Cereans treat all Knowledge skills as career skills.
Inventor 1
When constructing new items or modifying attachments, add 1 boost dice or remove 1 setback dice per rank of Inventor.
Toughened 2
Gain +2 Wound Threshold per rank.
Quick Draw
Once per round, draw or holster a weapon or accessible item as an incidental.
Well Rounded
Choose any 2 skills (Medicine and Survival). They permanently become career skills.
Sense Danger
Once per session, remove 2 setback dice from any skill check.
Force Rating +1
Gain +1 Force Rating.
Gearhead 1
Remove Setback dice per rank of Gearhead from Mechanics checks. Halve the credit cost to add mods to attachments.
Grit 3
Gain +1 strain per rank.
Armour Master
While wearing armour, increase soak value by 1.
Improved Armour Master
While wearing armour with a soak value of 2 or higher, increase defence by 1.
Tinkerer 1
May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once.
Imbue Item
Take the Imbue Item maneuver; suffer 1 strain and commit Force Die to grant one weapon, piece of armour, or item an improvement while Force Die remains committed. Suffer 1 strain every round Force Die remains committed. A temporary enhancement includes the following options: increase weapon's damage by 1, decrease the Advantage cost of its Critical Hit or for any other single effect by 1, to a minimum of 1, or increase a piece of armour's ranged or melee defence by 1. Alternatively the character can decrease an item's encumbrance by 2, to a minimum of 1.
Adaptable
When resolving a check that uses a skill in which they have no ranks, the character may spend 1 Destiny Point to remove a Despair from the check or to remove Threat equal to their ranks in Cool from the check.
Parry 1
Reflect 1
Force Powers
Force Rating
2
Power
Enhance
Description
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool.
The user may spend Force Pips to gain Success or Advantage (user's choice) on the check.
Upgrade
Effect
Control (Co-Ordination)
Enhance can be used with the Coordination skill.
Control (Resilience)
Enhance can be used with the Resilience skill.
Power
Heal/Harm
Description
The Force user bolsters his ally with renewed vigor or saps his foe of vital energy.
Heal (light side Force user only): Spend Force pip to heal a number of wounds equal to Intellect from an engaged living creature (including user).
Harm: Spend Force pip to inflict a number of wounds equal to Intellect (ignoring Soak) or an engaged living target. The user gains 1 Conflict.
Upgrade
Effect
Power
Manipulate
Description
The Force user manipulates components on a molecular level, allowing him to mend mechanical systems.
The Force user may spend Force Pips to cause one vehicle or starship he is engaged with to recover 1 system strain. the user may activate this multiple times.
Upgrade
Effect
Control (left 1)
Ongoing effect: Commit Force Die. One damaged weapon or item counts as being undamaged.
Control (left 2)
When making a Mechanics skill check, the user may roll a Manipulate power check as part of the pool and may spend Force Pips to gain Success or Advantage (user's choice) on the check.
Background
Motivation
Power: The character wants to amass power and authority. His aspiration to rule may be linked to altruism or desperate desire, but in either case he wants to control both his situation and those around him.
In particular, he wants to gain power to control the situation around him more.