fore warning this does have some filler traits that i am happy to remove once better ideas come to replace them
Jal-Shey
Career skills: FR1
Public speaker: When acquired pick two of Coercion, Charm, Deception, Leadership, or Negotiation these two permanently become career skills |
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Sense emotions: Add B to all Charm, Coercion, and Deception checks unless the target is immune to Force powers. |
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Galactic Wanderer: astrogation becomes a career skill |
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Engineer: mechanics becomes career skills |
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Force Weave: May dedicate force dice equal ranks in force weave to imbue and item with a force power |
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Smooth talker: When first acquired, choose 1 skill; Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend x to gain additional s equal to ranks in Smooth Talker. |
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Inventor: When constructing new items or modifying attachments, add B or remove b per rank of Inventor. |
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Gear Head: Remove b per rank of Gear head from Mechanics checks. Halve the credit cost to add mods to attachments. |
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Nobody's fool: Upgrade the difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool. |
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Public speaker: When acquired pick two of Coercion, Charm, Deception, Leadership, or Negotiation these two permanently become career skills |
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Gear Head: Remove b per rank of Gear head from Mechanics checks. Halve the credit cost to add mods to attachments.
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Force Weave: May dedicate force dice equal ranks in force weave to imbue and item with a force power |
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Pacifist: While unarmed upgrade all social checks once. |
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Force Weave: May dedicate force dice equal ranks in force weave to imbue and item with a force power |
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Smooth talker: When first acquired, choose 1 skill; Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend x to gain additional s equal to ranks in Smooth Talker. |
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Force Rating: Gain +1 force rating |
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Improved Pacifist: May use Pacifist while armed with a single weapon of encumbrance 2 or less. if used this way add tt to the roll |
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Force Rating: Gain +1 force rating |
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Improved Force Weave: When imbuing an item may dedicate additional force dice to increase the wielders force rating while using the imbued power |
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Supreme Force Weave: may imbue a second force power into a single item |
force weave rules
Before the session starts force user must announce that they are attempting to imbue an item. that force user then commits force dice equal to the force power rating (the amount of force dice needed to use the power) of a power they know, for the entire session or longer (GM's discretion).
After the designated time has elapsed the force user then makes a daunting ( dddd ) astrogation check upgraded by the force power's rating (e.g. protect = dccc , heal = dddc ) + B for the each of the players uncommitted force dice
A success means that the base power can be activated, while advantages say what upgrades are available (advantages cannot be spent on upgrades the force user does not have).
Each item may only be imbued with one power at any one time.
Edited by Stormbourne