New and Updated Qualities for Star Wars Game

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Benefits

Heritage

Child of the Core Worlds

You grew up in the Core Worlds, the most prestigious, well developed and heavily populated in the Galaxy. This exposed you to hundreds of cultures, modern technology, security and comfort.
You increase your Intrigue Defense by +2. In addition when you Testing Education you reroll a number 1's equal to ½ your Presence.

Child of the Colonies

While the Core Worlds may be the political heart of the Galaxy, the Colonies are the beating heart of trade. While the Corporations still make their work in the Expansion Region, it is the Colonies where many make their home. Here, trade, commerce and industry are held as most important.
You increase the Influence of Bargain and Convince Techniques by 1 against opponents whose Ranks in Will are less than yours.

Child of the Inner Rim

Thousands of years ago, the region that is called the Inner Rim, was expected to be the edge of Known Space. However, through careful political maneuvering, the great Corporations were able to blaze Hyperspace Lanes into the Expansion Region. Still for many the Inner Rim marked the edge of the Republic. Cultures of the Inner Rim have become the “middle children” of the Republic. You are disdainful of those who live closer to the Core, and dismissive of those who live further away.
When you take Influence during an Intrigue, you reduce the influence by ½ of your Presence.

Child of the Expansion Region

When the Corporations gained permission from the Senate to move beyond the edges of the Rim, they found numerous worlds rich in resources. Without the oversight of the Senate, the Corporations were able to strip hundreds of systems of all usable resources. This has left a significant portion of this area barren and hostile.
When Testing Endurance (Resilience) you may add a Modifier equal to ½ your ranks in Will. In addition, you Test Will (Dedication) you may reroll a number of 1's equal to ½ your Endurance.

Child of the Mid Rim

Unlike the Expansion Region, which was intentionally stripped of it's resources, the Mid Rim territories were resource poor to begin with. While not as dangerous and wild as the Outer Rim, the Mid Rim is still a place full of smugglers and pirates, a place where only the quick of body and mind survive.
You increase your Combat Defense by +2. In addition when testing Survival (Forage) you may reroll a number of 1's equal to ½ you Ranks in Cunning.

Child of the Outer Rim

The Outer Rim Territories are the largest and most diverse area of the Known Galaxy. A wild and untamed frontier where few laws hold sway.
When you test Awareness (Notice) you may add a Modifier equal to ½ your Ranks in Thievery. When you test Thievery (Steal) you may reroll a number of 1's equal to ½ your ranks in Awareness.

Martial

Corellian Drill

Requires Double Tap, Marksmanship 6 (Blasters 5B) or (Blaster Rifle 5B)
As a Greater Action you may shoot three times. Roll three Tests using your full Marksmanship, but take a -2D to each Test. You may fire at the same target or three adjacent targets.

Double Tap

Requires Markmanship 5 (Blasters 3B) or (Blaster Rifle 3B)
As a Greater Action you may shoot twice. Roll two Tests using your full Marksmanship, but take a -1D to each Test. You may fire at the same target or two adjacent targets.

Gunslinger

Requires: Marksmanship 4 (Blasters 2B)
You possess exceptional skill with Blasters allowing you to lay down rapid fire. When wielding Blasters, your weapons gain the Fast Quality, or increases this Quality by 1 if it has it already. In addition when wielding Blasters you increase your Combat Defense by 1.

Hybrid Form

Requires: Two Lightsaber Form Benefits'
You now ignore the -1D Penalty when taking Maneuevers when not in the proper Stance.

Sniper

Requires Marksmanship 5 (Blaster Rifle 3B)
When you take the Aim Action during Combat, the Bonus Dice may exceed the normal limits, and you retain these Dice until they are spent, or until you change targets.

Teras Kasi Marital Art I

The Martial Art for known as Teras Kasi, was developed thousands of years ago, by non-Force users, for the specific purpose of fighting (and defeating) Jedi. Students of this Art are taught to strike with the same impact that one would expect of a heavy metal club.
Requirement: Athletics 3, Agility 3(Quickess 1B), Fighting 4(Brawl 2B)
You increase the Base Damage of your Unarmed Attacks by your Ranks in the Brawl Specialty.

Teras Kasi Martial Art II

In order to face a Jedi, one must be able to act with the same speed Jedi can muster when calling on the Force.
Requirement: Awareness 4, Agility 4(Quickness 2B), Fighting 5(Brawl 3B), Teras Kasi Martial Art I
You may now add your Ranks in the Brawl Specialty to your Agility(Quickness) Tests results when determining Combat Initiative.

Teras Kasi Martial Art III

Teras Kasi Masters were taught to close their minds in order to prevent Jedi from influencing them.
Requirement: Fighting 6(Brawl 4B), Will 4(Dedication 2B)
Anytime you are the target of a Force Power, you may increase the opponents difficulty by Twice your Ranks in the Brawl Specialty.

Echani Unarmed Fighting I

The Echani Martial Art is far more codified and ritualized than its contemporaries. Echani Artists are capable of (and expected to) not only read their opponents, but allow their opponents to read their own styles and movements, thus creating a dance that is almost more communication than fighting style. In practical application, however, Echani Art can be extremely effective in personal combat. Unlike other Martial Arts, such as Teras Kasi, Echani relies on redirection of an opponent that direct strikes. It's entry level is known as the Foundation of Earth
Requirement: Awareness 3(Empathy 1B), Agility 3(Dodge 1B), Fighting 4(Brawl 2B)
When you take the Counterattack Action, Attacks made against adjacent opponents use their weapons Base Damage instead of yours. When making attacks using the Counterattack Action you increase your Fighting Test result by your Ranks in the Empathy Specialty. You must be unarmed and must have a Armor Penalty to your Combat Defense of 0 to use this effect.

Echani Unarmed Fighting II

At this level, known as the Foundation of Stone, the Echani Artist is capable of evading multiple opponents simultaneously, while striking back when they are exposed.
Requirement: Awareness 4(Emapthy 2B), Agility 4(Dodge 2B), Fighting 5(Brawl 3B), Echani Unarmed Fighting I
Whenever you are attacked, and your opponent failes to inflict Damage, you may immediately make an Unarmed Attack against them. This attack does not benefit from addition degrees of success. You must be unarmed to use this effect, and must have a Armor Penalty to your Combat Defense of 0. You may only make a number of free attacks in this way equal to your Ranks in the Brawl Specialty, and regardless of the source, you may never make more than 1 free attack against any single opponent in a given Combat Round.

Echani Unarmed Fighting III

Experts of Echani are said to have mastered the Foundation of Steel. They can become whirlwinds of redirection and are said to move with the speed and grace of Jedi.
Requirement: Agility 5(Dodge 3B), Fighting 6(Brawl 4B), Echani Unarmed Fighting II
When you are attacked by an adjacent melee opponent, who fails to inflict Damage, you may immediately test your Fighting (Brawl) against their Passive Awareness. If you succeed you may, as a free action, cause them to strike a different adjacent opponent. This counts as an attack, and uses your Fighting (Brawl) Result and the nominated targets Combat Defense. The attack is made using the attackers Base Weapon Damage, increased by your Degrees of Success. After using this effect, you may not take a Greater Action during your next Combat Turn. You must be unarmed and must have a Armor Penalty to your Combat Defense of 0 to use this effect.