Special Abilities |
1 |
|
Neimoidians begin the game with one rank in Negotiation. They still may not train Negotiation above rank 2 during character creation. |
Researcher |
2 |
|
The character removes a setback dice per rank of Researcher from [their] Knowledge checks. Researching takes 50% less time (this does not increase with additional ranks of Researcher). |
Grit |
3 |
|
Each rank of Grit increases a character's strain threshold by one. |
Ready for Anything |
2 |
|
Remove a setback dice per rank of Ready for Anything from mass combat made while the character is acting on the side of the acting force and the character's Cool or Vigilance checks to determine Initiative order. |
Clever Command |
1 |
|
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 if the character is the commander of the enemy force), the character may use ranks of Knowledge (Warfare) instead of ranks in Leadership. |
Well Read |
1 |
|
The character chooses any three Knowledge skills. They permanently become career skills. |
Knowledge Specialization |
2 |
|
When the character first acquires this talent, [they] may choose one Knowledge skill. When making checks with that skill, [they] may spend a triumph result to gain additional success results equal to [their] ranks in Knowledge Specialization. |
Master Strategist |
1 |
|
Once per phase during a mass combat, the character may suffer 2 strain to decrease the difficulty of the next Mass Combat check once. |
Improved Researcher |
1 |
|
When the character makes a successful Knowledge check to gain information, they and their allies gain automatic advantage results per rank of Researcher to checks they make to act on that knowledge until the end of their next turn. |
Coordinated Assault |
1 |
|
The character may make a Coordinated Assault maneuver. If they do so, a number of allies engaged with the character equal to the character's ranks in Leadership gain an advantage result on combat checks they make until the beginning of the character's next turn. The range of this maneuver increases by one band per additional rank of Coordinated Assault. |
Command |
1 |
|
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). |
Thorough Assessment |
1 |
|
Once per session, the character may make a Hard difficulty Knowledge check (the GM and player should determine which Knowledge skill is most applicable in the given situation) to perform the Thorough Assessment action. If [they] succeed, the character may add a boost die to one check that another character who could reasonably benefit from this information makes before the end of the encounter. For every success beyond the first, [they] may add a boost die to one additional check this way. [They] cannot allocate more than one boost die to any single check this way. At the end of the encounter, any unused boost dice are lost. |
Careful Planning |
1 |
|
Once per game session, the character can choose to introduce a "fact" or additional context directly into the narrative as if they had spent a Destiny Point. |
Improved Ready For Anything |
1 |
|
When making Cool or Vigilance checks to determine Initiative order, the character may spend a triumph result to add additional success results equal to ranks in Ready for Anything. |