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

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==Benefits==
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==[[Star Wars Ability Benefits|Ability Benefits]]==
===Ability===
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{| class="wikitable" style="margin: 1em auto 1em auto;"
'''Colony Kid''' <br>
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! width="150" | Quality || width="250" | Requirements || width="500" | Effects
''Requires: Survival 4, Mechanics 3 (Repair 1B)'' <br>
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|-
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. <br>
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| 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.
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. <br>
+
|-
 +
| 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.
 +
|-
 +
|}
  
'''Knowledge Focus''' <br>
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==[[Star Wars Fate Benefits|Fate Benefits]]==
''Requires Knowledge 4'' <br>
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{| class="wikitable" style="margin: 1em auto 1em auto;"
Choose an area of expertise from the following list: <br>
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! width="150" | Quality || width="250" | Requirements || width="500" | Effects
''Architecture, Astrography, Biology, Chemistry, Droid Engineering, Force Lore, History, Starship Engineering, System Engineering, Underworld'' <br>
+
|-
Whenever you test Knowledge in that area, your Education Dice become Test Dice. <br>
+
| 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.
 +
|-
 +
|}
  
'''Technophile''' <br>
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==[[Star Wars Force Benefits|Force Benefits]]==
''Requires Mechanics 4 (Systems 2B and Repair 2B)'' <br>
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{| class="wikitable" style="margin: 1em auto 1em auto;"
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. <br>
+
! width="150" | Quality || width="250" | Requirements || width="500" | Effects
 +
|-
 +
| 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.
 +
|-
 +
|}
  
'''Trailblazer''' <br>
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==[[Star Wars Heritage Benefits|Heritage Benefits]]==
''Requires Mechanics 4 (Any Piloting 3B)'' <br>
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{| class="wikitable" style="margin: 1em auto 1em auto;"
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. <br>
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! width="150" | Quality || width="250" | Requirements || width="500" | 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
 +
|-
 +
|}
  
'''Twilighter''' <br>
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==[[Star Wars Martial Benefits|Martial Benefits]]==
''Requires Knowledge 3 (Streetwise 2B)'' <br>
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{| class="wikitable" style="margin: 1em auto 1em auto;"
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. <br>
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! width="150" | Quality || width="250" | Requirements || width="500" | Effects
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. <br>
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|-
 +
| 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
 +
|-
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| 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
 +
|-
 +
|}
  
===Fate===
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==[[Star Wars Lightsaber Form Benefits|Lightsaber Form Benefits]]==
'''Animal Cohort''' <br>
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{| class="wikitable" style="margin: 1em auto 1em auto;"
''Requires Survival 3 (Animal Handling 1B)'' <br>
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! width="150" | Quality || width="250" | Requirements || width="500" | Effects
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. <br>
+
|-
 +
| 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
 +
|-
 +
|}
  
'''Droid Companion''' <br>
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==[[Star Wars Social Benefits|Social Benefits]]==
''Requires Mechanics 3'' <br>
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{| class="wikitable" style="margin: 1em auto 1em auto;"
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). <br>
+
! width="150" | Quality || width="250" | Requirements || width="500" | Effects
 +
|-
 +
| style="background:paleturquoise;"|Office || style="background:paleturquoise;"|Presence 3 || style="background:paleturquoise;"|Elected official; gain +1D to all non-Force-based Presence tests
 +
|-
 +
|}
  
'''Force Sensitive''' <br>
+
==[[Star Wars Drawbacks|Drawbacks]]==
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. <br>
+
{| class="wikitable" style="margin: 1em auto 1em auto;"
 
+
! width="150" | Quality || width="250" | Requirements || width="500" | Effects
'''Jedi Knight''' <br>
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|-
''Requires Force Sensitive, Fighting 4(Lightsaber 1B), Awareness 3 (Sense 2B), Will 3 (Control 2B), Presence 3 (Alter 2B), and Lightsaber Combat I'' <br>
+
| style="background:paleturquoise;"|Cybernetics || style="background:paleturquoise;"|-- || style="background:paleturquoise;"|You are susceptible to the Ion Weapon Quality
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. <br>
+
|-
 
+
| Fallen to Darkness || -- || Fallen to the Dark Side
'''Jedi Master''' <br>
+
|-
''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.'' <br>
+
| style="background:paleturquoise;"|Ritualist || style="background:paleturquoise;"|Must possess Force Powers || style="background:paleturquoise;"|Must use an Extended Test to activate Force Powers
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. <br>
+
|-
 
+
| Untrained || Must possess Force Powers || Must spend a Force Point to activate the Persistent Effect of Force Powers
===Force===
+
|-
'''Adept''' <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
''Requires Force Sensitive and Control 2B'' <br>
+
|-
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. <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
 
+
|-
'''Convergence in the Force''' <br>
+
|}
''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. <br>
 
 
 
'''Dark Acolyte''' <br>
 
''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. <br>
 
 
 
'''Force Training''' <br>
 
''Requires Force Sensitive'' <br>
 
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. <br>
 
 
 
'''Mystic''' <br>
 
''Requires Force Sensitive and Alter 2B'' <br>
 
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. <br>
 
 
 
'''Obscure Power''' <br>
 
''Requires Force Sensitive'' <br>
 
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. <br>
 
 
 
'''Seer''' <br>
 
''Requires Force Sensitive and Sense 2B'' <br>
 
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. <br>
 
 
 
'''Strong in the Force''' <br>
 
''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. <br>
 
 
 
===Heritage===
 
'''Child of the Core Worlds''' <br>
 
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>
 
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>
 
 
 
'''Child of the Colonies''' <br>
 
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>
 
You increase the Influence of Bargain and Convince Techniques by 1 against opponents whose Ranks in Will are less than yours. <br>
 
 
 
'''Child of the Inner Rim''' <br>
 
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>
 
When you take Influence during an Intrigue, you reduce the influence by ½ of your Presence. <br>
 
 
 
'''Child of the Expansion Region''' <br>
 
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>
 
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>
 
 
 
'''Child of the Mid Rim''' <br>
 
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>
 
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>
 
 
 
'''Child of the Outer Rim''' <br>
 
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>
 
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>
 
 
 
===Martial===
 
'''Corellian Drill''' <br>
 
''Requires Double Tap, Marksmanship 6 (Blasters 5B) or (Blaster Rifle 5B)'' <br>
 
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>
 
 
 
'''Double Tap''' <br>
 
''Requires Markmanship 5 (Blasters 3B) or (Blaster Rifle 3B)'' <br>
 
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>
 
 
 
'''Gunslinger''' <br>
 
''Requires: Marksmanship 4 (Blasters 2B)'' <br>
 
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>
 
 
 
'''Jar'Kai''' <br>
 
''Requries: Fighting 4, Agility 4, and Awareness 4 <br>
 
You are trained to use a second Fighing Weapon in your off hand.  Weapons used in this way gain the Off Hand +1 and Defensive +1 Qualities.  If they already possessed one or both of these Qualities they increase those values by 1. <br>
 
 
 
'''Lightsaber Combat I''' <br>
 
''Requires Fighting 3 (Lightsaber 1B)'' <br>
 
You have been trained to use the elegant and iconic Lightsaber – the weapon of a Jedi Knight.  As a Lesser Action, you may add your ranks in the Lightsaber Specialty to your Combat Defense against opponents who are attacking with a weapon that possess the Energy Quality. If you possess the Sense Specialty, you may add your ranks in that as well. <br>
 
 
 
'''Lightsaber Combat II''' <br>
 
''Requires: Lightsaber Combat I, Fighting 4 (Lightsaber 2B)'' <br>
 
Your skill with your Lightsaber and knowledge in the Force has allowed you to instinctively control the force of your attack.  You may spend Degrees of Success from your Attack Action Test, on a one for one basis to increase or decrease the Damage Rating of your Lightsaber up to your Ranks in the Control Specialty or the Lightsaber Specialty, whichever is lower. <br>
 
 
 
'''Lightsaber Combat III''' <br>
 
''Requires: Lightsaber Combat II, Fighting 4 (Lightsaber 3B)'' <br>
 
For all the Jedi's talk of the elegance of the Lightsaber, it is one of the most dangerous and deadly weapons ever made, capable of slicing through armor and flesh with equal ease.  You may sacrifice all of your Bonus Dice to threaten a dreadful attack.  If you hit with three or more degrees of success, you deal damage as normal but your opponent also takes a Wound and gains the Maimed Drawback.  This Wound does not reduce damage but the target may Burn a Destiny Point to avoid gaining the Drawback. <br>
 
 
 
'''Lightsaber Form: Makashi''' <br>
 
''Requires: Lightsaber Combat II, Fighting 6 (Lightsaber 3B), Sense (2B) and Control (1B)'' <br>
 
Considered the pinnacle of Saber on Saber combat, Makashi was developed specifically to combat other Jedi or Sith.  Whenever your are attacked by an opponent wielding a Lightsaber and your opponent misses, you may immediately make a Standard Attack as a Free Action against that opponent, with a -1D Penalty. <br>
 
 
 
'''Lightsaber Form: Soresu''' <br>
 
''Requires: Lightsaber Combat II, Awareness 4 (Sense 1B), Fighting 5 (Lightsaber 2B)'' <br>
 
While all Jedi are taught to use their blades to defend against Blasters, those that are masters of Soresu can wade fearless into a firefight.  When taking the Dodge Greater Action you may instead roll your Fighting (Lightsaber) and add a modifier equal to double your Ranks in the Sense Specialty, instead of your Agility (Dodge) and replace your Combat Defense with the result. <br>
 
 
 
''''Lightsaber Form: Ataru''' <br>
 
''Requires: Lightsaber Combat II, Acrobatic Defense Benefit, Fighting 5 (Lightsaber 2B), Control 2B'' <br>
 
Relaying on your superior agility you leap and twirl to keep your opponent off balance. When using the Acrobatic Defense Benefit, you may add your Ranks in Acrobatics to all Fighting Test results. This Modifier may not exceed your Ranks in the Control Specialty. <br>
 
 
 
'''Lightsaber Form: Shien''' <br>
 
''Requires: Lightsaber Combat II, Awareness 5 (Sense 2B), Fighting 4 (Lightsaber 2B)'' <br>
 
Practitioners of Shien are able to turn in coming Blaster Fire back at your opponents.  Whenever your are attacked by an opponent wielding a Blaster and your opponent misses, you may immediately make a Standard Attack as a Free Action against that opponent, with a -1D Penalty. <br>
 
 
 
'''Lightsaber Form: Djem So''' <br>
 
''Requires: Lightsaber Combat II, Athletics 4 (Strength 1B), Fighting 4 (Lightsaber 2B), Alter 2B'' <br>
 
While few Jedi relay on brute force, those that have mastered Djem So can turn their superior strength against their attackers.  Whenever you make a successful attack, you may sacrifice a Degree of Success to also inflict all of the effects as if you had successfully used the Maneuver Action on your opponent. <br>
 
 
 
Lightsaber Form: Niman <br>
 
 
 
'''Lightsaber Form: Juyo''' <br>
 
''Requires: Lightsaber Combat II, Fighting 6 (Lightsabers 3B), Sense 1B, Control 2B, Alter 2B'' <br>
 
Known as a dangerous, even vicious style, Juyo requires the practitioners to fall into a whirlwind of motion and destruction.  When using this Form, and you may chose not to, your Lightsabers gain the Vicious, Fast and Powerful Qualities. <br>
 
 
 
'''Saber Throw''' <br>
 
''Requires Lightsaber Combat I, Fighting 4 (Lightsaber 2B), Alter 2B''
 
As a Greater Action, you may hurl your saber at a target at Close Range.  To make your attack you Test your full Fighting, but suffer a -1D.  If you possess the Telekinesis Force Power, your Saber returns to your hand as a Free Action. <br>
 
 
 
'''Sniper''' <br>
 
''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>
 
 
 
===Social===
 
'''Office''' <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>
 
 
 
==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 subtract a Modifier equal to the number of Dark Side 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 Dark Side Points you possess (1 Point is an Easy (3), 2 a Routine (6)...ect).  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>
 

Latest revision as of 13:44, 2 July 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