Difference between revisions of "New and Updated Qualities for Star Wars Game"

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''Requires Presence 3 '' <br>
 
''Requires Presence 3 '' <br>
 
You have been elected or appointed to some kind of office or position of authority.  When acting within the bounds of your position, you gain a +1D to all non Force based Presence Tests.  Generally you can be removed from your office for failing your duties or abusing your power.  Should you be removed from office, you lose this Benefit and the Destiny Point invested in it.  In rare circumstances, the Storyteller may allow you to purchase this Benefit multiple times to represent truly impressive positions, such as a influential Senator, Planetary Governor, Military General, ect. <br>
 
You have been elected or appointed to some kind of office or position of authority.  When acting within the bounds of your position, you gain a +1D to all non Force based Presence Tests.  Generally you can be removed from your office for failing your duties or abusing your power.  Should you be removed from office, you lose this Benefit and the Destiny Point invested in it.  In rare circumstances, the Storyteller may allow you to purchase this Benefit multiple times to represent truly impressive positions, such as a influential Senator, Planetary Governor, Military General, ect. <br>
 
==Drawbacks==
 
'''Cybernetics''' <br>
 
Cybernetics are common in the Galaxy.  Except in very rare – and often highly illegal – circumstances, cybernetics simply duplicate the function of a lost limb or organ.  You have had to have replacements made to your body.  These components make you susceptible to the effects of the Ion Weapon Quality.  It is common for Force Users to take a -1D Flaw to one of the Force Specialties in addition to taking this Flaw... but it is not required. <br>
 
 
'''Fallen to Darkness''' <br>
 
Your character has succumbed to the twisted influence of the Dark Side.  While it may possess many seductive qualities, the Dark Side demands a heavy toll of its users.  Whenever you Test Endurance to recover from injuries or wounds, you increase the difficulty by One Step for each Dark Force Points you possess.  You may negate this penalty by increasing your Characters Age by one step and applying the effects as if your character were actually that old. <br>
 
In addition, the Storyteller may call for you to Test Will (Dedication) against a Difficulty determined by the number of Corruption Points you possess (Difficulty 6 for 1 Point, +3 for each Point there after).  If you fail this Test, the Storyteller immediately dictates a temporary Goal for your character, one that acts out your Virtue (which has been replaced with your Vice).  Cruel Characters may indulge torture, Wrathful Characters may lash out and kill a subordinate, Licentious Characters may engage in rape, ect... after your Character has indulged the Dark Sides influence the compulsion fades. <br>
 
 
'''Ritualist''' <br>
 
While you are a trained Force User, your Tradition practiced their Force Powers through superstition and archaic rites.  Anytime you activate your Force Powers you resolve the activation as an Extended Test with a minimum of 15 minutes per roll. <br>
 
 
'''Untrained''' <br>
 
While you are Force Sensitive, you lack the basic training in the mysteries of the Force.  Because of this, your character must spend a Force Point to activate the Persistent Effect of a Force Powers. <br>
 
 
'''Outworlder''' <br>
 
''You hail from a far reaching section of the galaxy and have little knowledge of the Republic and its organizations.'' <Br>
 
You suffer a -1D to all Knowledge Tests when testing for information regarding the Republic.  In addition you lose 1/2 (rounded up) of your Cunning to your Intrigue Defense. <br>
 
 
'''Meditative Mandate''' <br>
 
''You training with the Force has been more scholarly and academic than other Jedi. While you have extensive knowledge of the Force and it's mysteries, you have long since become reliant on distraction free concentration and extended meditative states to use Force Powers, which makes using your Powers difficult on the fly.'' <br>
 
Prior to activating any Force Power, you must spend a Lesser Action to enter the proper mental state.  If you fail to do so, you suffer -1D to your Test to activate your power. This Drawback is common among Jedi Healers, Scholars, and Seers.
 

Revision as of 20:22, 12 April 2015

Benefits

Ability

Colony Kid

Requires: Survival 4, Mechanics 3 (Repair 1B)
While Galactic Civilization has existed for thousands of years, there are countless worlds that have yet to be fully settled. You have spent time surviving on the fringes of known space. Living in these harsh conditions has made you more stout and resourceful than your average citizen.
You may add a Modifier equal to 1/2 of your Survival when Testing Mechanics (Repair). In addition you add 1/2 of your Survival to your Stamina.

Knowledge Focus

Requires Knowledge 4
Choose an area of expertise from the following list:
Architecture, Astrography, Biology, Chemistry, Droid Engineering, Force Lore, History, Starship Engineering, System Engineering, Underworld
Whenever you test Knowledge in that area, your Education Dice become Test Dice.

Technophile

Requires Mechanics 4 (Systems 2B and Repair 2B)
You keep a wide assortment of tools, gizmos and tech, useful in various situations. As long as you have your gear with you, you never suffer penalties for lacking proper tools. In addition, once per Scene, you may spend a Destiny Point to substitute your Mechanics Ability for any other Ability you are required to Test. The normal Specialty for the Test still applies.

Trailblazer

Requires Mechanics 4 (Any Piloting 3B)
You have a knack for finding new Hyperspace routes through space, an art known as Trailblazing. Whenever you must make a Mechanic ( Any Piloting) Test to Astrogate you may add a Modifier to your Test Result equal to your Ranks in Cunning.

Twilighter

Requires Knowledge 3 (Streetwise 2B)
Throughout the Galaxy there are worlds entirely covered by great cities. On many of these worlds, oceans have long since dried up, and skyscrapers rise hundreds if not thousands of meters into the sky. But underneath the towers of civilization are hundreds of sublevels that are forever shrouded in shadow and darkness. You've spent much of your life in the dark recesses of these great cities.
You may add a Modifier equal to 1/2 of your Cunning whenever you test Knowledge (Streetwise). In addition, you may substitute your Knowledge (Streetwise) for Survival (Orientation) when finding your way through dense urban environments.

Fate

Animal Cohort

Requires Survival 3 (Animal Handling 1B)
You have an animal that is extremely loyal to you. Once per game session you may draw strength from this bond, adding a +1D to any Test. Should your animal die, you lose this Benefit and the Destiny Point invested in it.

Droid Companion

Requires Mechanics 3
You own, built or 'acquired' a Droid that acts as your assistant. Unlike other Droids in the game, this Droids is built as a Primary Character, but it receives no Experience, unless otherwise noted. Your Droid can provide Assistance in addition to other Characters and does not count against the limit (effectively increasing the number of Assisting Characters to 3 in most cases).

Force Sensitive

This Benefit represents the Characters connection to the Force, beyond that of any normal living creature. Investing your Destiny into this Benefit fundamentally changes what your Character's potential is, but also opens them up to the temptations and influence of the Dark Side. This is the first Benefit in the Force Benefit series and is required for all others that follow. When you purchase this Benefit, you gain one (1) rank in the Sense, Control and Alter Specialties. In addition you gain 1 Forec Point.

Jedi Knight

Requires Force Sensitive, Fighting 4(Lightsaber 1B), Awareness 3 (Sense 2B), Will 3 (Control 2B), Presence 3 (Alter 2B), and Lightsaber Combat I
You are an fully initiated Knight of the Jedi Order. While Characters may be Jedi, even Knights without this Benefit, your character draws strength from their place in the Order, as well as commanding respect from others. You gain +1B to all Presence Rolls and +2 to your Intrigue Defense when you are identified as a Jedi. Further, you may be granted access to resources that others do not have, but must obey the orders of Jedi Masters and the Jedi Council. Should you be expelled from the Order you lose this Benefit and the Destiny Point you invested in it.

Jedi Master

Requires Jedi Knight, Awareness 4 (Sense 3B), Will 4 (Control 3B), Presence 4 (Alter 3B), and you must possess at least 5 Force Points, any Form Benefit.
Jedi Masters are renown throughout the Galaxy and are viewed with reverence, respect and often fear. You increase the base Influence of any Technique during an Intrigue by 1.

Force

Adept

Requires Force Sensitive and Control 2B
You have a natural affinity with Control Force Powers. Whenever you Test for a Control Force Power, you may re-roll a number of 1's equal to your Ranks in Control Specialty.

Convergence in the Force

Requires Force Sensitive and Strong in the Force When you purchase this Benefit you gain 2 Force Points. In addition, you gain one Force Power Listed under the Jedi Arts.

Dark Acolyte

Requires Force Sensitive You have been trained in the ways of the Dark Side. When you purchase this Benefit you may select two Dark Powers that you now know. In addition, you gain a Dark Side Point.

Force Training

Requires Force Sensitive
You have received training in the Force or have expanded your understanding of its mysteries alone. In any case you may select two additional Force Powers from the Jedi Arts, and you gain 1 Force Point. This Benefit may be selected multiple times, each time, you repeat its effect.

Mystic

Requires Force Sensitive and Alter 2B
You have a natural affinity with Alter Force Powers. Whenever you Test for a Alter Force Power, you may re-roll a number of 1's equal to your Ranks in Alter Specialty.

Obscure Power

Requires Force Sensitive
You have manifested or been trained in a Rare/Obscure Power. When you purchase this Benefit, you may select one Rare/Obscure Power that you now know. In addition, you gain a Force Point.

Seer

Requires Force Sensitive and Sense 2B
You have a natural affinity with Sense Force Powers. Whenever you Test for a Sense Force Power, you may re-roll a number of 1's equal to your Ranks in Sense Specialty.

Strong in the Force

Requires Force Sensitive When you purchase this Benefit you gain 2 Force Points. In addition you may choose one Force Power listed under the Jedi Arts.

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.


Social

Office
Requires Presence 3
You have been elected or appointed to some kind of office or position of authority. When acting within the bounds of your position, you gain a +1D to all non Force based Presence Tests. Generally you can be removed from your office for failing your duties or abusing your power. Should you be removed from office, you lose this Benefit and the Destiny Point invested in it. In rare circumstances, the Storyteller may allow you to purchase this Benefit multiple times to represent truly impressive positions, such as a influential Senator, Planetary Governor, Military General, ect.