New and Updated Qualities

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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, may choose one of the Force Powers listed under the Jedi Arts. 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)
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)
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.

Jar'Kai
Requries: Fighting 4, Agility 4, and Awareness 4
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.

Lightsaber Combat I
Requires Fighting 3 (Lightsaber 1B)
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.

Lightsaber Combat II
Requires: Lightsaber Combat I, Fighting 4 (Lightsaber 2B)
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.

Lightsaber Combat III
Requires: Lightsaber Combat II, Fighting 4 (Lightsaber 3B)
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.

Lightsaber Form: Makashi
Requires: Lightsaber Combat II, Fighting 6 (Lightsaber 3B), Sense (2B) and Control (1B)
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.

Lightsaber Form: Soresu
Requires: Lightsaber Combat II, Awareness 4 (Sense 1B), Fighting 5 (Lightsaber 2B)
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.

'Lightsaber Form: Ataru
Requires: Lightsaber Combat II, Agility 3 (Acrobatics 1B), Fighting 5 (Lightsaber 2B), Control 2B
Relaying on your superior agility you leap and twirl to keep your opponent off balance. As a Lesser Action, you may add your Ranks in Acrobatics to all Fighting Test results. This Modifier may not exceed your Ranks in the Control Specialty.

Lightsaber Form: Shien
Requires: Lightsaber Combat II, Awareness 5 (Sense 2B), Fighting 4 (Lightsaber 2B)
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.

Lightsaber Form: Djem So
Requires: Lightsaber Combat II, Athletics 4 (Strength 1B), Fighting 4 (Lightsaber 2B), Alter 2B
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.

Lightsaber Form: Niman

Lightsaber Form: Juyo
Requires: Lightsaber Combat II, Fighting 6 (Lightsabers 3B), Sense 1B, Control 2B, Alter 2B
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.

Saber Throw
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.

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.

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 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.
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.

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.