New Skills and Abilities, NonWeapon
Proficiency | # Of Slots Required |
Relevant Ability |
Check Modifier |
CP Cost |
Initial Rating |
|
1 |
Charisma/(Lead) |
0 |
2 |
8 |
Intimidation |
|
1 |
Dexterity/(Bal) |
0 |
2 |
7 |
Quickness+Endurance | |
1 | Dexterity/(Aim) |
0 |
2 |
8 |
Quickness |
|
1 | Dexterity/(Aim) |
0 |
2 |
6 |
||
1 | Intelligence |
0 |
2 |
5 |
Engineering | |
1 |
Dexterity/ |
0 |
2 |
7 |
Quickness | |
1 | Dexterity/(Bal) |
0 |
2 |
5 |
'Called Shot' special |
Cowboy Cool - This allows the user to stare down an opponent in a duel and gain a psychological advantage. On a successful Charisma check by the user, the opponent suffers a -2 penalty to his next to-hit roll (and to his next Dexterity check if using the Fast Draw proficiency below). This proficiency requires two rounds of concentration to take effect. Cowboy Cool can also be used to negate someone else's attempt to use Cowboy Cool or to spin one or two six-shooters on one's fingers without dropping them.
Fan Shooting - The user attempts to shoot as
many missiles (i.e. darts, bullets, beams, etc.) as possible within one round. The extent
of success on the user's Dexterity check indicates the number of darts that can be fired
at a given combat round. A successful Dexterity check allows at least two shots during the
same round; if the Dexterity score was beaten by 3-5 points, at least three shots in a
round; 6-8, up to four shots; 9-11. five shots; and 12 or more, all six shots. Each
successive shot suffers a cumulative -1 penalty to hit (-1 for the first shot, -2 for the
second, etc.). Of course, this assumes that the weapon holds six missiles.
The first shot occurs when the user should normally be allowed to fire during the combat
round (i.e. initiative). Each successive shot will then happen in each successive segment.
Fast Draw and Fan shooting proficiencies can be used simultaneously.
Fast Draw - Upon making a successful Dexterity check, a user can shoot before anyone else during a combat round, regardless of the original Initiative result. If two opponents fight a duel and both use the Fast Draw proficiency, the one who beats his Dexterity score by the highest amount gains the initiative.
Hip Shooting - The user has the ability to shoot from the hip. The proficiency allows the user to shoot faster, adding a +2 bonus to Dexterity checks made for Fast Draw or Fan Shooting attempts. Unfortunately, it is less accurate and causes a -2 penalty to hit in both cases.
Repair Cimarron Six-Shooter - On a successful Intelligence check, the user can repair a jammed Cimarron Six-Shooter. Each attempt takes a full hour. He may try as many times as needed to repair the weapon. An unmodified score of 20 causes the weapon to break permanently.
Speed Loading - For a specific missile weapon, character cuts reloading time of weapon in half with no penalties.
Sharpshooting - On any to-hit roll of 20 or better after modifications, the user may make an extra Dexterity check. If successful, the user designates a particular spot on a target to be hit by the dart. This can be used to automatically disarm an opponent or inflict maximum damage. Sharpshooting cannot be used with the Hip Shooting or Fan Shooting proficiencies.
Substitute - There is already some NWP's that may substitute some of the skill presented here. Quickness can be found in Player Option: Combat and Tactics page 80. It might be possible to find other substitutes in the various rulebooks.
Professions | Profession | ||||||
Cost |
Base Score |
Text | Cost |
Base Score |
Text | ||
Engineer: | Warrior, Rogue | Pilot / Driver: | Warrior, Rogue | ||||
Explosive, Extensive | 4 | 5 | Int (Know), Wis(Int) | Vehicle Handling, Air | 4 | 5 | |
Vehicle Handling, Ground | 2 | 6 | |||||
Officer: | Warriors | Soldier: | Warrior, Rogue, Officer, Pilot / Driver | ||||
Leadership | aka Leadership | Explosive Basic | 2 | 5 | Wis (Int), Dex (aim) | ||
Artillerist | aka Artillerist | Cover | 3 | 7 | Dex(Bal), Int (know) | ||
Throwing | 2 | 8 | aka Throwing | ||||
Scientist: | Wizard | Doctor/Medical Scien: | Cleric | ||||
Computer Programming | 2 | 9 | aka Modern Languages | Surgery | aka Healing | ||
Research | aka Spellcraft | Research | aka Spellcraft | ||||
General | All | High-Level | |||||
Fast Draw | 6 | 3 | aka Quickness | ||||
Rope Use | Now allows to set up and perform a rappelling. | ||||||
Computer Use | 3 | 6 | For hacking (-4), general use and the like. | ||||
Cowboy Cool | aka Intimidation | ||||||
List of NWP that is not readable useable in Futuristic AD&D (Or should be renamed): Heraldry, leather working, Mining, Pottery, Sculpting, Seamanship, Stonemasonry, Weaving, Religion (maybe later), Gem Cutting, |
Explosive: The Basic level gives him the knowledge to place explosive where they will do best use, while the extensive level also gives the knowledge to procure / manufacture explosive out of close to nothing. On a successful check will he make 1d3+1 charges.
aka: Means that I've just changed the name, and the real description is to be found in the books.