So, in my campaign (thousand years after NJO, yadda yadda) one of the rules I liked from the Saga set was the Legacy destinies, which represented being part of a specific bloodline. I had a thought today about how to recreate that here, and while it's a bit of square-peg-in-round-hole for the CharGen program, I got a workable "short" specialization tree, with Talents that can be bought to represent the strengths of that particular Legacy.
What Legacy means is that you are descended from a great (probably, but not necessarily, Force-using) bloodline, and have some special abilities that others do not. Investing in the Legacy tree requires XP just like everything else, and they're considered Universal Specializations. Not every person in the family will have the Legacy, just those who have that extra touch of destiny or the Force about them (and out-of-character, the ones who decide to put XP in it). It's possible for a Skywalker to not even be Force-Sensitive, let alone have the Skywalker Legacy.
In practice there are four identical ranked talents at the top of the tree (really, just one talent that leads to all the others) and four identical ranked talents at the bottom of the tree (really, one talent that all the others lead to).
The First-Tier Talent is the defining aspect of that Legacy.
The Second Tier Talents are "Natural Aptitude," four skills which become class skills.
The Third Tier Talents are "Natural Mastery," which add Force Dice equal to Force Rating to the skill. Force Points can be spent for Success or Advantage.
The Fourth Tier Talent is the final, defining ability of the Legacy, usually directly involving what manner of Force use they are best at.
So, without further ado:
The Skywalker/Solo Legacy
Blood of the Chosen One
Your Force Rating increases by one.
Natural Aptitude: Piloting - Planetary -- Natural Aptitude: Piloting - Space -- Natural Aptitude: Gunnery -- Natural Aptitude: Mechanics
Natural Mastery: Piloting - Planetary -- Natural Mastery: Piloting - Space -- Natural Mastery: Gunnery -- Natural Mastery: Mechanics
Force Aptitude: Any Power
Select any one Force power. Your Force rating is considered one higher when using that power.
The Skywalker/Solo Legacy is still pretty similar, even if they have diverged. Anakin Skywalker's unusually strong Force potential still lives within them, giving them a leg up on everyone else early. In the novelization for A New Hope, Ben Kenobi points out that, while being a good pilot isn't really a matter of genetics, a lot of the reflexes, hand-eye coordination, and situational awareness that make for a good pilot are. And since every Force-Sensitive Skywalker and Solo we see in the films and EU is an exceptional pilot, yes, it seems Skywalkwers and Solos are just genetically predisposed to fly rings around everyone else. Lastly, the Skywalker/Solo strength in the Force manifests as flexibility, each individual one being more capable with a specific Force power. Anakin/Vader likely chose Move, Luke seemed to pick Enhance, Jaina Solo also likely took Enhance while Jacen picked. . . I dunno, Sense or something (note: I didn't bother with anything after the NJO, so to me, Darth Cadeus doesn't exist).
The Horn/Halcyon Legacy
Blood of Corellia
Once per encounter, after rolling a dice pool, you may reroll a number of dice in that pool equal to your Force rating.
Natural Aptitude: Piloting - Planetary -- Natural Aptitude: Piloting - Space -- Natural Aptitude: Gunnery -- Natural Aptitude: Streetwise
Natural Mastery: Piloting - Planetary -- Natural Mastery: Piloting - Space -- Natural Mastery: Gunnery -- Natural Mastery: Streetwise
Force Aptitude: Misdirect
Your Force rating is considered one higher when using the Misdirect power.
Corellians' hat seems to be getting by on luck and audacity, and Corran Horn is no exception. And like Luke Skywalker, he's an incredibly talented Force-assisted pilot. His Force skills also seem to help with his investigative abilities, and if I recall correctly, it was something else his bloodline was known for, and Streetwise seemed the best skill fit for that. Lastly, the Halcyon's were known to be very good with Force illusions, so adding a bonus to Misdirect was appropriate. I didn't include their inability to use telekinesis, because I figured that would be easy enough to do by just not spending points on the Move power, and if players and GM's were okay with breaking that piece of lore they could rationalize a way around it anyway.
The Durron Legacy
Blood of the Innocent
At the end of a session, you may add or subtract one from amount of Conflict you gained that session.
Natural Aptitude: Charm -- Natural Aptitude: Coercion -- Natural Aptitude: Deception -- Natural Aptitude: Negotiation
Natural Mastery: Charm -- Natural Mastery: Coercion -- Natural Mastery: Deception -- Natural Mastery: Negotiation
Force Aptitude: Move
Your Force rating is considered one higher when using the Move power.
Ah, Kyp Durron. Remember when you blew up a sun? So does everyone else. Modulating Conflict seemed like a good fit for a bloodline of atoners, so. . . well, that's what I came up with. I'm not married to it. Now, because Kyp was quite the pilot in the NJO, you might have expected me to copy-past the Skywalker and Horn legacies here, but what actually struck me more about NJO Kyp was his presence. The more radical elements of the Jedi Order looked to him as a leader, he was placed in a number of positions of authority (even if he bungled just about every single one), and he was pretty good at manipulating Jaina Solo (mostly throughout Dark Journey). Even the very first time we see him, he's using the old Jedi Mind Trick. So Kyp can definitely be a smooth talker, it was just that whole "blew up a sun" thing that kept most people from even listening to what he had to say. Lastly, I have his descendants a boost to the Move power because Kyp seemed really good with that, even retrieving the Sun Crusher from the center of Yavin IV (granted, he was drunk on the Dark Side at the time, but still). Okay, now that I'm done with my Jedi Academy Trilogy flashbacks. . .
The Kristal Legacy
Blood of the Dark Side
You do not suffer strain when using Dark Side Pips to generate Force Points
Natural Aptitude: Piloting - Planetary -- Natural Aptitude: Piloting - Space -- Natural Aptitude: Gunnery -- Natural Aptitude: Leadership
Natural Mastery: Piloting - Planetary -- Natural Mastery: Piloting - Space -- Natural Mastery: Gunnery -- Natural Mastery: Leadership
Force Aptitude: Conflict
Once per encounter, when a Force power or Talent generates Conflict, you may reduce the Conflict generated by an amount equal to your Force rating.
Okay, this one is based off an original character, who was a bit of a Gary Stu. Hey, it was early in my GMing/Storytelling career, give me a break. I still think I managed to tell a pretty decent story around him, so his descendants have continued into my current campaign. Very long story as short as possible, his family were leaders of an order of Dark Jedi that split off from the Sith and stayed hidden, until one guy during the Rebellion got fed up with it and turned away. Couldn't completely escape being raised in the Dark Side, but did his best, and his descendants carry the sliver of that darkness, hence their first ability. No strain means a greater freedom to gain Force Points from Dark Side pips, which leads to more Conflict, which potentially leads to Morality loss. For skills, the original character was a good fighter pilot as well, becoming a squadron leader and eventually a leading Jedi in Luke's order -- okay, okay, I already admitted he was a Gary Stu, I'm sorry! Finally, the last ability, something a little different. With their "one toe in the Dark Side" nature, the individual members have to come to terms with it on their own. Being able to accept the darkness inside without giving it power over them lets them stray a touch deeper into those shadows without getting lost. Probably.
So, that's what I've got so far. Thoughts?
Edited by ErikModi