New and Updated Qualities for Star Wars Game
From OakthorneWiki
Jump to navigationJump to searchContents
Ability Benefits
Quality | Requirements | Effects |
---|---|---|
Colony Kid | Survival 4, Mechanics 3 (Repair 1B) | +(half Survival) to Mechanics (Repair). +(half Survival) to Stamina. |
Knowledge Focus | Knowledge 4 | Choose area of expertise; Education dice become Test dice. |
Technophile | Mechanics 4 (Systems 2B, Repair 2B) | Ignore penalties for lacking proper tools. Spend a Destiny to use Mechanics for any other Ability (Specialty still applies) |
Trailblazer | Mechanics 4 (Piloting 3B) | Add Cunning total to astrogation rolls |
Twilighter | Knowledge 3 (Streetwise 2B) | +(half Cunning) to Knowledge (Streetwise) tests. Subtitute Knowledge (Streetwise) for Survival (Orientation) to find way through dense urban environments. |
Fate Benefits
Quality | Requirements | Effects |
---|---|---|
Animal Cohort | Survival 3 (Animal Handling 1B) | Gain animal companion. Gain +1D to any Test once per game session. |
Droid Companion | Mechanics 3 | Gain droid companion built as a Primary Character whose Assistance does not count against normal Assistance limits. |
Force Sensitive | - | Connected to the Force; Gain 1 rank in Sense, Control, and Alter; Gain 1 Force Point |
Jedi Knight | Force Sensitive, Student of Shii-Cho (Form 1); Fighting 4 (Lightsaber 1B), Awareness 3 (Sense 2B), Will 3 (Control 2B), Presence 3 (Alter 2B) | Fully initiated Jedi knight; +1B to all Presence rolls and +2 Intrigue Defense when identified as Jedi; gain access to specific resources |
Jedi Master | Jedi Knight, any Form Benefit; Awareness 4 (Sense 3B), Will 4 (Control 3B), Presence 4 (Alter 3B), 5+ Force Points | Acknowledged Jedi Master; +1 to the Influence of any Technique during an Intrigue. |
Force Benefits
Quality | Requirements | Effects |
---|---|---|
Adept | Force Sensitive; Control 2B | When using a Control Force Power, reroll a number of 1's equal to ranks in Control Specialty |
Convergence in the Force | Force Sensitive, Strong in the Force | Gain 2 Force Points and one Jedi Arts Force Power |
Dark Acolyte | Force Sensitive | Gain 1 Dark Side Point and two Dark Force Powers |
Force Training | Force Sensitive | Gain 1 Force Point and two Jedi Arts Force Powers |
Mystic | Force Sensitive; Alter 2B | When using an Alter Force Power, reroll a number of 1's equal to ranks in Alter Specialty |
Obscure Power | Force Sensitive | Gain 1 Force Point and an Obscure Force Power |
Seer | Force Sensitive; Sense 2B | When using a Sense Force Power, reroll a number of 1's equal to ranks in Sense Specialty |
Strong in the Force | Force Sensitive | Gain 2 Force Points and one Jedi Arts Force Power. |
Heritage Benefits
Quality | Requirements | Effects |
---|---|---|
Child of the Core Worlds | - | Gain Intrigue Defense +2; when testing Education, reroll a number of 1's equal to Presence. |
Child of the Colonies | - | Increase the Influence of Bargain and Convince Techniques by 1 against opponents with a Will rating lower than yours |
Child of the Inner Rim | - | Reduce Influence taken in an Intrigue by half Presence ranks |
Child of the Expansion Region | - | When testing Endurance (Resilience), gain +(half Will); when testing Will (Dedication), reroll a number of 1s equal to Endurance. |
Child of the Mid Rim | - | Increase Combat Defense by +2; when testing Survival (Forage), reroll a number of 1s equal to half Cunning ranks |
Child of the Outer Rim | - | When testing Awareness (Notice), add half Thievery ranks; when testing Thievery (Steal), reroll a number of 1s equal to half Awareness ranks |
Martial Benefits
Quality | Requirements | Effects |
---|---|---|
Corellian Drill | Double Tap; Marksmanship 6 (Blasters 5B or Blaster Rifle 5B) | Fire weapon three times as a Greater Action; each attack is at -2D |
Double Tap | Marksmanship 5 (Blasters 3B or Blaster Rifle 3B) | Fire weapon two times as a Greater Action; each attack is at -1D |
Echani Unarmed Fighting I | Awareness 3 (Empathy 1B), Agility 3 (Dodge 1B), Fighting 4 (Brawl 2B) | When using Counterattack, use base weapon damage of adjacent opponents instead of own; when making attacks using Counterattack, increase Fighting test by ranks in Empathy |
Echani Unarmed Fighting II | Echani Unarmed Fighting I; Awareness 4 (Empathy 2B), Agility 4 (Dodge 2B), Fighting 5 (Brawl 3B) | Make an immediate unarmed attack against any opponent attacks and fails to inflict damage; such attacks gain maximum of 1 degree; may a number of such attacks per round equal to Brawl ranks |
Echani Unarmed Fighting III | Echani Unarmed Fighting II; Agility 5 (Dodge 3B), Fighting 6 (Brawl 4B) | Fighting (Brawl) test against the passive Awareness of an enemy who attacks and fails to inflict damage to cause them to attack an adjacent target of your choice |
Gunslinger | Marksmanship 4 (Blasters 2B) | Blasters gain Fast Quality when you use them; increase Combat Defense by +1 when using blaster |
Hybrid Form | Two Lightsaber Form Benefits | Ignore the -1D penalty when taking Maneuvers not in the proper Stance |
Sniper | Marksmanship 5 (Blaster Rifle 3B) | Bonus dice from Aim Action may exceed normal limits; may retain dice until they are spent, or you change targets |
Teras Kasi Martial Art I | Athletics 3, Agility 3 (Quickness 1B), Fighting 4 (Brawl 2B) | Increase base Damage of unarmed attacks by ranks in Brawl |
Teras Kasi II | Teras Kasi Martial Art I; Awareness 4, Agility 4 (Quickness 2B), Fighting 5 (Brawl 3B) | Add ranks in Brawl to Agility (Quickness) tests for initiative |
Teras Kasi Martial Art III | Teras Kasi Martial Art II; Fighting 6 (Brawl 4B), Will 4 (Dedication 2B) | Increase the difficulty of Force Powers to affect you by twice ranks in Brawl |
Lightsaber Form Benefits
Quality | Requirements | Effects |
---|---|---|
Form I: Student of Shii-Cho | Fighting 3 (Lightsaber 1B), Will 3 | Gain Defensive Neutral and Offensive Neutral Stances; gain Center of Being, Disarming Slash, and Sarlacc Sweet Maneuvers; reduce Training Requirement of lightsabers by half Will ranks |
Form I: Master of Shii-Cho | Student of Shii-Cho; Fighting 4 (Lightsaber 3B), Will 4 | Gain Flowing River Stance; gain Crashing Wave and Flash Flood Maneuvers; ignore a number of -1 or -1D penalties from Fatigue, Injures or Wounds equal to your Will ranks |
Form II: Student of Makashi | Student of Shii-Cho; Fighting 4 (Lightsabers 2B) | Gain Perfected Balance Stance; gain Contentious Opportunity and Riposte Maneuvers; Disarm attacks against you now require 3 degrees of success |
Form II: Master of Makashi | Student of Makashi; Fighting 6 (Lightsaber 4B) | Gain Endless Circle Stance; gain Refined Feint and Manipulative Maneuver Maneuvers; increase Combat Defense or passive Ability ratings by ranks in Lightsaber when targeted by Force Powers |
Form III: Student of Soresu | Student of Shii-Cho; Fighting 4 (Lightsaber 2B), Agility 2 (Quickness 2B) | Gain Calm in the Storm Stance; gain Deflecting Slash and Circle of Shelter Maneuvers; increase Defensive Quality of lightsaber by +1, and retain +1 of this even when attacking |
Form III: Master of Soresu | Student of Soresu; Fighting 5 (Lightsaber 3B), Agility 3 (Quickness 3B) | Gain the Gathering Storm Stance; gain the Blade Wall and Blaster Redirection Maneuvers; increase the damage and AR provided by Dangerous Weapon Quality by 2 |
Form IV: Student of Ataru | Student of Shii-Cho; Fighting 4 (Lightsaber 2B), Agility 2 (Acrobatics 2B), Acrobatic Dodge | Gain the Hurricane Stance; gain the Hawk-Bat Swoop and Saber Swarm Maneuvers; Considered to have Higher Ground when attacking after a movement, gaining a +1B |
Form IV: Master of Ataru | Student of Ataru; Fighting 5 (Lightsaber 3B), Agility 3 (Acrobatics 3B) | Gain the Gale Force and Thundering Advance Stances; gain the Endless Assault and Falling Leaf Maneuvers; when Charging, increase Base Damage by ranks in Acrobatics instead of +2 |
Form V: Student of Shien | Student of Soresu; Fighting 4 (Lightsaber 3B), Agility 2 (Dodge 2B) | Gain Unending Shield Defense; gain Barrier of Blades and Shien Deflection Maneuvers; increase base damage of attacks made with Counterattack by weapon's Defensive Quality |
Form V: Master of Shien | Student of Shien; Fighting 6 (Lightsaber 3B), Agility 3 (Dodge 3B) | Gain Spitting Spinetusker Stance; gain Aegis and Determined Advance Maneuvers; increase weapon's Defensive Quality rating by ranks in Dodge |
Form V: Student of Djem So | Student of Soresu; Fighting 4 (Lightsaber 3B), Athletics 2 (Strength 2B) | Gain Kryat's Crest Stance; gain Falling Avalanche and Fluid Riposte Maneuvers; when using lightsaber two-handed, substitute Athletics for Agility when determining base damage |
Form V: Master of Djem So | Student of Djem So; Fighting 6 (Lightsaber 3B), Athletics 5 (Strength 3B) | Gain Kryat's Claw Stance; gain Explosive Onslaught and Overwhelm Maneuvers; reduce target's Combat Defense by weapon Defensive Quality when using Counterattack, to a maximum of Strength specialty |
Form VI: Student of Niman | Student of Shii-Cho; Fighting 3 (Lightsaber 1B); Telekinesis Force Power | Gain Determined Diplomat Stance; gain Pull Closer and Pushing Slash Maneuvers; add ranks in Lightsaber to all tests to use Force Power against an opponent in combat |
Form VI: Master of Niman | Student of Niman; Fighting 4 (Lightsaber 2B) | Gain the Twisting Vision and Classical Stance Stances; gain the Tidal Wave and Mediator's Meditation Maneuvers; when taking the Catch Your Breath action, regain 1 Force Point if scoring 4 degrees of success |
Form VII: Student of Juyo | Any two Form Student Benefits; Fighting 4 (Lightsaber 3B), Agility 4, Will 4 | Gain the Malignant Grace Stance; gain Assured Strike and Vonskr's Ferocity Maneuvers; add ranks in Agility to results of any Fighting test |
Form VII: Master of Juyo | Student of Juyo; Fighting 6 (Lightsaber 5B), Will 5; 1+ Dark Side Point | Gain Raging Rancor Stance; gain Renewed Fury and Swift Flank Maneuvers; gain +1D to Fighting Test when successfully Distracting an opponent |
Dun Möch Technique | Cunning 4, Persuasion or Deception 4, Will 4 | Gain Manipulate and Drain Resolve Maneuvers; target Intrigue Defense instead of passive Will when taking the Distract action |
Jar'Kai Technique | Athletics 4, Awareness 4, Fighting 4 | Gain Twin Strike and Cross Block Guard Maneuvers; each turn, may choose to replace off-hand weapon's Defensive or Offhand ratings with ranks in weapon specialty |
Juya-Kas Technique | Athletics 4, Agility 4, Fighting 4 | Gain the Twirling Strike and Dominating Defense Maneuvers; may treat saberstaff as two weapons for effects that require it |
Lus-ma Technique | Awareness 4, Agility 4, Fighting 4 | Gain the Spinning Strike and Whirling Defense Maneuvers; Can never be denied Awareness to Combat Defense |
Saber Throw | Agility 4, Awareness 4, Marksmanship 3 | Gain the Ranged Strike and Intercepting Block Maneuvers; if you are trained in Telekinesis Power, thrown weapon returns to hand as a free action |
Sokan Technique | Athletics 4, Agility 4, Warfare 2 (Tactics 2B) | Gain the High Ground Defense and Unhindered Charge Maneuvers; add ranks in Tactics to any Athletics or Agility test |
Tràkata Technique | Agility 2 (Quickness 1B), Fighting 4, Deception 4, Thievery 2 (Sleight of Hand 1B) | Gain Pass the Blade and Unbalancing Block Maneuvers; add half Deception ranks to Combat Defense and Fighting (Lightsaber) test results. |
Tusken Grip Technique | Agility 2 (Quickness 2B), Awareness 4, Fighting 4 | Gain Reversed Slash and Fluid Defense Maneuvers; use Defensive Quality from weapon against opponents who attack from behind, even if you attack this round |
Social Benefits
Quality | Requirements | Effects |
---|---|---|
Office | Presence 3 | Elected official; gain +1D to all non-Force-based Presence tests |
Drawbacks
Quality | Requirements | Effects |
---|---|---|
Cybernetics | -- | You are susceptible to the Ion Weapon Quality |
Fallen to Darkness | -- | Fallen to the Dark Side |
Ritualist | Must possess Force Powers | Must use an Extended Test to activate Force Powers |
Untrained | Must possess Force Powers | Must spend a Force Point to activate the Persistent Effect of Force Powers |
Outworlder | -- | You suffer -1D to Knowledge Tests for information regarding the Republic; lose half your Cunning from Intrigue Defense |
Meditative Mandate | Must have Force Powers | Must spend a Lesser Action to enter a meditative state before using Force Powers, or suffer a -1D |