Black Market Contacts (1) |
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EotE 132 |
When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction. |
Convincing Demeanor (2) |
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EotE 133 |
Remove 1b per rank of Convincing Demeanor from Deception or Skulduggery checks. |
Hidden Storage (1) |
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EotE 137 |
Gain hidden storage in vehicles or equipment that holds items with total encumbrance equal to ranks in Hidden Storage. |
Toughened (1) |
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EotE 145 |
Gain +2 wound threshold. |
Dedication (2) |
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EotE 134 |
Gain +1 to a single characteristic. This cannot bring a characteristic above 6. |
Calm Commander |
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LbE 33 |
When upgrading the ability of a Mass Combat check in a mass combat in which the character is the com mander of the acting force (or when upgrading the difficulty pool. if the character is the commander of the enemy force). the character may use ranks in Cool instead of in Leadership. |
Command (1) |
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EotE 133 |
Gain O when making Leadership checks (or other checks to inspire, lead, or rally an audience) per rank of Command. Inspired targets also add O per rank to any subsequent Discipline checks they make over the next twenty-four hours. This does not increase with additional ranks of Command. |
Commanding Presence (1) |
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Once per session. the character can take the Commanding Presence action to choose a target minion. minion group, or rival and make a Cool check opposed by the target's Discipline. If the check is successful. the target adversary or group removes itself from the encounter for the duration of the encounter. T he target will not attack or otherwise engage the PCs. nor per form any hostile or overt action. However. it will defend itself if attacked. Attacking the target ends the effect. The Commanding Presence action can be used in narrative encounters. The specific details of its effect are at the GM's discretion, but could include com manding a guard to let the PCs pass or causing political opponents to remove themselves from a debate. |
Commanding Presence (improved) |
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May spend @ on a fear check to steady the nerves of other allies making the same fear check. If the charac ter does so. each ally within short range who makes the fear check adds automatic *- equal to the charac ter's ranks in Confidence to the results of the check. |
Inspiring Rethoric |
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tion; making an Average Leadership check. For each success one ally within close range recovers one strain. For each advantage, one ally benefiting from Inspiring Rhetoric recovers one additional strain. |
Inspiring Rethoric - improved |
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Each ally affected by Inspiring Rhetoric gains Don all skill checks for a number of rounds equal to the charac ter's ranks in Leadership; this does not stack with itself. |
Grit (3) |
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Natural Charmer |
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Once per game session. the character may reroll any one Charm or Deception check. |
Natural Leader |
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Quick Draw |
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Once per round draw or holster an easily accessible weapon as an incidential |
Quick Strike (1) |
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Add one blue die per rank when attacking enemies that have not yet acted in that encounter |
Rapid Reaction (1) |
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Suffer Strain to gain success on Vigilance or Cool checks up to ranks in Rapid Reaction |
Resolve (1) |
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Soft Spot |
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After making a successful attack with a non-starship/ vehicle weapon, the character may spend one Des tiny Point to add damage equal to his Cunning to one hit of the successful attack. |
Toughened (1) |
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Gain +1 Wound Threshold per rank |