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Chart 5-5: SPECIAL TECHNIQUES cont’d

                                                                                                   Ki     Exp. Points
          TECHNIQUES                DESCRIPTION                          EFFECTS                  Energy   to Purchase
                                                                                                  To Use   Technique
            Diversion II    Distract guards by starting a me-  Causes guards to leave a post or
                            dium-sized fire away from a       pace route to investigate fire for
                            planned point of entry            1D12 melee rounds
                                                                                                    2        30
              (Recharge)                                      Prerequisite: MOV 4 or higher
           Diversion III    Distract guards by starting a     Causes guards to leave a post or
                            large fire away from a planned    pace route to investigate fire for
                                                                                                    2        30
                            point of entry                    1D12+4 melee rounds
              (Recharge)                                      Prerequisite: MOV 4 or higher
          Water Disguise    Throwing duckweed over water      +2 STE while in water; +1 STA
                            in order to conceal underwater    while in water
                                                                                                    3        25
                            movement.                         Prerequisite: STE and MOV 3 or
              (Recharge)                                      higher
          Lock Picking I    Pick “Normal” locks more          User receives +1 to lock picking
                            quickly.                          rolls vs. “Normal” locks
                                                                                                    2        10
              (Recharge)                                      Prerequisite: N/A
          Lock Picking II  Pick “Hard” locks.  Pick           User receives +1 to lock picking
                            “Normal” locks with greater       rolls vs. Hard Locks or +2 to lock
                            ease.                             picking rolls vs. “Normal” locks
                                                                                                    4        25
              (Recharge)                                      Prerequisite: Lock Picking I
                            Pick “Special” locks.  Pick       User receives +1 to lock picking
                            “Hard” locks with greater ease.    rolls vs. “Special” locks or +2 to
          Lock Picking III  Pick “Normal” locks with the      lock picking rolls vs. “Hard”
                            greatest of ease.                 locks or +3 to lock picking rolls     6        25
                                                              vs. “Normal” locks

              (Recharge)                                      Prerequisite: Lock Picking II
                            Move over obstacles and hide      +1 to rolls for Breaking out of                          C
              Escape        better when being pursued.        Grapples or Binding, +2 MOV                              h a
                                                              and +1 STE lasting 1D4  melee         8        21        p
                                                              rounds                                                   t
                                                                                                                       e
                                                              Prerequisite: Camouflage
              (Recharge)                                                                                               r
              Acting I      Acting in the manner of an        +1 STE or +1 to PhB for rolls of
                            Entertainer (Appropriate clothes   persuasion; +5 Critical Strike
                                                                                                    5        25
                            required).                        Prerequisite: PhB 3 or higher
              (Recharge)
             Acting II      Acting in the manner of a Priest   +1 STE or +1 to PhB for rolls of
                            (Appropriate clothes required to   persuasion; +5 Critical Strike
                                                                                                    5        25
                            use technique to use technique).   Prerequisite: PhB 3 or higher
              (Recharge)
             Acting III     Acting in the manner of a         +1 STE or +1 to PhB for rolls of
                            Merchant (Appropriate clothes     persuasion; +5 Critical Strike
                                                                                                    5        25
                            required to use technique).       Prerequisite: PhB 3 or higher
              (Recharge)
             Acting IV      Acting in the manner of a         +1 STE or +1 to PhB for rolls of
                            Fortune Teller (Appropriate       persuasion; +5 to Critical Strike     5        25

                            clothes required to use technique).  Prerequisite: PhB 3 or higher
              (Recharge)
             Acting V       Acting in the manner of a Monk    +1 STE or +1 to PhB for rolls of
                            (Appropriate clothes required to   persuasion; +5 to Critical Strike
                                                                                                    5        25
              (Recharge)    use technique).                   Prerequisite: PhB 3 or higher
             Acting VI      Acting in the manner of a Ronin   +1 STE or +1 to PhB for rolls of
                            (Appropriate clothes required to   persuasion; +5 to Critical Strike
                                                                                                    5        25
              (Recharge)    use technique).                   Prerequisite: PhB 3 or higher

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