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PASSIVE ACTIVE

CONSULAR ARBITER RANKED

Force
Bonus Career Skills: Knowledge (Xenology), Lightsaber, Negotiation, Perception Sensitive
only

SENSE EMOTIONS SAVVY NEGOTIATOR GRIT NOBODY’S FOOL


Add to all Charm, Remove per rank of Savvy Gain +1 strain threshold. Upgrade difficulty of
Coercion, and Deception Negotiator from all COST 5 incoming Charm, Coercion,
checks unless the target is Negotiation and Streetwise or Deception checks once per
immune to Force powers. checks. rank of Nobody’s Fool.

COST 5 COST 5 COST 5

GRIT CONGENIAL TOUGHENED REFLECT


Gain +1 strain threshold. May suffer a number of Gain +2 wound threshold. When hit by a ranged attack,
COST 10 strain to downgrade difficulty suffer 3 strain to reduce
COST 10
of Charm or Negotiation damage by 2 plus ranks in
checks or upgrade difficulty Reflect.
when targeted by Charm or
Negotiation checks, by an
COST 10
equal number. Strain
suffered this way cannot
exceed ranks in Congenial.
COST 10

SAVVY NEGOTIATOR NOBODY’S FOOL PARRY IMPROVED SUNDER


Remove per rank of Savvy Upgrade difficulty of When hit by a melee attack, Each spent to activate a
Negotiator from all incoming Charm, Coercion, suffer 3 strain to reduce weapon’s Sunder quality
Negotiation and Streetwise or Deception checks once per damage by 2 plus ranks in damages an item two steps,
checks. rank of Nobody’s Fool. Parry. instead of one.

COST 15 COST 15 COST 15 COST 15

CALMING AURA CRUCIAL POINT SAVVY NEGOTIATOR REFLECT


When an opponent targets Once per session, the Remove per rank of Savvy When hit by a ranged attack,
character with a Force character may introduce to Negotiator from all suffer 3 strain to reduce
power, reduce generated negotiations one potential Negotiation and Streetwise damage by 2 plus ranks in
by 1. concession that an opponent checks. Reflect.
will do nearly anything to
COST 20 obtain. COST 20 COST 20

COST 20

FORCE RATING IMPROVED SAVVY DEDICATION AGGRESSIVE NEGOTIATIONS


NEGOTIATOR Once per session, perform a
Gain +1 Force Rating. Gain +1 to a single
make a Hard ( ) Hard ( ) Lightsaber
characteristic. This cannot
COST 25 Negotiation check to
bring a characteristic above check to decrease the
convince one bystander per difficulty of all Negotiation
6.
rank of Savvy Negotiator to checks for the rest of the
see on of an opponent’s COST 25 encounter by 2.
points as maliciously
unreasonable. COST 25
COST 25
PASSIVE ACTIVE

CONSULAR ASCETIC RANKED

Force Conflict
Bonus Career Skills: Athletics, Discipline, Resilience, Vigilance Sensitive Cost
only

PHYSICAL TRAINING CONFIDENCE GRIT GRIT


Add per rank of Physical May decrease difficulty of Gain +1 strain threshold. Gain +1 strain threshold.
Training to Athletics and Discipline checks to avoid COST 5 COST 5
Resilience checks. fear by 1 per rank of
Confidence.
COST 5
COST 5

GRIT FORCE PROTECTION GRIT GO WITHOUT


Gain +1 strain threshold. Perform the Force Protection Gain +1 strain threshold. Once per session, the
COST 10 maneuver; suffer 1 strain and COST 10 character counts as having
commit up to ranks of the tools for the job when
Force Protection. Increase making a skill check.
soak by number of
committed until beginning of COST 10
next turn. Suffer 1 strain for
every committed.
COST 10

MEDITATIVE TRANCE SLIPPERY MINDED INTENSE FOCUS PHYSICAL TRAINING

When Suffocating, the If under the effects of a Force Perform an Intense Focus Add per rank of Physical
character suffers 1 strain power, perform the Slippery maneuver; suffer 1 strain and Training to Athletics and
each round instead of 3, Minded action; make a Hard upgrade the ability of the Resilience checks.
When exposed to vacuum, ( ) Deception check to next skill check once.
the character suffers 1 immediately end effects of COST 15
COST 15
wound each round instead of power.
3.
COST 15
COST 15

CONFIDENCE MIND BLEED FORCE PROTECTION IRON SOUL


May decrease difficulty of When attacked, the Perform the Force Protection When carrying items that
Discipline checks to avoid character may choose to maneuver; suffer 1 strain and total 2 encumbrance or less,
fear by 1 per rank of suffer strain no greater than commit up to ranks of at the end of each
Confidence. the number of wounds Force Protection. Increase encounter, heal all strain the
suffered from the attack. If soak by number of character is suffering.
COST 20 he does so, the attacker then committed until beginning of
suffers a number of wounds next turn. Suffer 1 strain for COST 20
equal to the strain suffered every committed.
by the character.
COST 20
COST 20

DEDICATION GRIT EMPTY SOUL FORCE RATING


Gain +1 to a single Gain +1 strain threshold. If the character is carrying Gain +1 Force Rating.
characteristic. This cannot COST 25 items that total 2
bring a characteristic above encumbrance or less, add COST 25
6. to Force power checks.
COST 25 COST 25
PASSIVE

CONSULAR HEALER ACTIVE

RANKED

Healer Bonus Career Skills: Discipline, Knowledge (Education), Knowledge (Xenology), Medicine Force Sensitive only

SURGEON HEALING TRANCE RAPID RECOVERY PHYSICIAN


When making a Medicine Commit For every full When healing strain after an When making a Medicine
check to help a character encounter (or 12 hours) encounter, heal 1 additional check to help a character
heal wounds, the target heals remains committed, heal 1 strain per rank of Rapid heal wounds, the target heals
1 additional would per rank wound per rank of Healing Recovery. 1 additional strain per rank of
of Surgeon. Trance. Physician.
COST 5
COST 5 COST 5 COST 5

PHYSICIAN PHYSICIAN GRIT HEALING TRANCE


When making a Medicine When making a Medicine Gain +1 strain threshold. Commit For every full
check to help a character check to help a character COST 10 encounter (or 12 hours)
heal wounds, the target heals heal wounds, the target heals remains committed, heal 1
1 additional strain per rank of 1 additional strain per rank of wound per rank of Healing
Physician. Physician. Trance.
COST 10 COST 10 COST 10

HEALING TRANCE GRIT KNOWLEDGEABLE RAPID RECOVERY


HEALING
Commit For every full Gain +1 strain threshold. When healing an ally, spend When healing strain after an
encounter (or 12 hours) COST 15 1 Destiny Point to heal encounter, heal 1 additional
remains committed, heal 1 additional wounds equal to strain per rank of Rapid
wound per rank of Healing ranks in Knowledge Recovery.
Trance. (Xenology). COST 15
COST 15 COST 15

SURGEON IMPROVED HEALING CALMING AURA TOUGHENED


TRANCE
When making a Medicine When healing wounds due to When an opponent targets Gain +2 wound threshold.
check to help a character character with a Force
Healing Trance, make a COST 20
heal wounds, the target heals Resilience check to heal a power, reduce generated
1 additional would per rank Critical Injury. Difficulty of by 1.
of Surgeon. the check equals severity of COST 20
COST 20 the Critical Injury.
COST 20

DEDICATION NATURAL DOCTOR FORCE RATING IMPROVED CALMING


AURA
Gain +1 to a single Once per session, may re-roll Gain +1 Force Rating.
Spend a maneuver and suffer
characteristic. This cannot any 1 Medicine check.
bring a characteristic above COST 25 2 strain to extend Calming
6. COST 25 Aura’s effects to allies equal
to Willpower at short range
COST 25 until star of next turn.
COST 25
PASSIVE

CONSULAR NIMAN DISCIPLE ACTIVE

RANKED

Niman Disciple Bonus Career Skills: Discipline, Leadership, Lightsaber, Negotiation Force Sensitive only

PARRY NOBODY’S FOOL REFLECT GRIT


When hit by a melee attack, May upgrade difficulty of When hit by a ranged attack, Gain +1 strain threshold.
suffer 3 strain to reduce incoming Charm, Coercion, suffer 3 strain to reduce COST 5
damage by 2 plus ranks in or Deception checks once per damage by 2 plus ranks in
Parry. rank of Nobody’s Fool. Reflect.

COST 5 COST 5 COST 5

DEFENSIVE TRAINING NIMAN TECHNIQUE TOUGHENED PARRY


When wielding a Lightsaber, When making a Lightsaber Gain +2 wound threshold. When hit by a melee attack,
Melee, or Brawl weapon, the skill check, the character may suffer 3 strain to reduce
COST 10
weapon gains the Defensive use Willpower instead of damage by 2 plus ranks in
quality with a rating equal to Brawn. Parry.
ranks in Defensive Training.
COST 10 COST 10
COST 10

PARRY SENSE EMOTIONS REFLECT DEFENSIVE TRAINING

When hit by a melee attack, Add to all Charm, When hit by a ranged attack, When wielding a Lightsaber,
suffer 3 strain to reduce Coercion, and Deception suffer 3 strain to reduce Melee, or Brawl weapon, the
damage by 2 plus ranks in checks unless the target is damage by 2 plus ranks in weapon gains the Defensive
Parry. immune to Force powers. Reflect. quality with a rating equal to
ranks in Defensive Training.
COST 15 COST 15 COST 15
COST 15

SUM DJEM REFLECT DRAW CLOSER CENTER OF BEING


May spend or with When hit by a ranged attack, Perform Draw Closer action; Take a Center of Being
successful Lightsaber check suffer 3 strain to reduce make a Lightsaber (Willpower) maneuver. Until the
damage by 2 plus ranks in combat check against one beginning of next turn,
to disarm opponent.
silhouette 1 target within
Reflect. attacks against the character
COST 20 medium range, adding no
increase their critical rating
COST 20 greater than Force rating to
by 1 per rank of Center of
check. Spend to move target
one range band closer or to add Being.
to check.
COST 20
COST 20

DEDICATION FORCE ASSAULT FORCE RATING IMPROVED CENTER OF


BEING
Gain +1 to a single Spend or on a Gain +1 Force Rating.
Suffer 1 strain to perform
characteristic. This cannot missed Lightsaber
bring a characteristic above (Willpower) combat check to COST 25 Center of Being maneuver as
an incidental.
6. immediately perform Move
COST 25 Force power action as COST 25
maneuver.
COST 25
PASSIVE

CONSULAR SAGE ACTIVE

RANKED

Sage Bonus Career Skills: Astrogation, Charm, Cool, Knowledge (Lore) Force Sensitive only

GRIT KILL WITH KINDNESS RESEARCHER GRIT


Gain +1 strain threshold. Remove per rank of Kill Removes per rank of Gain +1 strain threshold.
COST 5 with Kindness from all Charm Researcher from all COST 5
and Leadership checks. Knowledge checks.
Researching a subject takes
COST 5 half the time.
COST 5

SMOOTH TALKER RESEARCHER CONFIDENCE KNOWLEDGE SPECIALIZATION

When first acquired, choose Removes per rank of May decrease difficulty of When acquired, choose 1
1 skill; Charm, Coercion, Researcher from all Discipline checks to avoid Knowledge skill. When
Deception, or Negotiation. Knowledge checks. fear by 1 per rank of making that skill check, may
When making checks with Researching a subject takes Confidence. spend result to gain
that skill, spend to gain half the time. additional successes equal to
COST 10 ranks in Knowledge
additional equal to ranks
COST 10
in Smooth Talker. Specialization.
COST 10 COST 10

VALUABLE FACTS SMOOTH TALKER KNOWLEDGE SPECIALIZATION ONE WITH THE UNIVERSE

Once per encounter perform When first acquired, choose When acquired, choose 1 Once per session, meditate,
a Valuable Facts action: make 1 skill; Charm, Coercion, Knowledge skill. When then perform One with the
an Average ( ) Deception, or Negotiation. making that skill check, may Universe action: make
Knowledge check. if When making checks with spend result to gain Average ( ) Astrogation
successful, add to one that skill, spend to gain additional successes equal to check. If successful, add to
ally’s skill check during the additional equal to ranks ranks in Knowledge all Force power checks in
encounter. in Smooth Talker. Specialization. next encounter. If successful
with , add instead.
COST 15 COST 15 COST 15
COST 15

FORCE RATING GRIT PREEMPTIVE AVOIDANCE KNOWLEDGE SPECIALIZATION

Gain +1 Force Rating. Gain +1 strain threshold. May spend 1 Destiny Point to When acquired, choose 1
COST 20 disengage from engaged Knowledge skill. When
COST 20 enemy as an out-of-turn making that skill check, may
incidental. spend result to gain
additional successes equal to
COST 20 ranks in Knowledge
Specialization.

COST 20

BALANCE THE FORCE IS MY ALLIY NATURAL NEGOTIATOR FORCE RATING


When the character heals Once per session, may suffer Once per session, may re-roll Gain +1 Force Rating.
strain at the end of the 2 strain to perform Force any 1 Cool or Negotiation
encounter, he may add power action as maneuver. check. COST 25
Force Rating. He regains
COST 25 COST 25
additional strain equal to
generated.
COST 25
PASSIVE ACTIVE

CONSULAR TEACHER RANKED

Force
Bonus Career Skills: Knowledge (Education), Knowledge (Lore), Leadership, Perception Sensitive
only

RESEARCHER RESPECTED SCHOLAR SENSE DANGER WELL ROUNDED


Removes per rank of May downgrade difficulty of Once per session, remove Choose any 2 skills. They
Researcher from all checks to interact with from any 1 check. permanently become career
Knowledge checks. institutes of learning by one skills.
Researching a subject takes level per rank of Respected COST 5
half the time. Scholar. COST 5

COST 5 COST 5

WELL-TRAVELED GRIT NOBODY’S FOOL ENCOURAGING WORDS

Knowledge (Core Worlds) Gain +1 strain threshold. Upgrade difficulty of After an engaged ally fails a
and Knowledge (Outer Rim) COST 10 incoming Charm, Coercion, check, may suffer 1 strain to
become career skills. or Deception checks once per assist that ally’s next check
rank of Nobody’s Fool. this encounter as an out of
COST 10 turn Incidental.
COST 10
COST 10

TOUGHENED SKILLED TEACHER MASTER INSTRUCTOR NOW THE MASTER


Gain +2 wound threshold. If an ally at short range has Once per round as an out of Once per session, choose one
lower ranks in a skill than the turn incidental, may suffer 2 talent of Force power that
COST 15
character, the character may strain to allow ally to use any character in the current
perform a Skilled Teacher character’s ranks in Discipline encounter possesses. Gain
incidental to suffer a number for next Discipline check an that talent or Force power
of strain no greater than ally makes. until the end of the
ranks of Skilled Teacher, then encounter.
add an equal number of COST 15
to ally’s next check. COST 15
COST 15

IMPROVED WISE WISE WARRIOR GRIT ONCE A LEARNER


WARRIOR
When making a combat Gain +1 strain threshold. As an action, suffer 4 strain
When performing the Wise check, may perform the Wise and let one ally within short
Warrior incidental, one ally COST 20
Warrior incidental: spend 1 range increase the ally’s
at short range may use the Destiny Point and use any Force rating by an amount
same characteristic for the characteristic for the check. equal to the character’s
next combat check the ally Force rating until the end of
makes before the end of the COST 20 the round.
character’s next turn.
COST 20
COST 20

DEDICATION GRIT SKILLED TEACHER FORCE RATING


Gain +1 to a single Gain +1 strain threshold. If an ally at short range has Gain +1 Force Rating.
characteristic. This cannot COST 25 lower ranks in a skill than the
bring a characteristic above character, the character may COST 25
6. perform a Skilled Teacher
incidental to suffer a number
COST 25
of strain no greater than
ranks of Skilled Teacher, then
add an equal number of
to ally’s next check.
COST 25
CONSULAR MUCH TO LEARN
ATTACHED TO

MUCH TO LEARN BASE ABILITY


Once per game session, the character may spend 2 Destiny Points and make a Hard ( ) Knowledge (Education) check, then choose one talent that
the character possesses. For the remainder of the current encounter, one allied character within medium range counts as having that talent. If that
talent is ranked the allied character counts as having as many ranks in the talent as the character with this signature ability does.

COST 30

INCREASE NUMBER REDUCE DIFFICULTY DESTINY INCREASE NUMBER


Increase the number of allies Reduce the difficulty of the Much to Learn costs 1 Increase the number of allies
affected by 2 per Increase skill check to activate Much Destiny Point instead of 2. affected by 2 per Increase
Number upgrade. to Learn to Average ( ). Number upgrade.
COST 10
COST 10 COST 10 COST 10

CHANGE SKILL CHANGE SKILL IMPROVE TALENT SUPREME TALENT


May make a Leadership May make any Knowledge If the character possesses the If the character possesses the
check instead of a Knowledge skill check instead of a improved version of the supreme version of the
(Education) check to activate Knowledge (Education) check chosen talent, allies affected chosen talent, allies affected
Much to Learn. to activate Much to Learn. count as possessing it too for count as possessing it too for
the duration of the the duration of the
COST 15 COST 15 encounter. encounter.

COST 15 COST 15
CONSULAR UNMATCHED NEGOTIATION
ATTACHED TO

UNMATCHED NEGOTIATION BASE ABILITY


Once per game session as an incidental, the character may spend 2 Destiny Points. For the rest of the round, whenever that character makes a Charm,
Coercion, Deception, or Negotiation check, the character downgrades the difficulty of the check the number of times needed to remove all from the
pool.

COST 30

DURATION INCREASE EFFECT DURATION DESTINY


Unmatched Negotiation lasts Engaged allied characters Unmatched Negotiation lasts Unmatched Negotiation
for 1 additional round. making Charm, Coercion, for 1 additional round. costs 1 Destiny Point instead
Deception, or Negotiation of 2.
COST 10 checks while this power is COST 10
active downgrade their COST 10
difficulty once.

COST 10

REMOVE SETBACK DURATION INCREASE RANGE ADD TRIUMPH


Remove from any checks Unmatched Negotiation lasts Increase the range at which Whenever the character fails
affected by Unmatched for 1 additional round. this ability affects allied PCs a Charm, Coercion,
Negotiation. to medium range. Deception, or Negotiation
COST 15 check while this power is
COST 15 COST 15 active, the character adds
automatic to the results.

COST 15

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