Tuesday, March 29, 2016

The Dark Side


The Dark Side of the Force

The Dark Side is one aspect of the Force which both hungers for and empowers ignorance, passion, and strife. Acting on negative emotions engenders comparable responses from all but the most enlightened beings. Thus a single act of aggression can have the consequence of producing a reactionary response many times over, first on the target or targets of the initial act and then on all of those affected in collateral fashion. Even if the original action is never repeated by that individual, the consequence of their choice ripples throughout the galaxy, touching many lives in its wake and often returning to revisit itself upon its maker. Animosity, despair, selfishness, and violent belligerence all create a proliferation of the darkness both within and without.

The chill of the Dark Side never leaves the hearts of those it has touched. Even those who renounce the dark and tread the light path thereafter are unable escape the long shadow it forever casts. Such individuals find the specter of doubt haunting every choice, forcing careful consideration of their motives lest they have been colored by their past experiences. Indeed, these beings often see the hand of the Dark Side asserting itself in their lives and in the galaxy around them. Sometimes, this is simply personal anxiety but the Dark Side can exploit its servants to bring any of those it has touched to the crossroads of temptation once more.

This truth often creates a perpetual cycle which draws one’s spirit further and further into a shroud of gloom. For some, escape is impossible even after taking the first step in that direction. The Jedi Order believed that those who started this journey would be subjugated by the evil within and that their fall, however incremental, was also inevitable and irreversible.

Dark Side Points

Dark Side points represent a character’s personal imbalance as a result of behaving in a manner that is arbitrary, cowardly, reckless, or self-indulgent. Not all such acts are certain to corrupt the character and draw them within the embrace of the Dark Side but those who reach out to it find hewing to the light more and more difficult.

The gamemaster decides what actions will result in gaining one or more Dark Side points. Certain types of actions, like killing in anger, yield at least one Dark Side point. Other actions have the potential to accrue a Dark Side point. These acts fall within a gray area between virtue and vice offering a chance for characters to take the action, but resist the call of the Dark Side. While this may appear to allow characters the opportunity to behave in morally questionable ways without consequence, it creates a realistic temptation and encourages players (or the characters they portray) who are intrigued by the Dark Side to take a chance. The odds indicate that the character will acquire a Dark Side point sooner or later and once that happens, the Dark Side will actively tempt and pursue them.

All player characters should track Dark Side points, regardless of whether they are, or can become Force-sensitive unless the gamemaster deems it unnecessary.



Accumulation of Dark Side Points

The following types of actions always result in the acquisition of a Dark Side point: Inflicting pain or suffering for their own sake; malicious killing; using a Dark Side power to inflict harm; using any Force power in anger. All of these activities serve only to empower the Dark Side and create a parasitic relationship between it and the character performing any such act, regardless of how the character may try to justify their wrongdoing. These deeds should be considered objectively evil within the context of the campaign.

Some acts are more ambiguous and the gamemaster should consider the situation before deciding whether to award a Dark Side point immediately or to allow a resistance check. The following actions all carry the risk of bringing the character closer to the Dark Side: Executing one who is guilty of wrongdoing but is currently asleep, bound, dying, incapacitated, paralyzed or otherwise both defenseless and unaware (see Conditions); using any Force power to inflict disproportionate harm on a living being.

Other actions may require a resistance check to avoid gaining a Dark Side point if the act: causes excessive harm; is chosen because of the person’s anger or fear; or is both harmful and an expression of hate, jealousy, spite, vanity, or vengeance. All of these acts are questionably evil within the context of the campaign.

Resisting the Dark Side

If the gamemaster decides that a resistance check should be allowed to avoid earning a Dark Side point, the character makes a Will check. The gamemaster can choose one of the following options when setting the difficulty class of a Dark Side resistance check.

                                •DC 10 + half the series power level
                                •DC 10 + the character’s Will defense

The first option encourages strong willed individuals to be tempted to commit questionable acts. The difficulty can be raised if the character is compounding their transgressions and graded checks can be used in cases where the character might acquire multiple Dark Side points from one action. This is a reasonable campaign choice given examples like Count Dooku or Quinlan Vos. Such characters may believe that they can enter those doors opened by the Dark Side of the Force without losing sight of their nobler ends. Inevitably, these characters will acquire one or more Dark Side points if they continue to find the risk acceptable. Gamemasters should heighten the temptations that befall such characters by placing them in more and more situations where the most expedient options also happen include a cost in the form of more Dark Side points.

All the same, resisting the Dark Side is part of internal struggle. The alternative option makes use of the 55% rule and thus all characters (regardless of how their character points have been spent) are equally likely to resist or fall to the Dark Side. This option means that truly well intentioned characters must avoid choices that would cause them to risk gaining Dark Side points. Players will be less likely to accept a Dark Side point or take a chance on a resistance check, unless they want to play a conflicted character and don’t mind if the character becomes corrupted.

Calling on the Dark Side


The Dark Side can only corrupt those who allow it to touch them by their own choice. If a character has never acquired a Dark Side point (recorded on the character sheet as “–” or “nil”) the gamemaster will not specifically manipulate circumstances to encourage that character to make an evil choice and the option to call upon the Dark Side does not exist for that character.

Any character with 0 or more Dark Side points has reached out to the Dark Side at one time or another and it reaches back. This may be in blatant and clumsy ways or the Dark Side may seem to manipulate events with diabolic subtlety where one difficult decision leads to another and another, each offering an easy escape (just this once) or a promise of further hardship. If the character has had but few transgressions or otherwise seems resistant to corruption the Dark Side will tend to exert influence elsewhere but will seize on any momentary weakness the character displays.

These characters, even those who don’t believe in the Force, can call on the Dark Side. Characters without Force sensitivity or those who don’t believe in or know about the Force or the Dark Side only know that, in this moment, they are willing to do whatever it takes to succeed. Calling on the Dark Side requires a check and immediately earns the character one Dark Side point. The gamemaster decides what trait the player can use for this check and may allow only one option or a choice of several. If a ‘flat’ option is desired, a good choice is to have characters roll the better of Awareness or Presence. Other options include Will, skills such as Deception, Insight, Intimidation, Perception, Persuasion or certain Expertise skills, or a Power check.

In any case, the base difficulty class of calling on the Dark Side is average (DC 10) except as noted below:

        •Add +10 to the difficulty if the action is not intended to cause harm
        •Add +5 to the difficulty each time the character calls upon the Dark Side during the course the adventure
        •Force-sensitives have a base DC of easy (DC 5)
       
       
If the check is successful, the character gains their choice of any one of the benefits of extra effort without causing fatigue. For every degree of success on this check, the character can choose to gain another of the listed benefits, even stacking two or more of the same type of benefit! The character gains another Dark Side point for each additional benefit taken. If the character also uses extra effort on the same turn, they gain another Dark Side point (and suffer the usual cost) and if they possess and use the Extraordinary Effort advantage at the same time, they gain yet another Dark Side point. 

The Temptation of the Dark Side

When a character possesses any number of Dark Side points (even “0”), they are open to the corrupting nature of the Dark Side. In addition to being able to call upon the Dark Side, these characters can choose to take ranks in powers with the Dark Side descriptor and use extra effort (or spend a victory point) to gain the use of a power with the Dark Side descriptor as an alternate effect of any power with the Force descriptor unless that power has the Light Side descriptor.

Such characters can also be actively pulled towards the Dark Side. While the gamemaster should consciously design encounters to give these characters a choice between good and evil on a regular basis (perhaps once every two or three adventures), temptation is an active engagement with the player and should happen only when dramatically appropriate.

First, there should be a reason why the Dark Side is compelled to tempt the character. A character experiencing a sudden growth in power or prominence might be tempted to abuse their good fortune while a character poised to defeat a servant of the Dark Side may be tempted as a way of replacing that servant, if necessary. The Dark Side has no loyalty and only craves to replace power with more power.

The gamemaster should then offer a victory point to the character in exchange for taking an action that may result in acquiring a Dark Side point. For example, the gamemaster may say “Her diplomatic immunity means she’ll never face justice for her crimes. If you let her live will you be there to stop her next time? Why not kill her now…? You can earn a victory point if you do.” Usually the temptation should begin with a questionable act; one that allows a resistance check. This stage of temptation functions like a psychological complication; the hero can choose to follow the suggested action and gain an immediate reward. This should be an apparent win-win option; do something that helps you and you will be rewarded. If the player carries out the proposed deed, they gain the victory point (and can use it immediately). If the act was questionably evil, they should make a resistance check to avoid gaining a dark side point.

Regardless of the player’s decision, the Dark Side continues to target the character. After the initial temptation, the gamemaster should inform the player that while they are tempted by the Dark Side, they gain a +5 bonus when they make a check to call on the Dark Side and an additional cumulative +5 bonus if they successfully called upon the Dark Side during their previous turn. This allows a tempted character to call upon the Dark Side in rapid succession without increasing the difficulty of the check!

The temptation should continue until one of the following conditions is met: It becomes clear that the character intends to remain steadfast in denying the Dark Side; the Dark Side has no more use for the character; or the character falls to the Dark Side completely.

The Corruption of the Dark Side

Conflicted Characters

The power the Dark Side offers comes with a cost. Early on, the Dark Side is seductive in that it offers its boons and asks nothing in return. As a character accumulates Dark Side points however, the true nature of the Dark Side begins to assert itself. The first sign of this malignance is usually a new complication, typically psychological in nature such as addiction, hatred, obsession, phobia, prejudice or temper. When the player chooses to receive a victory point and roleplay the new complication any actions the character takes as a direct result of that complication does not earn the character any Dark Side points. The exception to this is if the character, as specified by the player, feels no remorse for their actions or if the character chooses to use any options that would earn Dark Side points (such as using a Dark Side power to inflict harm or using any Force Power in anger) while taking the action suggested by their complication.

The frequency with which a Dark Side complication comes into play should depend on the number of Dark Side points the character possesses. A good guideline is one time per Dark Side point during the course of a particular story arc or every two or three game sessions. In some cases it may make sense for a character to acquire multiple Dark Side complications, particularly as the number of Dark Side points they possess increases, however this should not add to the total number of times that any of these complication come into play.

When a character accumulates between 6 and 10 Dark Side points, he or she becomes conflicted. At this stage of corruption, the character gains the following circumstance modifiers:

        •+2 circumstance bonus on all checks made while employing a power with the Dark Side descriptor
        •+2 circumstance bonus on checks to call on the Dark Side
        •-5 circumstance penalty on any check made while using a power with the Light Side descriptor
        •-5 circumstance penalty on resistance checks to avoid earning a dark side point
        •-5 circumstance penalty on resistance checks to resist or overcome any effect or skill that relies on negative emotions (anger, fear, hatred, guilt, sadness and so on)

Dark Characters

When a character acquires 11 or more Dark Side points, he or she becomes dark. These characters have all of the same bonuses and penalties as conflicted characters however the Dark Side begins to fundamentally alter the character’s demeanor and outlook. A dark character’s motivation should be examined and the gamemaster should help the player indentify any heroic motivation that is no longer consistent with the character’s new nature. Specific motivations such as doing good, justice and responsibility should either be suppressed or intentionally warped to fit an unbalanced mind.

For example, the character may express their desire to do good by waging a personal war on slavery. Although the character’s goal may remain noble, their methodology should betray the influence of the Dark Side. Perhaps the character thinks it’s permissible to torture a slaver to get information or even simply to punish them. Maybe the character plans to destroy a cantina where slavers are known to gather. What matter if a few of the patrons are not involved in the trade? Surely they are guilty of some other crime. At the very least they should know what kind of villainous scum they rub elbows with.

When a dark character’s motivation comes into play it does not earn the player any victory points, however the player can choose to spend a victory point (if they have any) to resist the compulsions of the Dark Side. Essentially, a dark character must roleplay their new nature or they must pay a premium to control themselves. In one sense, the Dark Side motivation becomes a victory point ‘tax’. If the player has no victory points but does not want act as the Dark Side commands, have the player make a Will resistance check with a DC of 10 + the number of Dark Side points the character has earned. Each time this resistance is successful, the character acts as the player wishes, but the player must record “-1 Victory Points” on their character sheet. The next time the character’s victory points refresh, they start at 0 until the player has “paid off” all of the negative victory points accumulated this way.

Another aspect of dark characters that changes is how they are awarded Dark Side points. Dark characters are evil within the context of the campaign and using powers with the Dark Side descriptor or fueling their actions with hate and rage is a common occurrence. There is little purpose in tracking Dark Side points for these acts as dark characters perform them with casual nonchalance. These characters only gain Dark Side points in the following circumstances:

        •Actions taken as a result of their dark motivation(s)
        •Directly influencing another character to earn a Dark Side point
        •Heinously evil actions (causing wide-ranging and lasting anguish; mass slaughter of innocents)

Finally, dark characters can gain victory points in two additional ways:

        •Directly causing another character to become conflicted or dark
        •Directly creating a new source of heinous evil (designing or constructing a super-weapon; training an apprentice to become an agent of evil)


Even if dark characters are allowed they should eventually be redeemed or removed from play upon being consumed by the Dark Side unless the campaign centers around Dark Side play. Characters should be considered consumed by the Dark Side when they have earned 20 Dark Side points.


Redemption

Characters wishing to cleanse themselves of the Dark Side can do so through adherence to the Jedi Code, atonement, and restraint.

Adherence to the Jedi Code requires that the character know it. If the character is not a Jedi or does not know one it is impossible to remove Dark Side points this way. Following the rise of the Empire, knowledge of the entirety of the code is lost, but some characters and organizations are versed in portions of it. As long as the character knows the mantra of the code and makes a serious effort to follow it, adherence is possible.

Characters seeking atonement must attempt to take direct action to redress any wrongs they may have done. They must also follow the rule of law and seek peace (unless doing so creates undue suffering), and must act to assist others to do these things whenever possible. The character need to throw their life away recklessly in the pursuit of these things, in fact to do so would likely empower the Dark Side, but they must take opportunities to help others when it is within their power to do so.

In essence, adherence and atonement become secondary motivations (see Motivations). Adherence is similar to having honor as a complication (see Complications) while atonement incorporates elements of doing good, justice, responsibility and occasionally patriotism. Whenever the character could gain a victory point by acting heroically or playing out their adherence or desire for atonement, the player may remove one Dark Side point instead.

Restraint involves refraining from any action with the potential to earn a Dark Side point, whether or not a resistance check is allowed and regardless of whether the character is currently conflicted or dark. Therefore, when a conflicted character acts in accordance with a Dark Side complication, they have failed to show restraint even though no Dark Side point is earned. Likewise, a dark character who uses a Dark Side power has also failed in showing restraint. Showing restraint for a period of time as chosen by the gamemaster absolves the character of one Dark Side point. One week of restraint is standard, however if events are moving more quickly or more slowly, another time frame should be considered. In any case, the opportunity to remove a Dark Side point this way should come up no more than once for every two game sessions.

Lasting Torment

Characters who embrace the Dark Side to the point of becoming conflicted or dark but then later spurn the Dark Side’s gifts seem to earn the galaxy’s spite. Even if the character experiences personal success, misfortune slowly hedges in around them and those they form attachments with. These characters should feel the weight of their past burdening their thoughts. The further removed from the darkness they become, the greater does the guilt, remorse and shame crush down upon their spirit.

At times, giving in to the Dark Side may seem to promise an end to or reversal of this trend and when tempting the player, the gamemaster should indicate as much. This should be similar to using a victory point to gain inspiration (see Victory Points) except it costs the character nothing. The suggested course of action should carry the risk of earning a Dark Side point, however (like exploiting an enemy’s weakness to a Dark Side power or using blackmail or murder to eliminate a rival).

These characters may choose to live a vagabond lifestyle lest their presence should call the Dark Side and bring ruin to the lives that surround them. The redeemed must strictly adhere to the Jedi way of avoiding attachments. The Dark Side will first endeavor to tempt them back with opportunities to improve the fortunes of their loved ones. Later, the agents of evil will (knowingly or otherwise) beget woe upon all whom the redeemed hold dear. Some redeemed choose exile rather than risk the well-being of others.

Wednesday, March 23, 2016

The Force




The Force

During the age of the Old Republic knowledge of and belief in an enigmatic power able to influence the fortunes of living things and even become the catalyst of galactic impetus. This animating spirit was observed and examined by many species and cultures with an innumerable variety of approaches and conclusions ranging from the analytical to the arcane. Over time, a relative consensus emerged among the cultures of the Republic and the phenomenon became recognized as the Force.

It was concluded that the energy of this wonder both empowered and was in turn sustained by living things, possibly even all matter in
the galaxy. Throughout the course of galactic events, individuals and groups have discovered an ability to uplift themselves, or others, by controlling the Force as a medium to achieve a desired outcome or by channeling its existing dynamism into reality.

In the years since the conclusion of the
Clone Wars, understanding of the Force has become almost completely obscured and few even acknowledge the possibility of an unseen agency capable of manifesting some sort of influence on the lives of sentient being, let alone the presence of such a fanciful conceit. Indeed, most citizens of the Galactic Empire, and the New Republic which displaced it, believed that accounts of individuals able to work miracles with mystical power merely speaks to romantic notions of a bygone era, thought to be more sophisticated and genteel than the bleak reality of life after the Empire’s rise and fall.
 
The truth is much more complicated than either the cynics or the few burgeoning sects of believers could possibly imagine. The number of individuals in existence within the galaxy at the time of the annihilation of Hosnian Prime with even an inkling of the true nature of the Force, is infinitesimally small. Those few include only members of incredibly long-lived species, the rare droid which continues to function without having had its memories cleared since the time of the Galactic Republic, and the most unique of all, those who have received education or training that can be traced back to one of those lost traditions which possessed authentic recognition of a deeper unseen reality.

The Nature of the Force

It is not possible to fully comprehend the underlying cosmic reality in the same manner as physical forces and matter at work in the universe, although many have tried. The effects of the Force can be observed and some components of a being’s physical nature with a positive correlation to metaphysical attunement have even been quantified. Such data provides virtually no insight as to the origin or purpose of the Force, however and such knowledge cannot be translated into awareness of or facility with its effects.

Individuals with the capacity to ‘feel’ or ‘hear’ the Force, may be able to make use of its power. Even those with the ability to sense the Force, and who may manifest its energy unconsciously, usually require training of some kind to become proficient with the wide (possibly limitless) assortment of feats they have the potential to exhibit. Nevertheless, there are numerous individuals with a reputation for unusual intuition, luck, or reflexes who are in fact controlling the Force, or acting as an instrument of it.



Practitioners of the Force have gathered from time to time generating multitudinous congregations over tens of thousands of ears, but only one is remembered by the galaxy at large. At one time, the Jedi Order was the most accessible, active, and visible organization of Force sensitive individuals and served as the face of that energy to the species of galaxy. To those who believed in the Force and the Jedi, that order is remembered as the most knowledgeable and powerful of all Force using traditions. While the Jedi were indeed enlightened by their understanding of the Force and infused with its power, even they were ignorant of the deeper mysteries of the cosmos.

Undoubtedly, the Jedi’s blindness to certain aspects of reality, their complacency regarding the position they held within the galaxy, and their hidebound reliance on the Jedi Code partially enabled the dark days that led to the fall of the Republic and the rise of the Empire. The Jedi Order sought to understand the Force objectively, but were unable to recognize the bias that developed within and permeated throughout their belief structure. No sentient being can be said to fully know the nature of the Force. The wisest must learn to recognize their ignorance and empty themselves of preconception in order to enact the will of the Force.

Using the Force

It is possible for nearly any living thing to use the Force in some capacity. Even those without the capacity to comprehend the Force or who actively deny its existence can manifest it subconsciously. In fact, at least one non-sentient life-form was known to exhibit sensitivity to the Force in the time of the Jedi Order. Wielding the force intentionally to achieve a particular result almost always required training in addition to sensitivity however. Many abilities were exhibited by the Jedi of old, as well as by practitioners of the Dark Side of the Force such as the Sith and the Nightsisters of Dathomir. Almost every conscious act of Force manipulation required devotion to and study with one of these groups.

The varieties of effects the Force can create are nearly limitless. In practice a relatively small number of competencies have been in evidence with enough regularity to be cataloged in any meaningful way. Limited postcognitive or precognitive Senses, as well as Enhanced reflexes occur in many Force sensitive beings unwittingly, and in most cases are seen as manifestations of mundane, if uncanny, aptitudes.

Telekinetic control, mind control, or other types of alterations to the physical reality of persons or things typically require guidance and training, and may manifest themselves differently depending upon the teacher. Within each individual, the Force takes on a subjective aspect. A student of the Force may see their understanding strongly influenced by their teacher, but they are not bound by that understanding. Within organized Force-using traditions, few students or teachers fully comprehend this truth and individuals often fall victim to the limitations of their own expectations or the expectations of others.

Monday, March 21, 2016

Star Wars Campaign Pilot Class Abilities




Attack Run

◊Descriptors – Talent, variable (by weapon)
◊Effect – Limited Variable Effect Area • 1 point per rank

Attack Run (limited variable Area)
 
◊Modifiers – check required: -1 flat point, limited: –1/rank, area: +2/rank, variable: 1 flat point
◊Action – standard
◊Requirements – gunner or pilot; Vehicles check
◊Area/Range – 120-ft line within weapons system range in an area your vehicle moved through this turn
◊Duration – instant
◊Results – damage equal to rank
◊Resist –Toughness

Description

As your vehicle sweeps through the area, you unleash wide ranging hostile fire.

You can only attempt to use this power during a turn in which your vehicle has moved. At the end of your vehicle’s movement, make a Vehicles (or appropriate Expertise skill such as Space Transport Operation) check. For every point by which your result exceeds 10, you may use one rank of Attack Run (up to your effect rank). If your check result is 10 or less, your standard action is wasted.

You can spread the Damage effect of the weapons system you are operating over a line 5 feet wide and 120 feet long which originates anywhere within the area of your vehicle’s movement this turn.


Darklighter Spin

◊Descriptors – Piloting, talent, variable (weapons system)
◊Effect – Multiattack• 1 point per 2 ranks +1

Darklighter Spin (variable multiattack)

◊Modifiers – check required: -1 flat point, limited: -1/rank, multiattack: +1/rank, variable descriptor: 2 flat point
◊Action – standard
◊Requirements – piloting a vehicle with a flight speed and a weapons system; Vehicles (or appropriate Expertise skill) check
◊Range – S/M/L 25/50/100 feet per rank or by weapons system (see text)
◊Duration – instant
◊Results – damage
◊Resist –Toughness

Description

By spinning your vehicle and firing multiple weapons simultaneously, you can eliminate multiple incoming targets.

You must be piloting a vehicle with a flight speed to use this power.

Using your superior piloting skills, you can launch a startling display of firepower. Make a Vehicles (or appropriate Expertise skill, such as Starfighter Operation) check. For each point by which the result exceeds 10, you may use one rank of Darklighter Spin (up to your effect rank). You can apply the Multiattack modifier to your attack up to your effective Darklighter Spin ranks, or the Damage effect you are wielding (whichever is lower).

For example, if you have Darklighter Spin 10 and achieve a Vehicles skill check result of 18, you can use up to 8 ranks of Darklighter Spin. While piloting an X-wing starfighter, you can choose to wield its fire-linked laser cannons as a multifire attack up to Damage rank 8, or you can use the full Damage rank of 10, without gaining the multiattack effect.

If your skill check fails, your standard action is consumed and your Darklighter Spin is ineffective.

If your Darklighter Spin is successful, the multiattack modifier provides you with the following options:

        •You can fire multiple shots and a single target to increase the effective damage rank of the attack against that target by +2 for two degrees of success, and +5 for three or more. This circumstance bonus does not count against power level         limits.
        •You can spray fire against multiple targets across a firing arc. Roll one attack check per target in the arc. You suffer a penalty to each check equal to the total number of targets. If you miss one target, you may still attempt to hit the others.
        •You can choose to provide cover to an ally in your line of sight. Your ally receives the benefits of cover against enemies that are also within your line of sight and in range of your Darklighter Spin power or the range of your weapons system      (whichever is less). You cannot lay down a covering attack for an ally engaged in close combat. An opponent can choose to ignore the cover provided by your covering attack at the cost of being automatically attacked by it; make a normal        attack check to hit that opponent.

The effective range of these effects is the lesser of your Darklighter Spin range or the weapons system’s range.


Demoralizing Flurry

◊Descriptors – Fear, talent
◊Effect – Ranged Affliction • 4 points per rank -4

Demoralizing Flurry (ranged reaction Affliction)
 
◊Modifiers – check required: -3 flat point, limited degree: -1/rank, ranged: +1/rank, reaction: +3/rank, quirk: -1 flat point
◊Action – reaction
◊Requirement – hit a target with a multiattack Damage effect; Intimidation (or appropriate Expertise skill) check
◊Range – S/M/L 25/50/100 feet per rank
◊Duration – instant
◊Results – target impaired (one degree) or disabled (two or more degrees)
◊Resist –Will

Description

Your attacks come with such speed and intensity that your opponent begins to realize they have little chance to escape you.

You can attempt to use Demoralizing Flurry as a reaction when you make a successful attack check using a damaging effect with the multiattack modifier. Make an Intimidation (or appropriate Expertise skill, such as Tactics) check. For each point by which the result exceeds 12, you may use one rank of Demoralizing Flurry (up to your effect rank). The target of your attack (or the pilot, if targeting a vehicle) must make a Will check (DC 10 + your effective Demoralizing Flurry ranks). If this check fails by one degree, the target is impaired and if it fails by two or more degrees the target is disabled.

The target makes a Will resistance check at the end of each of her turns to overcome the condition. 



Hold Together

◊Descriptors – Piloting, luck
◊Effect – Healing • 4 points per rank -1

Hold Together (limited persistent Healing affecting only objects)

◊Modifiers – affects only objects: +0/rank, affects only others: +0/rank, limited: -1/rank, persistent: 1 flat point, reaction: +3/rank
◊Action – reaction (to Damage)
◊Requirement – DC 10 power check; you must be the pilot of the target vehicle
◊Range – close
◊Duration – instant
◊Results – you remove one Damage condition per degree of success

Description

Some pilots rely on armored plating, efficient shielding, and regular maintenance to keep their vehicles in top condition. You can’t explain why, but whatever you’re doing works too…

Once per turn, you may attempt to heal a vehicle you are piloting as a reaction. Make a DC 10 Hold Together check. Each degree of success heals one Damage condition, starting with the worst condition, and working down. If the check fails, you must wait one minute or use extra effort in order to try again.


Hyperjump Sense

◊Descriptors – Luck, manipulation, versatility
◊Effect – Detect Hyperspace Hazard • 1 point

Hyperjump Sense (personal Sense)

◊Action – none
◊Requirement – operating a navicomputer
◊Range – personal
◊Duration – permanent
◊Results – able to detect interstellar dangers along a hyperspace jump route
◊Resist –Will

Description

You have a remarkable instinct for the perils of hyperspace.

You can sense the presence of a potential threat located on your present course through hyperspace. You must be operating and able to manipulate the navicomputer used to calculate this route (you cannot currently be operating any other system on the vessel). You can detect the presence of an obvious threat (such as a large planet or star) that was missed while the course was crafted with a DC 0 Perception check. Noticing a less obvious threat located on star charts (like an asteroid field or comet swarm) requires a DC 10 while course deviations or unmapped threats require a DC 20 or more.

Hyperjump Sense only allows you to recognize that there is a threat, not any details about it or its location along the present route (the sense is neither accurate nor acute). Accordingly, it is not possible to adjust the course to account for the danger you’ve detected. The ship can either continue along its current path and potentially suffer a mishap, or drop out of hyperspace to calculate a new route.


Natural Astrogator

◊Descriptors – Courage, mental, talent
◊Effect – Enhanced Technology • 1 point per 4 ranks

Natural Astrogator (personal Enhanced Trait)

◊Modifiers – limited: -2/rank
◊Action – free
◊Range – personal
◊Duration –sustained
◊Resist – Technology (or an appropriate Expertise skill) +1

Description

You have an unusual gift for finding a way through the interstellar void.

You gain a +1 bonus per rank to Technology (or an appropriate Expertise skill such as Starfighter Operation) checks made to plot a route through hyperspace with no astrogation data.



Overload Shields

◊Descriptors – Talent, variable (any multiattack Damage effect you wield)
◊Effect – Penetrating • 1 point per 2 ranks +2

Overload Shields (Limited Enhanced Trait)

◊Modifiers – limited: -2 rank, variable: 2 flat points
◊Action – standard
◊Requirement – wielding a multiattack damage effect against a target with the deflector shields descriptor
◊Range – S/M/L 25/50/100 feet per rank or by Damage effect (see text)
◊Duration – sustained
◊Results – an effect you wield gains penetrating damage equal to your effect rank

Description

Your persistent fire pushes your target’s shielding.

You can fire a series of rapid shots to attempt to stretch the target’s shields beyond their generator’s energy output range, causing them to temporarily fail. You must be wielding a Damage effect with the Multiattack modifier against a deflector shield to apply this effect. Under those circumstances, your attack becomes Penetrating, up to your Overload Shields rank.

The effective range of the penetrating effect is the lesser of your Overload Shields range or the range of the Damage effect you are wielding.


Shortcut

◊Descriptors – Courage, luck, versatility
◊Effect – Feature • 1 point

Shortcut (Feature)

◊Action – free
◊Range – personal
◊Duration – permanent
◊Results – +5 circumstance bonus when speed is a factor

Description

You have a propensity for finding a more direct path to your goal at just the right time.

Once per scene, you gain a +5 circumstance bonus to any skill check made during a chase, mission or race when Speed is a factor (as if your Speed rank, or that of your vehicle, were three or more ranks higher than your opponents’).


Target Locked

◊Descriptors – Technology
◊Effect – Limited Degree Affliction • 1 point per rank -2

Target Locked (limited degree limited progressive Affliction)

◊Modifiers – alternate resistance: +0/rank, limited: -1/rank, limited degree: -1/rank, progressive: +2/rank, quirk: -2 flat points
◊Action – standard
◊Requirement – Technology or appropriate Expertise check
◊Range – close
◊Duration – instant
◊Results – target vulnerable (one degree) or defenseless (two or more degrees) to your attacks
◊Resist – Acrobatics, Dodge, or Vehicles

Description

Got ‘em!

Make a Technology (or suitable Expertise skill, such as Starfighter Operation) check as a standard action. If your check result exceeds 10, your target is permitted a resistance check (DC 10 + Disarming Smile rank up to your check result) to escape your crosshairs. If this resistance check fails, your target becomes vulnerable (failure by one degree) or defenseless (failure by two or more degrees), but only to your attacks.

The target makes a new resistance check at the end of each of her turns to remove the condition. If this check fails, the condition worsens by one degree (from vulnerable to defenseless) if applicable.

Note: You must be using a HUD or targeting computer to use this ability.


Understand Binary

◊Descriptors – Auditory, language, talent
◊Effect – Limited Comprehend • 1 point

Understand Binary (limited Comprehend Machines)

◊Modifiers – limited: -2/rank
◊Action – free
◊Range – personal
◊Duration –permanent
◊Results – you understand droidspeak

Description
 
You can understand droidspeak, also known as binary, although you can’t speak it.

You can communicate with astromech droids or any other unit that speaks binary.

Note: Normally units without a vocabulator communicate to organics via text or an interpreter; however any unit capable of producing sound can emit binary vocalizations.