Melittos can perceive their surroundings without needing light, and they never suffer penalties on combat or Perception checks due to darkness or other environmental factors that affect vision.
Reliant on Toxins
0
Melittos require the toxins of their native atmosphere to live; offworld, they gain free special respirators to emulate the conditions of their homeworld. They treat standard planetary air composition as a corrosive atmosphere with rating 6.
Well Rounded
1
Teacher
The character chooses any two skills [Ranged: Light, Resilience]. They permanently become career skills.
Sense Danger
0
Teacher
Force talent. Once per game session, the character may remove two setback dice from any one skill check.
Encouraging Words
0
Teacher
When an ally within short range fails a check, the character may suffer 1 strain. If so, the character may assist the next check that an ally makes this encounter as an out-of-turn incidental (rather than as a maneuver).
Nobody's Fool
1
Teacher
The difficulty of any Charm, Coercion, and Deception checks attempted against the character is upgraded once for each rank of Nobody's Fool.
Command
1
Republic Navy Officer
The character gains a boost dice per rank of Command when making Leadership checks (or other checks to inspire, lead, or rally an audience). Inspired targets also add a boost die 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
2
Republic Navy Officer
The character removes a setback dice per rank of Commanding Presence from their Leadership and Cool checks.
Force Powers
Force Rating
1
Power
Influence
Description
Upgrade
Effect
Base Power
The user spends a Force point (◑) to change the emotions of one living target they are engaged with.
The user spends a Force point (◑) to stress the mind of one living target they are engaged with, inflicting 1 strain. The user may activate this multiple times, increasing the strain inflicted by one each time.
Control
The user gains the ability to enhance their arguments and charisma via the Force. When making a Coercion, Charm, Deception, Leadership, or Negotiation check, the user may roll an Influence power check as part of the pool. They may spend a Force point (◑) to gain a success result or advantage result (their choice) per point on the check.
Magnitude
The user may spend a Force point (◑) to increase the number of minds being affected equal to the number of Magnitude upgrades purchased. The user may activate this multiple times, increasing the number of targets multiple times.
Power
Enhance
Description
Upgrade
Effect
Base Power
When making an Athletics check, the user may roll an Enhance power check as part of the pool. The user may spend a Force point to gain a success or advantage result (their choice) on the check.