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Command |
1 |
144 Age of Rebellion |
Activation: Passive Ranked: Yes Trees: Commodore, Squadron Leader The character gains • per rank of Command when making Leadership checks (or other checks to inspire, lead, or rally an audience). Inspired targets also add • per rank to any subsequent Discipline checks they make over the next twenty-four hours (this does not increase with additional ranks of Command |
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Commanding Presence |
1 |
144 Age of Rebellion |
Activation: Passive Ranked: Yes Trees: Commodore, Tactician The character removes • per rank of Commanding Presence from his Leadership and Cool checks. |
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Command |
2 |
144 Age of Rebellion |
Activation: Passive Ranked: Yes Trees: Commodore, Squadron Leader The character gains • per rank of Command when making Leadership checks (or other checks to inspire, lead, or rally an audience). Inspired targets also add • per rank to any subsequent Discipline checks they make over the next twenty-four hours (this does not increase with additional ranks of Command |
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Solid Repairs |
1 |
156 Age of Rebellion |
Activation: Passive Ranked: Yes Trees: Commodore, Mechanic Whenever the character repairs hull trauma on a starship or vehicle, he repairs one additional hull trauma per rank of Solid Repairs. |
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Rapid Reaction |
1 |
154 Age of Rebellion |
Activation: Active (Incidental, Out of Turn) Ranked: Yes Trees: Driver, Commodore The character may suffer a number of strain to add an equal number of & to any Vigilance or Cool check to determine Initiative order. The number may not exceed his ranks in Rapid Reaction. |
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Galaxy Mapper |
1 |
148 Age of Rebellion |
Activation: Passive Ranked: Yes Trees: Commodore, Pilot The character removes • per rank of Galaxy Mapper from his Astrogation checks. In addition, Astrogation checks take 50 % less time (this does not increase with additional ranks of Galaxy Mapper). |
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Grit |
1 |
148 Age of Rebellion |
Activation: Passive Ranked: Yes Trees: Assassin, Bodyguard, Doctor, Fringer, Mechanic, Outlaw Tech, Pilot, Politico, Scout, Slicer, Mercenary Soldier, Scholar, Survivalist, Thief, Trader Description: Each rank of Grit increases a character’s strain threshold by one. |
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Grit |
2 |
148 Age of Rebellion |
Activation: Passive Ranked: Yes Trees: Assassin, Bodyguard, Doctor, Fringer, Mechanic, Outlaw Tech, Pilot, Politico, Scout, Slicer, Mercenary Soldier, Scholar, Survivalist, Thief, Trader Description: Each rank of Grit increases a character’s strain threshold by one. |
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Steely Nerves |
1 |
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The character may spend one Destiny Point to ignore the effects of ongoing Critical Injuries on any Presence or Willpower related checks until the end of the encounter. [They] still suffer from the injury itself. |
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Confidence |
1 |
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The character may decrease the difficulty of any Discipline check to avoid the effects of fear by one per rank of Confidence. If [they] decrease the difficulty to zero, [they] do not have to make a Discipline check. |
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Improved Confidence |
1 |
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May spend a triumph result on a fear check to steady the nerves of other allies making the same fear check. If the character does so, each ally within short range who makes the fear check adds automatic success results equal to the character's ranks in Confidence to the results of the check. |
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Improved Inspiring Rhetoric |
1 |
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Each ally affected by Inspiring Rhetoric gains a boost dice on all skill checks for a number of rounds equal to the character's ranks in Leadership; this does not stack with itself. |
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Inspiring Rhetoric |
1 |
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The character may take the Inspiring Rhetoric action; 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. |
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Calm Commander |
1 |
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When upgrading the ability of a Mass Combat check in a mass combat in which the character is the commander 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 Leadership. |
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Confidence |
2 |
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The character may decrease the difficulty of any Discipline check to avoid the effects of fear by one per rank of Confidence. If [they] decrease the difficulty to zero, [they] do not have to make a Discipline check. |