other defensive skills checks. For example: you could use a Psi Atom skill check to avoid an attack. Using this discipline does not count as as your action for the round. So, you could use this discipline and still attack, use a psionic force, or any other valid action.
Psi Atom Secondary Skill - Choose one of the following primary skill groups: Combat, Negotiating, or Psi Energy. Twice a day, you may treat your ranks in Psi Atom as ranks in the other primary skill group you chose. Master ranks are treated as normal ranks for this purpose. For example: if you chose Psi Energy, you could treat your ranks in Psi Atom as ranks in Psi Energy (though your master ranks in Psi Atom would be treated as normal ranks in Psi Energy.) The switch lasts for 1 round. Using this discipline does not count as as your action for the round.
Psi Atom Versatility - Gain 3 psi atom sciences.

Special Psi Energy Sciences

Psi Energy Psionic Forces
The following psionic force has a difficulty of 25.
Personal Energy Barrier
Keyterms - None
PE FP Cost - 15
Maintainable - Yes
You get a +10 bonus to all defensive skill checks. Howrever, each time you make a successful defensive skill check, this bonus is decreased by 1 (thus, after 3 successful defensive skill checks of any kind, the bonus would be down to +7.) When the bonus reaches 0, the maintenance of this force instantly ends.

Psi Energy Disciplines
Applied Knowledge in Psi Energy - Get a bonus to your Psi Energy skill checks equal to half of your total ranks in other primary skill groups (master ranks are treated as normal ranks for the purpose of this bonus.) Get a bonus to other primary skill checks equal to half of your ranks in Psi Energy (master ranks are treated as normal ranks for the purpose of this bonus.) You may only benefit from one Applied Knowledge discipline at a time.
Psi Energy Ace - Get a +2 bonus on all Psi Energy skill checks.
Psi Energy All Out Defense - Once a day, for one round, you may use Psi Energy skill checks in place of any other defensive skills checks. For example: you could use a Psi Energy skill check to avoid an attack. Using this discipline does not count as as your action for the round. So, you could use this discipline and still attack, use a psionic force, or any other valid action.
Psi Energy Secondary Skill - Choose one of the following primary skill groups: Combat, Negotiating, or Psi Atom. Twice a day, you may treat your ranks in Psi Energy as ranks in the other primary skill group you chose. Master ranks are treated as normal ranks for this purpose. For example: if you chose Combat, you could treat your ranks in Psi Energy as ranks in Combat (though your master ranks in Psi Energy would be treated as normal ranks in Combat.) The switch lasts for 1 round. Using this discipline does not count as as your action for the round.
Psi Energy Versatility - Gain 3 psi energy sciences.

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