Friday, February 26, 2016

Star Wars Campaign Fringer Class Abilities





Barter
 
◊Descriptors – Savvy, social, talent
◊Effect – Enhanced Persuasion • 1 point per 3 ranks

Barter (limited personal Enhanced Trait)

◊Modifiers – limited: -1/rank
◊Action – free
◊Range – personal
◊Duration – sustained
◊Results – Persuasion +1

Description

You usually come out ahead on exchanges of goods and services.

Each rank in Barter provides you with a +1 bonus to Persuasion (or an appropriate Expertise skill such as Merchant) during trade negotiations.


Beast Wrangling

◊Descriptors – Savvy, social, talent
◊Effect – Enhanced Animal Empathy and Limited Ranged Affliction • 2 points per rank -1

Beast Wrangling (perception limited cumulative Affliction and Enhanced Trait)

◊Modifiers – check required: -1 flat point, cumulative: +1/rank, increased range: +2/rank, limited: -2/rank, quirk: -1 flat point
◊Action – standard
◊Requirement – Persuasion (or appropriate Expertise skill) check
◊Range – perception
◊Duration – instant
◊Results – target entranced (one degree), compelled (two degrees), or controlled (three degrees)
◊Resist – Will

Description

Your experience with the care and handling of diverse creatures gives you exceptional influence over beasts.

You can use interaction skills on creatures normally despite your difference in Intellect and lack of a common language.

In addition, you can calm or control creatures using non-verbal intimation. Make a Persuasion (or an appropriate Expertise skill such as Animal Handler) check. If your check result exceeds 10, the creature must succeed a Will resistance check against your check result (up to 10 + your ranks in Beast Wrangling). If the creature’s resistance check fails, it becomes entranced (failure by one degree), compelled (failure by two degrees), or controlled (failure by three or more degrees).

The creature makes another Will resistance check at the end of each turn to recover from the first two conditions (if the creature is under the control of another character, that character can resists with an interaction skill at the gamemaster’s discretion). Furthermore, each time an afflicted creature fails to resist a subsequent successful Beast Wrangling attempt, add the degree of failure to any existing degrees on the creature. For example, if you succeed in a second Beast Wrangling attempt while the creature is already entranced, it becomes compelled if they fail to resist by one degree or becomes controlled if it fails by two degrees.

This ability only affects creatures with animal intelligence (generally possessing an Intellect of -4 or -5) to which you intend it no harm. Depending on the creature’s Senses, it may also be necessary that your allies pose no obvious threat.

In combat situations, your ability to compel or control an affected creature may be limited depending on the creature’s fear and excitability. At the very least, you will be able to influence the creature to quit the battlefield and perhaps do some damage as it flees. Controlling the creature to attack its allies would put it at further risk and therefore negate the effect; putting the animal in danger would constitute intent to harm it.



Decipher Script

◊Descriptors – Savvy, talent
◊Effect – Comprehend Written Languages • 1 point

Decipher Script (limited personal sustained Comprehend)

◊Modifiers – check required: -1 flat point, sustained: +0/rank, limited -1/rank
◊Action – free
◊Requirement – Intellect (or appropriate Expertise skill) check DC 11
◊Range – personal
◊Duration – sustained
◊Results – discover meaning

Description

You’ve seen a lot in this galaxy and have developed an uncanny understanding of obscure texts and symbols.

When you encounter texts written in obscure languages you can make an Intellect (or an appropriate Expertise skill such as Sociology) check to understand the general meaning of that text.


Expert Handler

◊Descriptors – Gumption, social, talent
◊Effect – Enhanced Persuasion • 1 point per 3 ranks

Expert Handler (limited personal Enhanced Trait)

◊Modifiers – limited: -1/rank
◊Action – free
◊Range – personal
◊Duration – sustained
◊Results – Persuasion +1

Description

You usually come out ahead on exchanges of goods and services.

Each rank in Expert Handler provides you with a +1 bonus to Persuasion (or an appropriate Expertise skill such as Animal Handler) to influence creatures.


Fringe Wise
 
◊Descriptors – Savvy, talent
◊Effect – Enhanced Intellect • 1 point per rank

Fringe Wise (limited personal Enhanced Trait)

◊Modifiers – limited: -1/rank
◊Action – free
◊Range – personal
◊Duration –sustained
◊Results – Intellect +1

Description

Your experiences have made you surprisingly knowledgeable.

Each rank in Fringe Wise provides you with a +1 bonus to the following checks:

•Expertise: Appraise Value
            •Investigation checks to gather information
•Technology checks to make repairs


Jury-Rig

◊Descriptors – Gumption, luck, talent, technological
◊Effect – Enhanced Technology • 1 point per 3 ranks

Jury-Rig (limited personal Enhanced Trait)

◊Modifiers – limited: -1/rank
◊Action – free
◊Range – personal
◊Duration – sustained
◊Results – Technology +1

Description

Somehow, you are able to affect repairs with whatever is at hand… and sometimes a well landed fist!

Each rank in Jury-Rig provides you with a +3 bonus to Technology (or an appropriate Expertise skill such as Sensor Systems) when making repairs, jury-rigging repairs, or jury-rigging devices (see Inventing).


Long Stride

◊Descriptors – Grit, talent
◊Effect – Enhanced Athletics • 1 point per 3 ranks

Long Stride (limited personal Enhanced Trait)

◊Modifiers – limited: -1/rank
◊Action – free
◊Range – personal
◊Duration – sustained
◊Results – Athletics +1

Description

You can clear distances with surprising alacrity.

Each rank in Long Stride provides you with a +1 bonus to Athletics while running and jumping.


Old Hand
 
◊Descriptors – Grit, talent
◊Effect –Reflective Immunity • 5 points

Old Hand (personal Immunity)

◊Modifiers – check required: -1 flat point, reflective: +1/rank
◊Action – none
◊Requirement – Expertise check DC 11
◊Range – personal
◊Duration – permanent
◊Results – immune to the effect and the effect is reflected

Description

When someone tries to give you flap, one look from you makes them think twice.

When you are the target of an effect with the fear descriptor or any use of the Intimidation skill, you may attempt an Expertise (Criminal, Medicine, Military, Spacer, Streetwise, or Survival) skill check DC 11. If you succeed, you are immune to the effect and you may make an Intimidation check to coerce or demoralize the character who targeted you. You must use the interaction which most resembles the effect that was used on you, subject to the gamemaster’s discretion. For example, if you were the subject of an Affliction with the fear descriptor that would have caused you to become compelled, you would be entitled to an attempt at coercing the character.


Surefooted

◊Descriptors – Grit, luck, talent
◊Effect – Immunity • 1 point

Surefooted (personal Immunity)

◊Action – none
Range – personal
◊Duration – permanent
◊Results – ignore difficult terrain

Description

You have exceptional footing.

You suffer no speed penalties due to difficult terrain such as ice, loose gravel, mud or underbrush.





Survival

◊Descriptors – Grit, talent
◊Effect – Variable • 6 points per rank -2

Survival (personal limited Variable Effect)

◊Modifiers – check required: -1 flat point, limited: -1 rank; quirk: -1 flat point
◊Action – standard
◊Requirement – Expertise: Planetary Systems or Expertise: Survival check DC 11+ (see text); once per scene
◊Range – personal
◊Duration –sustained
◊Results – any traits related to survival costing 5 character points/rank or less

Description

You are skilled at surviving and navigating in terrestrial environments.

As a standard action, you may attempt to gain 5 character points per rank by making an Expertise: Planetary Systems or Expertise: Survival check. You can then allocate those points to different effects related to enduring the hazards of the local environment and successfully navigation wilderness areas. If you roll a 10 or less, your understanding of your current surroundings is insufficient to gain any useful effects. Trying again during the same scene requires extra effort.

For every point above 10 you achieve with your skill check result, you gain the use of one rank of Survival. For example, if you have 5 ranks in Survival and your skill check result is 13, you may use 3 ranks of Survival and gain up to 15 character points to assign to survival effects.

The effects you can gain must have the grit, gumption or savvy descriptors and must relate to natural methods of resisting environmental hazards or navigating through wilderness. You might be able to gain resistance to high or low temperature (limited Immunity to cold or heat), find nutritious food and potable water (limited Immunity to starvation and thirst), or use your normal Senses in extraordinary ways (gaining Direction Sense or Tracking). With high enough ranks you could create a trap (triggered Affliction) out of natural materials, take advantage of unusual travel methods (limited Flight by a well-timed leap upon a gentle flying beast), or even grant such effects to others.

Finally, you can also allocate these points gain bonuses to some survival or wilderness related checks (such as Fortitude to resist local hazards or Perception to follow tracks).


Tough as Nails
 
◊Descriptors – Grit
◊Effect – Healing • 2 points per rank -1

Tough as Nails (personal Healing)

◊Modifiers – action [free]: +2/rank, limited: -1/rank, quirk: -1 flat point, unreliable: -1/rank
◊Action – free
◊Range – personal
◊Requirement – DC 10 power check; once per scene
◊Duration – instant
◊Results – you recover from one damage condition for each degree of success

Description

You have extraordinary perseverance.

Once per scene as a free action you may make DC 10 Tough as Nails check. Each degree of success heals one Damage condition, starting with the worst condition, and working down. If the check fails, you can try again during the same scene using extra effort.

You may use this power up to five times. You regain the use of this power after one hour of rest, but only if your condition is normal at the start of that rest.






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