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Star Trek Voyager RPG d20 System

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Improved Determination<br />

The character has a strong mind. They receive an inherent +2 to all Will Checks.<br />

Improved Agility<br />

The character is exceptionally reactive to their surroundings and receives an inherent +2 bonus to<br />

their Reflex Checks.<br />

Improved Initiative<br />

Requirement: Improved Agility<br />

The character responds more quickly to dangerous situations than is normal. They receive an<br />

inherent +4 bonus to their Initiative rolls.<br />

Improved Disarm<br />

Requirement: Improved Agility<br />

The character can attempt to disarm their opponent without instigating an attack of opportunity.<br />

Improved Trip<br />

Requirement: Improved Agility<br />

The character can attempt to trip their opponent without instigating an attack of opportunity. If the trip<br />

is successful, they can also make one attack against their tripped opponent.<br />

Improved Critical<br />

Requirement: Base Attack Bonus +8<br />

The character chooses a single weapon that they are proficient in. Their critical threat range with that<br />

weapon increases by one.<br />

Low Profile<br />

The character is good at remaining unnoticed. They receive a +2 bonus to hide and move silently<br />

checks.<br />

Unarmed Combat Damage<br />

You are skilled in dealing actual damage (as opposed to subdual damage) with unarmed attacks<br />

without the -4 modifier to attack. You have a critical range of (20, x2) and do 1d6 damage per attack.<br />

(You can increase your attacks via a skill specialisation - see skills)<br />

Defensive Method<br />

Requirement: Hand-to-Hand Combat<br />

When fighting Hand-to-Hand and wearing no armor, a character may add their Wisdom modifier to<br />

their Defense. A character loses this bonus whenever they would lose their Dexterity bonus.<br />

Offensive Method<br />

Requirements: Hand-to-Hand Combat,<br />

Base Attack Bonus +6<br />

While fighting Hand-to-Hand your critical range increases to (19 – 20, x2) and your damage increases<br />

to 1d8 per attack.<br />

Advanced Techniques<br />

Prerequisites: Hand-to-Hand Combat, Offensive Method and Defensive Method<br />

While fighting Hand-to-Hand your critical range increases to (18 – 20, x2) and your damage increases<br />

to 1d10 per attack.<br />

Persuasive<br />

The character receives an inherent +2 bonus to Bluff, Diplomacy and Bargain.<br />

Accurate Shot<br />

A character can fire into a melee situation without suffering the usual -4 penalty for firing into melee<br />

combat.

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