New and Updated Qualities for Star Wars Game

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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.

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.

Lightsaber Forms and Training

The following are special benefits that represent the complex and intense schools of Martial Arts developed for use with the Lightsaber. There are three broad Benefits: Student of the Form, Master of the Form and Specialized Training. When you purchase these Benefits, you may select any Form or Training that you meet the requirements for, and thus these Benefits that can be purchased multiple times, each time selecting a different Form or Training. These broad Benefits provide the following effects:

  • The Benefit - This is an effect, similar to a standard Martial Benefit.
  • The Stance - If the Benefit includes a Stance, you may assume the Stance to gain its effect. In general, a Character may only benefit from one Stance at a time. You may assume a Stance at the Start or End of your Combat Turn. In general, the Stance provides a systemic benefit under specific circumstances, but usually also applies some form of drawback or restriction. It should be noted that each Stance includes a visual description, to include the standard grip on the lightsaber. This information is provided for purely aesthetic reasons and characters are welcome to employ their lightsaber as they see fit.
  • The Maneuvers - These are modified actions or benefits that apply in specific circumstances, but in general have a Cost associated with them, usually in the form of Stamina Damage, which must be paid and in effect inflicts "damage" to a character, or requires the Character to take a Point of Fatigue. You may employ any Maneuver from any Form you know, regardless of the Stance you are in, however, if you are not in the Stance from the Maneuver's Form, you suffer a -1D to any Test required by that Stance. In addition, if you employ a Maneuver which can be sustained through multiple Combat Rounds, you immediately lose the effect of the Manuever if you change Stances.
    • This -1D penalty can be mitigated through the Hybrid Form Martial Benefit.
    • This -1D penalty is never applied to Maneuvers gained from Specialized Training.
Form 1: Shii-Cho - The Determination Form

Shii-Cho was the first combat art form developed by the Jedi. It was derived from numerous forms of archaic swordplay and, as such, encompasses various sweeping slashes and parries. At its core, it is designed to teach a Jedi the basics of swordsmanship and is therefore simplistic in its design. It excels at dealing with multiple foes in both defense and attack. Its applications are, however, somewhat limited when facing a single opponent. Because of its focus on simple moves and practiced posture, the form also suffers from a lack of mobility.

  • Student of the Form (Shii-Cho)
    • Requirements: Fighting 3 (Lightsaber 1B), and Will 3
    • Benefit: Duelists reduce the Training Requirement of Lightsabers by ½ his Ranks in the Will Ability.
    • Stances:
      • Defensive Neutral --- A defensive posture that places the Lightsaber in a two hand-grip on the dominate side, held up in a vertical parry/ready position. The feet are kept either with the dominate foot held back or feet evenly spaced.
        • By remaining Stationary, the Jedi may add +1 to his Combat Defense for each opponent he faces, up to his Ranks in the Sense or Control Specialty (whichever is higher). Opponents wielding multiple weapons count as a single opponent for each weapon they use when determining the applied modifier. The Jedi loses this bonus if he moves or is forced to move.
      • Offensive Neutral --- The Saber is held in a two-hand grip, centered at waist level, with the blade pointing up and out. Feet are kept shoulder width apart and squared to the opponent.
        • So long as the Jedi does not move, when he takes the Aim Action, in addition to the +1B, the duelist also adds his Ranks in the Control Specialty to his Fighting Test result.
    • Maneuvers:
      • Center of Being.
        • Cost: None
        • Effect: You may take the Catch Your Breath Action using your Will in place of your Endurance
      • Disarming Slash.
        • Cost: 1 Stamina
        • Effect: When you take the Disarm Action, the Duelist may add his Ranks in the Alter Specialty as a bonus to his Fighting Test Result.
      • Sarlacc Sweep.
        • Cost: 1 Fatigue
        • Effect: When taking the Divided Attack Action, you may add your Ranks in the Control Specialty as additional Bonus Dice to distribute on your Attacks.
  • Master of the Form (Shii-Cho)
    • Requirements: Fighting 4 (Lightsaber 3B), Will 4, and Student of Shii-Cho
    • Benefit: You may ignore -1 or -1D Penalties from Fatigue, Injuries or Wounds, up to ½ your Ranks in the Will Ability.
    • Stance:
      • Flowing River --- A Master of Shii-Cho may now move a number of yards equal to his ranks in the Lightsaber Specialty before being denied the Combat Defense from Jedi Defensive Neutral Stance or losing access to the additional modifier from the Aim Action while in the Offensive Neutral Stance.
    • Maneuvers:
      • Crashing Wave
        • Cost 1 Stamina.
        • Effect: Disarm Actions count as Lesser Actions instead of Greater Actions.
      • Flash Flood
        • Cost 1 Fatigue
        • Effect: Your Divided Attack action now also counts as a Maneuver Action against each of your opponents. For this purposes, you reduce each opponent’s passive Fighting result by your ranks in the Sense Specialty.
Form 2: Makashi – The Contention Form

Makashi was the second form to be developed and places its emphasis on dueling single opponents. While technically designed to fight duelists wielding lightsabers, it functions remarkably well against any melee opponent. The form refined the maneuvers and strikes from Shii-Cho, relaying on precision to negate an opponent’s defenses, while using as little energy as possible to counter attacks. It does not, however, provide any benefit against opponents at range.

  • Student of Form (Makashi)
    • Requirements: Fighting 4 (Lightsabers 2B), Student of Shii-Cho
    • Benefit: Disarm attacks made against you now require Three (3) Degrees of Success instead Two.
    • Stance:
      • Perfected Balance --- The practitioner of Makashi rely on precise footwork to maintain balance, while exercising economy of motion. The blade is often held in the dominate hand at the waist, forward and up or down at a 45o angle --- though a two hand grip may become required against opponents who attack with great force. Its movements are traditionally forward or backward in a straight line.
        • At the Start of the Combat Round, before any Characters have acted, you may nominate a single melee opponent. Anytime your nominated opponent takes a Greater Action against you, you may choose to give ground. If you do, you increase your Combat Defense against them equal to your Ranks in the Lightsaber Specialty, up to your Ranks in the Sense Specialty, and move a number of yards equal to that amount, however in your next combat turn, you may only take a single Lesser Action.
    • Maneuvers:
      • Contentious Opportunity
        • Cost: None
        • Effect: Anytime you make a Fighting Test against your nominated opponent, you increase your Test Result by your Ranks in the Lightsaber Specialty, up to your Ranks in the Control Specialty.
      • Riposte
        • Cost: 1 Stamina
        • Effect: When you take the Counterattack Action and are attacked by your nominated opponent who then fails to inflict Damage, your Counterattack gains a number of Bonus Dice equal to your Control Specialty.
  • Master of the Form (Makashi)
    • Requirements: Fighting 6 (Lightsabers 4B), Student of Makashi
    • Benefit: When attacked through the use of Force Powers, Makashi Masters may increase their Combat Defense or any Passive Ability Result by their Ranks in the Lightsaber Specialty. This bonus is applied against both Melee and Ranged opponents.
    • Stance:
      • Endless Circle --- By shifting their footwork side to side as well as back and forth, the Makashi Master may now effectively face multiple opponents simultaneously. Masters of this Form may now nominate a number of opponents equal to their Ranks in the Lightsaber Specialty.
    • Maneuvers:
      • Refined Feint
        • Cost: 1 Stamina
        • Effect: Against any of your nominated opponents, you may take the Distract Action as a Free Action, and add your Ranks in the Lightsaber Specialty, up to your Ranks in the Control Specialty, to your Test Result. You may only perform this maneuver once each round.
      • Manipulative Maneuver
        • Cost: 1 Stamina
        • Effect: Against any of your nominated opponents, you may take the Maneuver Action as Free Action and increase Fighting Test Result by your ranks in the Lightsaber Specialty, up to your Ranks in the Alter Specialty. You may only perform this maneuver once each round.
Form 3: Soresu – The Resilience Form

This form is the ultimate expression of dedication to defense. Masters of this form are considered to be effectively impervious to nearly all forms of attack, both in melee combat and at range. Equal parts combat art as much as combat methodology, Soresu teaches its practitioners to provide total defensive coverage while expending as little energy as possible. Because of this reliance on pure defense, the form lacks any strong attacks and is designed to simply wait for opponent to become exhausted or frustrated and leave themselves open to attack.

  • Student of the Form (Soresu)
    • Requirement: Fighting 4 (Lightsaber 2B), (Quickness 2B), and Student of Shii-Cho
    • Benefit: You increase the Defensive Bonus of your Lightsaber by +1. In addition, you retain +1 of this Bonus even when attacking.
    • Stance:
      • Calm in the Storm --- The blade is held in a two-hand grip at waist level, held diagonally across the body. The torso is brought forward and the legs bent in a mid-crouch to reduce the area presented to an attack.
        • You increase your Combat Defense by your Ranks in the Quickness Specialty up to your Ranks in the Sense Specialty. In addition, you gain an additional +1 for each opponent, after the first, which attacks you. However, anytime you make an Attack against an opponent, other than through the use of the Counterattack Action, you lose this Bonus until the Start of your next Combat Turn.
    • Maneuvers
      • Deflecting Slash
        • Cost: 1 Stamina (Spent when Counterattack is Declared)
        • Effect: When you take the Counterattack Action, you may attack any adjacent opponent instead of the source of the Attack against you. Damage from this attack does not benefit from additional Degrees of Success.
      • Circle of Shelter
        • Cost: 1 Fatigue
        • Effect: When you take the Dodge Action, you may substitute your Fighting (Lightsabers) In place of Agility (Dodge) to determine your Combat Defense for the Round. In addition, you may also add your Ranks in the Quickness Specialty, up to your Ranks in the Sense Specialty, as additional Bonus Dice to this test. In subsequent rounds, you may continue to use this Maneuver, at no cost, so long as you take no other action.
  • Master of the Form (Soresu)
    • Requirement: Fighting 5 (Lightsaber 3B), (Quickness 3B), and Student of Soresu
    • Benefit: If you do not attack, you double the Defense Bonus of your Weapon.
    • Stance:
      • Gathering Storm --- In this variant stance, the body is turned sideways to the direction of attack, reducing the profile. The Blade is again held in a two-handed grip, but above the head, pointed downward and across the body.
        • Storm’s Eye, however, when you take the Dodge Action, it also count as taking the Aim Action. You may retain Bonus Dice up to your Ranks in the Sense Specialty, until you make an attack.
    • Maneuvers
      • Blade Wall
        • Cost: 1 Stamina (this cost must be paid each Round this Maneuver is used).
        • Effect: When you take the Circle of Shelter Maneuver, so long as you are between the attackers and their targets, you may apply your Combat Defense to a number of characters equal to your Ranks in the Alter Specialty.
      • Blaster Redirection
        • Cost: 1 Fatigue (Paid once when the Counterattack is declared)
        • Effect: While taking the Counterattack Action, if your opponent is using an Energy Range Attack at Close Range, and does not successfully inflict damage, you may make a Fighting (Sense) as your counterattack, even though they are not in melee range. The Base damage of this attack is the Base Damage of the attack that was made against you.
Form 4: Ataru – The Aggression Form

A bold form, requiring great mobility and focusing on continued offense. Unlike Soresu, which focused on economy of motion, Ataru teaches broad, kinetic strikes – often augmented by force assisted acrobatics. As it is an offensive form, Ataru places heavy emphasis on its strikes, often at the cost of defense. The form, however, is not completely devoid of its defensive motions, and clever practitioners can use their acrobatic maneuvers to help protect them from retaliation, if at great cost. It excels against single opponents in melee combat, but offers little protection against multiple enemies or ranged attacks. The form also teaches versatility, and unarmed attacks and dual wielding are not uncommon.

  • Student of the Form (Ataru)
    • Requirement: Fighting 4 (Lightsaber 2B), (Acrobatics 2B), Acrobatic Dodge, Student of Shii-Cho
    • Benefit: If you Attack following any movement, you are considered to have the Higher Ground and thus gain +1B to your attack.
    • Stance:
      • The Hurricane --- In this stance, the Jedi grips his weapon in with both hands and holds it high in preparation to attack. The legs are bent, with the dominate leg often held outward, giving their leaps additional force.
        • Whenever you Attack, you add your ranks in the Acrobatic Specialty to your Fighting Test Result, up to your Ranks in the Control Specialty. However time you are attacked by a Character after the first, you reduces your Combat Defense by 2.
    • Maneuvers
      • Hawk-Bat Swoop:
        • Cost: 2 Stamina
        • Effect: When you take the Charge Action, you may move up to your full movement, Attack and then MUST move your full movement away from your opponent. This REQUIRED second movement is reduced by your Ranks in the Sense Specialty, however the Duelist may still choose to move any amount up to his full movement if he so desires. The attack made during this Charge adds your Ranks in the Control Specialty as additional Bonus Dice.
      • Saber Swarm
        • Cost: 1 Fatigue
        • Effect: You may take a Standard Attack that is also considered a Maneuver Action. When making this test you may add your Ranks in the Alter Specialty to the Attack Roll as Bonus Dice.
  • Master of the Form (Ataru)
    • Requirement: Fighting 5 (Lightsaber 3B), (Acrobatics 3B), Student of Ataru
    • Benefit: When you Charge, you increase your Base Damage by your Ranks in Acrobatics instead of the usual +2.
    • Stance:
      • Gale Force --- In this variant Stance, the body is held forward at a slight angle and the blade is held in a two-hand grip, pointed upward, on the dominate side.
        • As Hurricane, but your unrelenting attacks make it difficult for opponents to recover. Each Degree of Success you score against your opponent during any Attack, that inflicts Damage, increases the Target of any test they make by one step until the start of your next action.
      • Thundering Advance --- This stance requires the use of a second saber. A saber is held in each hand, the blades held up, pointed forward and parallel to each other. The dominate hand is kept at shoulder height, while the second hand is held at waist level. The feet are kept wide with the dominate foot back, in a slight crouch.
        • Whenever you attack, you always add your secondary weapons Off Hand value to your Base Damage, but this does not cause attacks that are not Greater Actions to become Greater Actions. As normal, you are denied the second weapons defensive bonus.
    • Maneuvers
      • Endless Assault:
        • Cost: 2 Stamina
        • Effect: You launch a Reckless Attack at your opponent, and are allowed to make a Movement as part of the attack. Each subsequent round that you continue to Recklessly Attack the same opponent, you may convert a Bonus Die into a Test Die, up to a maximum equal to your Ranks in Acrobatics or Control, which ever is lesser. This effect continues until you take any action other than Reckless Attack.
      • Falling Leaf
        • Cost: 2 Stamina
        • Effect: You leap into the air, twisting and spinning. You may make a Divided Attack, but may direct the attacks against the same target.
Form 5: Shien Variant – The Perseverance Form

This traditional form was developed to answer the lack of offensive capability of Soresu. While still considered a defensive art, Shien teaches its practitioners to create and exploit openings in the opponents defense, while maintaining their own. Shien focus is against ranged opponents, and is weak against enemies in melee range.

Form 5: Djem So Variant – The Dominance Form
Form 6: Niman – The Moderate Form
Form 7: Juyo – The Ferocity Form
Specialized Training: Dun Möch
Specialized Training: Jar'Kai
Specialized Training: Lus-ma
Specialized Training: Saber Throw
Specialized Training: Tràkata

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.

Drawbacks

Cybernetics
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.

Fallen to Darkness
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.
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.

Ritualist
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.

Untrained
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.

Outworlder
You hail from a far reaching section of the galaxy and have little knowledge of the Republic and its organizations. Because of this 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.