Difference between revisions of "New and Updated Qualities"

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==Benefits==
 
===Ability===
 
'''Colony Kid''' <br>
 
''Requires: Survival 4, Mechanics 3 (Repair 1B)'' <br>
 
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>
 
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''' <br>
 
''Requires Knowledge 4'' <br>
 
Choose an area of expertise from the following list: <br>
 
''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. <br>
 
 
'''Technophile''' <br>
 
''Requires Mechanics 4 (Systems 2B and Repair 2B)'' <br>
 
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>
 
 
'''Trailblazer''' <br>
 
''Requires Mechanics 4 (Any Piloting 3B)'' <br>
 
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>
 
 
'''Twilighter''' <br>
 
''Requires Knowledge 3 (Streetwise 2B)'' <br>
 
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>
 
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>
 
 
===Fate===
 
'''Animal Cohort''' <br>
 
''Requires Survival 3 (Animal Handling 1B)'' <br>
 
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>
 
 
'''Droid Companion''' <br>
 
''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). <br>
 
 
'''Force Sensitive''' <br>
 
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 access to all of the Basic Force Powers, and 1 Force Point. <br>
 
 
'''Jedi Knight''' <br>
 
''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. <br>
 
 
'''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.''
 
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>
 
 
===Force===
 
Force Training <br>
 
Strong in the Force <br>
 
Convergence in the Force <br>
 
Dark Acolyte <br>
 
Obscure Power <br>
 
Seer <br>
 
Adept <br>
 
Mystic <br>
 
 
===Heritage===
 
Child of the Core Worlds <br>
 
Child of the Inner Rim <br>
 
Child of the Expansion Region <br>
 
Child of the Mid Rim <br>
 
Child of the Outer Rim <br>
 
 
===Martial===
 
Corellian Drill <br>
 
Double Tap <br>
 
Gunslinger <br>
 
Lightsaber Combat I <br>
 
Lightsaber Combat II <br>
 
Lightsaber Combat III <br>
 
Lightsaber Form: Makashi <br>
 
Lightsaber Form: Soresu <br>
 
Lightsaber Form: Ataru <br>
 
Lightsaber Form: Shien <br>
 
Lightsaber Form: Djem So <br>
 
Lightsaber Form: Niman <br>
 
Lightsaber Form: Juyo <br>
 
Saber Throw <br>
 
Sniper <br>
 
 
===Social===
 
Office
 
==Drawbacks==
 
Cybernetics <br>
 
Fallen to Darkness <br>
 
Ritualist <br>
 
Untrained <br>
 

Latest revision as of 22:22, 12 November 2014