STATS |
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Grit |
6 |
AoR 148 |
+1 Strain |
Toughened |
1 |
AoR 140 |
The character increases his wound threshold by two per rank of Toughened. |
Dedication |
2 |
AoR 145 |
+2 Presence |
Dedication |
3 |
AoR 145 |
+1 Will |
Dedication |
1 |
AoR 145 |
+1 Cun |
Dedication |
0 |
AoR 145 |
--- |
Dedication |
0 |
AoR 145 |
--- |
Dedication |
0 |
AoR 145 |
--- |
DESTINY / REROLL / Other |
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Steely Nerves |
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Ignore Presence and Will crits |
Intense Presence |
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Recover Strain equal to Presence |
Natural Athlete |
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Re-roll Athletics or Coordination check |
Natural Negotiator |
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Re-roll Cool or Negotiation Check |
Don't Shoot |
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Once per session, the character can take the Don’t Shoot! action to make a Hard (ddd) Charm check If he succeeds, he cannot be the target of a combat check until the end of the encounter or until he makes a combat check. This player must explain how he talks his way out of being associated with his party’s combatants, and the GM has final say on whether his ruse succeeds. |
Just Kidding |
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Once per round as an incidental, when the character or any of his allies in short range generates y on a social skill check, the character may spend one Destiny Point to convert a single Despair generated on the check to Failure When he does this, he must explain what he says or does to smooth things over after the verbal misstep. |
Cutting Question |
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Perform Coercion as Deception Ranks with Willpower ability. Explain. |
Translation Error |
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Remove a Despair from any social check they make |
Works like a charm |
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Once per game session, the character can choose to make one skill check using Presence, rather than the characteristic linked to that skill. When he does this, he must explain how, in this particular instance, his social ability is helping him overcome this challenge. |
Backroom Deal |
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Hard negotiation check, affect the narrative in a meaningful way. |
Informant |
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Session reveal contact. |
ENCOUNTER Based |
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Second Wind |
1 |
AoR 155 |
Once per encounter, the character may use a Second Wind incidental to recover an amount of strain equal to his ranks in Second Wind. |
Rapid Recovery |
2 |
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+1 strain Recovery after encounter |
Nobody's Fool |
3 |
Charm / Coercion / Deception --> |
The difficulty of any Charm, Coercion, and Deception checks attempted against the character is upgraded once for each rank of Nobody’s Fool. |
Dodge |
3 |
AoR 142 |
One Strain to upgrade incoming attacks |
Distracting Behavior |
1 |
FH 32 |
The character may make a Distracting Behavior maneuver and suffer a number of strain no greater than his ranks in Cunning. If he does so, an equal number of adversaries or NPCs he is engaged with suffer t on checks they make until the beginning of the character's next turn. The range of this maneuver increases by one band per rank of Distracting Behavior. The character selects who is affected by Distracting Behavior and can choose to have this talent not affect NPC allies. It may be that he explains his tactics to the NPCs beforehand, or that they know him well enough to be used to his antics. |
Master Strategist |
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Once per phase during a mass combat, the character may suffer 2 strain to decrease the difficulty of the next Mass Combat check once. |
Respected Delegate |
3 |
Social --> |
Downgrade the difficulty of social skill checks made to interact with government institutions outside of homeworld a number of times equal to ranks in respected delegate |
Bought info |
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50 cr per diff / single success |
Intense Focus |
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Any --> |
maneuver, suffering one strain to upgrade the ability of the skill check once. |
Congenial |
2 |
Charm / Negotiation <--> |
When attempting a Charm or Negotiation check, the character may suffer a number of strain to downgrade the check a number of times equal to the strain suffered. This number cannot exceed his ranks in Congenial. When the character is the target of a Charm or Negotiation check, the character may suffer a number of strain to upgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed his ranks in Congenial. |
Know Somebody |
1 |
Legal --> |
Once per game session, when attempting to purchase a legally available item, the character may reduce its rarity by one step per rank of Know Somebody. |
BOOSTS or SETBACKS |
1 |
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Leverage |
2 |
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- 1 setback cool/negotiation |
Savy |
2 |
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+b Charm/Negotiation |
Confidence |
2 |
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-d Discipline from fear checks. Simple checks are automatically passsed |
Ready for Anything |
2 |
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- s /rank from mass combat and cool/Vigilance initiative checks |
Kill w/ Kindness |
4 |
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- setback leadership/charm |
In the Know |
1 |
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- s per rank to get information or spread news. Further, if the character does not state or display his affiliation, minion NPCs do not realize the character’s allegiance when he questions them. |
Resolve |
2 |
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When the character suffers strain, he suffers 1 less strain per rank of Resolve, to a minimum of 1. This does not apply to voluntary strain loss. |
Plausible Deniability |
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The character removes ⬛ per rank of Plausible Deniability from his Coercion and Deception checks. |
Skilled Jockey |
1 |
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- s /rank Skilled Jockey from Planetary/Space checks. |
Disarming Smile |
1 |
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Action. Lower target defense equal to ranks for encounter with a successful opposed Charm |
Pride and Joy |
1 |
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YT-1300 - increase all social checks while within short range of the vehicle |
Researcher |
1 |
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The character removes ⬛ per rank of Researcher from his Knowledge checks. Researching takes 50% less time (this does not decrease with additional ranks of Researcher). |
Field Commander |
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action dd Leadership check; allies = Presence suffer one strain to perform maneuver. This does not count against the number of maneuvers they may perform in their turn. If there are any questions as to the order in which allies act, the character using Field Commander is the final arbiter. |
Commanding presence |
1 |
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The character removes ⬛ per rank of Commanding Presence from his Leadership and Cool checks. |
Improved Commanding Presence |
1 |
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Once per session, the character can take the Commanding Presence action to choose a target minion, minion group, or rival and make a Cool check opposed by the target’s Discipline. If the check is successful, the target adversary or group removes itself from the encounter for the duration of the encounter. The target will not attack or otherwise engage the PCs, nor perform any hostile or overt action. However, it will defend itself if attacked. Attacking the target ends the effect. The Commanding Presence action can be used in narrative encounters. The specific details of its effect are at the GM’s discretion, but could include commanding a guard to let the PCs pass or causing political opponents to remove themselves from a debate. |
Inspiring Rhetoric |
1 |
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Make an [dd] Leadership check. For each success, one ally within close range (Planetary) recovers one strain. For each Advantage. one ally benefiting from Inspiring Rhetoric recovers one additional strain. |
Inspiring Rhetoric [Improved] |
1 |
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Any affected by Inspiring Rhetoric gains Boost on all skill checks for a number of rounds equal to the character's ranks in Leadership. |
Inspiring Rhetoric [Supreme] |
1 |
1 Strain |
The character may voluntarily suffer one strain to perform Inspiring Rhetoric as a maneuver instead of an action. |
Positive Spin |
4 |
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When any character’s Duty would increase by 1 or more, it increases by that amount plus 1 per rank of Positive Spin instead. |
Command |
2 |
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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). |
Sound Investments |
5 |
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+100 credits at start of mission per rank |
Precision strike |
1 |
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When the character inflicts a Critical Injury with a Brawl. Melee, or Lightsaber weapon. he may suffer 1 strain to change the result to any Easy (d) Critical Injury result.Additionally. whenever the character defeats a minion or rival NPC. he may always choose to do so by nonlethal means. even if the environment or exceptional circumstances would normally make that very difficult or impossible. |
Wheel and Deal |
4 |
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When the character sells legal goods to a reputable merchant or business. the character gains an additional 10% more credits per rank of Wheel and Deal (based on the original sell price of the good or item). |
Master Merchant |
1 |
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On Legal Buy/Sell suffer two strain, gains 25% benefit |
Improved nobody's Fool |
1 |
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Martial Grace |
1 |
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Once per round, the character may suffer 2 strain to add additional damage equal to the characters ranks in coordination to one hit of a succesful Brawl Combat check. |
Smooth Talker |
1 |
AoR 156 |
When a character first acquires this talent, he chooses one skill: Charm, Coercion, Negotiation, or Deception. When making checks with that skill, he may spend x to gain additional s equal to his ranks in smooth Talker. |
Resource Allocation |
1 |
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Greased Palms |
2 |
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maneuver /50 credits per rank. Upgrades the ability of the Social skill check once. |
Improved Pride and Joy |
1 |
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Recover 1 additional strain, spend advantage to heal other strain |
Encouraging words |
1 |
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Spend strain to incidentally help an allied after they fail a check |
Trust the Captain |
1 |
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Action Hard Leadership Check increase ranks in Discipline |
Supreme Pride and Joy |
1 |
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Incidental Once per Session reduce Sil of PnJ by 2 for current and following round |
Full Throttle |
1 |
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Action Hard Piloting. Increase top speed by 1 for rounds equal to Cunning |