Special Abilities |
1 |
Species |
Do not need to eat, sleep or breathe, and are unaffected by toxins and poisons. Cybernetic implant cap of 6 instead of Brawn rating. Train 1 rank in each of 6 Career Skills (opposed to 4), and train 1 rank in each of 3 Specialization Skills (opposed to 2). |
Inorganic |
1 |
Species |
Do not gain benefits of recovering with a bacta tank, stimpack or Medicine skill checks (use Mechanics check instead). Enduring Talent +1. |
Enduring |
1 |
Species |
Character gains +1 soak value per rank of Enduring. |
Mechanical Being |
1 |
Species |
Mechanical Being: Droids cannot become force-sensitive or acquire Force Rating by any means. Cannot be affected by mind-altering Force powers. |
Barrage |
1 |
Bodyguard |
Add one damage per rank of Barrage to one hit of successful Ranged (Heavy) or Gunnery attacks with non-starship/vehicle weapons at long or extreme range. |
Hard Headed |
1 |
Bodyguard |
The character may perform the Hard Headed action. On any turn in which the character is staggered or disoriented, he may perform the Hard Headed action (this action may be specifically performed even though he is normally barred fro performing actions when staggered). He makes a Daunting (4 Difficulty Dice) Discipline check. If he succeeds, he is no longer staggered or disoriented. The difficulty of this check decreases by one per additional rank of Hard Headed, to a minimum of Easy. |
Body Guard |
1 |
Bodyguard |
Once per round on the character’s turn, the character may perform a Body Guard maneuver to protect one ally he is engaged with. He then suffers a number of strain no greater than his ranks in Body Guard. Until the start of the character’s next turn, upgrade the difficulty if all combat checks targeting the protected ally a number of times equal to the strain suffered by the character. |
Toughened |
1 |
Bodyguard |
Gain +2 wound threshold |