Difference between revisions of "Jack's Test Page"

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(Replacing page with '=Header One= ==Header Two== ===Header Three=== * Plain Text * ''Italicized Text'' * '''Bold Text''' ** '''''Both Italicized and Bolded''''' Thread Fate [[Star Wars: Malevo...')
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[[Star Wars: Malevolence of Mandalore]]
 
[[Star Wars: Malevolence of Mandalore]]
 
==[[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.
 
|-
 
|}
 
 
==[[Star Wars Force Benefits|Force Benefits]]==
 
{| class="wikitable" style="margin: 1em auto 1em auto;"
 
! width="20%" | Quality || width="30%" | Requirements || width="50%" | 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.
 
|-
 
|}
 
 
==[[Star Wars Heritage Benefits|Heritage Benefits]]==
 
{| class="wikitable" style="margin: 1em auto 1em auto;"
 
! 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
 
|-
 
|}
 
 
==[[Star Wars Martial Benefits|Martial Benefits]]==
 
{| class="wikitable" style="margin: 1em auto 1em auto;"
 
! 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
 
|-
 
|}
 
 
==[[Star Wars Lightsaber Form Benefits|Lightsaber Form Benefits]]==
 
{| class="wikitable" style="margin: 1em auto 1em auto;"
 
! 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
 
|-
 
|}
 
 
==[[Star Wars Social Benefits|Social Benefits]]==
 
{| class="wikitable" style="margin: 1em auto 1em auto;"
 
! 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
 
|-
 
|}
 
 
==[[Star Wars Drawbacks|Drawbacks]]==
 
{| class="wikitable" style="margin: 1em auto 1em auto;"
 
! width="20%" | Quality || width="30%" | Requirements || width="50%" | Effects
 
|-
 
| style="background:paleturquoise;"|Cybernetics || style="background:paleturquoise;"|-- || style="background:paleturquoise;"|You are susceptible to the Ion Weapon Quality
 
|-
 
| Fallen to Darkness || -- || Fallen to the Dark Side
 
|-
 
| style="background:paleturquoise;"|Ritualist || style="background:paleturquoise;"|Must possess Force Powers || style="background:paleturquoise;"|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
 
|-
 
| 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
 
|-
 
| Meditative Mandate || Must have Force Powers || Must spend a Lesser Action to enter a meditative state before using Force Powers, or suffer a -1D
 
|-
 
|}
 

Revision as of 00:34, 13 April 2015

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Thread Fate

Star Wars: Malevolence of Mandalore