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

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==Benefits==
 
  
 +
==[[Star Wars Ability Benefits|Ability Benefits]]==
 +
{| class="wikitable" style="margin: 1em auto 1em auto;"
 +
! width="20%" | Quality || width="30%" | Requirements || width="50%" | Effects
 +
|-
 +
| style="background:paleturquoise;"|Colony Kid || style="background:paleturquoise;"|Survival 4, Mechanics 3 (Repair 1B) || style="background:paleturquoise;"|+(half Survival) to Mechanics (Repair). +(half Survival) to Stamina.
 +
|-
 +
| Knowledge Focus || Knowledge 4 || Choose area of expertise; Education dice become Test dice.
 +
|-
 +
| style="background:paleturquoise;"|Technophile || style="background:paleturquoise;"|Mechanics 4 (Systems 2B, Repair 2B) || style="background:paleturquoise;"|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
 +
|-
 +
| style="background:paleturquoise;"|Twilighter || style="background:paleturquoise;"|Knowledge 3 (Streetwise 2B) || style="background:paleturquoise;"|+(half Cunning) to Knowledge (Streetwise) tests. Subtitute Knowledge (Streetwise) for Survival (Orientation) to find way through dense urban environments.
 +
|-
 +
|}
  
 +
==[[Star Wars Fate Benefits|Fate Benefits]]==
 +
{| class="wikitable" style="margin: 1em auto 1em auto;"
 +
! width="20%" | Quality || width="30%" | Requirements || width="50%" | Effects
 +
|-
 +
| style="background:paleturquoise;"|Animal Cohort || style="background:paleturquoise;"|Survival 3 (Animal Handling 1B) || style="background:paleturquoise;"|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.
 +
|-
 +
| style="background:paleturquoise;"|Force Sensitive || style="background:paleturquoise;"|- || style="background:paleturquoise;"|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
 +
|-
 +
| style="background:paleturquoise;"|Jedi Master || style="background:paleturquoise;"|Jedi Knight, any Form Benefit; Awareness 4 (Sense 3B), Will 4 (Control 3B), Presence 4 (Alter 3B), 5+ Force Points || style="background:paleturquoise;"|Acknowledged Jedi Master; +1 to the Influence of any Technique during an Intrigue.
 +
|-
 +
|}
  
===Heritage===
+
==[[Star Wars Force Benefits|Force Benefits]]==
====Child of the Core Worlds====
+
{| class="wikitable" style="margin: 1em auto 1em auto;"
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. <br>
+
! width="20%" | Quality || width="30%" | Requirements || width="50%" | Effects
You increase your Intrigue Defense by +2.  In addition when you  Testing Education you reroll a number 1's equal to ½ your Presence. <br>
+
|-
 +
| style="background:paleturquoise;"|Adept || style="background:paleturquoise;"|Force Sensitive; Control 2B || style="background:paleturquoise;"|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
 +
|-
 +
| style="background:paleturquoise;"|Dark Acolyte || style="background:paleturquoise;"|Force Sensitive || style="background:paleturquoise;"|Gain 1 Dark Side Point and two Dark Force Powers
 +
|-
 +
| Force Training || Force Sensitive || Gain 1 Force Point and two Jedi Arts Force Powers
 +
|-
 +
| style="background:paleturquoise;"|Mystic || style="background:paleturquoise;"|Force Sensitive; Alter 2B || style="background:paleturquoise;"|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
 +
|-
 +
| style="background:paleturquoise;"|Seer || style="background:paleturquoise;"|Force Sensitive; Sense 2B || style="background:paleturquoise;"|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.
 +
|-
 +
|}
  
====Child of the Colonies====
+
==[[Star Wars Heritage Benefits|Heritage Benefits]]==
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. <br>
+
{| class="wikitable" style="margin: 1em auto 1em auto;"
You increase the Influence of Bargain and Convince Techniques by 1 against opponents whose Ranks in Will are less than yours. <br>
+
! width="20%" | Quality || width="30%" | Requirements || width="50%" | Effects
 +
|-
 +
| style="background:paleturquoise;"|Child of the Core Worlds || style="background:paleturquoise;"|- || style="background:paleturquoise;"|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
 +
|-
 +
| style="background:paleturquoise;"|Child of the Inner Rim || style="background:paleturquoise;"|- || style="background:paleturquoise;"|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.
 +
|-
 +
| style="background:paleturquoise;"|Child of the Mid Rim || style="background:paleturquoise;"|- || style="background:paleturquoise;"|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
 +
|-
 +
|}
  
====Child of the Inner Rim====
+
==[[Star Wars Martial Benefits|Martial Benefits]]==
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.<br>
+
{| class="wikitable" style="margin: 1em auto 1em auto;"
When you take Influence during an Intrigue, you reduce the influence by ½ of your Presence. <br>
+
! width="20%" | Quality || width="30%" | Requirements || width="50%" | Effects
 +
|-
 +
| style="background:paleturquoise;"|Corellian Drill || style="background:paleturquoise;"|Double Tap; Marksmanship 6 (Blasters 5B or Blaster Rifle 5B) || style="background:paleturquoise;"|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
 +
|-
 +
| style="background:paleturquoise;"|Echani Unarmed Fighting I || style="background:paleturquoise;"|Awareness 3 (Empathy 1B), Agility 3 (Dodge 1B), Fighting 4 (Brawl 2B) || style="background:paleturquoise;"|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
 +
|-
 +
| style="background:paleturquoise;"|Echani Unarmed Fighting III || style="background:paleturquoise;"|Echani Unarmed Fighting II; Agility 5 (Dodge 3B), Fighting 6 (Brawl 4B) || style="background:paleturquoise;"|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
 +
|-
 +
| style="background:paleturquoise;"|Hybrid Form || style="background:paleturquoise;"|Two Lightsaber Form Benefits || style="background:paleturquoise;"|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
 +
|-
 +
| style="background:paleturquoise;"|Teras Kasi Martial Art I || style="background:paleturquoise;"|Athletics 3, Agility 3 (Quickness 1B), Fighting 4 (Brawl 2B) || style="background:paleturquoise;"|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
 +
|-
 +
| style="background:paleturquoise;"|Teras Kasi Martial Art III || style="background:paleturquoise;"|Teras Kasi Martial Art II; Fighting 6 (Brawl 4B), Will 4 (Dedication 2B) || style="background:paleturquoise;"|Increase the difficulty of Force Powers to affect you by twice ranks in Brawl
 +
|-
 +
|}
  
====Child of the Expansion Region====
+
==[[Star Wars Lightsaber Form Benefits|Lightsaber Form Benefits]]==
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. <br>
+
{| class="wikitable" style="margin: 1em auto 1em auto;"
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. <br>
+
! width="20%" | Quality || width="30%" | Requirements || width="50%" | Effects
 +
|-
 +
| style="background:paleturquoise;"|Form I: Student of Shii-Cho || style="background:paleturquoise;"|Fighting 3 (Lightsaber 1B), Will 3 || style="background:paleturquoise;"|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
 +
|-
 +
| style="background:paleturquoise;"|Form II: Student of Makashi || style="background:paleturquoise;"|Student of Shii-Cho; Fighting 4 (Lightsabers 2B) || style="background:paleturquoise;"|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
 +
|-
 +
| style="background:paleturquoise;"|Form III: Student of Soresu || style="background:paleturquoise;"|Student of Shii-Cho; Fighting 4 (Lightsaber 2B), Agility 2 (Quickness 2B) || style="background:paleturquoise;"|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
 +
|-
 +
| style="background:paleturquoise;"|Form IV: Student of Ataru || style="background:paleturquoise;"|Student of Shii-Cho; Fighting 4 (Lightsaber 2B), Agility 2 (Acrobatics 2B), Acrobatic Dodge || style="background:paleturquoise;"|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
 +
|-
 +
| style="background:paleturquoise;"|Form V: Student of Shien || style="background:paleturquoise;"|Student of Soresu; Fighting 4 (Lightsaber 3B), Agility 2 (Dodge 2B) || style="background:paleturquoise;"|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
 +
|-
 +
| style="background:paleturquoise;"|Form V: Student of Djem So || style="background:paleturquoise;"|Student of Soresu; Fighting 4 (Lightsaber 3B), Athletics 2 (Strength 2B) || style="background:paleturquoise;"|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
 +
|-
 +
| style="background:paleturquoise;"|Form VI: Student of Niman || style="background:paleturquoise;"|Student of Shii-Cho; Fighting 3 (Lightsaber 1B); Telekinesis Force Power || style="background:paleturquoise;"|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
 +
|-
 +
| style="background:paleturquoise;"|Form VII: Student of Juyo || style="background:paleturquoise;"|Any two Form Student Benefits; Fighting 4 (Lightsaber 3B), Agility 4, Will 4 || style="background:paleturquoise;"|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
 +
|-
 +
| style="background:paleturquoise;"|Dun Möch Technique || style="background:paleturquoise;"|Cunning 4, Persuasion or Deception 4, Will 4 || style="background:paleturquoise;"|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
 +
|-
 +
| style="background:paleturquoise;"|Juya-Kas Technique || style="background:paleturquoise;"|Athletics 4, Agility 4, Fighting 4 || style="background:paleturquoise;"|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
 +
|-
 +
| style="background:paleturquoise;"|Saber Throw || style="background:paleturquoise;"|Agility 4, Awareness 4, Marksmanship 3 || style="background:paleturquoise;"|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
 +
|-
 +
| style="background:paleturquoise;"|Tràkata Technique || style="background:paleturquoise;"|Agility 2 (Quickness 1B), Fighting 4, Deception 4, Thievery 2 (Sleight of Hand 1B) || style="background:paleturquoise;"|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
 +
|-
 +
|}
  
====Child of the Mid Rim====
+
==[[Star Wars Social Benefits|Social Benefits]]==
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. <br>
+
{| class="wikitable" style="margin: 1em auto 1em auto;"
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. <br>
+
! width="20%" | Quality || width="30%" | Requirements || width="50%" | Effects
 +
|-
 +
| style="background:paleturquoise;"|Office || style="background:paleturquoise;"|Presence 3 || style="background:paleturquoise;"|Elected official; gain +1D to all non-Force-based Presence tests
 +
|-
 +
|}
  
====Child of the Outer Rim====
+
==[[Star Wars Drawbacks|Drawbacks]]==
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. <br>
+
{| class="wikitable" style="margin: 1em auto 1em auto;"
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. <br>
+
! width="20%" | Quality || width="30%" | Requirements || width="50%" | Effects
 
+
|-
===Martial===
+
| style="background:paleturquoise;"|Cybernetics || style="background:paleturquoise;"|-- || style="background:paleturquoise;"|You are susceptible to the Ion Weapon Quality
====Corellian Drill====
+
|-
''Requires Double Tap, Marksmanship 6 (Blasters 5B) or (Blaster Rifle 5B)'' <br>
+
| Fallen to Darkness || -- || Fallen to the Dark Side
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. <br>
+
|-
 
+
| style="background:paleturquoise;"|Ritualist || style="background:paleturquoise;"|Must possess Force Powers || style="background:paleturquoise;"|Must use an Extended Test to activate Force Powers
====Double Tap====
+
|-
''Requires Markmanship 5 (Blasters 3B) or (Blaster Rifle 3B)'' <br>
+
| Untrained || Must possess Force Powers || Must spend a Force Point to activate the Persistent Effect of Force Powers
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. <br>
+
|-
 
+
| style="background:paleturquoise;"|Outworlder || style="background:paleturquoise;"|-- || style="background:paleturquoise;"|You suffer -1D to Knowledge Tests for information regarding the Republic; lose half your Cunning from Intrigue Defense
====Gunslinger====
+
|-
''Requires: Marksmanship 4 (Blasters 2B)'' <br>
+
| Meditative Mandate || Must have Force Powers || Must spend a Lesser Action to enter a meditative state before using Force Powers, or suffer a -1D
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. <br>
+
|-
 
+
|}
====Hybrid Form====
 
''Requires: Two Lightsaber Form Benefits''' <br>
 
You now ignore the -1D Penalty when taking Maneuevers when not in the proper Stance.
 
 
 
====Sniper====
 
''Requires Marksmanship 5 (Blaster Rifle 3B)'' <br>
 
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. <br>
 
 
 
====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. <br>
 
''Requirement: Athletics 3, Agility 3(Quickess 1B), Fighting 4(Brawl 2B)'' <br>
 
You increase the Base Damage of your Unarmed Attacks by your Ranks in the Brawl Specialty. <br>
 
 
 
====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. <br>
 
''Requirement: Awareness 4, Agility 4(Quickness 2B), Fighting 5(Brawl 3B), Teras Kasi Martial Art I'' <br>
 
You may now add your Ranks in the Brawl Specialty to your Agility(Quickness) Tests results when determining Combat Initiative. <br>
 
 
 
====Teras Kasi Martial Art III====
 
Teras Kasi Masters were taught to close their minds in order to prevent Jedi from influencing them. <br>
 
''Requirement: Fighting 6(Brawl 4B), Will 4(Dedication 2B)'' <br>
 
Anytime you are the target of a Force Power, you may increase the opponents difficulty by Twice your Ranks in the Brawl Specialty. <br>
 
 
 
====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 <br>
 
''Requirement: Awareness 3(Empathy 1B), Agility 3(Dodge 1B), Fighting 4(Brawl 2B)'' <br>
 
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.  <br>
 
 
 
====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. <br>
 
''Requirement: Awareness 4(Emapthy 2B), Agility 4(Dodge 2B), Fighting 5(Brawl 3B), Echani Unarmed Fighting I'' <br>
 
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. <br>
 
 
 
====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. <br>
 
''Requirement: Agility 5(Dodge 3B), Fighting 6(Brawl 4B), Echani Unarmed Fighting II'' <br>
 
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.
 

Revision as of 00:34, 13 April 2015

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