Tales Of The Old Republic

CHARACTER GENERATION RULES

EXTRAS

ITS ALL ABOUT THE ACCESSORIES

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" She’ll make point five past lightspeed. She may not look like much, but she’s got it where it counts, kid. I’ve made a lot of special modifications myself." – Han Solo

Whether itʼs a starship, lightsaber, Force-sensitivity or the benefits of holding a political office, every character in the Star Wars Universe worth building a saga around has an important external tool or benefit that helps them survive the unknown dangers of the Galaxy. In Star Wars Fate Edition, these are built as extras. Each character has the following extras budget that must be spent on purchasing extras.

• +2 Aspects
• +10 Skill Points

MODIFICATION: Characters can convert 2 Skill Points into a Stunt, and may also use their character creation slots to purchase extras, if desired.

HOW DO EXTRA SKILLS WORK?

They can be stand-alone skills that represent what the Extra enables, but they cannot add on to a character’s existing skill.

EXAMPLE: A Mandalorian character has taken Provoke +1, and buys Provoke +3 as part of his Mandalorian Armour Extra. When out and away of his armour, the character is Provoke +1. When wearing his armour however, his Provoke is +3.

COMBINING EXTRAS, OR MANY EXTRAS VS ONE

Feel free to combine or pool your Extras into a larger one, i.e. their own freighter. Also, you can have multiple Extras as long as they fit into your Aspect and skill point budget.

EXTRASBUT!

Because our campaign portrays characters in their teens, we will be starting Extras with an Aspect only.

EXAMPLE: Force-sensitive characters will have the Extra Force Sensitive, and begin with an Aspect that explores the character’s connection with the Force, i.e.:

  • A Jedi Pilot, As My Father Was Before Me
  • My Master, Yoda
  • Untrained In The Ways Of The Force
  • The Force Is Strong In This One
  • Still Just A Youngling
  • Tempted By The Voice Of Anger
  • Fully Embraced By The Dark Side
WHEN DO WE GET THE REST OF THE EXTRAS?

The rest of the Extra (another Aspect and 10 Skill Points) will be earned through play in the campaign. I’m thinking about allowing Flaws in exchange for an additional Aspect or 2 Skill Points, with 2 Flaws maximum. Flaws would essentially work as Trouble-type Aspects.

EXAMPLES OF EXTRAS

As described in STAR WARS Fate. I’ve listed the two Force extras here; please look at STAR WARS Fate for the others.

EXTRA: THE FORCE
Permission: Force-sensitivity
Cost: Your high concept must have some reference to being Force-sensitive or affiliated with a Force tradition
Description The Force aspect allows you to use the Force by coloring the advantages and boosts you create with skills. For instance, while searching a room for a stealthy criminal, you can create an advantage called Force Sense, which you can then invoke to “see through the Force” and try to find your target. This aspect can also justify the use of certain actions and skills, like using Blast while unarmed by striking the target with the Force. You invoke this aspect when you want to perform a more powerful feat related to a use of the Force, like imbuing your words with the Force for a bonus or reroll, or leaping across a chasm as a declaration.
The Force-sensitive part of this aspect is often compelled when you feel an overwhelming disturbance in the Force or you become the subject of a witch hunt.
EXTRA: LIGHTSABER
Permission: Character is a Jedi or Sith
Cost: One Aspect, 2 Stunts
Description The formal weapon of the Jedi and Sith. The weapon consists of a blade of pure plasma emitted from the hilt and suspended in a force containment field.
Besides the obvious combat advantages, you can invoke your lightsaber when
attempting to cut through objects or other beings. But lightsabers come with a heavy burden, either to protect the innocent, or to enslave them. Be prepared for compels when that expectation causes complications for you, or when you are recognized by your weapon when such recognition can hinder your mission.
The lightsaber causes your Fighting attacks to hit for Weapon 2
When you succeed with style on a Fighting defense against an opponent that is not wielding a lightsaber, you can choose to inflict a 2-shift hit rather than take a boost.

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