Genesys:Tier 3 Talents

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Cost to purchase: 15 xp

Rows marked in blue are unique to Starlight

🡐Tier 2 Tier 4🡒
Tier 3
Name Activation Ranked Text Source
Advanced Computing Nano-Augmentation Passive No In order to take Advanced Computer Nano-Augmentation, a character must have Computer Nano-Augmentation. A character with Computer Nano-Augmentation using a computer with a nanointerface adds b to all Computer skill checks.
StarlightStarlight
Advanced Fortification Nano-Augmentation Passive No In order to take Advanced Fortification Nano-Augmentation, a character must have Fortification Nano-Augmentation. Add + 1 to soak.
StarlightStarlight
Advanced Piloting Nano-Augmentation Passive No In order to take Advanced Piloting Nano-Augmentation, a character must have Piloting Nano-Augmentation. While piloting a vehicle with a nanointerface a character with Advanced Piloting Nano-Augmentation adds b to all Piloting checks.
StarlightStarlight
Advanced Sensory Nano-Augmentation Passive No In order to take Advanced Sensory Nano-Augmentation, a character must have Sensory Nano-Augmentation. A character with Advanced Sensory Nano-Augmentation adds b to all Perception and Vigilance skill checks.
StarlightStarlight
Advanced Targeting Nano-Augmentation Passive No In order to take Advanced Targeting Nano-Augmentation, a character must have Targeting Nano-Augmentation. A character with Advanced Targeting Nano-Augmentation while using a weapon with the Nano-interface weapon attachment adds b all Ranged (Light), Ranged (Heavy), Gunnery, or Melee skill check.
StarlightStarlight
Alchemical Arts Active (Incidental) Yes After making a check to craft a poison, may suffer Strain up to twice ranks in Alchemical Arts. For every two Strain add sa to results.
UPUnlimited Power
Ambush Active (Maneuver) No Once per round while benefiting from cover, may make the Ambush maneuver. Add damage equal to Stealth skill to one hit of next successful combat check against a target within short range before the end of the turn.
FIBForged in Battle
Animal Companion Passive Yes Your character creates a bond with a single animal approved by your GM. This animal must be silhouette 0 (no larger than a mid-sized dog). The bond persists as long as your character chooses, although at your GM's discretion, the bond may also be broken due to abusive treatment or other extenuating circumstances. As long as the bond persists, the animal follows your character, and you dictate the animal's overall behavior (although, since the animal is only bonded with the character, not dominated, it may still perform inconvenient actions such as scratching furniture, consuming rations, and marking territory). Once per round in structured encounters, your character may spend one maneuver to direct their animal in performing one action and one maneuver during your character's turn. The animal must be within hearing and visual range of your character (generally medium range) to do this. Otherwise, the animal does not contribute to the encounter. The specifics of its behavior are up to you and your GM. For every additional rank of Animal Companion your character has, increase the allowed silhouette of the companion by one (this may mean your character gets a new companion, or their companion grows in size). This talent can also change in flavor depending on the nature of your game setting. While an animal companion may make sense in many settings, in a futuristic setting it may make more sense for the “animal” to be a robot or drone, for example.
GCRBGenesys Core Rulebook
Armor Master Passive No When wearing armor, Increase total soak value by 1.
ACRBAge of Rebellion Core Rulebook
,
EBGREdge of the Empire Beginner Game Rulebook
,
ECRBEdge of the Empire Core Rulebook
,
KTPKeeping the Peace
Bad Press Active (Action) No Once per session, choose an organization and make a Hard (ddd) Deception check. On success, organization members have their strain thresholds reduced by 1, plus 1 per sss, until the end of the session. When he does this, the player must explain how the PC disseminated the propaganda such that it has affected his targets. The chosen organization must be narrow and cohesive enough to be affected by bad publicity.
DADesperate Allies
Barrel Roll Active (Incidental, Out of Turn) No Your character can only use this talent while piloting a starfighter or airplane of Silhouette 3 or less. When your vehicle suffers a hit from a ranged combat check, after damage is calculated but before armor is applied, your character may have their vehicle suffer 3 system strain to use this talent. Then, reduce the damage suffered by a number equal to their ranks in Piloting.
GCRBGenesys Core Rulebook
Blind Spot Passive No Your character, and allies within short range, add automatic a to combat checks they make while benefiting from cover.
FIBForged in Battle
,
KTPKeeping the Peace
Blindsense Passive Yes As long as your character can hear, you may ignore setback imposed by darkness or blindness within short range. Each additional rank increases range.
CCC-ESP77Community Created Content
Blooded (Improved) Active (Action) Yes As an action, make a Hard (ddd) Resilience check to immediately recover from all poisons and side effects of drugs. Reduce difficulty once per rank of Blooded.
UPUnlimited Power
Body Guard Active (Maneuver) Yes Once per round, your character may suffer a number of strain no greater than their ranks in Body Guard to use this talent. Choose one ally engaged with your character; until the end of your character's next turn, upgrade the difficulty of all combat checks targeting that ally a number of times equal to the strain suffered.
ROTRealms of Terrinoth
Capital Sendoff Active (Action) No Take a Capital Sendoff action targeting two ships or vehicles at Close range; make a Hard (ddd) Cool check to cause the targets to suffer a minor collision.
SOTStay on Target
Center of Being Active (Maneuver) Yes While wielding a weapon with the Defensive quality, your character may perform a Center of Being maneuver. Until the beginning of your character's next turn, whenever an enemy makes a melee attack targeting them, the critical rating of the enemy's weapon counts as 1 higher per rank of Center of Being.
FCRBForce and Destiny Core Rulebook
Combat Veteran Passive No Add b to Brawl and Discipline checks.
DORDawn of Rebellion
Confidence (Improved) Passive No Your character must have purchased the Confidence talent to benefit from this talent. May spend a on a fear check to steady the nerves of allies making the same fear check. If the character does so each ally within short range who makes the fear check adds automatic successes equal to the character's rank in confidence.
LBELead by Example
Congenial Active (Incidental) Yes May suffer a number of strain to downgrade difficulty of Charm or Negotiation checks or upgrade difficulty when target by Charm or Negotiation checks, by an equal number Strain suffered this way cannot exceed ranks in Congenial.
FHFar Horizons
,
FCFly Casual
,
DOHDisciples of Harmony
Constant Vigilance Passive No May always use Vigilance when making checks to determine initiative.
EVEndless Vigil
Counterattack Active (Incidental, Out of Turn) No Your character must have purchased the Improved Parry talent to benefit from this talent. When your character uses the Improved Parry talent to hit an attacker, they may also activate an item quality of the weapon they used as if they had generated aa on a combat check using that weapon.
ROTRealms of Terrinoth
Creative Killer Passive No Reduce the crit rating of improvised weapons by 2 (to a minimum of 1).
ACRBAge of Rebellion Core Rulebook
Cunning Snare Active (Action) No Once per encounter as an action, may create a trap. Any other character who moves to engaged range of the trap must make an Opposed Vigilance vs. Survival check to avoid harm and ill effects.
FIBForged in Battle
Customized Cooling Unit Passive Yes Your character must have purchased the Signature Vehicle talent to benefit from this talent. Increase the system strain threshold of Signature Vehicle by 2 per rank of Customized Cooling Unit.
SOTStay on Target
Daring Turn Active (Maneuver) No When an opponent has gained the advantage on a starship or vehicle being piloted, may spent 2 strain perform a Daring Turn maneuver to remove the effects.
SOTStay on Target
Disarm Passive No May spend t or aa with a successful Brawl or Melee check to disarm opponent.
FCRBForce and Destiny Core Rulebook
Disarming Smile Active (Action) Yes Take the Disarming Smile action; succeed at an opposed Charm check against a target within short range to lower all defenses of a target by ranks in Disarming Smile until the end of the encounter.
FCFly Casual
Distinctive Style Active (Incidental) No When making a Computers check to hack a system or break into a secured network, before rolling, your character may use this talent to add sshh to the results. If you are using the optional hacking rules on page 232 and your check generates hh, your GM should spend it on the I Know You! option in Table III.2-22 on page 234 of the Genesys Core Rulebook.
GCRBGenesys Core Rulebook
Dockyard Expertise Active (Action) Yes Your character may make an Average (dd) Knowledge check when at a dry dock with suitable personnel and equipment to conduct repairs to a ship, or to add attachments or modifications to one. If successful, the cost and time for repairs is reduced by 20% for each rank of Dockyard Expertise to a minimum of 100 units of currency and one day.
FOFully Operational
Dodge Active (Incidental, Out of Turn) Yes When your character is targeted by a combat check (ranged or melee), they may suffer a number of strain no greater than their ranks in Dodge to use this talent. Then, upgrade the difficulty of the combat check targeting your character a number of times equal to the strain suffered.
GCRBGenesys Core Rulebook
Double or Nothing Passive No Suffer 2 strain to perform the Double or Nothing incidental to increase the difficulty of the next check by one. Then, after canceling opposing symbols, double the amount of remaining a
FCFly Casual
Eagle Eyes Active (Incidental) No Once per encounter before making a ranged combat check, you may use this talent to increase your weapon's range by one range band (to a maximum of extreme range). This lasts for the duration of the combat check.
GCRBGenesys Core Rulebook
Encoded Communique Passive No Upgrade the difficulty of checks to decrypt this character's coded messages without the proper cipher a number of times equal to Computers skill.
DADesperate Allies
Encouraging Words Active (Incidental, Out of Turn) No After an engaged ally fails a check, may suffer 1 strain to assist that ally's next check this encounter as an out of turn incidental.
DADesperate Allies
,
LBELead by Example
,
DOHDisciples of Harmony
Extended Reach Active (Incidental) No While armed with a two-handed melee weapon (or Melee (Heavy) weapon), suffer 1 strain to make a Melee combat check with that weapon targeting an enemy at up to short range (rather than engaged range).
DORDawn of Rebellion
Eye for Detail Active (Incidental) Yes After making a Mechanics or Computers check, may suffer strain up to ranks in Eye for Detail to convert that many s to a.
SMSpecial Modifications
Fear the Shadows Active (Action) No Once per session, may make a Hard (ddd) Deception check to force a single minion group or rival to flee the encounter.
EVEndless Vigil
Fearsome Rep Passive Yes Add a to results of Coercion checks equal to ranks in Fearsome Rep.
DORDawn of Rebellion
Feint Passive Yes Spend t or aaa generated on a missed melee attack to upgrade difficulty of opponent's next attack targeting character by ranks in Feint.
FCRBForce and Destiny Core Rulebook
Feral Strength Passive Yes Add 1 damage per rank of Feral Strength to one hit of successful attacks made using Brawl or Melee skills.
ABGRAge of Rebellion Beginner Game Rulebook
,
ACRBAge of Rebellion Core Rulebook
,
EBGREdge of the Empire Beginner Game Rulebook
,
ECRBEdge of the Empire Core Rulebook
Field Commander Active (Action) No Your character may use this talent to make an Average (dd) Leadership check. If successful, a number of allies equal to your character's Presence may immediately suffer 1 strain to perform one maneuver (out of turn). If there are any questions as to which allies take their maneuvers first, your character is the final arbiter.
GCRBGenesys Core Rulebook
Fire Control Active (Maneuver) No Take the Fire Control maneuver; all combat checks made from current starship or vehicle count their target's silhouette as one higher than normal until the beginning of next turn.
ACRBAge of Rebellion Core Rulebook
Forgot to Count? Active (Incidental, Out of Turn) No When an opponent makes a ranged combat check, you can spend hh from that check to use this talent to cause their weapon to run out of ammo (see page 104), as long as the weapon can normally run out of ammunition.
GCRBGenesys Core Rulebook
Form On Me Passive No Allies equal to ranks in Leadership in short range gain the benefits of the Gain the Advantage action.
ACRBAge of Rebellion Core Rulebook
Formation Tactics Active (Action) No Make a Hard (ddd) Leadership check. If successful, choose a number of allies within short range equal to s generated. Upgrade the difficulty of attacks against these allies once until the end of your character's next turn.
DORDawn of Rebellion
Fortified Structure Passive Yes Your character must have purchased the Signature Vehicle talent to benefit from this talent. Increase the hull trauma threshold of Signature Vehicle by 1 per rank of Fortified Structure.
SOTStay on Target
Freerunning (Improved) Active (Incidental) No Your character must have purchased the Freerunning talent to benefit from this talent. Suffer 4 strain when making a move maneuver to move to any location within medium range.
EVEndless Vigil
Frenzied Attack Active (Incidental) Yes When making a Melee or Brawl check, suffer a number of strain to upgrade the attack an equal number of times. The strain suffered may not exceed ranks in Frenzied Attack.
ACRBAge of Rebellion Core Rulebook
,
ECRBEdge of the Empire Core Rulebook
Full Throttle Active (Action) No While driving or flying, your character may use this talent to make a Hard (ddd) Piloting or Driving check. If successful, the top speed of the vehicle increases by one (to a maximum of 5) for a number of rounds equal to your character's Cunning. The specifics of this talent require the optional vehicle rules, on page 220. If your game does not use these rules, this talent simply makes the vehicle go much faster than normal, with the specifics up to your GM.
GCRBGenesys Core Rulebook
Greased Palms Active (Maneuver) Yes Before making a social check, may spend up to 50 units of currency per rank of Greased Palms to upgrade the ability of the check once for every 50 spent.
ACRBAge of Rebellion Core Rulebook
,
JOYJewel of Yavin
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FHFar Horizons
Grenadier Active (Incidental) Yes When your character makes a ranged combat check with a weapon that has the Blast item quality, you may spend one Story Point to use this talent to trigger the weapon's Blast quality, instead of spending a (even if the attack misses). In addition, your character treats grenades as having a range of medium.
GCRBGenesys Core Rulebook
Hard-Boiled Passive Yes When recovering strain after an encounter, may spend a up to ranks in Hard-Boiled to recover 1 wound per a spent.
NDNo Disintegrations
Heroic Resilience Active (Incidental) Yes Immediately after being hit by an attack but before suffering damage, spend 1 Story Point to increase soak by ranks in Resilience.
FIBForged in Battle
,
DCDangerous Covenants
Heroic Will Active (Incidental, Out of Turn) No When you purchase this talent for your character, choose two characteristics. You may spend a Story Point to use this talent to have your character ignore the effects of all Critical Injuries on any skill checks using those two characteristics until the end of the current encounter. (Your character still suffers the Critical Injuries; they just ignore the effects. See page 114.)
GCRBGenesys Core Rulebook
Hindering Shot Active (Incidental) Yes Spend a story point and increase the difficulty of next Gunnery check by 1. If check deals damage, target starship or vehicle suffers system strain equal to speed when it moves for a number of turns equal to ranks in Hindering Shot.
NDNo Disintegrations
Hunter's Quarry (Improved) Passive No Your character must have purchased the Hunter's Quarry talent to benefit from this talent. Suffer 2 strain to perform Hunter's Quarry action as a maneuver
ETUEnter the Unknown
,
SSSavage Spirits
Informant Active (Incidental) No Once per session, may reveal a contact who can shed light on a chosen subject.
DADesperate Allies
,
NDNo Disintegrations
Inspiring Rhetoric (Improved) Passive No Your character must have purchased the Inspiring Rhetoric talent to benefit from this talent. Allies affected by your character's Inspiring Rhetoric add b to all skill checks they make for a number of rounds equal to your character's ranks in Leadership.
GCRBGenesys Core Rulebook
Interjection Active (Incidental, Out of Turn) No After another character makes a social check, suffer 3 strain to take an interjection incidental make an Average (dd) Vigilance check to add s or f equal to s, and a or h equal to a to the check.
DADesperate Allies
Intimidating Active (Incidental, Out of Turn) Yes May suffer a number of strain to downgrade difficulty of Coercion checks, or upgrade difficulty when targeted by Coercion checks, by an equal number. Strain suffered this way cannot exceed ranks in Intimidating.
ACRBAge of Rebellion Core Rulebook
,
ECRBEdge of the Empire Core Rulebook
,
FBGRForce and Destiny Beginner Game Rulebook
,
FCRBForce and Destiny Core Rulebook
Iron Body Passive Yes Remove b per rank of Iron Body from Coordination and Resilience checks. Reduce the critical rating of unarmed attacks by 1 per rank of Iron Body (to a minimum of 1).
NDNo Disintegrations
Larger Project Passive Yes Your character must have purchased the Signature Vehicle talent to benefit from this talent. Signature Vehicle can have a silhouette 1 larger per rank of Larger Project
SOTStay on Target
,
SMSpecial Modifications
Lethal Blows Passive Yes Add +10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents.
ACRBAge of Rebellion Core Rulebook
,
ECRBEdge of the Empire Core Rulebook
,
SSSavage Spirits
Life or Death Passive No When your character suffers wounds equal to half of their wound threshold or greater, add b to all combat checks they make.
CCC-SwordbreakerCommunity Created Content
Natural Active (Incidental) No When your character purchases this talent, choose two skills. Once per session, your character may use this talent to reroll one skill check that uses one of those two skills.
GCRBGenesys Core Rulebook
No Escape Passive No May spend aa from a Coercion check or hh from a foe's Discipline check; that target cannot perform a free maneuver during his next turn.
KTPKeeping the Peace
Nobody's Fool Passive Yes May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody's Fool.
ACRBAge of Rebellion Core Rulebook
,
ECRBEdge of the Empire Core Rulebook
,
FCRBForce and Destiny Core Rulebook
Opportunist Active (Incidental) Yes When your character purchases this talent, choose one non-combat, non-magic skill. When you roll a check using this skill, you may suffer strain up to ranks in Opportunist to convert that many s into a.
SMSpecial Modifications
Outside the Box Passive No Choose one characteristic when purchasing this talent. Once per session, make one skill check using that characteristic rather than the characteristic linked to that skill.
ACRBAge of Rebellion Core Rulebook
Overchannel (Improved) Passive No Your character must have purchased the Overchannel talent to benefit from this talent. In addition to the effects of Overchannel, you may also add (dd) effects. The character gains one Despair (including the associated failure) per (dd) effect added in this way rather than increase the difficultly of the check. This is in addition to any d rolled.
CCC-ESP77Community Created Content
Overwhelm Defenses Active (Incidental) Yes Upon unsuccessful attack with a starship or vehicle weapon, may spend aa per rank of Overwhelm Defenses. Reduce the defense in the targeted zone by 1 for every aa spent.
ACRBAge of Rebellion Core Rulebook
,
NDNo Disintegrations
Painkiller Specialization Passive Yes When your character uses painkillers (or their equivalent, depending on the setting), the target heals one additional wound per rank of Painkiller Specialization. The sixth painkiller and beyond each day still has no effect.
GCRBGenesys Core Rulebook
Parry (Improved) Active (Incidental, Out of Turn) No Your character must have purchased the Parry talent to benefit from this talent. When your character suffers a hit from a melee combat check and uses Parry to reduce the damage from that hit, after the attack is resolved, you may spend d or hhh from the attacker's check to use this talent. Then, your character automatically hits the attacker once with a Brawl or Melee weapon your character is wielding. The hit deals the weapon's base damage, plus any damage from applicable talents or abilities. Your character can't use this talent if the original attack incapacitates them.
GCRBGenesys Core Rulebook
Pin Active (Action) No Take Pin action; make an opposed athletics check to immobilize an engaged opponent until the end of the character's next turn. Spend t to extend duration one round.
ETUEnter the Unknown
Pinning Fire Active (Action) Yes Select a target within range of your currently wielded ranged weapon and make a Pinning Fire action. Until the start of your next turn, the targeted character adds b to their checks for each rank of Pinning Fire, and suffers 1 strain.
CCC-TomCruiseCommunity Created Content
Plausible Deniability Active (Action) No Take a Plausible Deniability action makes a Hard (ddd) Coercion check to convince one bystander equal to your Willpower to depart quietly.
DADesperate Allies
Point Blank Passive Yes Add 1 damage per rank of Point Blank to damage of one hit of successful attack while using Ranged (Heavy) or Ranged (Light) skills at short range or engaged.
ABGRAge of Rebellion Beginner Game Rulebook
,
ACRBAge of Rebellion Core Rulebook
,
EBGREdge of the Empire Beginner Game Rulebook
,
ECRBEdge of the Empire Core Rulebook
Powerful Blast Passive Yes Increase Blast damage dealt by +1 per rank of Powerful Blast.
ACRBAge of Rebellion Core Rulebook
,
DCDangerous Covenants
Preemptive Avoidance Active (Incidental, Out of Turn) No May spend 1 Story Point to disengage from engaged enemy as an out-of-turn incidental.
FCRBForce and Destiny Core Rulebook
Pressure Point Active (Incidental) No When your character makes an unarmed Brawl check targeting a living opponent, they may use this talent to deal strain damage instead of wound damage, and inflict additional strain damage equal to their ranks in Medicine.
ROTRealms of Terrinoth
Pride and Joy (Improved) Passive No While inside your character's Pride and Joy, recover +1 strain whenever recovering strain and spend a on checks made to recover strain to allow an ally also within the vehicle to recover 1 strain.
DORDawn of Rebellion
Reflect (Improved) Active (Incidental, Out of Turn) No Your character must have purchased the Reflect Talent to benefit from this talent. Your character may use reflect while wielding a melee weapon deemed appropriate by the GM. When reflecting a hit that generated d or hhh may hit one target in medium range with the same damage as the initial hit, after original attack resolves.
FBGRForce and Destiny Beginner Game Rulebook
,
FCRBForce and Destiny Core Rulebook
Resourceful Refit Active (Action) No May perform the Resourceful Refit action, make an Average (dd) Mechanics check to scavenge an old attachment to construct a new one, reducing its price by that of the dismantled attachment.
SMSpecial Modifications
Scathing Tirade (Improved) Passive No Your character must have purchased the Scathing Tirade talent to benefit from this talent. Enemies affected by your character's Scathing Tirade add b to all skill checks they make for a number of rounds equal to your character's ranks in Coercion.
GCRBGenesys Core Rulebook
Seize the Initiative Active (Maneuver) No Once per session, as a maneuver, may make a Hard (ddd) Athletics check. On success, other PCs may take their turns immediately.
FIBForged in Battle
Sense Advantage Active (Incidental, Out of Turn) No Once per session, may add bb to 1 NPC's skill check.
FBGRForce and Destiny Beginner Game Rulebook
,
FCRBForce and Destiny Core Rulebook
Shortcut (Improved) Passive No Your character must have purchased the Shortcut talent to benefit from this talent. When engaging in a chase or race, may suffer 2 strain to add s equal to ranks in Shortcut to the check.
NDNo Disintegrations
,
EVEndless Vigil
,
SSSavage Spirits
Skilled Teacher Active (Incidental, Out of Turn) Yes Before an ally within short range makes a skill check, if that ally has fewer ranks in that skill than your character does, your character may suffer a number of strain no greater than ranks in Skilled Teacher to add an equal number of s to the ally's check.
DOHDisciples of Harmony
Smart Handling Active (Action) No Once per session, while aboard a ship of silhouette 4 or higher, your character may make a Smart Handling action; making a Hard (ddd) Knowledge check. If successful, until the start of the next round, the ship's handling increases by two plus one per a scored on the check to a maximum handling of +4. t can be spent to extend the effect until the end of the encounter.
FOFully Operational
Sound Investments Passive Yes At the start of each session, gain 100 money units for each rank of Sound Investments.
ACRBAge of Rebellion Core Rulebook
,
FHFar Horizons
Studious Plotting Passive No When making a Streetwise or Survival skill check to navigate, the character may use Intellect instead of Cunning.
SSSavage Spirits
Stunning Blow (Improved) Active (Incidental) No Your character must have purchased the Stunning Blow talent to benefit from this talent. When dealing strain damage with Melee or Brawl checks, may spend t to stagger target for 1 round per t.
ACRBAge of Rebellion Core Rulebook
,
ECRBEdge of the Empire Core Rulebook
Sunder Expertise Passive No Each a your character spends to activate a weapon's Sunder quality damages the target item two steps, instead of one.
DOHDisciples of Harmony
Time to Go (Improved) Active (Maneuver) No Your character must have purchased the Time to Go talent to benefit from this talent. When activating Time to Go, allow 1 engaged ally to also perform an out of turn Move maneuver as an incidental to attempt to move into cover or out of the blast range of a weapon or explosion.
ACRBAge of Rebellion Core Rulebook
,
DCDangerous Covenants
Tricky Target Passive No Count vehicle or starship piloted as having a silhouette 1 lower when being attacked.
ABGRAge of Rebellion Beginner Game Rulebook
,
ACRBAge of Rebellion Core Rulebook
,
ECRBEdge of the Empire Core Rulebook
,
FCRBForce and Destiny Core Rulebook
Trust the Captain Active (Action) Yes Make a Hard (ddd) Leadership check. If successful, for the rest of the encounter allies within short range increase their ranks in Discipline by an amount equal to ranks in Trust the Captain.
DORDawn of Rebellion
Tuned Maneuvering Thrusters Passive Yes Your character must have purchased the Signature Vehicle talent to benefit from this talent. Increase the handling of Signature Vehicle by 1 per rank of Tuned Maneuvering Thrusters.
SOTStay on Target
Twisted Words Active (Incidental, Out of Turn) No When an incoming social check generates hh or d, may suffer 1 strain as an incidental to inflict strain equal to ranks in Coercion on speaker.
DADesperate Allies
Up the Ante Passive Yes When gambling win 10% more credits per rank of Up the Ante.
FCFly Casual
Utility Belt Active (Incidental) No Spend 1 Story Point to perform a Utility Belt incidental; produce an undocumented item (maximum 1 encumbrance) or weapon (with Limited Ammo One quality) from a tool belt or a satchel.
ACRBAge of Rebellion Core Rulebook
,
ECRBEdge of the Empire Core Rulebook
Valuable Facts Active (Action) No Once per encounter, perform a Valuable Facts action: make an Average (dd) Knowledge check. If successful, add t to one ally's skill check during the encounter.
DADesperate Allies
,
FBGRForce and Destiny Beginner Game Rulebook
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FCRBForce and Destiny Core Rulebook
Well Rounded Passive No Choose any 2 non-magic skills. They permanently become career skills.
ACRBAge of Rebellion Core Rulebook
,
EBGREdge of the Empire Beginner Game Rulebook
,
ECRBEdge of the Empire Core Rulebook
,
FBGRForce and Destiny Beginner Game Rulebook
,
FCRBForce and Destiny Core Rulebook