Professional Documents
Culture Documents
Athletics, Perception, Pilot (Planet), Pilot (Space), Streetwise, Vigilance, Brawl, Ranged (Heavy)
Assassin
Coordination, Skullduggery, Stealth, Melee 5 10 15 20 25
Gadgeteer
Coerce, Computers, Mechanics, Ranged (Light) 5 10 15 20 25
Intimidating Point Blank Natural Enforcer Deadly Accuracy Improved Armor Master
Crippling Blow
Survivalist
Resilience, Survival, Knowledge(Lore), Knowledge (Xenology) 5 10 15 20 25
Anatomy Lessons: Spend 1 Destiny Point to add damage equal to Intellect to one hit of successful attack. Armor Master: When wearing armor, increase total soak value by 1. Blooded: Add per rank to all checks to resist or recover from poisons, venoms or toxins. Reduce duration of ongoing poisons by one round per rank (min. 1). Brace: May perform Brace maneuver: remove added by environmental circumstances per rank from next action. Crippling Blow: Increase the difficulty of next combat check by 1. If check deals damage, target suffers 1 strain whenever they move for remainder of encounter. Deadly Accuracy: Choose 1 combat skill. Add ranks in that skill to one hit of a successful attack made using that combat skill with non-starship scale weapons. Dedication: Gain +1 to a single characteristic (max 6). Defensive Stance: Once per round, may perform Defensive Stance maneuver: suffer a number of strain (max ranks). Until start of next turn, upgrade difficulty of melee attacks targeting the character a number of times equal to strain suffered. Disorient: After making a successful attack, may spend to disorient the target for a number of rounds equal to ranks. Dodge: When targeted by attack may perform Dodge incidental: suffer a number of strain (max ranks). Upgrade difficulty of attack a number of times equal to strain suffered. Enduring: Gain +1 soak value. Expert Tracker: Remove per rank from checks to find tracks or track targets. Decrease time to track a target by half. Forager: Remove up to from skill checks to find food, water or shelter. Survival checks to forage take half normal time. Grit: Gain +1 strain threshold. Heroic Fortitude: Spend 1 Destiny Point to ignore effects of critical injuries on Brawn or Agility checks until end of encounter. Hunter: Add per rank to all checks when interacting with beasts or animals. Add +10 per rank to Critical Injury rolls against beasts or animals. Improved Stunning Blow: When dealing strain damage with Melee or Brawl checks, may spend to stagger target for 1 round.
Intimidating: May suffer a number of strain (max ranks). Downgrade difficulty of attempted Coerce checks, or upgrade difficulty when targeted by Coerce checks, a number of times equal to strain suffered. Jump Up: Once per round, may stand from seated or prone as an incidental. Jury Rigged: Choose 1 weapon, armor, or other item and give it a permanent improvement. Lethal Blows: Add +10 per rank to Critical Injury rolls inflicted on opponents. Master of Shadows: Once per round, suffer 2 strain to decrease difficulty of next Stealth check by 1. Natural Enforcer: Once per session may re-roll a Coerce or Streetwise check. Natural Outdoorsman: Once per session may re-roll a Resilience or Survival check. Outdoorsman: Remove per rank from checks to move through terrain or manage environmental effects. Decrease overland travel times by half. Point Blank: Add 1 damage per rank to damage inflicted while using Ranged (Heavy) or Ranged (Light) skills while Engaged or at Short range. Precise Aim: Once per round, may perform Precise Aim maneuver: reduce targets defense by number equal to ranks. Quick Draw: Once per round, draw or holster a weapon or accessible item as an incidental. Quick Strike: Add per rank to attacks against targets that have not yet acted. Sniper Shot: Before making non-thrown ranged attack, may perform Sniper Shot maneuver: upgrade attack difficulty a number of times (max ranks) and increase weapons range by that number of range bands. Soft Spot: Spend 1 Destiny Point to add damage equal to Cunning to one hit of successful attack. Spare Clip: Cannot run out of ammo due to . Stalker: Add per rank to Coordination and Stealth checks. Stunning Blow: When making Melee checks, may inflict damage as strain instead of wounds. Swift: Do not suffer usual penalties for moving through difficult terrain. Targeted Blow: Spend 1 Destiny Point to add damage equal to Agility to one hit of successful attack. Tinkerer: May add 1 additional hard point to an item per rank (max 1 additional hard point per item). Toughened: Gain +2 wound threshold.
Colonist
Charm, Deceit, Leadership, Negotiation, Streetwise, Knowledge (Core Worlds), Knowledge (Education), Knowledge (Lore)
Doctor
Cool, Medicine, Resilience, Knowledge (Education) 5 10 15 20 25
Politico
Charm, Coerce, Deceit, Negotiation 5 10 15 20 25
Dedication
Natural Charmer
Scholar
Perception, Knowledge (Outer Rim), Knowledge (Underworld), Knowledge (Xenology) 5 10 15 20 25
Intense Focus
Anatomy Lessons: Spend 1 Destiny Point to add damage equal to Intellect to one hit of successful attack. Bacta Specialist: Patients recover 1 additional wound per rank when recovering wounds from Bacta tanks or long term care. Brace: May perform Brace maneuver: remove added by environmental circumstances per rank from next action. Codebreaker: Remove per rank from checks to break codes or decrypt communications. Decrease difficulty of checks to break codes or decrypt communications by 1. Confidence: May decrease difficulty of Discipline check to avoid fear by 1 per rank. Dedication: Gain +1 to a single characteristic (max 6). Dodge: When targeted by attack may perform Dodge incidental: suffer a number of strain (max ranks). Upgrade difficulty of attack a number of times equal to strain suffered. Grit: Gain +1 strain threshold. Improved Inspiring Rhetoric: Each ally affected by Inspiring Rhetoric gains on all skill checks for a number of rounds equal to ranks in Leadership. Improved Scathing Tirade: Each enemy affected by Scathing Tirade suffers on all skill checks for a number of rounds equal to ranks in Coerce. Improved Stim Application: When performing Stim Application action, may increase difficulty to Hard [ ] and target only suffers 1 strain. Inspiring Rhetoric: May perform Inspiring Rhetoric action: make an Average [ ] Leadership check. Each success causes one ally in Short range to recover 1 strain. Spend to allow 1 affected ally to recover 1 additional strain. Intense Focus: May perform Intense Focus maneuver: suffer 1 strain and upgrade next skill check once. Intense Presence: Spend 1 destiny point to recover strain equal to Presence rating. Kill with Kindness: Remove per rank from Charm and Leadership checks. Knowledge Specialization: Choose 1 Knowledge skill. When making checks with that skill, may spend to gain additional successes equal to ranks. Master Doctor: Once per round, suffer 2 strain to decrease difficulty of next Medicine check by 1.
Mental Fortress: Spend 1 Destiny Point to ignore effects of critical injuries on Intellect or Cunning checks until end of encounter. Natural Charmer: Once per session may re-roll a Charm or Deceit check. Natural Doctor: Once per session may re-roll a Medicine check. Natural Scholar: Once per session may re-roll a Knowledge check. Nobodys Fool: May upgrade difficulty once per rank when targeted by Charm, Coerce or Deceit checks. Plausible Deniability: Remove per rank from Coerce and Deceit checks. Pressure Point: When making a Brawl attack against a living target, instead of dealing damage may deal strain plus additional strain equal to ranks in Medicine (ignores soak). Researcher: Remove per rank from all Knowledge checks. Researching a subject takes half normal time. Resolve: When involuntarily suffering strain, suffer 1 less per rank (min 1). Respected Scholar: May downgrade difficulty of checks to interact with institutes of learning once per rank. Scathing Tirade: May perform Scathing Tirade action: make an Hard [ ] Coerce check. Each success causes one enemy in Short range to suffer 1 strain. Spend to cause 1 affected enemy to suffer 1 additional strain. Speaks Binary: When directing NPC droids, grant them per rank on checks. Steely Nerves: Spend 1 Destiny Point to ignore effects of critical injuries on Willpower or Presence checks until end of encounter. Stim Application: May perform Stim Application action: make an Average [ ] Medicine check. If successful, engaged ally increases 1 characteristic by 1 and suffers 4 strain. Supreme Inspiring Rhetoric: Suffer 1 strain to perform Inspiring Rhetoric as a maneuver. Supreme Scathing Tirade: Suffer 1 strain to perform Scathing Tirade as a maneuver. Supreme Stim Application: When performing stim application action, spend to increase an additional characteristic by 1 (max. 5). Surgeon: When making a Medicine check to help a character recover wounds, target recovers 1 additional wound per rank. Toughened: Gain +2 wound threshold. Well Rounded: Choose any 2 skills. They permanently become class skills.
Explorer
Astrogation, Charm, Cool, Perception, Pilot (Space), Knowledge (Lore), Knowledge (Outer Rim), Knowledge (Xenology)
Fringer
Astrogation, Coordination, Negotiation, Streetwise 5 10 15 20 25
Scout
Athletics, Medicine, Pilot (Planet), Survival 5 10 15 20 25
Trader
Deceit, Negotiation, Knowledge (Core Worlds), Knowledge (Education) 5 10 15 20 25
Know Somebody Wheel and Deal Know Somebody Wheel and Deal Know Somebody
Wheel and Deal Spare Clip Smooth Talker Black Market Contacts Dedication
Smooth Talker Toughened Nobodys Fool Black Market Contacts Master Merchant
Black Market Contacts: When purchasing illegal goods, may reduce rarity by 1 per rank and increase cost by 50% of base cost per reduction. Convincing Demeanor: Remove per rank from Deceit or Skullduggery checks. Dedication: Gain +1 to a single characteristic (max 6). Defensive Driving: Increase defense of vehicle or starship being piloted by 1 per rank. Disorient: After making a successful attack, may spend to disorient the target for a number of rounds equal to ranks. Durable: Reduce any Critical Injury suffered by 10 per rank (min. 1). Dodge: When targeted by attack may perform Dodge incidental: suffer a number of strain (max ranks). Upgrade difficulty of attack a number of times equal to strain suffered. Familiar Suns: Once per session, may perform Familiar Suns maneuver: make a Hard [ ] Knowledge (Outer Rim) or Knowledge (Core Worlds) check to reveal the current type of planetary environment and other useful information. Forager: Remove up to from skill checks to find food, water or shelter. Survival checks to forage take half normal time. Galaxy Mapper: Remove per rank from Astrogation checks. Astrogation checks take half normal time. Grit: Gain +1 strain threshold. Heightened Awareness: Allies within Short range add to Perception and Vigilance checks. Engaged allies add . Jump Up: Once per round, may stand from seated or prone as an incidental. Lets Ride: Once per round, mount or dismount a vehicle or beast, or enter a cockpit or weapon station on a vehicle, as an incidental. Knockdown: After making a successful melee attack, may spend to knock target prone. Know Somebody: Once per session, when purchasing legal goods, reduce rarity by 1 per rank.
Master Starhopper: Once per round, suffer 2 strain to decrease difficulty of next Astrogation check by 1 (min. 1). Master Merchant: When buying or selling goods, or paying off or taking Obligation, may suffer 2 strain to sell for 25% more, buy for 25% less pay off 1 more Obligation or take 1 less. Natural Hunter: Once per session may re-roll a Perception or Vigilance check. Natural Negotiator: Once per session may re-roll a Cool or Negotiate check. Nobodys Fool: May upgrade difficulty once per rank when targeted by Charm, Coerce or Deceit checks. Quick Strike: Add per rank to attacks against targets that have not yet acted. Rapid Recovery: When recovering strain after an encounter, recover 1 additional strain per rank. Shortcut: During a chase, add per rank to any checks made to catch or escape opponent. Skilled Jockey: Remove per rank from Pilot (Planet) and Pilot (Space) checks. Smooth Talker: Choose Charm, Coerce, Negotiate or Deceit skill. When making checks with that skill, may spend to gain additional successes equal to ranks. Spare Clip: Cannot run out of ammo due to . Stalker: Add per rank to Coordination and Stealth checks. Steely Nerves: Spend 1 Destiny Point to ignore effects of critical injuries on Willpower or Presence checks until end of encounter. Street Smarts: Remove per rank from Streetwise or Knowledge (Underworld) checks. Toughened: Gain +2 wound threshold. Utility Belt: Spend 1 Destiny Point to perform Utility Belt incidental: produce a non-weapon tool from a utility belt or satchel, with a rarity no greater than 3. Wheel and Deal: When selling goods legally, gain 10% more credits per rank.
Hired Gun
Athletics, Discipline, Pilot (Planet), Resilience, Vigilance, Brawl, Melee, Ranged (Light)
Bodyguard
Perception, Pilot (Planet), Gunnery, Ranged (Heavy) 5 10 15 20 25
Marauder
Coerce, Resilience, Survival, Melee 5 10 15 20 25
Mercenary Soldier
Discipline, Leadership, Gunnery, Ranged (Heavy) 5 10 15 20 25
Deadly Accuracy
Side Step Point Blank Sniper Shot Targeted Blow True Aim
Barrage: Add 1 damage per rank to damage inflicted while using Ranged (Heavy) or Gunnery skills while at Medium or Long range. Brace: May perform Brace maneuver: remove added by environmental circumstances per rank from next action. Body Guard: Once per round may perform a Body Guard maneuver to protect an engaged ally: suffer a number of strain (max ranks). Until start of next turn, upgrade difficulty of attacks targeting that ally a number of times equal to strain suffered. Command: Add per rank when making Leadership checks. Affected targets add to Discipline checks for next 24 hours. Confidence: May decrease difficulty of Discipline check to avoid fear by 1 per rank. Deadly Accuracy: Choose 1 combat skill. Add ranks in that skill to one hit of a successful attack made using that combat skill with non-starship scale weapons. Dedication: Gain +1 to a single characteristic (max 6). Defensive Stance: Once per round, may perform Defensive Stance maneuver: suffer a number of strain (max ranks). Until start of next turn, upgrade difficulty of melee attacks targeting the character a number of times equal to strain suffered. Durable: Reduce any Critical Injury suffered by 10 per rank (min. 1). Enduring: Gain +1 soak value. Feral Strength: Add 1 damage per rank to damage inflicted while using Brawl or Melee skills. Field Commander: May perform Field Commander action: make a Medium [ ] Leadership check. A number of allies equal to Presence may immediately suffer 1 strain to perform a free maneuver. Frenzied Attack: When making a melee or brawl check, may suffer a number of strain (max. ranks) to upgrade the attack an equal number of times. Grit: Gain +1 strain threshold. Hard Headed: When staggered or disoriented, perform the Hard Headed action: make a Daunting [ ] Discipline check to remove status. Difficulty decreases by 1 per additional rank (min Easy [ ]).
Heroic Fortitude: Spend 1 Destiny Point to ignore effects of critical injuries on Brawn or Agility checks until end of encounter. Improved Field Commander: Field Commander action affects allies equal to double Presence, and may spend to allow allies to suffer 1 strain and gain a free action instead. Improved Hard Headed: When incapacitated due to strain exceeding threshold, may make a more difficult Hard Headed action to regain consciousness and reduce strain by 1. Knockdown: After making a successful melee attack, may spend to knock target prone. Lethal Blows: Add +10 per rank to Critical Injury rolls inflicted on opponents. Natural Brawler: Once per session may re-roll a Brawl or Melee check. Natural Marksman: Once per session may re-roll a Ranged (Light) or Ranged (Heavy) check. Point Blank: Add 1 damage per rank to damage inflicted while using Ranged (Heavy) or Ranged (Light) skills while Engaged or at Short range. Second Wind: Once per encounter, may use Second Wind incidental to recover strain equal to ranks. Side Step: Once per round, may perform a Side Step maneuver: suffer a number of strain (max ranks). Until start of next turn, upgrade difficulty of ranged attacks targeting the character a number of times equal to strain suffered. Sniper Shot: Before making non-thrown ranged attack, may perform Sniper Shot maneuver: upgrade attack difficulty a number of times (max ranks) and increase weapons range by that number of range bands. Strong Arm: Treat thrown weapons as if they had 1 greater range. Targeted Blow: Spend 1 Destiny Point to add damage equal to Agility to one hit of successful attack. Toughened: Gain +2 wound threshold. True Aim: Once per round, may perform True Aim maneuver: gain benefits of aiming and upgrade combat check once per rank.
Smuggler
Coordination, Deceit, Perception, Pilot (Space), Skulduggery, Streetwise, Vigilance, Knowledge (Underworld)
Pilot
Astrogation, Pilot (Planet), Pilot (Space), Gunnery 5 10 15 20 25
Full Throttle Skilled Jockey Improved Full Throttle Grit Master Pilot
Skilled Jockey Dead to Rights Improved Dead to Rights Supreme Full Throttle Dedication
Lets Ride Rapid Recovery Natural Pilot Defensive Driving Brilliant Evasion
Scoundrel
Charm, Cool, Brawl, Ranged (Light) 5 10 15 20 25
Convincing Demeanor Black Market Contacts Toughened Rapid Reaction Natural Charmer
Quick Draw Convincing Demeanor Black Market Contacts Hidden Storage Soft Spot
Rapid Reaction Quick Strike Side Step Side Step Quick Strike
Thief
Skulduggery, Stealth, Vigilance, Knowledge (Underworld) 5 10 15 20 25
Street Smarts Black Market Contacts Stalker Bypass Security Master of Shadows
Black Market Contacts: When purchasing illegal goods, may reduce rarity by 1 per rank and increase cost by 50% of base cost per reduction. Brilliant Evasion: Once per encounter may perform Brilliant Evasion action: select 1 opponent and make opposed Pilot check to stop opponent attacking for rounds equal to Agility. Bypass Security: Remove per rank from checks made to disable a security device or open a locked door. Convincing Demeanor: Remove per rank from Deceit or Skullduggery checks. Dead to Rights: Spend 1 Destiny Point to add damage equal to half Agility (round up) to one hit of successful attack made with ship or vehicle mounted weaponry. Dedication: Gain +1 to a single characteristic (max 6). Defensive Driving: Increase defense of vehicle or starship being piloted by 1 per rank. Dodge: When targeted by attack may perform Dodge incidental: suffer a number of strain (max ranks). Upgrade difficulty of attack a number of times equal to strain suffered. Full Throttle: May perform a Full Throttle action: make a Hard [ ] Pilot check to increase vehicles speed by 1 for a number of rounds equal to Cunning. Galaxy Mapper: Remove per rank from Astrogation checks. Astrogation checks take half normal time. Grit: Gain +1 strain threshold. Hidden Storage: Gain hidden storage in vehicles or equipment that holds items with total encumbrance equal to ranks. Improved Dead to Rights: Spend 1 Destiny Point to add damage equal to Agility to one hit of successful attack made with ship or vehicle mounted weaponry. Improved Full Throttle: Suffer 1 strain to attempt Full Throttle as a maneuver and decrease its difficulty to Medium [ ]. Indistinguishable: Upgrade difficulty of checks to identify character once per rank. Jump Up: Once per round, may stand from seated or prone as an incidental.
Lets Ride: Once per round, mount or dismount a vehicle or beast, or enter a cockpit or weapon station on a vehicle, as an incidental. Master of Shadows: Once per round, suffer 2 strain to decrease difficulty of next Stealth check by 1. Master Pilot: Once per round when piloting a starship or vehicle, may suffer 2 strain to perform any action as a maneuver. Natural Charmer: Once per session may re-roll a Charm or Deceit check. Natural Pilot: Once per session may re-roll a Pilot (Space) or Gunnery check. Natural Rogue: Once per session may re-roll a Skulduggery or Stealth check. Quick Draw: Once per round, draw or holster a weapon or accessible item as an incidental. Quick Strike: Add per rank to attacks against targets that have not yet acted. Rapid Reaction: Suffer a number of strain (max. ranks) to add an equal number of to initiative checks. Rapid Recovery: When recovering strain after an encounter, recover 1 additional strain per rank. Shortcut: During a chase, add per rank to any checks made to catch or escape opponent. Side Step: Once per round, may perform a Side Step maneuver: suffer a number of strain (max ranks). Until start of next turn, upgrade difficulty of ranged attacks targeting the character a number of times equal to strain suffered. Skilled Jockey: Remove per rank from Pilot (Planet) and Pilot (Space) checks. Soft Spot: Spend 1 Destiny Point to add damage equal to Cunning to one hit of successful attack. Stalker: Add per rank to Coordination and Stealth checks. Street Smarts: Remove per rank from Streetwise or Knowledge (Underworld) checks. Supreme Full Throttle: When performing Full Throttle, speed increases by 2 instead of 1. Toughened: Gain +2 wound threshold. Tricky Target: Vehicle or starship piloted counts as having silhouette 1 lower when attacked.
Technician
Astrogation, Computers, Coordination, Discipline, Mechanics, Perception, Pilot (Planet), Knowledge (Outer Rim)
Mechanic
Mechanics, Pilot (Space), Skulduggery, Brawl 5 10 15 20 25
Outlaw Tech
Mechanics, Streetwise, Knowledge (Education), Knowledge (Underworld) 5 10 15 20 25
Slicer
Computers, Stealth, Knowledge (Education), Knowledge (Underworld) 5 10 15 20 25
Master Slicer
Bad Motivator: Once per session, may perform Bad Motivator action: make a Hard [ ] Mechanics check to cause one targeted device to spontaneously fail. Brace: May perform Brace maneuver: remove added by environmental circumstances per rank from next action. Bypass Security: Remove per rank from checks made to disable a security device or open a locked door. Codebreaker: Remove per rank from checks to break codes or decrypt communications. Decrease difficulty of checks to break codes or decrypt communications by 1. Contraption: Once per session, may perform a Contraption action: make a Hard [ ] Mechanics check to fashion a device to solve a current problem using just the tools and parts on hand. Dedication: Gain +1 to a single characteristic (max 6). Defensive Slicing: When defending computer systems, add per rank to opponents checks. Defensive Stance: Once per round, may perform Defensive Stance maneuver: suffer a number of strain (max ranks). Until start of next turn, upgrade difficulty of melee attacks targeting the character a number of times equal to strain suffered. Enduring: Gain +1 soak value. Fine Tuning: When taking an action to reduce the amount of strain a starship or vehicle suffers, reduce 1 additional strain per rank. Gearhead: Remove per rank from Mechanics checks. Halve the credit cost to add mods to attachments. Grit: Gain +1 strain threshold. Hard Headed: When staggered or disoriented, perform the Hard Headed action: make a Daunting [ ] Discipline check to remove status. Difficulty decreases by 1 per additional rank (min Easy [ ]). Hold Together: Spend 1 Destiny Point to perform a Hold Together incidental immediately after vehicle or starship takes damage to turn it into system strain. Improved Defensive Slicing: Defensive Slicing now upgrades opponents difficulty once per rank, replacing usual Defensive Slicing benefits. Improved Hard Headed: When incapacitated due to strain exceeding threshold, may make a more difficult Hard Headed action to regain consciousness and reduce strain by 1.
Inventor: When constructing new items or modifying attachments, add or remove per rank. Jury Rigged: Choose 1 weapon, armor, or other item and give it a permanent improvement. Known Schematic: Once per session may perform Known Schematic maneuver: make a Hard [ ] Education check. Success grants familiarity with building or capital ship design. Master Slicer: Once per round, may perform Master Slicer incidental to suffer 2 strain and descrease difficulty of Computers or other slicing check by 1 (min Easy [ ]). Mental Fortress: Spend 1 Destiny Point to ignore effects of critical injuries on Intellect or Cunning checks until end of encounter. Natural Tinker: Once per session may re-roll a Mechanics check. Natural Programmer: Once per session may re-roll a Computers or Astrogation check. Redundant Systems: Once per session, may perform Redundant Systems action: make an Easy [ ] Mechanics check to harvest components from functioning device to repair a broken device of similar size and function, without breaking functioning device. Resolve: When involuntarily suffering strain, suffer 1 less per rank (min 1). Side Step: Once per round, may perform a Side Step maneuver: suffer a number of strain (max ranks). Until start of next turn, upgrade difficulty of ranged attacks targeting the character a number of times equal to strain suffered. Skilled Slicer: When making a Computers check, may spend to make further Computers checks within this system as maneuvers. Solid Repairs: When taking an action to repair a starship or vehicle, repair 1 additional hull trauma per rank. Speaks Binary: When directing NPC droids, grant them per rank on checks. Technical Aptitude: Reduce time needed to complete computer-related tasks by 25% per rank. Tinkerer: May add 1 additional hard point to an item per rank (max 1 additional hard point per item). Toughened: Gain +2 wound threshold. Utility Belt: Spend 1 Destiny Point to perform Utility Belt incidental: produce a non-weapon tool from a utility belt or satchel, with a rarity no greater than 3. Utinni!: Remove per rank from checks to find of scavenge items or gear. Such checks take half normal time.
Non-Career
Force Sensitive Exile
Force Sensitive Bonus Ability: Gain Force Rating 1. 5 10 15 20 25
Uncanny Senses Convincing Demeanor Sense Danger Street Smarts Sixth Sense
Uncanny Reactions Convincing Demeanor Touch of Fate Street Smarts Superior Reflexes
Balance: When recovering strain after an encounter, may roll per Force Rating. Recover 1 additional strain per . Convincing Demeanor: Remove per rank from Deceit or Skullduggery checks. Dedication: Gain +1 to a single characteristic (max 6). Forager: Remove up to from skill checks to find food, water or shelter. Survival checks to forage take half normal time. Force Rating: Gain +1 Force Rating. Insight: Perception and Vigilance become career skills. Intense Focus: May perform Intense Focus maneuver: suffer 1 strain and upgrade next skill check once.
Overwhelm Emotions: Add per Force Rating to Charm, Coerce or Deceit checks. and add to some checks and to others. Sense Danger: Once per session, remove from any check. Sense Emotions: Add to Charm, Coerce and Deceit checks unless target is immune to Force powers. Sixth Sense: Gain +1 ranged defense. Street Smarts: Remove per rank from Streetwise or Knowledge (Underworld) checks. Superior Reflexes: Gain +1 melee defense. Touch of Fate: Once per session, add to any check. Uncanny Reactions: Add per rank to Vigilance checks. Uncanny Senses: Add per rank to Perception checks.
Influence Basic Power Range Upgrade Range Upgrade Range Upgrade Magnitude Upgrade Control Upgrade Magnitude Upgrade Magnitude Upgrade Control Upgrade Strength Upgrade Duration Upgrade Duration Upgrade
Move Basic Power Strength Upgrade Magnitude Upgrade Magnitude Upgrade Strength Upgrade Control Upgrade Strength Upgrade Control Upgrade Magnitude Upgrade Strength Upgrade Control Upgrade Magnitude Upgrade
Sense Basic Power Control Upgrade Duration Upgrade Strength Upgrade Control Upgrade Range Upgrade Range Upgrade Range Upgrade Control Upgrade Magnitude Upgrade Magnitude Upgrade Magnitude Upgrade
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