
NEW SKILLS Specializations: When a character reaches level 4 in any skill, he chooses a specialization in a special area of expertise. When applying the skill on something the character is specialized on, he recieves a bonus to the roll based on his Intelligence attribute (use the "Base Damage" table on the core book and get the "Base Damage" for the Intelligence attribute) ***NOTE: Technollogy skills applied to alien gear have a penatly on its roll from -3 to -6 at GM's discretion.*** Intelligence The techniques of the art of war. Intelligence, counterintelligence, and so. When planning an attack or ambush, a succesfull intelligence roll provides the attacking group with combat bonuses. This skill costs as a discipline at character creation. System: An "average" Int score is calculated with the average of the whole group involved (synchronized teamwork is VITAL). Then, with this new Int score, the Int+intelligence roll is made, the diffiulty is twice the Int attribute of the rival group's leader (add his level of the Intelligence skill if aviable). In case of infiltration into an enemy base, the difficulty is the (Intx2)+Security of the officer in charge of the security. In any case, success on the roll earns the whole group a bonus to all rolls directly involved in the primary activity of +1 per each 2 points the total exceeds the difficulty. However, in the case of a base under attack or a group already expecting an ambush and looking for enemies, the other group can make a counterintelligence roll; in this case, it becomes a contested roll. *Suggested specializations: Infiltrations, battlefield tactics, enemy tactics' analysis, counterintelligence, ambushing. Outer Space Survival Enable characters to build tolerance to long periods in space (even if it is a space ship *cabin fever anyone?*), and to make their way in foreing ecosystems. *Suggested specializations: Extended Travels, Recognize Potential Food, Find Shelter, Resources Administration. Piloting This skill must be bought separately for each type of vehicle. *Suggested specializations: Hover vehicles, Space Fighters, Battle Cruisers, Interestelar Spacecraft, Submersibles, Heavy Artillery Vehicles, Robots and Power Armor. Space Navigation Deep knowledge about planetary systems, constelations, and other references that can help a character find his way in space should navigation systems be unaviable (add the level of this skill to navigation rolls when piloting spacecraft). *Suggested specializations: Quick Travel, Escape Routes, Dangerous Routes, Interestelar Tracking. Surveillance Knowledge on the several methods and systems used for vigilance, security, and surveillance. *Suggested specializations: security systems, surveillance techniques* Weapon Systems Skill in the using, repairing, building and sabotaging weapons systems. Be it a starship's, heavy artillery, stationary defense systems, and the like. Each three levels, add +1 to all attack rolls when using any weapon system. *Suggested Specializations: Stationary Defense Systems, Spacecraft, Robotics and Power Armor, Heavy artillery Vehicles. NEW DISCIPLINES Zero Gravity Fighting Special training that helps the character getting used to, and adapting his fighting skills, to a zero gravity environment. Each level automatically restores 1 Agility point of the penalty for zero gravity and, should the character succeeds a Zero Gravity Fighting roll against dificulty 18, the character is completely free of the penalties. Only one roll per combat is allowed. NEW DISADVANTAGES Mistaken identity(-2/-3) In a galaxy far far away... but quite recently, there was this guy doing all sorts of things... some good, some not so... the point is, this guy has YOUR face. In the -2 version, ppl confuses you with a specific person (a most general figure), be it a hero (case in which they'll usually expect you to help them with problems FAR beyond your reach), a villain/criminal (just keep running please), etc. The -3 version, on the other side, makes your face quite personable...in fact, in different places and planets you WILL be confused with an infinite number of different persons. In one planet, you may be considered a hero while in the other you are the legendary demon and the next day you're the long lost soldier boyfriend of a lonely girl. In the -3, the player has no control over who will his character be confused with the next time. GM's on shortage of ideas can use this for some funny short stories (just don't repeat the mess-of-the-week cliché too often). Mundane(-10) In the context of anime and fighting games, you can be described as a "mere mortal". You are unable of harnessing the spiritual force of Chi, with all its consequences. You can't buy nor use any maneuver or power which uses Chi and are banned from most weird powers (still, mutant animal, cybernetics and hi-tech are still ok). Other than Ki-Ai, the Extra-force modifier, and other examples of things one see in real life's average martial arts practitioners, the character is banned from any maneuver or power of spiritual, supernatural or otherwise not mundane nature. Gunfighters, Hi-Tech characters and almost EVERYONE in the Galactic Pact Organization's planets are usually afflicted with this. Space Criminal(-3) Galaxy Police can get quite touchy sometimes. The character doesn't need to be a "space rogue" of sorts, maybe he just did something in his own planet that, unwittingly, had a negative impact in the galaxy. What's worse, as the Galaxy Police is in touch with several planets, you may get into the galaxy's most wanted quite fast. Technophobic(-3) The character comes from either a barbaric, pre-technology age, mystically oriented, or otherwise planet without the bliss of technollogy. Can't choose any technollogy-related skill. NEW ALIEN / MUTANT ANIMAL / MONSTER TRAITS ***Most of these can also be acquired by Superhuman characters at your GM's discretion.*** Environment Adaptability (4) A character with this advantage has an organism that self adapts to any kind of biosphere (ie toxic, corrosive, too hot, freezing cold, etc). The character can function in almost any biosphere normally with no penalties nor ill effects. Not effective for distinct gravities or vacuum. Incompatible life conditions(-4) The alien was born in either a frozen world, a high temperature world, different pressure, etc. As a result it must live inside a permenently conditioned environment (ie a space suit). In combat, each blow delivered has a chance of damaging the suit's life support system rendering inoperate (percentage equals the amount of damage delivered). Outside its controled environment, the Alien will suffer 5 points of unsoakable damage per turn and all physical attributes are considered half). The suit can either be a regular space suit or be built with character points as a Hi-Tech armor. In the latter case, the characters knows automatically how to repair and give it proper maintenance. Low-Gravity world(-3) The coming to a world with a considerably heavier taking its toll on the character. -3 soak and movement is half. Radiation Emissor(-2) The alien comes from a high radiation world. As a consequence, it constantly radiates low-level emissions which can prove dangerous to its companions unless always wearing a protective suit. Each time the character recieves a blow, there is a 25% chance that a rip will open in the suit and, after combat, a chance that the character/s nearest to him at the moment of combat contract radiation poisoning (1%, cumulative each time that ever happened before). Ultra-Gravity world(+5) The character comes from a world with a superior gravity than our own which gives it superior strenght and endurance under our circunstances. Lower the XP cost of increasing physical attributes as well as the Body Hardening and Iron Fist Disciplines by 25%. Vacuum Resistant(+3) The alien is immune to all the ill effects of space: vacuum, bare radiation, lack of oxygen (still breaths oxygene *or whatever it breaths*, but doesn´t suffer from asphixya somehow), etc. Strangely enough, the character is still vulnerable to poisonous gases, can drown, etc. |


