NCE Possible Skill Set for Alternative Setting (Empire Galactique)

Hansuke

Ganger
May 18, 2015
81
69
48
Houston, Texas
I have been looking at changing my game play method for conversion of the Empire Galactique RPG to a Necromunda style of play. I have my basic skills table, but was wondering if anyone might look them over and tell me if any are too harsh or over powered, if you don't mind. Thanks in advance.

Driving vehicles
Terrestrial, Marine, Aerial (TMA) 11 to 16
Technological Level (NT) 1 to 6
The character knows how to use a Land, Sea or Air vehicle. The character knows the operation and maintenance of this vehicle at the NT level rolled.

11 = NT 1: animal or canoe
12 = NT 2: chariot or sailing boat
13 = NT 3: automobile or motor boat or plane
14 = NT 4: slider or jet
15 = NT 5: bubble
16 = NT 6: anti-gravity

Telekinesis 21 (See Wyrd (Outlanders NCE page 19) for actual game play)
The character has a gift for telekinesis. The character gets one random primary power from the Telekinetic Primary Power Table and one random minor power from the Minor Powers Table.

Telepathy 22 (See Wyrd (Outlanders NCE page 19) for actual game play)
The character has a gift for telepathy. The character gets one random primary power from the Telepathic Primary Power Table and one random minor power from the Minor Powers Table.

Faith 23
The character is deeply convinced of the truth of what he says and of the values in which he believes. As faith lifts mountains, it manages to win the support of its interlocutors. Inspirational: Gang members may use the fighter’s Leadership value if they are within 12″ instead of within 6″, as normal, but they must be able to draw LOS to the Leader to do so.

Disguise 24
The character knows make-up and self-plastic surgery, he knows how to disguise his voice, change his gait and wear appropriate clothing to deceive observers. Infiltration A model with this skill can be deployed anywhere on the battlefield at the end of your first turn, though not within 8" of an enemy model.

Consciousness PSI 25 (See Wyrd (Outlanders NCE page 19) for actual game play)
The character knows secret practices of meditation and relaxation allowing him to reach a higher level of bodily consciousness. This skill allows the character to have one random power from the Minor Powers Table.

Medicine 26
The character acquires knowledge in the three areas of traditional medicine, spiritual and cybernetic. Medic If the model didn't go out of action you can re-roll a result on the Serious Injury table for one fighter after the battle. This decision must be made as soon as the injury is rolled and a Medic cannot patch himself up.

Tactics 31
The character knows how to follow a trail, walk silently, and without leaving any traces, camouflage himself to surprise an opponent. Scout: After all players have deployed all their models (including infiltrators) but before the game starts, the ganger can make one free move as though during the movement phase, including Running or using other special movements. Additionally, when sentries attempt to spot this model (in scenarios where those rules are used), they halve all distances to do so.

Unarmed combat 32
The character knows all the techniques of S.D.U. (universal self-defense). He knows how to use his fists, feet and head in unarmed contact combat. Dodge A model with this skill receives a 6+ special save against hits from shooting or in hand-to-hand combat.

Commandment 33
The character can lead a group of men or E.T.'s. Inspirational: Gang members may use the fighter’s Leadership value if they are within 12″ instead of within 6″, as normal, but they must be able to draw LOS to the Leader to do so.

Contact combat 34
The character learns to use a handgun. The player immediately chooses the weapon he wishes to master. The skill acts as a COMBAT SCORE MODIFIER of +1, for close combat and to avoid breakdowns if the character actually has the weapon in question.

Ranged Combat 35
The character learns to use a weapon at long range. The player immediately chooses the weapon he wishes to master. The skill acts as a HIT MODIFIER of +1, for ranged combat in attack and to avoid breakdowns if the character actually has the weapon in question.

Strategy 36
The character knows how to plan and order to achieve a favorable long-term result. He knows how to make the best use of the information that reaches him. Mentor: Other gangers, juves and heavies may reroll all results on the advancement table, but must accept the results of the second roll.

Corruption 41
The character knows human nature well and has sound judgment (albeit cynical) about the encounters he does. He knows how to recognize those who will be convinced by some sum of money and those of the proposal would annoy. This character must make a Leadership check; if the check fails nothing happens. If the check succeeds, the controlling player may select a enemy model within 12'' of this fighter. The selected model rolls 4D6. This is the amount of credits that the controlling player must pay to control the enemy character in its next turn. The selected target model keeps the credits afterwards.

Languages E.T. 42
The character has moved around a lot, and has been confronted with many alien races. He knows the main languages used in the galaxy and the gibberish of many local dialects. This character must make a Leadership check; if the check fails nothing happens. If the check succeeds, the controlling player may select an E.T. within 12'' of this fighter. The selected E.T. will join the controlling players group for the remainder of the game night. At the end of the game night, the controlling player makes another Leadership check; if the check fails nothing happens. If the check succeeds, the selected E.T. will join the controlling players group permantly.

Seduction 43
The character has a pleasant face, a natural magnetism and a direct and spontaneous approach which makes contact with strangers easy. This character must make a Leadership check; if the check fails nothing happens. If the check succeeds, the controlling player may select a enemy model within 12'' of this fighter. The selected model is seduced and the character can control the enemy character in its next turn.

Bargaining 44
The character has a lot of charisma, magnetism and flair. During a commercial discussion, he knows how to lead his interlocutor where he wants. Fence: The leader always seems to know a guy who knows a guy. Any search rolls to find a rare item are made with 2d6+2 instead of the normal 2d6, and the random cost for any rare item (except those with no fixed component) is automatically the minimum.

Hypnotism 45
The character knows the techniques of hypnosis and subconscious suggestions: he can, for a fixed period, keep completely under the influence of his Will a meeting or a character. This character must make a Leadership check; if the check fails nothing happens. If the check succeeds, the controlling player may select an enemy model within 12'' of this fighter. The selected model can not perform any actions for its next turn.

Estimate 46
The character knows how to estimate at their fair value the objects and machines that are presented to him. He sees its qualities and faults perfectly. Fixer If the model didn't go out of action last game and the gang is offered a rare item, then you can roll the rarity value of one item again and choose the lowest value.

Logic 51
The character has clarity and rigor in his reasoning. He knows all kinds of human and E.T. logical processes, including the non-Aristotelian mode. Allied to a beautiful Intelligence, the logic well employed makes the argument irresistible. It makes it possible to convince and to entail the rapid and sincere adhesion of numerous meetings. This skill allows for one re-roll of a failed bottle test

Orientation 52 (Navigation)
The character always knows where to find his way. He knows the positions of the stars and uses all the peculiarities of each planet to locate the "north". Cartographer: After each battle or game night, roll a d6; on a 6, the character has discovered an unclaimed territory for his group to take over - roll on the territories chart to see what it is. Your group is still limited to a maximum of seven territories, as normal.

Prosthesis Weapon 53
The character's right arm is replaced by a normal-looking pseudo-arm. This artificial arm is stronger and more efficient at performing most natural actions. Specialist This skill can only be taken by fighters who do not have access to special weapons. It allows the model to be armed with special weapons as well as basic weapons if they didn't already have access to them.

Combination 54
The character is used to wearing an armored suit (TL 4 to 6). It evolves easily in weightlessness and under different gravities. This skill is required in order to use Combination Armor (Powered Armor).

Combat Robot 55
The character can connect directly to a combat robot (or other robots). This character must make a Leadership check; if the check fails nothing happens. If the check succeeds, the controlling player may select a friendly robot within 12'' of this fighter. The selected robot can immediately make an extra action (move or fire) on its turn.

Prosthesis Repair 56
The character's left arm is replaced by a normal-looking pseudo-arm. This artificial arm actually conceals a real universal repair kit (NT 3 to 6); its fingers can replace any tool, from screwdrivers to precision micro-lasers. Weaponsmith A model with this skill can ignore failed Ammo rolls and weapon explosions on a D6 roll of 4+.

Conversion 61
The character knows how to repair damaged or broken down devices, using spare parts from other machines of the same technological level. To be able to exercise this skill, the character must already have a skill of the appropriate TL: 63 for TL 3, 64 for TL 4, 65 for TL 5, 66 for TL 6. Inventor As long as the model didn't go out of action, roll a D6 after each battle. On a roll of 6 the model has invented something! Roll an item from the Rare Trade Chart to see what he has invented.

Administration 62
The character is used to dealing with officials and official agents of all kinds (customs, police, etc.). He also knows how to behave with them so as to obtain satisfaction. He also knows management and accounting. On a 4+, this skill level acts allows for successful encounters involving characters representing any administration.

Mechanical 63
The character has received the proper technical training to use, maintain and repair NT 3 machines and weapons. He also knows how to open mechanical locks. On a 4+, this skill level acts allows for successful maintenance and repairs in the event of a NT 3 vehicle or weapon failure or accident. This skill also allows for the operation of all NT 3 vehicles.

Electronics 64
The character can use and repair machines and weapons from NT 4. On a 4+, this skill level acts allows for successful maintenance and repairs in the event of a NT 4 vehicle or weapon failure or accident. This skill also allows for the operation of all NT 4 vehicles.

Computing 65
The character can use and repair NT 5 computers, machines and weapons. On a 4+, this skill level acts allows for successful maintenance and repairs in the event of a NT 5 vehicle or weapon failure or accident. This skill also allows for the operation of all NT 5 vehicles.

Robotics 66
The character has received the proper technical training to maintain, program and repair robots. On a 4+, this skill level acts allows for successful maintenance and repairs in the event of a robot failure or accident.