Post by cassusaevum on Jan 1, 2020 15:54:30 GMT -5
Arcane Background: The Force
Requirements: Novice, Spirit d8
You have access to The Force arcane skill. You gain 2 Force powers. Those with AB: The Force may take the Telekinesis power at Novice.
In addition to the powers, you may use a Mind Trick to roll your Force skill for Persuasion rolls. This is opposed by the target's Spirit. If successful, the Target acquiesces to your requests. Mind Trick can only be used to give relative simple commands: "These aren't the droids you're looking for. Move along."
You also posses a minor version of the Telekinesis power. By making a successful Force check, you can move objects weighing less than 5 pounds. The range of this ability is Smarts x 2. You cannot use the "Telekinetic Tools" ability without the actual power.
Powers List: Arcane (Force) Protection, Beast Friend, Blast, Bolt, Boost Trait (Self Only), Burst, Confusion, Damage Field, Detect / Conceal (Force Ability), Darksight, Deflection (Self Only), Divination, Empathy, Fear, Havoc, Healing, Mind Link, Mind Reading, Mind Wipe, Object Reading, Quickness, Relief, Speed (Self Only), Stun, Succor, Telekinesis, Warrior's Gift
Armored Hero
Requirements: Novice, Str d6
You know how to make the most effective use of the armor you wear. Reduce all incoming Armor Penetration by 2.
Armored Juggernaut
Requirements: Seasoned, Armored Hero
You are even better at using your armor effectively. When you are wearing Armor, increase your total armor value by 1.
Armor Mastery
Requirements: Veteran, Armored Hero, Armored Juggernaut
You are a master at using your armor effectively. When you are wearing Armor, increase your total armor value by an additional 1.
Bounty Hunter
Requirements: Novice; Tracking d6; Notice d6
The term “bounty hunter” refers to a private agent who tracks people or items down for money. They’ve developed something of an unsavory reputation in the galaxy as fortune-seekers who will turn their own parents in if there was a bounty on them. Bounty Hunters get a +2 to any rolls related to tracking down (but not subduing) their quarry. They also gain membership into the Bounty Hunter’s Guild. Membership in the Guild confers no mechanical benefits but serves a narrative purpose.
Smuggler
Requirements: Novice; Piloting d6; Persuasion d6; Stealth d6
Wherever there are prohibitions on cargo there will always be a need for a smuggler to around customs agents. All you need is a ship that can carry enough cargo to make such end-runs around the law worth one’s while.
Smugglers get a +2 to their Persuasion rolls when dealing with law-enforcement officials and they gain a +2 Stealth (or other appropriate) rolls while piloting a spacecraft in an effort to avoid detection.
Requirements: Novice, Spirit d8
You have access to The Force arcane skill. You gain 2 Force powers. Those with AB: The Force may take the Telekinesis power at Novice.
In addition to the powers, you may use a Mind Trick to roll your Force skill for Persuasion rolls. This is opposed by the target's Spirit. If successful, the Target acquiesces to your requests. Mind Trick can only be used to give relative simple commands: "These aren't the droids you're looking for. Move along."
You also posses a minor version of the Telekinesis power. By making a successful Force check, you can move objects weighing less than 5 pounds. The range of this ability is Smarts x 2. You cannot use the "Telekinetic Tools" ability without the actual power.
Powers List: Arcane (Force) Protection, Beast Friend, Blast, Bolt, Boost Trait (Self Only), Burst, Confusion, Damage Field, Detect / Conceal (Force Ability), Darksight, Deflection (Self Only), Divination, Empathy, Fear, Havoc, Healing, Mind Link, Mind Reading, Mind Wipe, Object Reading, Quickness, Relief, Speed (Self Only), Stun, Succor, Telekinesis, Warrior's Gift
Armored Hero
Requirements: Novice, Str d6
You know how to make the most effective use of the armor you wear. Reduce all incoming Armor Penetration by 2.
Armored Juggernaut
Requirements: Seasoned, Armored Hero
You are even better at using your armor effectively. When you are wearing Armor, increase your total armor value by 1.
Armor Mastery
Requirements: Veteran, Armored Hero, Armored Juggernaut
You are a master at using your armor effectively. When you are wearing Armor, increase your total armor value by an additional 1.
Bounty Hunter
Requirements: Novice; Tracking d6; Notice d6
The term “bounty hunter” refers to a private agent who tracks people or items down for money. They’ve developed something of an unsavory reputation in the galaxy as fortune-seekers who will turn their own parents in if there was a bounty on them. Bounty Hunters get a +2 to any rolls related to tracking down (but not subduing) their quarry. They also gain membership into the Bounty Hunter’s Guild. Membership in the Guild confers no mechanical benefits but serves a narrative purpose.
Smuggler
Requirements: Novice; Piloting d6; Persuasion d6; Stealth d6
Wherever there are prohibitions on cargo there will always be a need for a smuggler to around customs agents. All you need is a ship that can carry enough cargo to make such end-runs around the law worth one’s while.
Smugglers get a +2 to their Persuasion rolls when dealing with law-enforcement officials and they gain a +2 Stealth (or other appropriate) rolls while piloting a spacecraft in an effort to avoid detection.