Post by Darth Xaos on Apr 30, 2015 1:31:57 GMT
Core stats are the measure of a character’s inherent abilities. They measure raw talent and aptitude rather than learned skills. The first step in making any sort of character is to assign points to core stats. All your stats start at ten. You can subtract any amount of points from a single score and distribute them in as many stats as you please. However, the minimum score, before racial adjustments, is three and the maximum score, before racial adjustments, is eighteen. In addition to moving around points, you get twelve free points to spend as you please. The maximum and minimum scores still apply when spending these points. When you enter your Advanced Path you gain four more points to spread around and six more when you enter your Master Path; you may exceed a score of eighteen with these points.
Strength: Strength is the measure of a character’s brute physical force. This stat is important for martially focused Sith. Having a high strength score benefits you by increasing the damage you do with melee weapons, Lightsabers and unarmed combat and increasing the weight you can lift, carry, push and/or pull.
1-2: Your muscles are so deficient that opening your lips to speak qualifies as exercise. You cannot move on your own. You cannot lift or carry anything at all. You are unable to use weapons that scale with this stat.
3: Walking is simply out of the question for you, you need a wheelchair or other such device to move around. You can carry and lift up to thirty pounds. You are unable to use weapons that scale with this stat.
4-5: At this level, jokes about your physical weakness are in bad taste; you are seriously disabled. Though you can move on your own it is extremely tiring and you likely need crutches to move for extended periods. You can lift and carry up to fifty pounds. You suffer a -3 AP penalty when using weapons that scale with this stat.
6-7: The term “ninety pound weakling” comes easily to mind when watching you attempt feats of strength. Though you’re not truly physically disabled, your weakness is markedly noticeable at this level. Back in your school days the nerds used to shake you down for your lunch money. You can carry and lift up to seventy pounds. You suffer a -2 AP penalty when using weapons that scale with this stat
8-9: To put it bluntly, you’re a wimp. Maybe that’s a little harsh but the fact remains that you are noticeably weaker than average. Maybe you’ve lived a life involving little physical exertion, maybe it’s genetic but your punches sure don’t pack a punch. You can carry and lift up to ninety pounds. You suffer a -1 AP penalty when using weapons that scale with this stat
10-11: Joe Average incarnate. Your strength is far from noteworthy whether for good or ill. You can carry and lift up to a hundred and fifteen pounds and receive no additional AP bonuses or penalties when using weapons that scale with this stat.
12-13: Your physical prowess is somewhat more than that of your average being. Though it won’t win you any strongman competitions, it might just give you an edge in combat. You can carry and lift up to one hundred fifty pounds and receive an additional +1 AP bonus when using weapons that scale with this stat.
14-15: Your strength has no doubt been a major resource for you in your life. You’re much stronger than average and it shows. It’s not inconceivable that your friends call you “Bantha”. You can carry and lift up to two hundred pounds, receive an additional +2 AP bonus when using weapons that scale with this stat, and receive a free Strength-based Perk of your choosing at character creation (you must still meet its prerequisites).
16-17: In all seriousness, there are a decent sum of Wookies weaker than you. Your physical potence is undoubtedly the best tool at your disposal. A military force would be ecstatic to have you as a member. You can carry and lift up to two hundred fifty pounds, receive an additional +2 AP bonus when using weapons that scale with this stat, and receive another free Strength-related Perk that you meet the prerequisites of.
18+: Your physical potency is nigh-unto superhuman. Your hobbies no doubt include Ewok hurling and lifting full-grown men by their throats and tossing them aside with contemptuous ease. You can carry and lift up to three hundred pounds and receive an additional +3 AP bonus when using weapons that scale with this stat.
Agility: Agility measures a character’s speed and dexterity. This stat is important for both martially focused Sith and for Sith who make judicious use of stealth. A high agility score aids you by making you harder to hit, increasing the chance to hit an opponent with any sort of weapon but especially with blasters and by making you better at hiding, sneaking and sneak attacking.
1-2: The parts of your brain that govern movement either never developed or are completely dead. You are almost totally paralyzed. You are unable to use weapons that scale with this stat.
3: Depth perception, hand-eye coordination and balance are all alien concepts to you. At this level, standing is a serious challenge. You are unable to use weapons that scale with this stat.
4-5: Your coordination problems are more than just a hindrance, they’re a legitimate medical condition. Maybe you have nasty, recurring spells of dizziness or perhaps parts of your brain are underdeveloped; either way it takes a great deal of concentration for you to walk and running is out of the question. You suffer a -3 AP penalty when using weapons that scale with this stat.
6-7: Your lack of coordination makes you noticeably accident-prone. You’re fairly certain that you once tripped over your own shadow. You suffer a -2 AP penalty when using weapons that scale with this stat.
8-9: Words like “klutz” and “clumsy” have no doubt been applied to you in the past. Maybe some people find it charming but, no matter how you slice it, you’re just not as graceful as most. You suffer a -1 AP penalty when using weapons that scale with this stat.
10-11: Neither clumsy nor graceful, you walk the centerline in regards to coordination. You receive no additional AP bonuses or penalties when using weapons that scale with this stat.
12-13: You’re coordinated, there’s no denying. Things like juggling and playing darts come easily to you; your inherent grace certainly comes in handy. You receive an additional +1 AP bonus when using weapons that scale with this stat.
14-15: Your balance, poise, coordination and grace have undoubtedly been praised and envied many times over during your life. You have the makings of a dancer…or an assassin. You receive an additional +2 AP bonus when using weapons that scale with this stat, and receive a free Agility-based Perk of your choosing at character creation (you must still meet its prerequisites).
16-17: In some primitive cultures it is considered a right of passage to leap over a great, horned beast as it charges you; you would fit in well in such cultures. You receive an additional +2 AP bonus when using weapons that scale with this stat, and receive another free Agility-related Perk that you meet the prerequisites of.
18+: Dance on the head of a pin? Walk a tightrope in the middle of a windstorm? Catch a knife with your teeth? No problem. You receive an additional +3 AP bonus when using weapons that scale with this stat.
Toughness: Toughness tells how much stamina a character has and how health they are. This stat is important for all Sith since utilizing the Dark Side can drain on a being’s health. A high stamina benefits you by increasing the amount of damage you can take, allowing you to survive longer in harsh climates, making you more resistant to poison and allowing you to use some of the more taxing Force Powers.
1-2: You have a non-functioning immune system and can only survive in totally sterile environments. Likewise, any activity more strenuous than speaking has a very real chance of killing you. You take a -4 penalty to your DR.
3: Disease and fatigue are your constant companions. You need special drugs just to stay alive. You take a -4 penalty to your DR.
4-5: Your health is dramatically below that of the average person. The interiors of hospitals are no doubt more familiar to you than that of your own home. You take a -3 penalty to your DR.
6-7: Your immune system is just plain bad and you’re no great shakes at endurance either. You exert yourself but rarely and become exhausted easily, and take a -2 penalty to your DR.
8-9: You catch cold and are winded easily. It’s not pronounced, but you can’t live up to the standards of ruggedness most people set. You take a -1 penalty to your DR
10-11: You can take a punch or two but any attempts to survive two days in the desert with a gaping chest wound and no water are ill-advised. You receive no additional bonuses or penalties to your DR.
12-13: Hardier than most, you don’t get sick often. A five-mile hike without food or water is still hard but you could survive it. You receive an additional +1 bonus to your DR.
14-15: “Tough as nails” is a phrase you’re well aquatinted with. There’s a good chance you could count the times you’ve been seriously ill on one hand. You receive an additional +2 bonus to your DR, and receive a free Toughness-based Perk of your choosing at character creation (you must still meet its prerequisites).
16-17: Hard as rock, stern as steel, there’s little that phases you. It’s not unimaginable that you could take a shot to the shoulder and stay standing. You receive an additional +2 bonus to your DR, and receive another free Toughness-related Perk that you meet the prerequisites of.
18+: Disease and pain are strangers to you and aimlessly wandering into Tatooine’s Dune Sea isn’t necessarily a death sentence for you. You receive an additional +3 bonus to your DR.
Intellect: Intellect indicates a character’s mental faculties as well as how aware he is of his surroundings. Intellect is important to Sith who make large use of technology both modern and ancient as well as Sith who need to be highly perceptive. A high intellect score can help you by allowing you to reason better, increasing your ability to use and repair technology and by making you better able to see or hear someone who’s trying to remain unseen.
1-2: A medical oddity, you have an atavism that makes you only as intelligent as an animal. This atavism has likely ruined or prevented the development of most of your brain. You receive five less Skill Points at character creation. If your total Skill Points equal a negative number then you must pay the difference through leveling up before you can purchase new Skill Ranks. Additionally, you are incapable of comprehending languages of any kind.
3: You’re nearly a vegetable, an Intellect score this low is the result of unspeakably severe brain damage or a near total lack of brain development. You receive four less Skill Points at character creation. If your total Skill Points equal a negative number then you must pay the difference through leveling up before you can purchase new Skill Ranks. Additionally, you can understand languages but cannot read, write or speak them.
4-5: An Intellect score this low implies that your character is incapable of doing many things most people take for granted. Someone must constantly be on hand to help them; they cannot survive on their own. You receive three less Skill Points at character creation. If your total Skill Points equal a negative number then you must pay the difference through leveling up before you can purchase new Skill Ranks. Additionally, you can speak languages but cannot read or write.
6-7: Perhaps you’ve been called simple, slow or less faltering things when your intelligence was the topic of discussion. But, regardless of what’s been said, your mental capacity is seriously deficient. You receive two less Skill Points at character creation. If your total Skill Points equal a negative number then you must pay the difference through leveling up before you can purchase new Skill Ranks.
8-9: If someone asked you, “What war freed the Galaxy from the iron fist of the Galactic Empire?” you would not respond by saying the Galactic Civil War or by challenging the bias of that question. No, your reply would probably along the lines of, “Let’s see…iron…iron…was it the Golf War?” You receive one less Skill Point at character creation.
10-11: Though you never outshone your peers in the brains department neither do you have a chronic idiocy problem. Like the old saying says, you know enough to know that you don’t know that much.
12-13: A bit sharper than most, you have a glimmer of intelligence in your eye and a bit of cunning saved up to get you through rough times. You speak, read and write one extra language, chosen at character creation.
14-15: Your keen mind is apparent to anyone who has a conversation with you. Though you won’t be bringing home any genius grants, you have a lot more going on upstairs than the average being. You speak, read and write one extra language and receive one extra Skill Point at character creation.
16-17: You’re not just bright, you’re downright brilliant. You speak, read and write two extra languages and receive one extra Skill Point at character creation.
18+: The word “genius” doesn’t do credit to your immense mind. You will either be forever remembered as a brilliant thinker who forever changed the face of intellectual discourse or be executed for calling the governing theories of society too far into question…possibly both. Better work on immunity to hemlock. You speak, read and write two extra languages and receive two extra Skill Points at character creation.
Presence: Presence represents a character’s social abilities. Presence is important for Sith who make use of political intrigue and/or wish to acquire minions and followers. A high score in presence increases your ability to lie, manipulate or seduce, allows you to attract minions more easily and increases your leadership abilities.
1-2: Horror stories are spawned by beings such as you. Whatever your species, you’re barely recognizable as a member. Indeed, few things can match your hideous visage. You receive a 75% smaller total from Path minion abilities, can't take any Ranks in Fame, Status or Sidekick and can't have more than one Rank in Resources or Alternate Identity.
3: No matter how offensive someone’s manners, they cannot cause a score this low. No, this implies deformities of truly monstrous appearance. Sideshows may be your only hope of employment. You receive a 50% smaller total from Path minion abilities, can't have more than one Rank in Fame, Status or Sidekick and can't have more than two Ranks in Resources or Alternate Identity.
4-5: A score this low implies either a total lack of social awareness or serious physical deformities. Either way, you almost universally disgust people. Three times per Mission a Non-Player Character who would normally have a positive reaction to you instead has a negative one. You receive a 25% smaller total from Path minion abilities and can't have more than one Rank in Fame, Status or Sidekick.
6-7: If you were a character in a raunchy comedy then you’d have millions of fans but, unfortunately for you, you’re not and people aren’t amused by your disgusting habits or loathsome appearance. And, for the last time, stop picking your nose. You receive a 25% smaller total from Path minion abilities and can't have more than two Ranks in Fame, Status or Sidekick
8-9: Whether because of introversion, annoying habits or being a bit homely, you were never quite that good at social interaction. Though far from a classless boar, you have to put in more effort than most in winning others over. You receive a 25% smaller total from Path minion abilities
10-11: There’s very little about your personality or looks that makes you stand out, whether for good or for ill. You blend into a crowd very easily.
12-13: You’ve got a bit of charm, I’ll give you that. You receive a 25% larger total from Path minion abilities.
14-15: Your charisma and beauty are noteworthy. People often forget themselves and look twice when passing you on the street. You receive a 25% larger total from Path minion abilities plus a free Rank in any Asset other than Unusual Ability.
16-17: Politician or Galaxy-famous actor? Decisions are so hard. You receive a 50% larger total from Path minion abilities plus two free Asset Ranks to spend in any Asset(s) other than Unusual Ability.
18+: People practically bow down in beatific awe when meeting you for the first time. You have what it takes to make an entire nation give up their lives for you. You receive a 100% larger total from Path minion abilities plus three free Asset Ranks to spend in any Asset(s) other than Unusual Ability.
Spirit: Spirit is the score that expresses how talented a character is with the Force. Even more so than toughness spirit is important to all Sith as all Force Powers require the energy it provides to work. A high spirit score increases your ability to use the Force and allows you to use more Force Powers before becoming exhausted.
1-2: Sometimes you can do cool stuff that seems a little out of the ordinary, you’re not sure how though since few people would recognize these all-too brief moments of power for what they are. Consider yourself lucky if your miniscule Force Ability is ever identified. You must be level nine to learn or use Knight Powers.
3: In the days of the Old Republic the Jedi Order sought out Force Sensitive children to recruit. Had you been born back then you could rest easy knowing you’d get to grow up with your family around you. You recieve one less Force Power Point at character creation. This is addition to the reduction from 8-9 and follows the same rules for "buying off" negative Points.
4-5: Only those who know nothing about the Force are impressed with your ability with it. You must be level seventeen to learn or use Master Powers.
6-7: Your slim ability with the Force might get you through the door in a Force-Using Order but you’d better rely on other talents to rise through the ranks. You may never possess the Force Power Focus Perk.
8-9: You feel the Force, this is true, but you don’t seem to have much of an edge when compared to others similarly gifted. You receive one less Force Power point at character creation. If you recieve no Force Power points at level one then you must give up the first Force Power Point you recieve from leveling up.
10-11: You’re about average (as much as that term can be applied to Force Sensitives) in regards to aptitude with the Force.
12-13: Sometimes you surprise yourself with how naturally you channel the Force…sometimes. You receive a free Force Power Point at character creation.
14-15: The depth of your Force Sensitivity sets you apart from your peers. In addition to the free Force Power Point granted by Spirit 12-13, you recieve the Force Power Focus Perk at character creation. This Perk must be applied to a Force Power you have Ranks in.
16-17: Your talent in the Force is truly noteworthy. A primitive species could easily come to see your powers as god-like. In addition to the previous two benefits, you may use and learn Knight Powers at level five.
18+: Only but rarely is a being of your power born. All say the word “Master” when speculating on your future. Some few even quietly mutter “Chosen One” or “Sith’ari”. In addition to the previous three benefits, you may use and learn Master Powers at level thirteen.
Surpassing 18 in a Core Stat:
There are only two ways by which a character may have more than eighteen in a Core Stat. The first is through Species Adjustments. For example, a Duros may have up to a twenty in Intellect because they receive +2 to their Intellect Score. The second way is based on level and Path. When a character reaches level fifteen he has a choice between which of two Core Stats he’d like to raise over eighteen. The choice of Stats depends on Path as shown below. The chosen Stat may be raised up to twenty-six:
Sith Acolyte: Intellect or Spirit
Sith Assassin: Agility or Presence
Sith Lord: Presence or Spirit
Sith Marauder: Strength or Toughness
Dark Side Witch: Toughness or Spirit
Imperial Inquisitor: Presence or Toughness
Strength: Strength is the measure of a character’s brute physical force. This stat is important for martially focused Sith. Having a high strength score benefits you by increasing the damage you do with melee weapons, Lightsabers and unarmed combat and increasing the weight you can lift, carry, push and/or pull.
1-2: Your muscles are so deficient that opening your lips to speak qualifies as exercise. You cannot move on your own. You cannot lift or carry anything at all. You are unable to use weapons that scale with this stat.
3: Walking is simply out of the question for you, you need a wheelchair or other such device to move around. You can carry and lift up to thirty pounds. You are unable to use weapons that scale with this stat.
4-5: At this level, jokes about your physical weakness are in bad taste; you are seriously disabled. Though you can move on your own it is extremely tiring and you likely need crutches to move for extended periods. You can lift and carry up to fifty pounds. You suffer a -3 AP penalty when using weapons that scale with this stat.
6-7: The term “ninety pound weakling” comes easily to mind when watching you attempt feats of strength. Though you’re not truly physically disabled, your weakness is markedly noticeable at this level. Back in your school days the nerds used to shake you down for your lunch money. You can carry and lift up to seventy pounds. You suffer a -2 AP penalty when using weapons that scale with this stat
8-9: To put it bluntly, you’re a wimp. Maybe that’s a little harsh but the fact remains that you are noticeably weaker than average. Maybe you’ve lived a life involving little physical exertion, maybe it’s genetic but your punches sure don’t pack a punch. You can carry and lift up to ninety pounds. You suffer a -1 AP penalty when using weapons that scale with this stat
10-11: Joe Average incarnate. Your strength is far from noteworthy whether for good or ill. You can carry and lift up to a hundred and fifteen pounds and receive no additional AP bonuses or penalties when using weapons that scale with this stat.
12-13: Your physical prowess is somewhat more than that of your average being. Though it won’t win you any strongman competitions, it might just give you an edge in combat. You can carry and lift up to one hundred fifty pounds and receive an additional +1 AP bonus when using weapons that scale with this stat.
14-15: Your strength has no doubt been a major resource for you in your life. You’re much stronger than average and it shows. It’s not inconceivable that your friends call you “Bantha”. You can carry and lift up to two hundred pounds, receive an additional +2 AP bonus when using weapons that scale with this stat, and receive a free Strength-based Perk of your choosing at character creation (you must still meet its prerequisites).
16-17: In all seriousness, there are a decent sum of Wookies weaker than you. Your physical potence is undoubtedly the best tool at your disposal. A military force would be ecstatic to have you as a member. You can carry and lift up to two hundred fifty pounds, receive an additional +2 AP bonus when using weapons that scale with this stat, and receive another free Strength-related Perk that you meet the prerequisites of.
18+: Your physical potency is nigh-unto superhuman. Your hobbies no doubt include Ewok hurling and lifting full-grown men by their throats and tossing them aside with contemptuous ease. You can carry and lift up to three hundred pounds and receive an additional +3 AP bonus when using weapons that scale with this stat.
Agility: Agility measures a character’s speed and dexterity. This stat is important for both martially focused Sith and for Sith who make judicious use of stealth. A high agility score aids you by making you harder to hit, increasing the chance to hit an opponent with any sort of weapon but especially with blasters and by making you better at hiding, sneaking and sneak attacking.
1-2: The parts of your brain that govern movement either never developed or are completely dead. You are almost totally paralyzed. You are unable to use weapons that scale with this stat.
3: Depth perception, hand-eye coordination and balance are all alien concepts to you. At this level, standing is a serious challenge. You are unable to use weapons that scale with this stat.
4-5: Your coordination problems are more than just a hindrance, they’re a legitimate medical condition. Maybe you have nasty, recurring spells of dizziness or perhaps parts of your brain are underdeveloped; either way it takes a great deal of concentration for you to walk and running is out of the question. You suffer a -3 AP penalty when using weapons that scale with this stat.
6-7: Your lack of coordination makes you noticeably accident-prone. You’re fairly certain that you once tripped over your own shadow. You suffer a -2 AP penalty when using weapons that scale with this stat.
8-9: Words like “klutz” and “clumsy” have no doubt been applied to you in the past. Maybe some people find it charming but, no matter how you slice it, you’re just not as graceful as most. You suffer a -1 AP penalty when using weapons that scale with this stat.
10-11: Neither clumsy nor graceful, you walk the centerline in regards to coordination. You receive no additional AP bonuses or penalties when using weapons that scale with this stat.
12-13: You’re coordinated, there’s no denying. Things like juggling and playing darts come easily to you; your inherent grace certainly comes in handy. You receive an additional +1 AP bonus when using weapons that scale with this stat.
14-15: Your balance, poise, coordination and grace have undoubtedly been praised and envied many times over during your life. You have the makings of a dancer…or an assassin. You receive an additional +2 AP bonus when using weapons that scale with this stat, and receive a free Agility-based Perk of your choosing at character creation (you must still meet its prerequisites).
16-17: In some primitive cultures it is considered a right of passage to leap over a great, horned beast as it charges you; you would fit in well in such cultures. You receive an additional +2 AP bonus when using weapons that scale with this stat, and receive another free Agility-related Perk that you meet the prerequisites of.
18+: Dance on the head of a pin? Walk a tightrope in the middle of a windstorm? Catch a knife with your teeth? No problem. You receive an additional +3 AP bonus when using weapons that scale with this stat.
Toughness: Toughness tells how much stamina a character has and how health they are. This stat is important for all Sith since utilizing the Dark Side can drain on a being’s health. A high stamina benefits you by increasing the amount of damage you can take, allowing you to survive longer in harsh climates, making you more resistant to poison and allowing you to use some of the more taxing Force Powers.
1-2: You have a non-functioning immune system and can only survive in totally sterile environments. Likewise, any activity more strenuous than speaking has a very real chance of killing you. You take a -4 penalty to your DR.
3: Disease and fatigue are your constant companions. You need special drugs just to stay alive. You take a -4 penalty to your DR.
4-5: Your health is dramatically below that of the average person. The interiors of hospitals are no doubt more familiar to you than that of your own home. You take a -3 penalty to your DR.
6-7: Your immune system is just plain bad and you’re no great shakes at endurance either. You exert yourself but rarely and become exhausted easily, and take a -2 penalty to your DR.
8-9: You catch cold and are winded easily. It’s not pronounced, but you can’t live up to the standards of ruggedness most people set. You take a -1 penalty to your DR
10-11: You can take a punch or two but any attempts to survive two days in the desert with a gaping chest wound and no water are ill-advised. You receive no additional bonuses or penalties to your DR.
12-13: Hardier than most, you don’t get sick often. A five-mile hike without food or water is still hard but you could survive it. You receive an additional +1 bonus to your DR.
14-15: “Tough as nails” is a phrase you’re well aquatinted with. There’s a good chance you could count the times you’ve been seriously ill on one hand. You receive an additional +2 bonus to your DR, and receive a free Toughness-based Perk of your choosing at character creation (you must still meet its prerequisites).
16-17: Hard as rock, stern as steel, there’s little that phases you. It’s not unimaginable that you could take a shot to the shoulder and stay standing. You receive an additional +2 bonus to your DR, and receive another free Toughness-related Perk that you meet the prerequisites of.
18+: Disease and pain are strangers to you and aimlessly wandering into Tatooine’s Dune Sea isn’t necessarily a death sentence for you. You receive an additional +3 bonus to your DR.
Intellect: Intellect indicates a character’s mental faculties as well as how aware he is of his surroundings. Intellect is important to Sith who make large use of technology both modern and ancient as well as Sith who need to be highly perceptive. A high intellect score can help you by allowing you to reason better, increasing your ability to use and repair technology and by making you better able to see or hear someone who’s trying to remain unseen.
1-2: A medical oddity, you have an atavism that makes you only as intelligent as an animal. This atavism has likely ruined or prevented the development of most of your brain. You receive five less Skill Points at character creation. If your total Skill Points equal a negative number then you must pay the difference through leveling up before you can purchase new Skill Ranks. Additionally, you are incapable of comprehending languages of any kind.
3: You’re nearly a vegetable, an Intellect score this low is the result of unspeakably severe brain damage or a near total lack of brain development. You receive four less Skill Points at character creation. If your total Skill Points equal a negative number then you must pay the difference through leveling up before you can purchase new Skill Ranks. Additionally, you can understand languages but cannot read, write or speak them.
4-5: An Intellect score this low implies that your character is incapable of doing many things most people take for granted. Someone must constantly be on hand to help them; they cannot survive on their own. You receive three less Skill Points at character creation. If your total Skill Points equal a negative number then you must pay the difference through leveling up before you can purchase new Skill Ranks. Additionally, you can speak languages but cannot read or write.
6-7: Perhaps you’ve been called simple, slow or less faltering things when your intelligence was the topic of discussion. But, regardless of what’s been said, your mental capacity is seriously deficient. You receive two less Skill Points at character creation. If your total Skill Points equal a negative number then you must pay the difference through leveling up before you can purchase new Skill Ranks.
8-9: If someone asked you, “What war freed the Galaxy from the iron fist of the Galactic Empire?” you would not respond by saying the Galactic Civil War or by challenging the bias of that question. No, your reply would probably along the lines of, “Let’s see…iron…iron…was it the Golf War?” You receive one less Skill Point at character creation.
10-11: Though you never outshone your peers in the brains department neither do you have a chronic idiocy problem. Like the old saying says, you know enough to know that you don’t know that much.
12-13: A bit sharper than most, you have a glimmer of intelligence in your eye and a bit of cunning saved up to get you through rough times. You speak, read and write one extra language, chosen at character creation.
14-15: Your keen mind is apparent to anyone who has a conversation with you. Though you won’t be bringing home any genius grants, you have a lot more going on upstairs than the average being. You speak, read and write one extra language and receive one extra Skill Point at character creation.
16-17: You’re not just bright, you’re downright brilliant. You speak, read and write two extra languages and receive one extra Skill Point at character creation.
18+: The word “genius” doesn’t do credit to your immense mind. You will either be forever remembered as a brilliant thinker who forever changed the face of intellectual discourse or be executed for calling the governing theories of society too far into question…possibly both. Better work on immunity to hemlock. You speak, read and write two extra languages and receive two extra Skill Points at character creation.
Presence: Presence represents a character’s social abilities. Presence is important for Sith who make use of political intrigue and/or wish to acquire minions and followers. A high score in presence increases your ability to lie, manipulate or seduce, allows you to attract minions more easily and increases your leadership abilities.
1-2: Horror stories are spawned by beings such as you. Whatever your species, you’re barely recognizable as a member. Indeed, few things can match your hideous visage. You receive a 75% smaller total from Path minion abilities, can't take any Ranks in Fame, Status or Sidekick and can't have more than one Rank in Resources or Alternate Identity.
3: No matter how offensive someone’s manners, they cannot cause a score this low. No, this implies deformities of truly monstrous appearance. Sideshows may be your only hope of employment. You receive a 50% smaller total from Path minion abilities, can't have more than one Rank in Fame, Status or Sidekick and can't have more than two Ranks in Resources or Alternate Identity.
4-5: A score this low implies either a total lack of social awareness or serious physical deformities. Either way, you almost universally disgust people. Three times per Mission a Non-Player Character who would normally have a positive reaction to you instead has a negative one. You receive a 25% smaller total from Path minion abilities and can't have more than one Rank in Fame, Status or Sidekick.
6-7: If you were a character in a raunchy comedy then you’d have millions of fans but, unfortunately for you, you’re not and people aren’t amused by your disgusting habits or loathsome appearance. And, for the last time, stop picking your nose. You receive a 25% smaller total from Path minion abilities and can't have more than two Ranks in Fame, Status or Sidekick
8-9: Whether because of introversion, annoying habits or being a bit homely, you were never quite that good at social interaction. Though far from a classless boar, you have to put in more effort than most in winning others over. You receive a 25% smaller total from Path minion abilities
10-11: There’s very little about your personality or looks that makes you stand out, whether for good or for ill. You blend into a crowd very easily.
12-13: You’ve got a bit of charm, I’ll give you that. You receive a 25% larger total from Path minion abilities.
14-15: Your charisma and beauty are noteworthy. People often forget themselves and look twice when passing you on the street. You receive a 25% larger total from Path minion abilities plus a free Rank in any Asset other than Unusual Ability.
16-17: Politician or Galaxy-famous actor? Decisions are so hard. You receive a 50% larger total from Path minion abilities plus two free Asset Ranks to spend in any Asset(s) other than Unusual Ability.
18+: People practically bow down in beatific awe when meeting you for the first time. You have what it takes to make an entire nation give up their lives for you. You receive a 100% larger total from Path minion abilities plus three free Asset Ranks to spend in any Asset(s) other than Unusual Ability.
Spirit: Spirit is the score that expresses how talented a character is with the Force. Even more so than toughness spirit is important to all Sith as all Force Powers require the energy it provides to work. A high spirit score increases your ability to use the Force and allows you to use more Force Powers before becoming exhausted.
1-2: Sometimes you can do cool stuff that seems a little out of the ordinary, you’re not sure how though since few people would recognize these all-too brief moments of power for what they are. Consider yourself lucky if your miniscule Force Ability is ever identified. You must be level nine to learn or use Knight Powers.
3: In the days of the Old Republic the Jedi Order sought out Force Sensitive children to recruit. Had you been born back then you could rest easy knowing you’d get to grow up with your family around you. You recieve one less Force Power Point at character creation. This is addition to the reduction from 8-9 and follows the same rules for "buying off" negative Points.
4-5: Only those who know nothing about the Force are impressed with your ability with it. You must be level seventeen to learn or use Master Powers.
6-7: Your slim ability with the Force might get you through the door in a Force-Using Order but you’d better rely on other talents to rise through the ranks. You may never possess the Force Power Focus Perk.
8-9: You feel the Force, this is true, but you don’t seem to have much of an edge when compared to others similarly gifted. You receive one less Force Power point at character creation. If you recieve no Force Power points at level one then you must give up the first Force Power Point you recieve from leveling up.
10-11: You’re about average (as much as that term can be applied to Force Sensitives) in regards to aptitude with the Force.
12-13: Sometimes you surprise yourself with how naturally you channel the Force…sometimes. You receive a free Force Power Point at character creation.
14-15: The depth of your Force Sensitivity sets you apart from your peers. In addition to the free Force Power Point granted by Spirit 12-13, you recieve the Force Power Focus Perk at character creation. This Perk must be applied to a Force Power you have Ranks in.
16-17: Your talent in the Force is truly noteworthy. A primitive species could easily come to see your powers as god-like. In addition to the previous two benefits, you may use and learn Knight Powers at level five.
18+: Only but rarely is a being of your power born. All say the word “Master” when speculating on your future. Some few even quietly mutter “Chosen One” or “Sith’ari”. In addition to the previous three benefits, you may use and learn Master Powers at level thirteen.
Surpassing 18 in a Core Stat:
There are only two ways by which a character may have more than eighteen in a Core Stat. The first is through Species Adjustments. For example, a Duros may have up to a twenty in Intellect because they receive +2 to their Intellect Score. The second way is based on level and Path. When a character reaches level fifteen he has a choice between which of two Core Stats he’d like to raise over eighteen. The choice of Stats depends on Path as shown below. The chosen Stat may be raised up to twenty-six:
Sith Acolyte: Intellect or Spirit
Sith Assassin: Agility or Presence
Sith Lord: Presence or Spirit
Sith Marauder: Strength or Toughness
Dark Side Witch: Toughness or Spirit
Imperial Inquisitor: Presence or Toughness