B.Y.O.V.


Role Playing Game Club



Advanced Skills


Appeal
Requirements: 5D in three of the following: Bargain, Command, Con, or Persuasion.
This is the character's ability to make both himself and his ideas more appealing to others. When making a roll for Bargain, Command, Con, or Persuasion, the character may add his Appeal dice as bonus dice.

Blind Fighting
Requirements: 5D in any combat skill.
Blind Fighting dice are added to any combat skill whenever penalties are given for darkness, blindness, or low light. The added dice may never raise the skill beyond normal levels, but may completely cancel out all penalties. This skill may be used with skills other than combat, at the GM's option.

Body Building
Requirements: 5D in Stamina and Lifting.
For every 1D in Body Building, the character gains +1 on his rolls to resist damage, and +2 on damage rolls for Brawling and Melee. He may add full Body Building dice to any roll which requires sheer strength of body (sprinting, lifting, short climbs, etc).

Engineering
Requirements: 5D in the related repair skill.
Unchanged from the main rule book. Engineering allows a character to build new items and improve existing ones, rather than simply repairing or jury-rigging equipment. The appropriate Engineering skill may be added as bonus dice to a matching Repair skill.

Fencing
Requirements: 5D in Melee and Melee Parry.
This skill may be used with any light, bladed melee weapon, including knives and swords, but not axes, large swords (two handed), bayonets attached to guns, etc. Fencing dice may be split as bonus dice between Melee and Melee Parry rolls. The fencer adds +1 to damage for every 1D in Fencing. Twice the Fencing dice are added when performing a full parry.

Martial Arts
Requirements: 5D in Brawling and Brawl Parry.
Martial Arts dice may be split up between attack and defense (brawling and brawl parry). The martial artist adds +1 to damage for every 1D in Martial Arts. Twice the Martial Arts dice are added when performing a full parry.

Medicine
Requirements: 5D in First Aid.
Same as in the main rule book. Medicine allows the use of bacta tanks, surgical procedures, and other medical treatments beyond basic first aid. Medicine may also be added as bonus dice to a First Aid roll.

Surgical Strike
Requirements: 5D in any fighting skill or Demolitions.
The character may inflict his Surgical Strike dice as extra damage on any attack (or demolitions attempt if appropriate), but must also take half the dice as a penalty to hit (reflects the difficulty in hitting a small, vital area). The strike requires such concentration that the character's initiative roll is at -1D, and the character can do NOTHING else that round, including moving or dodging/parrying. He may talk freely, however.

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