Difference between revisions of "New Rules for the Game"
Line 15: | Line 15: | ||
''Vibro:'' <br> | ''Vibro:'' <br> | ||
Covers the use, maintenance and repair of Vibro weapons. <br> | Covers the use, maintenance and repair of Vibro weapons. <br> | ||
+ | |||
+ | ==='''Knowledge'''=== | ||
+ | '''Updated Usage''': <br> | ||
+ | Scholars are valued for their wise counsel. Characters with the Knowledge Skill can impart their wisdom prior to another Character attempting a Test. The Advising Character makes a Knowledge (Education) Test against a Challenging (9) Difficulty. Each Degree of Success grants the Primary Character a Bonus Die on their test. The Primary Character gain only gain a number of Bonus Dice equal to the the Advising Character's Ranks in the Education Specialty. Providing Advice takes one hour per Bonus Dice granted. <br> | ||
==='''Marksmanship'''=== | ==='''Marksmanship'''=== |
Revision as of 12:10, 12 October 2014
Contents
Abilities
Animal Handling
This ability has been removed. It has been replaced by the Survival (Animal Handling) Specialty.
Endurance
New Specialty:
Fortitude:
This Specialty replaces the Stamina Specialty. Whenever you take Injuries or Wounds you may test Endurance to overcome them. See the Character Condition Section for Injuries and Wounds and recovery.
Fighting
New Specialties:
Lightsabers:
Governs the construction, repair and use of Lightsabers.
Vibro:
Covers the use, maintenance and repair of Vibro weapons.
Knowledge
Updated Usage:
Scholars are valued for their wise counsel. Characters with the Knowledge Skill can impart their wisdom prior to another Character attempting a Test. The Advising Character makes a Knowledge (Education) Test against a Challenging (9) Difficulty. Each Degree of Success grants the Primary Character a Bonus Die on their test. The Primary Character gain only gain a number of Bonus Dice equal to the the Advising Character's Ranks in the Education Specialty. Providing Advice takes one hour per Bonus Dice granted.
Marksmanship
New Specialties:
Blasters:
Covers the use of hand-blasters, including Sporting and Heavy Blasters.
Blaster Rifles:
Covers the use of Blaster Carbines and Blaster Rifles of all kinds.
Archaic:
This specialty replaces Bows and Crossbows Specialties. Any requirement based on those Specialties is satisfied instead by this Specialty.
Slug Throwers:
Slug Throwers have been all but been replaced by Blaster technology, still they find use in many parts of the Galaxy. This specialty covers any kind of personal weapon that users a chemical charge to propel a bullet.
Gunnery:
This Specialty covers the use of Heavy Weaponry and Artillery, including Starship weapons.
Mechanics
Mechanics is 'catch-all' skill for hands on technology. It covers everything from piloting and operating Starships to using various pieces of technology, like communication equipment, sensors and shields. Further it covers the repair (but not design, construction or reconstruction) of various tech.
Specialties:
Drive
The Drive skill covers the operation of ground-based craft of all kinds including wheeled, tracked, repulsor-lifted and walkers.
Capitol Ship Piloting
This Specialty is used whenever you are piloting large spacecraft classified as Capitol Ships, including Frigates, Destroyers, Cruisers and Battleships. Beyond basic flight operations, this also covers navigation and Astrogation.
Repair
Like its name suggests, the Repair specialty covers the making repairs to damaged equipment. This includes everything from patching holes, repairing hyperdrives, restoring power, fixing droids and speeders. The Difficulty of this Test is determined by the level of damage and complexity of the system being fixed. These Tests are almost always Extended Tests.
Starfighter Piloting
This Specialty is used whenever you are piloting small starships classified as Starfighters, but also includes atmospheric fighters and Shuttles. Beyond basic flight operations, this also covers navigation and Astrogation, if the starship is capable of Hyperspace Jumps.
Starship Piloting
This Specialty is used whenever you are piloting medium spacecraft classified as Starships, including transports, patrol craft and military gunships. Beyond basic flight operations, this also covers navigation and Astrogation.
Systems
This Specialty governs the use of mechanical and electrical systems, from ancient hydro-mechanical, electro-mechanical, electric, digital to modern holonet transceivers.
Presence
Presence represents a characters force of personality. While it can be impacted by your characters Status or Rank, it is more about how your character carries themselves, how they presents themselves to others. With nothing but a stern look they can silence on lookers and drive conversations. This Ability replaces Status.
Specialties:
Inspire
The Character's very presence is enough to bolster their allies and drive them to excel. A Character may make a Presence (Inspiration) Test at a Challenging (9) Difficulty. For each Degree of Success, the Inspiring Character generates a Bonus Die which may then be distributed to Characters that witnessed the speech, however no character may gain more than a one Bonus Die in this way. During Warfare Scale Conflicts, Units are considered Characters for this purpose.
Reputation
You test Presence when determining initiative during Intrigues. Your reputation greatly improves the attitudes of others and the respect you command grants you the opportunity to speak first.
Tact
Presence is more than your bearing, it also includes your training and education in social etiquette, customs and traditions and the expected behavior of others. You may test Presence to determine what would be the appropriate action or response in a social situation. Further, those with high Presence (4 or more) will often be more willing to consider you if you adhere to social conventions. At the start of an Intrigue with a character with a Presence of 4 or above, you may test Presence (Tact) against their Intrigue Defense. If you succeed you gain a Bonus Die that may be used at any point during the Intrigue, plus an additional Die for every 2 Degrees of Success beyond the first.
Other Uses:
Your Rank in Presence partially determines your Intrigue Defense.
Survival
New Specialties:
Animal Handling:
This Specialty replaces the Animal Handling Ability. Any rule that requires the Animal Handling Ability is satisfied by this Specialty.
Thievery
New Specialty:
Slice
This Specialty covers hacking, decoding, and overriding computers, droids, and electronic security systems. Common Systems are a Challenging (9) Difficulty, Excellent Systems are a Hard (15), and high end Military Encryptions are a Heroic (21) or higher.
Will
Updated Usage:
Coordinate:
The Will Skill allows a Character to make assistance from others more effective. When a Character is making a Test and is being added by at least two additional Characters, their aid can be coordinated by another character. The Coordinating Character makes a Will (Coordination) Test at a Challenging (9) Difficulty. For every Degree of Success, the Primary Character gains an additional Bonus Dice. The Primary Character can only gain a number of Bonus Dice equal to the number of Characters that were providing Assistance, not including the Coordinating Character. Any test that benefits from Coordination takes twice as long to complete.