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Redone, revised, and rewritten advantages and disadvantages
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DarthOmega
Lieutenant Commander
Lieutenant Commander


Joined: 27 Feb 2014
Posts: 121
Location: Backside of WA state

PostPosted: Thu Mar 13, 2014 4:51 am    Post subject: Redone, revised, and rewritten advantages and disadvantages Reply with quote

So here is my take on the advantage/disadvantage system. Note that nothing is set in stone, especially the costs. I did separate the non-combat advantages from those that will help in combat. I did not bother with combat disadvantages because I feel that no one would ever take them and there really wouldn't be that many. I did take ideas from other sources, though I often twisted them to fit the paradigm that I was personally going for, so hopefully they are changed enough to not be considered stealing intellectual property. Let me know what you think.

Character Advantages

These advantages are designed to aid in creating a character’s background and giving them perks that operate primarily outside of combat. You may use your skill points (or take disadvantages) to buy up to 15 points of advantages at character creation at the listed cost. You may also buy advantages with character points at twice the listed cost and a good in-game explanation. It helps to inform the GM if you want a particular advantage so that he may work it into the game at some point and give you a reason to buy it. Note that some advantages are listed as Character Creation Only which means that the advantage can only be bought at character creation.
Note the following rules even if they are not stated in the advantage – rerolls can only be done once per adventure and the second result must be taken, and ignoring a ‘1’ on the Wild Die can only be done once per adventure.

Acute Sense (1-3)
Character Creation Only
One of your senses is better developed than the others. Whenever a situation arises in which the sense in question could play a key role, you gain a +2 bonus on any rolls dealing with that sense. The varying points are determined by the sense that is enhanced. 3 points buys Acute Sight, 2 points buys Acute Hearing, and 1 point buys Acute Smell, Taste, or Touch. You may take this advantage multiple times, each time choosing a different sense. Conversely, if subjected to sensory strong stimuli (of the appropriate type), a character must make a Moderate to Very Difficult (depending on the stimuli) stamina check or receive a -2 penalty to all rolls for the next 1D minutes.

Alertness (2)
You are always expecting something to happen, so as a result you are always prepared and on your toes, and you tend to notice things others do not. When you make a roll to determine if you notice something, you reroll the Wild Die on a ‘5’ or a ‘6’. Also, once per adventure you may ignore a roll of a ‘1’ on the Wild Die when making a search check (add it as though it rolled a ‘2’).

Ambidextrous (2 or 4)
You either have the natural ability to use both hands equally, or you have trained yourself to do so. Either way you suffer no penalties (whatever that penalty happens to be. Usually it is a -1D to all off-hand activities, though it can range up to increasing the overall difficulty by one category) when using your ‘off-hand’ to do something.
For example, if you are disguised as someone else, and they are normally left-handed, you can pull off being left handed with no one being the wiser, thus removing the penalty on any con checks to impersonate that individual. This advantage has no mechanical benefit in combat situations (see Combat Advantages for a similar combat-related advantage).
If you buy this at character creation, it counts only as a 2 point advantage. If you try and train yourself to be ambidextrous later on, it counts as a 4 point advantage.

Archaeologist (4)
You have studied history and other cultures and find them fascinating. Who were the Rakata? What caused the first Great Sith Empire to fall? Who were the Gree before they took to the stars? Were the Jedi the first to discover the Force? These are the questions you ask yourself, and you want answers. You gain +1D to the following skills; alien species, cultures, languages, scholar: art, and search. Furthermore, when you buy your first specialization in one of the listed skills, you gain an additional specialization for free (note that it must make sense in the spirit of the advantage and that increasing an existing specialization does not count for this).

Athletic (2)
You have natural athletic abilities, and many envy your gifted physical prowess. Whenever you make a climbing/jumping, stamina, or swimming check, you gain a +2 bonus on the roll.

Attractive (1-3)
You are considered attractive to members of your species (and in some cases other species as well), the higher the level in this advantage, the more attractive you are. If you are actively trying to use your looks to gain something, you gain a +2 for 1 point, for 2 points, you may ignore a roll of a ‘1’ on the Wild Die once per adventure (add it as a ‘2’), and for 3 points, you may reroll the Wild Die once per adventure. Each version includes the benefits of the lower versions as well. NPCs will also usually react favorably to you (GM’s discretion), though you may also develop stalkers that can make life difficult. Those who have a natural body language (such as Twi’leks using their lekku) gain the first level of this advantage for free (which lowers the costs of the other levels by 1).

Attribute Prodigy (5)
Character Creation Only, Human Only
You have a natural gift and one of your attributes has increased capability to show for it. When you take this advantage, choose an attribute. Your cap for that attribute is increased by 1D (so if you chose Dexterity for example, your maximum would be 5D rather than 4D). If you take this advantage, you may not increase that attribute above the new maximum.

Beast Tamer (2 or 4)
You have dealt with animals and know how to handle and treat them to get the most out of them. When using any skill to deal with an animal you may reroll the Wild Die on a roll of a ‘5’ or a ‘6’, and you may ignore a roll of a ‘1’ on the Wild Die once per adventure (add it as a ‘2’). The 2 point version covers all domesticated animals, while the 4 point advantage also covers wild animals. The GM has final say over whether an animal can be affected by this advantage.

Charismatic (1)
You have a natural charm about you that is hard to deny. When using your personality to get by, you may add +2 to the roll and you may reroll the Wild Die on a ‘5’ or a ‘6’.

Code of Honor (3)
You adhere to a code of honor. You could be a bounty hunter that refuses to take contracts that target women or children, a soldier that leaves no man behind, or a Jedi Knight that strictly adheres to the Jedi Code. Whatever the case may be, you refuse to break your personal code. You should work with your GM to define this code. Any mundane attempts to persuade you away from acting in a manner that befits your code grants you a +2D to resist the attempt. If someone attempts to force you into doing something that would cause you to break your code, whether through torture, mind-control or by use of the Force, your willpower checks gain a Wild Die reroll and +1D.

Common Sense (1)
You have a level head and a good deal of insight as to what to do or say in a situation. If you have common sense then make sure that the GM is aware of it, that way if you are about to say or do something that would be contrary to common sense, he can stop you and let you know (Do you really want to insult the Hutt? You notice his guards are on edge as are the two bounty hunters in the room with you). This is really good for beginning players or those players that tend to do things without thinking. This advantage can be used to gently guide a player away from a destructive act, and in some cases save a character, but if the player insists, then by all means let him continue as his character’s actions are ultimately up to him.

Connections (1-5)
You have connections and ties to an organization of some sort, whether it is a governmental body, planetary law enforcement, a crime lord’s gang, or the Jedi order. When you choose this advantage, choose an organization, you now have ties with that organization which will grant you privileges that ordinary people don’t have access to.
For example a tie to law enforcement will allow you to see someone’s criminal record, while a tie with a Hutt gang may get you a pass if you screw a job up, and ties to the Jedi order may get you access to archives unavailable to outsiders. Each point of this is a greater level of ‘clearance’ within the organization, though it will not get you access to things that being a part of the organization would. It is up to GM as to what each point will gain a character during the course of the game. Keep in mind that if a character uses his highest levels in connections in an adventure that he shouldn’t be able to use them again until at least the next adventure. A character may use lower levels (assuming he has higher levels) of his connections multiple times per adventure, up to GM discretion.
General guidelines are as such; 1 point can get the character a minor item or loan (1,000 credits), 2 points can get a character a decent loan (2,500 credits), access to the basic database of the organization, or have a minor favor done, 3 points can get a good loan (5,000 credits), access to restricted items (F and 3 type items), or information on minor personnel, 4 points can get a sizeable loan (10,000 credits), access to restricted parts of a database, or normally illegal items (R and 3 type items), and 5 points can get a massive loan (25,000 credits), access to classified documents, as well as rare, highly restricted items (X and 4 type items).

Danger Sense (4)
Character Creation Only
You have an inherent sense that warns you of danger. Whenever there is imminent danger about, the GM rolls 1D, if he rolls a 1-3, your danger sense does not go off. If he rolls a 4-6 then you sense the danger that is lurking about. So you may get a feeling right before an ambush, or before you jump down that trash chute that houses a monster. If you have the Danger Sense Force power, you receive a +1D bonus to actively using that power if you have this advantage. You may also use it passively (with the GM rolling for the power), but the difficulty is raised to Difficult.

Direction Sense (2)
You almost always know where you are in correlation to the ‘North’ direction no matter what planet you are on, and even have a sense of ‘Galactic North’ when travelling in space. This innate sense gives all astrogation or survival rolls a +2 and you may reroll a ‘5’ or a ‘6’ on the Wild Die when you are finding a path or need to find the quickest route. Some environments may play havoc with your direction sense (GM’s discretion).

Eidetic Memory (3)
Character Creation Only
Your memory is near perfect. You remember things you were told verbatim, you remember everything you read, and you can remember who was where and when during a battle that took place years ago. When you try to remember something, you automatically do so, but the GM may ask for a Perception check if you try to recall something complex such as building blueprints, the entire contents of a holocron, or lines of code. As a player, you should keep notes if you have this advantage so that you don’t always have to ask the GM about facts that you recall from a game session from three weeks ago.

Enchanting Voice (2)
Character Creation Only
Your voice is perfect. When you speak, people who are nearby stop and listen if for no other reason than to listen to your voice. You silence whole rooms when you sing. Whenever you make any sort of check that involves speaking, you gain a Wild Die reroll once per adventure; furthermore when you use Performance to sing, you may choose to roll normally, or automatically succeed, as though you met the difficulty number exactly (this can only be used to perform, you can’t “perform” and include lyrics that incite the crowd to riot and attack the nearest Imperial base for example).

Expert Negotiator (1)
You have perfected the art of negotiation. You can help two parties that have opposing goals come to an understanding, and even come away from the negotiating table feeling like they got something out of the deal. When arbitrating a negotiation or dispute you receive a +2D bonus.

Fame (1-5)
You have garnered fame for specific actions or because of your career. You could be a holovid star, a known hero, a celebrated athlete, or a well-known government official. Whatever you decide upon, know that fame comes with its drawbacks as well.
People will recognize you, and when they do they may decide that they must introduce themselves and declare that they are your biggest fan, and could they have an autograph please? And that’s a best case scenario. The higher your fame, the more often situations like this will arise.
Though there are positive things to be garnered from the high profile that comes from fame. You will never be lonely at night if you choose to find a partner, and you may get away without having to pay for anything as people insist that they pay for you or comp you free services.
Each point of fame increases your overall degree of fame. 1 point indicates that you are only known in very specific niche circles, while 5 points indicates that you are a household name and someone would have to be living under a rock to not know who you are.

Fast Healer (3)
Character Creation Only
You heal at an abnormally fast rate. You halve all healing and recovery times.

Fast Talker (1-3)
You have a knack for talking fast and getting yourself out of sticky situations. Whenever you are in a tense situation, whether you’ve been caught red handed breaking into a residence by security forces, or confronted with an angry Hutt boss because you skimmed his profits. At 1 point, once per adventure you may gain an automatic success if a con skill roll would be required in order to get out of a tight spot. At 2 points you also gain a Wild Die reroll once per adventure. At 3 points you may ignore a roll of a ‘1’ on the Wild Die (add it as a ‘2’)

Friends (1-5)
You have allies and comrades that you can rely on to pull a favor or two from. When you take this advantage you must come up with who your friends are, and what it is they can accomplish for you. You may take this advantage multiple times, each time denoting a singular friend that will aid you when you need them to.
Note that though they may be family or even love you like family, a friend will never come on an adventure or mission with you, nor will they put themselves in harm’s way if they can help it. They will pull strings (if they have that capability), and procure hard to obtain items or information if they are able. They will also allow you access into areas that you may not be able to normally get into, such as behind the tape at a crime scene.
Each point of this advantage determines what it is a friend can do for you. At 1 point your friend is just an average person and can do very minor things. They can watch your ship while you are on planet, talk to the local guilds to get information, or maybe let you borrow some money. At 5 points they might be royalty, a general, a crime boss, or other high-ranking individual that can get a lot done for you if needed.
Each time you use your friend, the level of your advantage lowers by 1 (sometimes by more depending upon the situation and what you asked for) for at least one standard month, though this time can be longer if you asked a fairly large favor, or a favor that is normally out of reach for your friend.
If you ever increase the level of this advantage, you must work with your GM to come up with a way within the story as to how your friend became more influential within his or her field.

Fringer (3)
You were born on a backwater planet in the Outer Rim, and though you had a rough life, it has taught you how to survive no matter what situation or environment you are thrown into. It has also made you aware of how to get around and avoid notice when necessary. You gain a +1D bonus to all astrogation checks when in the Outer Rim, Wild Space, or Unknown Regions. You also know of places where most authorities either overlook or will not go to. For every 1D in planetary systems above your Knowledge attribute, you know of two spots where you can lie low to avoid authorities that may be after you.

Gambler (2)
You are a consummate gambler, and though you may lose some, you always make back what you lost. Whenever you gamble, you may reroll the Wild Die on a roll of a ‘5’ or a ‘6’. If you have the skills to modify those chances somehow (like an appropriate repair skill to determine which vehicle is likely to win for example), you gain a Wild Die reroll once per adventure.

Heirloom (1-5)
You have inherited an heirloom that has been in your family since anyone can remember. This item can be anything, and the level of this advantage determines its overall usefulness and abilities. At 1 point, the heirloom is minor, like a slightly modified pistol, while a 5 point heirloom can be anything from a small starship, a holocron, or a priceless gemstone. The item yours free and clear on the legal side of things. Though it may have other…issues. After all if it’s been handed down for generations, it may be old enough to have its own quirks.

Higher Education (1-5)
You have an education that most people don’t receive. Whether or not you are a noble, the child of a successful merchant, or just gifted in intellect, you were able to go to a university and learn. You automatically gain +1D in one Knowledge skill of your choice. You also gain a Wild Die reroll once per adventure on all improved (as in put CP into) Knowledge skills.
Each level represents a single year of study, which allows you to either increase your chosen Knowledge or to choose a new one. The benefits of gaining these skills with this advantage is that you gain the recognition of having a degree, whereas if you just buy the skill outright, you have no proof that you actually have the knowledge that you possess, which in certain circles can be a great boon. GMs are highly encouraged to have the player take a level of the Debt disadvantage for every level of this advantage to reflect the cost of this education. Those with Title at level 2 or higher, or Wealth of 5 or higher can waive the debt.

Hot Wire (1)
You can hot wire vehicles to start without the correct key or identification codes. This requires bypassing main security systems within the vehicle and you have the know-how to do it. When making a security or computer programming/repair roll to bypass a vehicle’s security system you may reroll a ‘5’ or ‘6’ on the Wild Die.

Illicit Dealings (3)
You know who to contact and what to say in order to gain access to the black market. This can be a dangerous proposition, but it is the only way to gain access to certain equipment and goods that you would not normally have access to. When you first take this advantage, you must choose 2 planets. These are the planets where you know how to find the black market. For every full 1D of streetwise, you choose another planet.
If you do not have the clearance or the access to certain equipment, such as R or X grade or otherwise hard to get items, then the black market is the only way to do that. The black market has a steep pricing increase (50%, at least, GM discretion), unless the item is common and easy to get, in which case the prices tend to be very cheap (50% less than normal, again at least, and GM’s discretion).

Impersonator (2)
Must have disguise as a specialization of con
You are an expert at looking like, acting like, and sounding like other people. Given proper time to study your target and access to similar clothing you can mimic just about anyone of your own species and gender, though a really good disguise, makeup, and prosthetics kit will allow you to mimic other species as well. After studying an individual for no less than 2 hours (does not have to be consecutively), you may modulate your voice to sound like them, and you will also use the same body language, postures, and walking habits. You gain a Wild Die reroll once per adventure and +1D when using any skill to impersonate the individual.
Note that in some cases you may be able to also impersonate someone of the opposite gender, but to do so you must have a voice modulator and they must not have a height difference of more than 6 inches from your own.

Improved Vision Spectrum (2 or 4)
Human or Near-Human Only, Character Creation Only
You are near human or human with a throwback to another race with an ability to see into different spectrums (maybe your great x6 grandmother was a Miraluka). Either way you can see into the infrared spectrum for 2 points, or the ultraviolet spectrum for 4 points.

Large (2)
Character Creation Only
You are unusually large for your species. Your height and weight should reflect this, and you gain a +2 to your Strength cap.

Linguistics (1)
You are quick to learn languages and seem to have a knack for figuring out what someone is saying despite language barriers. You gain a +1D when making a language check on languages (any language, including ancient and/or dead languages) you are not fluent in.

Mentor (1-5)
You have an experienced NPC that guides you and is willing to teach you. When you buy this advantage, choose 5 skills (including Force skills if appropriate), you may add 2 more skills for every level you take in this advantage. Your mentor will teach whatever skills you choose and will have a skill level of 5 higher than your current skill level when you take this advantage (so if you have 2D in a chosen skill, the mentor will have an 7D). You may only have one mentor, but he can still give advice and insight even when you have exhausted his teaching ability. You should work with the GM to come up with this NPC, as he will play a prominent role for your character.

Multiple Credentials (3-5)
You have managed to get a hold of multiple IDs, securing yourself as multiple different personas. Each point in this advantage gives you one additional identity (3 points is one extra identity, 4 points is two and 5 is three). Keep in mind that if you have advantages such as Wealth, Property, Connections, or any other advantage that could reasonably be tied to an identity that you will have to determine which identity has access to those advantages, or you may split the points up among your identities, or even buy a completely different version of the same advantage for each identity, though that could become costly in terms of beginning skill points or even character points later on.

Natural Healer (3)
Character Creation Only
Your resistance to wounds is naturally high and thus you heal wounds at a high rate. When you are healed, whether naturally or through treatment, you improve an additional level per successful check.

Natural Immunity (5)
Character Creation Only
You have a natural immunity to a chosen source of harm. Whenever something that you have Natural Immunity against would cause a detrimental effect on your character, you ignore it outright. Choices of sources to have a natural immunity against are: poison, disease, extreme temperatures (choose either hot or cold, fire and cryo weaponry could be included in this immunity), acid, extreme environmental pressure, mind-affecting, radiation, or the Force (though this is EXTREMLY rare with the exception of some species, and if you take it the GM reserves the right to make it so that you cannot use the Force in any way (including using Force points) nor can you receive any beneficial effects from Force abilities).

Professional Criminal (4 or 5)
You are consummate criminal and you have the skills to prove it. You gain +1D in skills that have to do with your particular criminal trade. Furthermore, when you buy your first specialization in one of the listed skills that you chose, you gain an additional specialization for free (note that it must make sense in the spirit of the advantage and that increasing an existing specialization does not count for this). When you choose this advantage you must choose a trade.

Con Artist (4) – Gain the advantage bonus for con, persuade, and gambling
Slicer (4) – Gain the advantage bonus for computer program/repair, security, and forgery
Burglar (5) – Gain the advantage bonus for hide, sneaking, and security
Cutpurse (5) – Gain the advantage bonus for hide, sneaking, and pick pocket

Property (1-10)
You own property somewhere and it is a place you can call home or at least treat as a safe haven. Each level of this advantage represents a larger and more detailed home. Details include everything from furniture and their expense and aesthetics, entertainment devices, amenities such as kitchen appliances, and efficiency and safety amenities like built in security, fire extinguishers and escape tunnels/routes. A 1 point property is a small house or mobile vehicle with no amenities while a 10 point property is a huge estate or even skyhook with grounds that measures in acreage and with any amenity you can come up with. Of course it can be a smaller home with nicer amenities as well. The details are up to you when you take this advantage. This advantage can be bought multiple times, each time representing new property.


Repairman (1)
You can tell what is wrong with an object just by doing a thirty minute diagnostic, but you must have the proper repair skill to do this. When using any repair skill, you may reroll the Wild Die on a roll of a “5’ or ‘6’, but only if you’ve taken the time to diagnose the problem first. You must choose you area of expertise from the following list. You may take this advantage multiple times, each time taking a different expertise.

Greasemonkey – Gain the advantage bonus when repairing ground or repulsorlift vehicles
Mechanic – Gain the advantage bonus when repairing power suits or walkers.
Ship Chief – Gain the advantage bonus when repairing starships
Tech Programmer – Gain the advantage bonus when repairing droids or computers.

Reputation (2)
For better or worse you have a reputation. You could have a reputation as a quick draw gunslinger, a benevolent noble who stands up for the people, a Jedi who dabbles in arts better left alone, or even a renowned and feared assassin. The GM should have those who would know of the character’s reputation react to him appropriately. Note that this can have negative effects as well, but considering it’s an advantage, be sure to really play up the positive aspects. The effects of this advantage can vary wildly depending on the reputation that the player chooses.
Usually the benefits will be a bonus to intimidation or persuasion rolls. The character could also conceivably get free meals, free charter on a ship, or get a docking port with little to no hassle. This can seem a lot like the Fame advantage but it is different in that the character is known for a specific action, ability, or trait rather than everyone just knowing who you are (Boba Fett had Reputation during his time as a bounty hunter, but the Emperor Palpatine had Fame). Furthermore your reputation can have other effects throughout an adventure (GM discretion).

Servants (1-5)
Retainers, slaves, manservants, droids; whatever form they come in, you have servants that see to your needs and wants. Servants will do every menial task you ask of them and they will do it to the best of their capabilities. They will not, however, be fodder, do anything that they would view as suicidal, and they will not aid in combat, unless you specify a servant to be a bodyguard or hired thug.
When you buy this advantage, determine whether the advantage represents a group of servants (thus one servant per point of this advantage), or a singular well-skilled servant (such as a personal assistant or bodyguard). A servant that is one of a group is often completely helpless in doing anything other than menial task such as cleaning, cooking, doing personal shopping for you etc. A singular skilled servant starts off as an average member of his race (or droid type), and gains an additional 2 character points per point of this advantage thereafter (up to total of 10 character points at 5 points). A skilled servant can gain character points if you wish. If this is the case then you may spend CHP in order to increase the servant’s abilities. For every 1 CP you spend, the servant gains 2CP.
Note that a servant can also be a droid or even an animal, but these options are limited in what they can do. Animals can only do so much within reason, and robotic servants cannot break programming. This advantage can be bought multiple times, each time representing a new servant or group of servants.

Starship Jockey (4)
You have a knack for operating aboard starships of all types. When using a starship related skill (not including skills used in combat), you gain a Wild Die reroll once per adventure and you may reroll the Wild Die on a ‘5’ or a ‘6’.

Skill Expertise (4)
You have developed a knack for a particular skill. When you take this advantage choose a singular skill that you have improved. You gain a +1D bonus and the ability to reroll a failed check when using that skill. Note the reroll is a straight reroll, not a Wild Die reroll, and you may make the reroll anytime you fail with the skill a number of times equal to half the die code per adventure (so if you have Skill Expertise in astrogation and your astrogation is at 6D, you would get 3 rerolls per adventure). You must accept the results of the second roll. You may take this advantage multiple times, each time choosing a different skill. This advantage cannot be taken for combat based skills.

Strong Will (2 or 3)
Character Creation Only
You will is strong and hard to break. Once per adventure you may outright ignore an effect that would normally cause you to make a willpower check. For 2 points you may only use this advantage against mundane effects that cause a willpower check, for 3 points you may use this advantage against all effects (including Force powers) that cause a willpower check.

Superior Balance (2)
You have a natural sense of balance and grace that others cannot emulate. Whenever you make an acrobatics, dance, or running check, you gain a +2 bonus on the roll.

Technician (4)
You have a natural talent when it comes to building and engineering technological objects. When you take this advantage, choose an advanced engineering or design skill. You may buy that advanced skill at half cost and you may ignore a ‘1’ rolled on the Wild Die once per adventure with that skill.

Title (1-5)
You have earned a title of nobility, a military rank, a political position, or other notable position of power within society. Each point of this advantage represents a higher title. Those with titles receive extra benefits similar to the Fame advantage above, though in most cases it is not with the same adoration as many people, especially poor or impoverished people resent the upper classes and authority. A title can allow your character to pull strings and move mountains where other characters cannot however.
There are responsibilities that come with a title, and your character will be expected to fulfill these obligations from time to time. These ‘errands’ can be anything from attending a party or ball, donating to a charity because all the others are doing it, dealing with insubordinate soldiers, going to court hearings, and other obligations.
Titles do not automatically mean wealth either (see the Wealth advantage), but you usually do have a pool of credits you can pull from for things such as clothing and transportation. Most organizations and governments don’t want their people looking like beggars after all. Therefor for the purposes of luxury items, treat each level of Title as an equivalent level of Wealth.
Obviously with each level comes a new amount of privilege and responsibility. The GM is encouraged to come up with various ways in which to use your title in your favor, but also use it to create story hooks to make you follow through on your responsibilities.

Tough (1-4)
You are tougher than the average person and gain a natural armor rating of +2 against physical damage. At 2 points, you gain the +2 to resist energy damage as well. At 3 points you may ignore the penalties of being stunned and wounded, and at 4 points you may ignore the penalties for being wounded twice.

Quick Fix (2)
You are someone who believes in efficiency and completing a task in a timely fashion. When jury rigging or repairing something, it only takes you 50% of the normal amount of time to do so.

Wealth (1-10)
You have wealth of some sort, whether you gain it through working an honest (or not so honest) trade or you inherited it. Each level of this advantage represents more money available as monthly income. You gain 2,000 credits per point spent in this advantage.
_________________
Knowledge is power, and power corrupts...so what does that say about knowledge?

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Last edited by DarthOmega on Fri Mar 28, 2014 6:23 pm; edited 4 times in total
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DarthOmega
Lieutenant Commander
Lieutenant Commander


Joined: 27 Feb 2014
Posts: 121
Location: Backside of WA state

PostPosted: Thu Mar 13, 2014 4:52 am    Post subject: Reply with quote

Combat Advantages

Combat advantages are designed to strictly aid a character in combat situations. Due to the nature of these advantages, only 5 points of combat advantages can be taken at character creation. Costs for combat advantages bought after character creation rise by 5 times the listed cost in CP.


Adrenaline Junky (2, 3, or 4)
You have an extra reserve of adrenaline and as a result can move faster than normal once per combat. At 2 points you may move an extra 2 meters in combat. At 3 points you may move an extra 4 meters in combat. At 4 points you may move an extra 8 meters in combat.

Assault Training (2)
Must have a Strength of 3D
You have been trained to assault an enemy force mercilessly, and do so with brutal efficiency. When using a weapon that takes two hands to wield (vibro axe or blaster rifle for example), you have such control over it that may attack one extra target with no multiple action penalty.

Combat Alertness (1-3)
You are a hard person to surprise, and in combat situations you are a person that maintains his cool, allowing you to judge the flow of battle better than most. You gain a +1 per point to your Perception initiative rolls.

Combat Ambidexterity (2)
Must have a Dexterity of 3D
You are more adept at using both your hands equally in combat. If you are wielding two weapons, you may take an extra attack with your off-hand with no multiple action penalty.

Defense Mastery (5)
Choose a reaction defense skill (melee parry, dodge, etc) that you have improved (the skill must be higher than your base attribute), when you declare that sort of defense for a full reaction, you may also make one attack (and one attack only, no matter what other advantages you have) with no multiple action penalty. (Keeping the cost on this one to reflect the blatant breaking of the normal rule of no actions when doing a Full Reaction)

Defensive Harmony (1-5)
When using this advantage you can make your parry roll but the roll counts for 1 ally in addition to counting for you per D of the trait taken. Any attack that comes at you or your 'ally that is successfully parried is turned back/avoided,
Can also be used for Dodging, again one ally per D of the trait taken, but unlike parries, if your roll succeeds in 'defending the attack' it causes you to jump in the way of the bolt/blast/missile, and thus suffer the full damage of said attack.
Submitted by garhkal

Dogfighter (1-5)
You are a trained pilot, and combat situations in space are old hat to you. You’ve either had practical experience, or you’ve logged insane simulator time. Either way, no matter what type of ship you are on, you can get the most out of it in a fire fight. You gain +1D to all starship combat related rolls, and you may reroll the Wild Die on a ‘5’ or a ‘6’. You also have access to the following ship combat maneuvers when in a ship that can pull them off (usually a starfighter, though some light freighters may have the capability of doing some of these at the GM’s discretion). For every level you have in this advantage, you may take one of the maneuvers listed below.
Note – The term operations in the descriptions below also refers to piloting.

Corellian Slip - When an enemy fighter trails a friendly craft, another friendly ship flies directly at both friend and foe, veering off at the last moment to destroy the attacking enemy ship. The tactic was named after the Corellian smugglers who supposedly invented it. When using this maneuver, the pilot makes a Moderate operations roll. If he succeeds he gains a +1D to his operation and starship gunnery roll.

Darklighter Spin - The Darklighter spin is a maneuver that was improvised by Biggs Darklighter shortly after he joined the Alliance to Restore the Republic. By spinning his X-wing starfighter while firing all four of its laser cannons, he was able to eliminate multiple incoming targets at once. When a pilot uses this maneuver, he must make a Difficult operations roll. If he succeeds then he may make an extra attack with no multiple action penalties.

Segnor's Loop – This is a tactical evasive maneuver in which an attacking starfighter makes a quick run away from its target before doubling back for a second pass. The pilot makes a Moderate operations roll. If he succeeds then he may make movement and attack with no multiple action penalties. He gains a +1D to his starship gunnery roll, and furthermore gains a +1D to any operations rolls when trying to avoid attacks for the next round.

Tallon Roll - This difficult tactic is performed when an attacking starfighter pilot becomes aware of the possibility of overshooting a breaking target. The pilot would level out, pull up hard, then roll away from the direction of the turn. To complete the maneuver the attacking pilot would have to slide in behind his target, thus effectively altering the angle of approach without losing distance or speed. This maneuver is difficult to counter as it takes place in the typical starfighter pilots' blind spot; at the same time the maneuver itself is difficult to accomplish without the attacker becoming disoriented himself, thus making him overshoot and possibly becoming a target.
The pilot makes a Difficult operations roll. If he succeeds then he may match the speed of his target without taking an action, and he may move and fire upon his intended target with no multiple action penalties.

Wotan Weave – This maneuver is used by starfighter pilots to evade enemy fire while maintaining a particular heading. The pilot makes a Moderate operations roll. If he succeeds, and uses a Full Reaction he may add +2D to his operations roll to avoid weapons fire.


Duel Mastery (3)
You are an expert when it comes to one on one duels. Whenever you are fighting an enemy one on one, you gain advantages that others do not. When you use this advantage, you may choose to take an offensive stance (+2 to attack and damage rolls), a defensive stance (+2 to reaction and damage resist rolls), or a balanced stance (+1 to attack and reaction rolls).

Fighting Style (5)
Must use the optional martial arts rules listed in Rules of Engagement pgs. 116-117.
This advantage allows you to take martial arts maneuvers, but you may use them while wielding melee weapons. You must be specialized in the weapon that you want to use the martial arts maneuvers with, and you gain one maneuver per 1D just like an unarmed martial artist. Note that some maneuvers (such as flip), cannot be changed to involve a weapon. GMs should determine which maneuvers they will allow with this advantage.

Juggernaut (5)
Must have a Strength of 4D
You are one tough S.O.B. and you have conditioned yourself that way. When you are Incapacitated or Mortally Wounded, you continue to fight on, not letting those injuries faze you. This comes with a price however. You must make a Moderate stamina roll when you take damage, and the difficulty increases by one category (to Difficult, to Very Difficult and so on) every time you take damage after that. If you fail one of these stamina checks, you collapse immediately as the strain you’re putting on your body finally takes its toll. If someone does not administer some form of treatment within 1 round of your collapse, you die.

Mounted Combat (2)
You may fight while riding on a mount creature and command it to attack as well with no multiple action penalty. You must have a mount that is combat trained (using beast handling) in order to use this advantage.

Natural Talent (4)
You have trained in a particular form of combat so extensively that it is like second nature to you. Choose a combat related skill; you gain a +1D bonus and the ability to reroll a failed check when using that skill. Note the reroll is a straight reroll, not a Wild Die reroll, and you may make the reroll anytime you fail with the skill a number of times equal to half the die code per adventure (so if you have Natural Talent in blasters and your blasters is at 6D, you would get 3 rerolls per adventure). You must accept the results of the second roll. You may take this advantage multiple times, each time choosing a different skill.

Ready Defense (2)
You know that dropping your guard is a bad idea in combat, so you’re ready for an attack at all times. The first reaction skill you use in a combat does not count as an action.

Redirected Effort (2)
You may take your turn in order to survey the battlefield. On the next turn you may act as if you had rolled the maximum result for Perception for your initiative.

Strong Spirit (5)
You do not succumb to Force powers used against you in combat as much as others do. You gain a +1D to resist any Force power used against you in combat.

Toughened Skin (3)
You have inured yourself to pain. Add +1D to Strength rolls to resist damage.

Quick Draw (2)
You have trained yourself to draw your chosen weapon quickly once things start going downhill. Choose a weapon, when you draw that weapon it does not count as an action.

Vehicular Combat (3)
You may fight effectively while riding in a moving vehicle. This includes firing a personal weapon from the vehicle as well as firing a vehicle-mounted weapon. When you attack from a moving vehicle, you are at +1D and you may reroll a roll of a ‘5’ or a ‘6’ on the Wild Die.

Weaponry Expert (5)
Must be specialized in a weapon, and must have that specialization at 6D.
You have trained with a weapon so extensively, that you are considered one of the foremost experts when it comes to wielding that weapon. Choose a weapon that you have a specialization in. You may now reroll the Wild Die once per combat when you attack with that weapon and you may reroll the Wild Die on a ‘5’ or ‘6’.
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Last edited by DarthOmega on Fri Mar 28, 2014 6:51 pm; edited 4 times in total
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PostPosted: Thu Mar 13, 2014 4:52 am    Post subject: Reply with quote

So after making a quick count, and I have far less disadvantages than I have advantages, but most of the disadvantages can be taken multiple times (as described in the rule below).

Disadvantages

Disadvantages are negative aspects of your character. If you take a disadvantage, you gain the point value from the disadvantage. Those points can then be used to buy advantages or more skills (though the rule for buying skills at character creation still stands – you can only increase a skill by 2D maximum). Note that disadvantages can only be taken at character creation and you may only take a maximum of 8 points of disadvantages. Most disadvantages can be taken multiple times with a different form of the disadvantage taken each time (like hunted for example, can be taken multiple times, with each one representing a different person or faction hunting him), but it is up to GM to allow that. The GM may levy a disadvantage on you during an active game if your character has done something to gain one somehow.
GMs take note – this sort of punishment should be used sparingly, because a disadvantage gained during an active game does not generate any bonus points for the player to spend. The reverse can happen as well – the character may have done something to remove a disadvantage somehow (paid off his debt, killed the person hunting him etc.), if this happens, then the character may spend triple the initial listed cost in CP to remove the disadvantage.

Absent-minded (2)
You are forgetful and can be slightly unobservant. If you need a minor object to help you out, roll 1D, on a ‘3’ or less, you forgot the item in question somewhere (at home, in your vehicle, in the keep, wherever makes sense). Also you are at a -1 when making any form of observation rolls.

Allergy (1-3)
You have an allergy to some substance, whether it’s a plant, animal, metal, or a liquid of some sort, or any other number of things. Allergies range in severity, with weak allergies at 1 point, and incapacitating allergies at 3 points. You may take this drawback multiple times, each time choosing something different that you are allergic to. You may make a Moderate to Very Difficult stamina or willpower check to ignore the effects of the allergen for up to ten minutes, at which point, you must make another check. If the allergen is extremely pervasive, then a resist roll may not be allowed.

Level 1 – These allergies are minor and often nothing more than a nuisance. They often cause sneezing, itching, or other discomfort. Typically if exposed to an allergy at this level, then the character is at a -1 on all rolls until the allergen is gone or they deal with it in some other way (such as medication).

Level 2 – These allergies are more than just a minor nuisance. They cause characters to become sick, have a hard time breathing, or cause very uncomfortable swelling. Characters exposed to this level of allergen may not reroll a ‘6’ roll on the Wild Die until the allergy is dealt with.

Level 3 – Allergies at this level cause the character to go unconscious, convulse, or otherwise become incapacitated. Characters exposed to their allergen at this level cannot function until the allergen is dealt with in some way. Exposure to this level of allergy causes the character to become incapacitated until the allergen is gone or treated.

Amnesia (5)
A character with amnesia cannot remember his past. The GM is free to make up the character’s past at any point during the game. This can include both positive and negative things for the character. Though it may have some positives, keep in mind that the GM has every right to make your life very…interesting, so beware. 0

Awkward Wallflower (1)
You are not good in social situations. Whenever you need to be witty, charming, or diplomatic, the wrong words come tumbling out of your mouth. So you feel better when you can just be left alone in social situations. You are at a -2 when in social situations where you must say the right things, and you may not reroll a ‘6’ on the Wild Die.

Battle Shy (5)
Whether you are a coward, a pacifist at heart, or just clumsy with weaponry, you are just not good in a fight. You are at a -2 on all rolls during combat and whenever you roll a ‘1’ on the Wild Die, it is always a complication. (Yes technically this is a ‘combat disadvantage’ but it is the only outright combat disadvantage to exist).

Dark Secret (1-8 )
You have a secret that must be kept hidden because if it comes out, then you will suffer ridicule at best, be outcast from your people, or even be hunted down for execution at worst. At 1 point, the secret is minor – you will likely just be ridiculed and not taken seriously (or taken only as a minor threat). At 4 points your secret is fairly major, you know state secrets that you shouldn’t, you are an undercover agent, and you would be hunted down and imprisoned if anyone found out. At 8 points you are actually a double agent, you’ve hunted your own people and traded them to slavers for monetary gain, or something equally as heinous, either way, your secret is unforgivable and will likely end in your death.

Debt (1-8 )
You have begged, borrowed, and stolen money, and as a result, you owe someone credits. Lots of them. For every point you have in this advantage, you owe someone 10,000 credits, and you should work with your GM to figure out who you owe. If the debt goes unpaid long enough, then you will get warnings at first, but eventually you will have bounty hunters after you. If you have property or an heirloom, those items may be taken from you until you pay up. You may not have this disadvantage and the Wealth advantage at the same time. Note that if you take a template that already has a debt, and take this disadvantage, then the two debts stack.

Diminished Sense (1-4)
One of your senses is diminished in some way. Whenever a situation arises in which the sense in question could play a key role, you gain a -2 penalty on any rolls dealing with that sense. The varying points are determined by the sense that is diminished. 3 points buys Diminished Vision (4 points if it’s uncorrectable), 2 points buys Diminished Hearing, and 1 point buys Diminished Smell, Taste, or Touch. You may take this drawback multiple times, each time choosing a different sense.

Disfigured (3)
You are horribly disfigured in some way. Whether it’s a mass of scars on your face, burns across part of your body, or nasty looking cybernetic parts sticking out everywhere, people find it hard to deal with you on a social level without staring. You have a -2 in all social situations when your disfigurement might affect things.

Enemy (1-8 )
You have made an enemy of someone, and they aim to make you suffer in any way that they can cause. Each level of this drawback represents the enemy’s power level in relation to your own. Levels 1-2 represent an enemy weaker than you. A level 3-4 enemy is your equivalent in every way. An enemy at levels 5-7 are more powerful than you. At level 8, not only is the enemy more powerful, but also has access to contacts and resources to make your life a complete living hell. You have been warned. Keep in mind that these enemies will keep pace with you as you advance your character.

Force Susceptible (3)
Whether you believe in the Force or not, you are highly vulnerable to it and those who wield it. Whenever someone uses a Force power on you, you are at -1D to resist it and you may not reroll the Wild Die if it rolls a ‘6’. Force users may not take this disadvantage without GM permission.

Handicapped (1-8 )
You have a physical handicap of some sort. This can range from a slight limp all the way to being a paraplegic. This also covers handicaps with the senses such as being mute, deaf, or blind. Below are the possible handicaps, their effects and their point values. You can extrapolate your own handicaps, and should work with your GM to determine appropriate mechanics and point values. You can take this drawback multiple times, each time choosing a different handicap.

Note that a lot of these can be overcome with cybernetics, despite that, they are still disadvanatges because the GM can always have the cybernetics malfunction, or maybe your enemies start to know you by reputation and start using things like ion weaponry against you. Also, the GM may rule that if you work around the disadvantage in some way, that you must immediately pay the CP cost to buy off the disadvantage, possibly putting your character into CP debt.

Blind ( 8 ) – You cannot see and must rely on all your other senses. You automatically fail any form of sight based checks of any sort, including combat (with a very few exceptions). This is a very debilitating handicap, and can heavily restrict your gameplay. The combat portion of the disadvantage can be off-set slightly with the advantage Acute Hearing, so that rather than automatic failure, the character is at a -2D instead.

Paraplegic (7) – Like blind, this is a very restrictive drawback. You cannot walk and must either use your hands and arms as feet and legs, or you must travel in a device such as a wheelchair. Your movement speed is automatically 0 spaces unless you have some other form of mobility. You also automatically grant superior ground to your opponents in combat, and you are also at a -2D with melee combat, melee parry, brawling, and brawling parry. You are also at a -2D to dodge, but only if you have some way to actively dodge. If you do not, then you cannot dodge at all.

Lost Limb (7) – You have lost a limb and must cope without it. If it is an arm, then you cannot carry anything on that side, whether it’s a weapon, a shield, or any other object. If it’s a leg, then you cannot walk without assistance of some sort, whether it’s a replacement prosthetic, a crutch (also restricting your arm on that side), or a cane (again restricting your arm on that side).

Deaf (7) – You cannot hear and automatically fail any checks that deal with hearing. You may be able to talk, and possibly even learned to read lips, but you would get on better if you took some form of sign language, and taught those dealing with you on a regular basis how to use it as well.

Mute (5) – You cannot talk, whether your vocal cords just don’t work, or because your tongue was removed for some reason in your past. You must find another way to get your ideas across, either by writing, or by using sign language.

Speech Impediment (2) – For whatever reason, your speech comes out somewhat garbled and hard to understand. It could be a stutter, a form of verbal dyslexia, or just because you physically can’t do anything other than mumble. You are at a -2 on any checks involving getting your ideas across in a social setting (or even to shout warnings in combat)

Bum Limb (1) – One of your limbs isn’t 100%. If it’s an arm then you are at a -1 for skill checks using that arm, and incur a -1 penalty with any weapon used by that arm. If it’s a leg, then you are at a -2 to speed.

Hatred (4)
You have an unrelenting hatred for something, someone, or an organization. Whenever you come across the object of your hatred, you must make a Moderate to Heroic willpower check depending on the reasons for your hatred, and the current situation. If you fail the check, you must attack the source of your hatred. If you succeed, then you rein your temper in and you are able to ignore how much you hate whatever it is. For now.

Hunted (1-3)
You are being hunted by an individual, an organization, or by a government. Each level of this reflects the severity of the hunt. You could be hunted for a variety of reasons, perhaps you broke several laws and are on the most wanted list (government), or you committed corporate sabotage (organization, or maybe you just wronged the wrong person (individual). Either way you are being hunted and they won’t quit until you are brought in (or dead, depending), or you have eliminated the hunter in some way. Note that depending on the circumstances, some characters may gain this disadvantage automatically (such as Force Users and especially Jedi during the time of the Empire).

Identification Troubles (3)
You have identification, but anytime you use it for anything, something could go wrong, the GM rolls 1D, on a 1-3 your ID is flagged for some reason, and on a 4-6 nothing happens. You should decide what it is about your character that causes this. The person scanning it thinks it’s a fake (maybe it is), it flags you as an escaped convict (maybe because you are one), or they mistake you for someone else (you look exactly like them). No matter the cause, you should determine what it is and what the system will read whenever you use your ID.

Illiterate (2)
You cannot read or write. You must remove this drawback before you learn how to read or write any languages. You cannot have any skill that would require you to read and write (GMs discretion).

Inept (5)
You are completely unable to grasp the concepts of a single skill for whatever reasons. Choose a skill that you have not improved in any way. You are at a -1D to use that skill, a roll of a ‘1’ on the Wild Die is always a complication, and you may not reroll a ‘6’ on the Wild Die. Furthermore, to further increase the skill it takes you twice the normal time period with or without a teacher. If you ever raise the skill to 6D or above, you may buy off this disadvantage.

Mental Disorder (1-5)
You have a psychological disorder that hinders you in some fashion. Most of the disorders are minor, and in general Star Wars does not have an atmosphere appropriate to the dark tone that would be required for some of the more advanced mental disorders.
Below is a listing of the disorders for general use though others, and even more severe ones can be allowed if the GM so wishes. Other examples include anger management, schizophrenia (complete with hallunciantions), self-esteem issues, manic depression, paranoia, and chronic behavior such as laziness.
You may take this drawback multiple times, each time choosing a different disorder (or even the same disorder with different details). Disorders can be held back with a successful Moderate to Very Difficult willpower check based on the level of the disorder and the situation.

Addiction – You have an addiction to a substance or an activity. If you go too long without your fix, you will start to suffer a cumulative -1 penalty (-1, -2, -1D, -1D+1 etc.) per 2 weeks at 1 point, per week at 2 points, per 3 days at 3 points, per day at 4 points, or per 12 hours at 5 points.

Compulsion – You have the need to do something, whether it’s logical or not. This can be anything from needing to clean your weapon after every combat (1 point), to having to wash your hands every hour (3 points), up to not being able to go outside unless you are completely covered (5 points). You must deal with your compulsion whenever the situation warrants, or once per week (1 point), per three days (2 points), per day (3 points), per 12 hours (4 points), or per hour (5 points). Each time you don’t deal with your compulsion you start to gain a -1 to all rolls that is cumulative with every time you ignore your compulsion.

Phobia – You have a fear of something. This fear can be mild (1 point, -1 to all rolls), moderate (2 points, -2 to all rolls), heavy (3 points, -1D to rolls and must run from source of fear), severe (4 points, -1D+2 to rolls, must flee from source of fear with no regard to safety), and incapacitating (5 points, stand in one spot and huddle, becoming essentially Incapacitated). Note that these penalties only affect a character as long as the source of his fear is in his presence.


Notoriety (1-5)
You have garnered infamy because of things you’ve done or even said. You could be a fugitive (good when taken with the hunted drawback), part of a corporation that everyone hates, or just a person who said they did something they didn’t and was found out. Whatever the cause, you have a bad rep now.
People will recognize you, and when they do they may decide that they you just don’t belong there anymore, so get out now, or they will call the authorities. The higher your notoriety, the more often situations like this will arise.
Each level of notoriety increases your overall degree of infamy. 1 point indicates that you are only known in a specific locale such as a town or specific organization, while 5 points indicates that you are a known to just about everyone and you will never live down your reputation.

Obligation (1-5)
You have an obligation to someone or something, an organization, or government. The higher the obligation the higher the person you owe is above you. You could owe money, contractual service, or even a firstborn child. It could be as simple as you are a family person and have a family that you must come home to every night at 1 point, and as complicated as having titles and ranks within the government and military that you must constantly juggle in order to maintain your authority (for this example only if the proper advantages were taken with this disadvantage) at 5 points.

Protector (2 or 4)
You have to protect someone. They could be a parent, sibling, spouse, child, or best friend. Regardless you have a connection to them and that connection is very public for whatever reason. This means that you must be careful who you deal with or anger as it may end up coming back onto the people you want to protect. If you have an enemy drawback, they will not hesitate to use the people you want to protect against you. At 2 points, the person you want protected can take care of themselves somewhat. At 4 points they are completely dependent upon you to protect them.

Second-Class Citizen (1-3)
You are a person of low station for whatever reason. In some societies it may be because you have a different skin tone, you’re gender is seen as ‘inferior’, you are of a species that is disliked by most, or you were a slave or of a lower caste. Whatever the reason, you are viewed with derision by most people you come across, making it so that NPCs react negatively towards you, and you have a -1D on all dealing with those that view you as beneath them. Furthermore the higher you have this drawback, the more likely you will be attacked, and at 3 points you may not even have rights of any sort in specific societies. While not explicitly automatic, there are times when certain characters may be treated as though they had this flaw depending upon the character, the society they are dealing with, and the severity of the prejudices (such as aliens and women during the time of the Empire).

Slow Healer (5)
You heal at a slower rate than a normal person. It takes you double the amount of time to heal and recover than shown on the recovery chart. You cannot have this drawback and the fast healer advantage at the same time.

Unappealing (1-3)
You are considered repulsive to members of your species (and in some cases other species as well), whether it’s because you are unattractive, make bad fashion decisions (keep in mind that this should not be comical in any way, just…bad), or because everyone finds you just obnoxious. The higher the level, the less appealing you are. For each point you receive a -1 penalty on any social based rolls (so -1, -2, and -1D). You also cannot reroll any ‘6’ that is rolled on the Wild Die. You cannot have this drawback and the attractive advantage at the same time.
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shootingwomprats
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PostPosted: Thu Mar 13, 2014 10:56 am    Post subject: Reply with quote

These costs are in Character/Creation Points as presented in OpenD6? Are these costs translatable to pips or D for those not using OpenD6?
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DarthOmega
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PostPosted: Thu Mar 13, 2014 3:41 pm    Post subject: Reply with quote

Yeah, you can use skill points to buy them, and disadvantages give more skill points when they are taken. Alternately you can just rule that it is a separate system entirely, and state that in order to buy any advantages that you must take disadvantages first (so if a player only takes 5 points in disadvantages, he can only buy 5 points in advantages. Kind of how the old editions of World of Darkness dealt with merits and flaws). And of course some can be bought with character points during an active game.

Speaking of which, I will get the disadvantages done sometime today probably.
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PostPosted: Thu Mar 13, 2014 3:50 pm    Post subject: Reply with quote

Some comments..

Acute Sense (1-3)


Would they potentially suffer that +2 in penalties in certain situations (Like someone with acute smell being hit by poisonous gas)? Imo they should.

Alertness (2)


As a combat vet, i can tell you that you can't maintain a 'heightened state of awareness for ever. The longer it goes on, the tired and more worn out your mind can get. I would say this should have a max 'kept up' duration linked to it. Say 2 days +1 per full D in willpower. Go above that and you start suffering penalties due to your mind slipping.
Also a critical botch ON any roll using this might key you into a PTSD like 'jumping at every situation' issue.

Ambidextrous (2 or 4)
.


Since there are no book listed Penalties FOR using your off hand for anything, you would first need to come up with that...

Archaeologist (4)

I dislike this due to the high benefit/low cost it has. Gaining +1d for 5 skills AND free spec every time you spec for 8cp? Sorry its way off.

Athletic (2)

So for 2 "Skill points (or 4cp) i can get a perm +2 to 4 skills? Again seems too cheap.

Attractive (1-3)

How many skills would this 'affect? just persuasion? or any of the Per skills?

Attribute Prodigy (5)

Too cheap. Also why human only?
Charismatic (1)

Again, too cheap. Also which skills does it affect? Persuasion? Con? Command?

Code of Honor (3)

So for 6cp, i can buy immunity to being intimidated/commanded or conned if it would 'violate' my code AND gain +2d to resist mind control from the force etc? Times this by at least 5 and it might be reasonable.

Danger Sense (2 or 4)

So they are effectively gaining the danger sense force power even if non force sensitive with it being 'consistently active'. WAY OFF in cost for this.

I am not even going to bother with the rest as most seem just as 'cheap' for what they do.

Take a DEEP look at what you are trying to come up with and compare it to say White wolf, or similar systems..
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PostPosted: Thu Mar 13, 2014 4:39 pm    Post subject: Reply with quote

Would doubling or tripling the current CP cost work for after character creation do you think? So for character advantages it would be say 4 times or 6 times listed cost? I have the combat ones at 5 times the cost, I could raise it to 10 times though if that would seem more reasonable for those.

As for character creation you're either giving up skill points for these (which is pretty big in my book), or you have to take disadvantages, and you're limited to a specific amount. Yes in some cases you could spend less skill points and gain extra skills, but that's in a way because you're getting a discount for buying a specific package of skills, or that's how I see it. I could raise the point value by a point or two on those though if it would be more balanced.

As to Attribute Prodigy, it's human only because humans are far more adaptable than other species. It's to give them something that gives them that edge against aliens that often have 1 or even two attributes at higher than 4D. But if you wanted to open it up to other species, that's fine too. I'm just putting up my version, you can always modify them for your games if you do use them Smile
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garhkal
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PostPosted: Thu Mar 13, 2014 5:45 pm    Post subject: Reply with quote

Lets look at white wolf for example. Each pc gets 15 'freebie' points with 5 FP being equateable to purchasing an extra bonus starting attribute "Dot". But that's 1/3rd of your starting points going for that.
If you are looking at CP purchasing it then yes they need to be much more.
With starting skill points (what are these anyway) it depends what they equate to in your initial build. But keeping with the 1/3 cost for just one dot on an attribute, you would need to give up at least (If going based on the 21 pips/7dice angle) 2D+1/7 pips to equal that for one dot on an attribute which would be +1 to several skills under that attribute.

To take one of the above as an example, your 'athletics giving both running (Dex) and stamina/climbing (Str) bonuses of +2, would effectively be equated to a +4 to attributes which would need you to get 28 'starting points' for.
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DarthOmega
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PostPosted: Thu Mar 13, 2014 5:56 pm    Post subject: Reply with quote

The starting skill points are the 7D you initially get to increase your skills at character creation, or at least that's what I am referring to anyway. I could remove the ability to buy them with the initial skill dice like I mentioned in the post above, and make it a strictly separate system for character creation, so that you must take disadvantages to buy advantages.

As for buying them with CP, should I make it 4 times or 6 times the listed cost? And should I increase the combat abilities to 10 times?

Edit - I agreed with your assessment on Danger Sense, and I have changed it as a result.
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garhkal
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PostPosted: Thu Mar 13, 2014 8:56 pm    Post subject: Reply with quote

SO how are those 'starting D being used"

IE if i say took your code of honor (3) is that meaning 3 full D of my starting 7 are gone or 3 pips (1d) worth is gone?
If its full Dice, it might be more worthy.
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DarthOmega
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PostPosted: Thu Mar 13, 2014 9:21 pm    Post subject: Reply with quote

It would be 3 full dice worth.
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lurker
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PostPosted: Thu Mar 13, 2014 9:38 pm    Post subject: Reply with quote

garhkal wrote:
Some comments..


Alertness (2)


As a combat vet, i can tell you that you can't maintain a 'heightened state of awareness for ever. The longer it goes on, the tired and more worn out your mind can get. I would say this should have a max 'kept up' duration linked to it. Say 2 days +1 per full D in willpower. Go above that and you start suffering penalties due to your mind slipping.
Also a critical botch ON any roll using this might key you into a PTSD like 'jumping at every situation' issue.

...


Well, I'd argue that yes being "on alert" does burn you out. However, there are those that learn or are just naturally more alert than normal cake eaters.

as a combat guy too, I admit I catch myself always looking over the shoulder of or oblique to who ever I talk to, watching peoples' eyes hands and movements as they are walking up to me (and the small of their back when they turn or walk away), clearing room corners when I walk in any where.

Also, when deployed, it never took me (or the guys on the teams I was in) to get 'spider sense' up and running. That feeling that something isn't right, soooo get your game face on.

Both of those would be higher aleart than normal, and get the advantage. However, I do it without being ramped up tense 'on alert' that burns you out. It is aby-normal, and disquieting to people around me (my preacher's wife still comments about it every once in a while despite seeing me at least 3 times a week for the last 2+ years).

With that, I'd say the advantage could be passave or kept up at all times.

Now for your PTSD, I do like that idea of having a botched roll leading to it. Maybe not the first botched roll, but have it build to it. Say something like SWR's corruption rule.

Furthermore, I'd say a GM could have a little more fun with it than just the stock 'you jump at any loud noise'. Say at in opportune times, the character gets nervous and close to panic in a crowd for no good reason (talking from experience on that! Just this weekend at the home and garden show, I was standing and talking to someone about tankless water heaters. Look around and saw people EVERYWHERE. I had to find a pocket of empty space to get to right then and there. After about 5 min I was fine). Just think what fun a GM could have with that kind of thing with the party on a space station some where or in a cantina with off duty Imperials there, or imperials outside looking for someone odd ... Twisted Evil
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garhkal
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PostPosted: Thu Mar 13, 2014 11:46 pm    Post subject: Reply with quote

DarthOmega wrote:
It would be 3 full dice worth.


Ahh.. that makes more sense for the costs being what they are then.

I take it disadvantages are the same way, giving full D for your character?

Absent-minded (2)

Does the penalty apply to inititiave rolls? Or just perception/search checks? What of sensors (making out what is on them)?

Allergy (1-3)

Are there any sort of soak rolls associated with the L2 and 3 allergies? Like some is say exposed to XYZ and has a moderate allergy to it, can they roll say willpower or stamina (which ever seems more likely) to ignore its effects or potentially lessen it?

Child (5)

Being there is already an existing Kid template (that starts out younger than 16) and it has NO penalties for that (which we have discussed in several threads), i don't see this disadvantage being worth 5 full dice bonus, let alone even 1d bonus.

Debt (1-10)

So technically all smuggler templates should start with 2 bonus dice, since they start with a 25k bounty/debt, and the 2e (non revised) sullustian trader template would have 1d (due to a 6k debt)..
OR is this debt on top of what a template starts with?

Diminished Sense (1-4)

With cybernetic 'sense packages' out there for Perception, i can easily see this one gotten around.

Enemy (1-10)

Would a jedi, who technically already has one (VADER) get this for free?
Do they keep pace with the PC (say they took a 4d enemy who is equal in skill, but you have been adventuring non stop for say 7 months and earned 100cp during that time, does your enemy earn any to keep pace?

Force Susceptible (3)

VERY evil.. I like.
As a q though, could a force user take this? Or just non force users?

Paraplegic (9) – Like blind, this is a very restrictive drawback. You cannot walk and must either use your hands and arms as feet and legs, or you must travel in a device such as a wheelchair. Your movement speed is automatically 0 spaces unless you have some other form of mobility. You also automatically grant superior ground to your opponents in combat, and you are also at a -2 with melee combat, melee parry, brawling, and brawling parry.

Just a minus 2 to your rolls in those situations? I could see a full on D or more penalty to parry rolls.
Also you failed to mention about what goes for Dodging? Can they even do it?

Hunted (1-3)

In a rebellion era game would jedi pcs automatically have this?

Second-Class Citizen (1-3)

So all droid/alien/females have this one in a rebellion campaign due to the anti driod/alien/woman stance of the empire..?
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DarthOmega
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PostPosted: Fri Mar 14, 2014 1:05 am    Post subject: Reply with quote

Disadvantages would be full D gained from taking them, yes.

Absent-minded (2)

Does the penalty apply to inititiave rolls? Or just perception/search checks? What of sensors (making out what is on them)?


Just Perception rolls to notice things, so primarily search rolls, but I could see it working for sensors if, say there was a blinking red light on the screen, denoting an enemy approaching, and the person 'keeping watch' as it were, was not really thinking anything of it until it was too late.

Allergy (1-3)

Are there any sort of soak rolls associated with the L2 and 3 allergies? Like some is say exposed to XYZ and has a moderate allergy to it, can they roll say willpower or stamina (which ever seems more likely) to ignore its effects or potentially lessen it?


Hadn't thought of that, but yes (and either one dependent upon the allergy), I would say Moderate to Very Difficult depending upon the situation and pervasiveness of the allergen. If it was extremely pervasive, then I would say probably not.

Child (5)

Being there is already an existing Kid template (that starts out younger than 16) and it has NO penalties for that (which we have discussed in several threads), i don't see this disadvantage being worth 5 full dice bonus, let alone even 1d bonus.


Hmmm, good point. I may just remove this one outright.

Debt (1-10)

So technically all smuggler templates should start with 2 bonus dice, since they start with a 25k bounty/debt, and the 2e (non revised) sullustian trader template would have 1d (due to a 6k debt)..
OR is this debt on top of what a template starts with?


If taken for those templates, it would be debt on top of what they already have.

Diminished Sense (1-4)

With cybernetic 'sense packages' out there for Perception, i can easily see this one gotten around.


As can I, same with the Handicapped disadvantage, but I would think that like Handicapped, you could mess with them using ion weaponry.

Enemy (1-10)

Would a jedi, who technically already has one (VADER) get this for free?
Do they keep pace with the PC (say they took a 4d enemy who is equal in skill, but you have been adventuring non stop for say 7 months and earned 100cp during that time, does your enemy earn any to keep pace


Good question about the Jedi. I think I will leave that up to individual GMs.

As for the enemy keeping pace, at that level, yes, they would, that's the nature of the disadvantage.

Force Susceptible (3)

VERY evil.. I like.
As a q though, could a force user take this? Or just non force users?


I don't see why a Force user couldn't take this.

Paraplegic (9) – Like blind, this is a very restrictive drawback. You cannot walk and must either use your hands and arms as feet and legs, or you must travel in a device such as a wheelchair. Your movement speed is automatically 0 spaces unless you have some other form of mobility. You also automatically grant superior ground to your opponents in combat, and you are also at a -2 with melee combat, melee parry, brawling, and brawling parry.

Just a minus 2 to your rolls in those situations? I could see a full on D or more penalty to parry rolls.
Also you failed to mention about what goes for Dodging? Can they even do it?


Again good point. I think I was a bit lenient with it too. I had originally written it as -2D. And it would go for dodging as well.

Hunted (1-3)

In a rebellion era game would jedi pcs automatically have this?


Again I think I will leave that up to individual GMs.

Second-Class Citizen (1-3)

So all droid/alien/females have this one in a rebellion campaign due to the anti driod/alien/woman stance of the empire..?


Yeah, I had thought about that when I was writing it up. When dealing with the Empire - yes they would, but if the character were say in Hutt space, they wouldn't. It's a funny grey area with this disadvantage. Not sure quite how to deal with that. I will think on it more.
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DarthOmega
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PostPosted: Fri Mar 14, 2014 1:14 am    Post subject: Reply with quote

And to your other comments -

Acute Sense (1-3)

Would they potentially suffer that +2 in penalties in certain situations (Like someone with acute smell being hit by poisonous gas)? Imo they should.


I can see that yes. Maybe a stamina or willpower check to avoid the sensory overload.


Alertness (2)

As a combat vet, i can tell you that you can't maintain a 'heightened state of awareness for ever. The longer it goes on, the tired and more worn out your mind can get. I would say this should have a max 'kept up' duration linked to it. Say 2 days +1 per full D in willpower. Go above that and you start suffering penalties due to your mind slipping.
Also a critical botch ON any roll using this might key you into a PTSD like 'jumping at every situation' issue.


As lurker pointed out, it's more of a passive state of alertness. You just happen to be more aware of things because you're used to noticing things in general.

Ambidextrous (2 or 4)

Since there are no book listed Penalties FOR using your off hand for anything, you would first need to come up with that...


Oh, I have a long-standing house rule with all of the games (no matter what system) I run that you have to either choose handedness or roll randomly for it, and doing anything with your off-hand is at a penalty, so I guess I hadn't though of the fact that there were no rules like that in D6. So I could remove it and just keep it for my own personal games.

Archaeologist (4)

I dislike this due to the high benefit/low cost it has. Gaining +1d for 5 skills AND free spec every time you spec for 8cp? Sorry its way off.


Should this still be adjusted now that we've discussed overall costs? Or is it fine now?

Athletic (2)

So for 2 "Skill points (or 4cp) i can get a perm +2 to 4 skills? Again seems too cheap.


Same as above.

Attractive (1-3)

How many skills would this 'affect? just persuasion? or any of the Per skills?


Usually just the 'social' (bargain, persuasion, con, etc.) skills and only when you can use your appearance to get your way.

Attribute Prodigy (5)

Too cheap. Also why human only?


Already addressed, but was my explanation decent enough?

Charismatic (1)

Again, too cheap. Also which skills does it affect? Persuasion? Con? Command?


As above (since we've discussed the costs now), affects mainly the 'social' skills like persuasion and con. I could see it affecting command in certain circumstances (giving that cool "fight for freedom and defeat the enemy" epic speech).

Code of Honor (3)

So for 6cp, i can buy immunity to being intimidated/commanded or conned if it would 'violate' my code AND gain +2d to resist mind control from the force etc? Times this by at least 5 and it might be reasonable.


Addressed through our later discussions.

Danger Sense (2 or 4)

So they are effectively gaining the danger sense force power even if non force sensitive with it being 'consistently active'. WAY OFF in cost for this.


Agreed and fixed.
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