Convincing Demeanor |
1 |
Passive |
The character removes a setback dice per rank of Convincing Demeanor from [their] Deception and Skulduggery checks. |
Forager |
1 |
Passive |
The character removes up to two setback dice from [their] skill checks to find food, water, or shelter. Survival checks to forage take half the time. |
Greased Palms |
1 |
Maneuver |
Before making a social interaction check, the character may perform a Greased Palms maneuver and spend up to 50 credits per rank of Greased Palms. For every 50 credits spent, the character upgrades the ability of the skill check once. How the money accomplishes this can be up to the player and GM, but could take the form of bribes, buying gifts, or even purchasing information that gives the character an advantage in the ensuing interaction. |
Grit |
1 |
Passive |
Each rank of Grit increases a character's strain threshold by one. |
Insight |
1 |
Passive |
Force Talent. Perception and Discipline become career skills. |
Overwhelm Emotions |
1 |
Passive |
When the character performs a Charm, Coercion, or Deception check, [they] may include a Force dice equal to [their] Force rating. Each light Force point adds a success result to Charm checks. Each dark Force point adds a success result to Coercion or Deception checks. However, every two light Force points add a failure result to Coercion or Deception checks, and every two dark Force points add a failure result to Charm checks. This does not apply to targets immune to Force powers. |
Plausible Deniability |
1 |
Passive |
The character removes a setback dice per rank of Plausible Deniability from [their] Coercion and Deception checks. |
Quick Draw |
1 |
Incidental |
Once per round, on the character's turn, [they] may draw or holster an easily accessible weapon or item as an incidental, instead of a maneuver. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver. |
Rapid Recovery |
2 |
Passive |
When the character recovers strain after an encounter has concluded, [they] recover one additional strain per rank in Rapid Recovery. |
Sense Danger |
1 |
Incidental |
Force Talent. Once per game session, the character may remove two setback dice from any one skill check. |
Sense Emotions |
1 |
Passive |
Force talent. The character adds a boost dice to all Charm, Coercion, and Deception checks unless the target is immune to Force powers. |
Sound Investments |
3 |
Passive |
At the beginning of each game session, the character gains credits equal to [their] ranks in Sound Investments times 100. How this money is earned is up to the player and GM, and could be actual investments, business dealings, or even a small legal or illegal side business. The GM can also decide that the current events of the adventure may make these funds unavailable. |
Street Smarts |
1 |
Passive |
The character removes a setback dice per rank of Street Smarts from [their] Streetwise and Knowledge (Underworld) checks. |
Toughened |
1 |
Passive |
The character increases [their] wound threshold by two per rank of Toughened. |
Uncanny Reactions |
1 |
Passive |
Force Talent. The character adds a boost dice per rank of Uncanny Reactions to [their] Vigilance checks. |
Uncanny Senses |
2 |
Passive |
Force Talent. The character adds a boost dice per rank of Uncanny Senses to [their] Perception checks. |
Wheel and Deal |
2 |
Passive |
When [they] sell legal goods to a reputable merchant or business, the character gains an additional 10% credits per rank of Wheel and Deal (based on the original selling price of the good or item). |