Difference between revisions of "Jack's Test Page"

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| 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.
 
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| Child of the Colonies || - || Increase the Influence of Bargain and Convince Techniques by 1 against opponents with a Will rating lower than yours
 
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| style="background:paleturquoise;"|x || style="background:paleturquoise;"|x || style="background:paleturquoise;"|x
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| style="background:paleturquoise;"|Child of the Inner Rim || style="background:paleturquoise;"|- || style="background:paleturquoise;"|Reduce Influence taken in an Intrigue by half Presence ranks
 
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| Child of the Expansion Region || - || When testing Endurance (Resilience), gain +(half Will); when testing Will (Dedication), reroll a number of 1s equal to Endurance.
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| 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
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| 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
 
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Revision as of 16:40, 12 April 2015

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Thread Fate

Star Wars: Malevolence of Mandalore

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
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Lightsaber Form Benefits

Quality Requirements Effects
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Social Benefits

Quality Requirements Effects
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Drawbacks

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