|
Sound Investments |
5 |
|
At the start of each session gain 500 credits |
|
Rapid Recovery |
1 |
|
When recovering strain after an encounter, recover 1 additional strain |
|
Wheel and Deal |
1 |
|
When selling goods legally, gain 10% more credits |
|
Dedication |
2 |
|
Gain 1 in an attribute (Presence, Willpower) |
|
Plausible Deniability |
3 |
|
Remove 3 setback from Coercion and Deception checks |
|
Well Rounded |
1 |
|
2 skills become class skills (Computers, Perception) |
|
Scathing Tirade |
1 |
|
Action: Average Coercion--1 strain on close enemy per success 1 |
|
Natural Merchant |
1 |
|
1/session reroll a Streetwise or Negotiation check |
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Intense Focus |
1 |
|
Get 1 strain to upgrade next check |
|
Cybernetic Brain Implant |
1 |
|
This implant grants a +1 to the Intellect characteristic. It also has a built-in comlink and computer access link. |
|
Cybernetic Eyes |
1 |
|
These implants provide +1 skill rank to the Vigilance & Perception skills |
|
Implant Armour |
1 |
|
Provides Soak +1. |
|
Biofeedback Regulator |
1 |
|
Increase cybernetic cap by 2, this implant doesn't count towards the implant cap. |
|
Ardos Disk |
1 |
|
Add 2 boost dice to Charm and Negotiation checks with Hutts and their henchmen upon displaying the disk. If of a rival clan, upgrade difficulty of Charm and Negotation checks once. |
|
Dodge |
1 |
|
Take 1 strain to upgrade incoming attack difficulty by 1 level |
|
Improved Inspiring Rhetoric |
2 |
|
Take an Average Leadership check, 1 person recovers 1 strain per success, 1 advantage recovers 1 additional strain. Each affected ally adds a bonus die for 3 rounds |
|
Nobody's Fool |
1 |
|
Upgrade difficulty of incoming Charm, Coercion, and Deception checks |
|
Second Skin Armor |
1 |
|
Add 2 setback dice to Perception checks to notice the armour on the wearer. |
|
Intense Presence |
1 |
|
Spend a destiny point to recover Presence (5) strain |
|
Grit |
3 |
|
Gain 2 strain threshold |
|
Natural Charmer |
1 |
|
Reroll 1 Charm or Deception check per session |