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Note: Qualities acquired from Template Packages stack, while Drawbacks do not; the more severe penalty applies with no cost change. Increases to an Attribute cannot exceed a racial maximum by more than one point when applying a Template.

Aristocrat 5-point Package

You grew up among the rich and powerful, with a proper education, and sometimes your family name alone will get you places.

Advantages: +1 to one mental Attribute; +1 Con; +1 Knowledge; two levels of Lifestyle; one level of Reputation

Disadvantages: two points in Adversary, Ego, Honorable, or Obligation, depending on what kind of aristocrat you are.

Artisan

2-point Package

You’re all about the passion. Some might call you a Drama Queen, but they just don’t know what its like to be as alive as you are when you’re doing your thing! Some Artisans sculpt holograms, some become entertainers, and others craft precision machines. Whatever their “thing” might be, Artisans do it with all their heart and energy, and are surprisingly vengeful towards anyone who would stand in their way.

Advantages: +1 bonus to Dexterity and Perception; three points to apply to a “profession” skill (Wild Card: Art for actual artists, Repair for technologists, etc); one level of Lifestyle; two points of Reputation.

Disadvantages: Indebted (two points, to a former patron, usually); Pacifist (2-pt.: “I’m a lover, not a fighter!”); Tragic Love.

Bounty Hunter 7-point Package

The bounty hunter makes his living capitalizing on the vendettas of others, tracking down fugitives for their enemies, their masters, or simply for justice. Bounty hunters rarely die from boredom.

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Advantages: Five points to distribute between Blaster, Crime, Intimidation, and Streetwise; two-points of Contacts; two points in the Contraband Quality (representing modified armor, a force cage to hold prisoners, a sweet blaster, etc.); Fast Reaction Time; Reputation Quality • Disadvantages: Cruelty (1-pt.); Ego (1-pt.); Humorless (1-pt.); Paranoia (1-pt.); Scum Brash Pilot

5-point Package

You’re one of those hotshot, elite starfighter ace-types they make action holovids about. Your killer instinct, precision reflexes and Academy training make you a top gun to be reckoned with. Well, maybe you didn’t quite make it thru the academy, but large numbers of so-called “bush” pilots have made their way into the ranks of the Rebel Alliance and other underground establishments.

Advantages: +1 to their Dexterity and Perception; +2 to the Pilot skill; Spacer and Situational Awareness Qualities. You might consider buying a few levels of the Obligation Drawback or the Rank Quality if you are a bona-fide military pilot.

Disadvantages: Mild Ambitious; Serious Reckless

Criminal

4-point Package

You’ve chosen a life of crime, or maybe it’s chosen you. Either way, you’re a petty scumbag. • Advantages: +1 to any one Attribute; +2 Crime; +2 Streetwise; Contacts/Criminals (2-pt);

Low-Profile

Disadvantages: Scum; Minor Cowardice; Recklessness Drifter

3-point Package

Like a leaf on the wind, you are a Drifter, moving from place to place as circumstances and opportunities take you. You have no real home (unless its mobile, too), but you’re okay with that. There’s always something new in your future, something to look forward to—nothing to keep you from moving on and having a whole new life.

Advantages: +1 Constitution; +1 Perception; +1 Streetwise; +1 Con; +1 Knowledge; +1 Pilot; +1 Survival

Disadvantages: Scum; Minor Paranoia Elite Soldier

8-pt Package

An Elite Soldier is the ultimate warrior: deadly; intelligent; loyal; a consummate professional. Soldering is what he does—it’s who he is. Fighting other people’s wars, following orders without question, killing without hesitation—without remorse—is all part of the job. Armies across the galaxy employ soldiers, boys and men with deadly implements whose primary objectives are girls and glory. The Elite Soldier is more than that. He is the best of the best, a living weapon, the Soldier other soldiers whisper about in the dark, the one that generals, senators, kings and governments pretend doesn’t exist.

Still, for all his skill and valor, the Elite Soldier is destined to be a faceless, unsung hero. Since he operates frequently outside common laws and establishments, he’s often without formal rank or authority like normal soldiers. And if he is ever captured or killed, no one will come rescue him, no one will mourn him, and most of the galaxy will ever even know that he lived. It’s just all part of the job for an Elite Soldier.

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Advantages: +1 to any two Attributes; three-points to spend in any combination of Blaster, Brawl, or Melee; Iron Will; Situational Awareness; Fast Reaction; Natural Toughness (2-pt.) • Disadvantages: Humorless; Minor Cruelty; Minor Recklessness; Total Obligation; Minor

Paranoia Fringer

4-point Package

Fringers come from worlds outside “civilized space”, or any fringe of galactic society, from the frontiers of space to the deepest, darkest levels of Coruscant. They usually replace formal education with skills and knowledge gained from experience. Fringers aren’t necessarily unfamiliar with advanced technology, but they don’t have accesses to the conveniences common on higher status worlds.

Advantages: +1 Constitution; +1 Willpower; Natural Toughness (2-pt.); three points to divide between Repair, Streetwise, and Survival

Disadvantages: Outsider Gambler

5-point Package

You’ve learned just about every game of chance there is, and know all the scams, at least the good ones. You’ve won and lost fortunes and been chased by bounty hunters and jealous husbands during your career. You’re colorful, charming, and very insincere. You do extremely well with the opposite sex, and everybody either loves you or hates you—but no one trusts you. There are serious rewards for those who make it, and you intend to be there when the big prize is handed out!

Advantages: +1 Dexterity; +1Perception; +1 Con; +1 Streetwise; +2 Wild Card/Gambling; one level of Lucky; two levels of Lifestyle; one level of Attractive

Disadvantages: Indebted (2-pt.); Serious Greed; Wanted (2-pt.) Gearhead

4-point Package

You’ve received some sort of technical training that makes you an expert at fixing and building things. Gearheads are usually a little smarter than most people—meaning they aren’t really “people” people.

Advantages: +2 to Intelligence; +1 to another mental attribute; four points to be spread Computers, Knowledge, and Repair

Disadvantages: Outsider Kid

4-point Package

You’re a “child of the stars”, a survivor unnoticed by the masses of civilization, beholden to no parent or master. You’re probably an orphan, though you try not to think about that too much. You might be a stowaway, or an apprentice to a more mature adventurer, but you’re determined to pull your own weight and make your mark on the universe.

Advantages: +1Dexterity; Sweet Disposition; Low Profile; four levels of Hard to Kill

Disadvantages: –5 to the number of character points to spend on starting Skills; Strength and Willpower racial caps reduced by one

Lawman

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You are—or were—a law enforcement officer, part of a governmental security force on your home planet. They spent some time and money on your training, but what made you great at your job was something you were born with, and whether you’re still a lawman or not, it defines who you are.

Advantages: +1 to any one physical Attribute; +1 Athletics; +1 Blaster; +1 Brawl; +1 Intimidation; +1 Knowledge; +1 Pilot; two points in Contacts, either government or criminal • Disadvantages: Minor Ego; Minor Honorable; Wanted (2-pt.) by those he’s crossed in the line

of duty, who haven’t forgotten Merc

5-point Package

You are a mercenary, always looking for a way to make a living. You probably signed onto a professional company as a youth, survived a campaign or two, and set out on your own. You might have some kind of ethic you follow, but you have a tendency to walk over dead bodies.

Advantages: two points in any of your physical attributes; two levels of Hard to Kill; +1 Athletics; +1 Blaster; +1 Survival

Disadvantages: Minor Cruelty; Minor Greed Outlaw

6-point Package

Your old life used to put you in pretty regular contact with Imperials. You always knew they were no good for your people, but the money was too good, and you didn’t want to rock the boat. One day they went too far, though, and you developed a conscience. They tried to kill you, but got the woman you loved instead. Okay, okay, so that’s the holo-drama some shtick made about your life when you wasted those Imp’s, but it’s close enough to the truth.

You’re a hard-core outlaw, a desperado wanted for crimes against the Galactic Empire. Every now and then someone shows up to try and collect the reward, but so far you’ve stayed one step ahead in the game. You’ve made a living out of being wanted; you’re something of a folk hero others can look up to and take the courage to resist oppression. As a one-man Rebellion, you know you probably won’t live long, but you’re fighting the good fight, and that’s what counts.

Advantages: four levels of Hard to Kill; Gunslinger; Natural Leader; Situational Awareness Disadvantages: Minor Honorable; Wanted (4-pt.) Scum.

Pirate

4-point Package

You started out as a simple spacer, but before long your captain was ordering you and the rest of the crew to attack other ships, and you went along with it. You’ve since gotten away from that bloodthirsty bunch, but you’re still a pirate, robbing ships for valuables. You enjoy the notoriety that the label “pirate” conjures up. You’re one of the hardier folks in the galaxy—you can’t seem to take danger seriously, and you love a good party…boarding party, that is…

Advantages: +1 Blaster; +1 Brawl; +1 Crime; +1 Intimidation; +1 Melee; two points of the Hard to Kill; Spacer; two points of Contraband

Disadvantages: Wanted (4-pts); Clown (or Humorless for the serious types); Scum Scout

4-point Package

You’re the laconic sort, much preferring to be alone in a familiar wilderness than amongst the civilized. You’re known to be independent, tough, and smart, and are often sought after for

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employment by those who are not. You might be a professional hunter, a tracker, a guerilla fighter, a simple woodsman, or even an Ewok. (J/K)

Advantages: +1 Constitution; +1 Perception; five points to be divided between Athletics, Medicine, Blaster, Stealth and Survival

Disadvantages: Outsider Smuggler

6-point Package

Whether it’s guns, people, or parts, you’re the person to call for transportation across restricted space. Not only do you know who has goods to sell, you also know who’s most likely to purchase those goods.

Advantages: +1 Intelligence; +1 Con; +1 Streetwise; four levels in Contacts (which may be split up into multiple contacts); two levels of Hard to Kill; one level Lucky; Spacer

Disadvantages: Indebted (4-pt.); Minor Greed; Scum Spy

6-point Package

Knowing other people’s business is your business. You might be part of the elaborate Bothan Network, a secret agent for the Rebellion, or simply a nosey kubaz with too much time on his hands.

Advantages: +1 Intelligence; +1 Perception; +1 Willpower; +1 Computers; +1 Con; +1 Crime; +1 Stealth; Situational Awareness; Iron Will; Low Profile

Disadvantages: Total Obligation; Mild Paranoia; Secret (4-point); Mild Zealot

A spy gains +1 to each of his mental attributes, as well as one points each among. He gets the. Many Spies spend points on the Contraband Quality, too, depending on how well funded they are.

Thug

4-point Package

You grew up in a hard place and became hard yourself in order to survive. Eventually you came to make a living by passing on this hardness to others. You may eventually rise above your situation, but you’ll always be a thug.

Advantages: +1 Strength; +1 Constitution; +1 Brawl; +1 Intimidation; +1 Melee; +1 Streetwise; Natural Toughness (2-pt.); two points in Contacts (criminal, usually) • Disadvantages: Scum; Minor Greed; Minor Cruelty; Minor Violent Tendencies Veteran

4-point Package

You’re a veteran from some far off conflict on some far off world. You were a common man who stood up for a cause, risking life and limb to defend what you believed in. Maybe you were part of the resistance when Imperial Star Destroyers first appeared in your skies, or maybe you were part of a civil war in your home system. Whatever it was, it’s a life you left behind, and it changed you forever.

Advantages: +1 Willpower; +1 Blaster; two levels of Hard to Kill; Gunslinger Disadvantages: Recurring Nightmares; Minor Paranoia; Minor Honorable

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FORCE TRADITION TEMPLATES

Note: Unlike other Template Packages, Force Traditions are progressive: to buy the Jedi Master template a character must first have first been Force Sensitive, then received training to become a Padawan, then passed the trials and tests necessary to qualify for training as a Knight. As with the other Template Packages, there must be training involved in order to acquire Force Tradition Template. These Templates determine which Force Powers a character may learn. Learning any of these Force Traditions requires the Supreme Chancellor’s (aka, the Game Master) approval.

Fallen

Special Package

Whether you were once a Jedi Knight or a mystic of some other tradition, you walked too close to the line and fell into the grasp of the Dark Side of the Force. You lost your soul to it. When all of a character’s Light Side Points are converted to Dark Side Points, he automatically acquires this

template.

Advantages: +1 to the character’s highest Force Skill (order of preference being Alter, Sense, then Control in case of ties)

Disadvantages: Minor Ambitious; Minor Cruelty; Minor Paranoia; Violent Temper (2-pt.) Force Sensitive

4-point Package

You are naturally sensitive to the ebb and flow of the Force, though you may not realize it. Such people are rare in any era, but during the time of the Galactic Empire they are special indeed. Without further training, this template isn’t good for more than a few perks and the potential for lots of trouble, although being force sensitive qualifies you to purchase the progressive Jedi Padawan, Jedi Knight, and Jedi Master—or other—Packages, should you find a teacher later on.

Advantages: +2 Dexterity; +2 Perception; all racial caps raised by +1; Fast Reaction Time Disadvantages: Secret (3pt.)

Jedi Padawan

12-point Package; Prerequisite: Force Sensitive

You are a Jedi Knight in training; a would-be guardian of peace and justice in the Old Republic….or a dispossessed fugitive in the New Order. We’ll assume the later.

Advantages: +1 to one physical Attribute; +1 to one mental Attribute; +1 Wild Card/

Lightsaber; +1 Athletics; +1 Knowledge; Reputation (2-pt.); four-point Contraband/Lightsaber; Acrobatic

Disadvantages: Minor Honorable; Important Obligation Jedi Knight

12-point Package; Prerequisite: Jedi Padawan

You are a full-fledged Jedi Knight, trained in the ways of the Force, a sworn guardian of peace and justice, and very likely hiding from the “Law.”

Advantages: +1 to any two physical Attributes; +1 to any one mental Attribute; +1 Athletics; +1 Brawl; +1 Knowledge; +1 Pilot; Iron Will; Situational Awareness; Jedi Arts; +1 Control; +1 Skill Specialization/Lightsaber

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12-point Package; Prerequisite: Jedi Knight

The Jedi Master is deeply in-tune with the Force. In lieu of a Jedi Order to maintain, an Old Republic to defend, or peace to enforce, the rare Jedi Master who survived the Purge has spent years in solitary mediation in order to unveil the deeper mysteries of the Force.

Advantages: four points to divide among the mental Attributes; +1 Knowledge; +1 Medicine; +1 Survival; Natural Leader; +1 to all Force Skills; +1 Skill Specialization/Lightsaber; Hard- to-Kill (5-pt.)

Disadvantages: Total Obligation; Wanted (6-pt.) Student of the Dark Side

6-point Package; Prerequisite: Force Sensitive

Quicker, easier, more seductive, some students of the Force dabble in darkness, indulging their vices instead of mastering them in a quest for many that leads to madness and death. Still, many secrets can be found hiding in the shadows, and the lure of the Dark Side is a temptation some cannot resist.

Whether you first became a Student of the Dark Side by studying mysterious scrolls and ancient tomes or were taken in by a smooth talking Sith who hinted that the Dark Side might be a pathway powers unnatural, this is the first step down the dark path. Being a Student of the Dark Side is not in itself corrupting and evil, but it does open you up to the influence of such forces. Some Students start down the dark path by reasoning, “know thy enemy,” and a few of them survived to regret it. From time to time the Dark Side will call upon a Student, visiting him with temptation, fear, anger, hatred and all the other tools of corruption it can muster, leaving those too weak to resist changed and broken in its wake.

Advantages: +1 Con; +1 Intimidation; +1 Knowledge; +1 Stealth; Situational Awareness; +1 Alter

Disadvantages: Mild Ambitious; Recurring Nightmares Dark Jedi/Sith Marauder

7-point Package; Prerequisite: Fallen

For some Padawans and Jedi Knights, the Dark Side’s lure of greater, faster power is overwhelming. Such are destined to become Dark Jedi. Others who attained knowledge thru arcane studies are invariably drawn to ancient Sith teachings, and become Marauders. It’s all pretty much the same thing.

Advantages: +1 to each physical Attribute; +1 Athletics; +1 Brawl; +1 Intimidation; +1 Stealth; Acrobatic, two levels of Hard to Kill; Fast Reaction Time; +1 Control; +1 Alter; +1 Wild Card/ Lightsaber

Disadvantages: Serious Ambition; Serious Cruelty; Scum; Serious Violent Temper Sith Lord

5-point Package; Prerequisite: Dark Jedi/Sith Marauder

A true master of the Dark Side of the Force is without peer—some would say he is only a master of evil, but it’s all pretty moot when you can throw lightning around and kill your enemies from a serious distance. There are only ever two Sith Lords at any given time, a Master and an apprentice (who may technically just be a Dark Jedi or Sith Marauder for the time being, until he comes into his powers.)

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The relationship between two Sith Lords is always precarious; it’s expected that the one will someday rise up and overthrow the other, and for this reason the master is wise to never teach the apprentice everything he knows. On the other hand, some apprentice Sith Lords have turned out to be naively loyal, and inevitably fall at the hands of a Dark Jedi or Sith Marauder who they thought was beneath them. The new apprentice is almost always welcomed by the master with open arms. Sith Lords are quietly sinister masters of the Force, often unassuming until their true nature is revealed, which is often too late.

Advantages: +1 to all mental Attributes; +1 Knowledge; +1 Con; +1 to each of the Force Skills; +1; Specialization/Lightsaber; Hard-to-Kill (5-pt.)

Disadvantages: Serious Paranoia; Severe Zealot; Serious Ego Alien Student of the Force

8-point Package; Prerequisite: Force Sensitive

You are a mystic, hailing from some obscure alien culture that had insight into the Force and passed that tradition on to you. Your people never achieved the level of mastery the Jedi Order did, but your abilities are…different. You’re not as persecuted by the Empire as they were either. Still, any Force user can’t be too careful these days.

Advantages: +1 Willpower; +1 Medicine; +1 Survival; Situational Awareness; Iron Will; +1 to one Force Skill

Disadvantages: choose Pacifist, Obligation, Secret or Wanted at two points; Honorable (1-pt.) Force Adept

6-point Package; Prerequisite: Alien Student of the Force

You are a wizard, sorcerer, witch, priest, or some other miracle-worker from a non-Jedi tradition. Diving the secrets of the Force is your passion and privilege, and wherever you go you

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