Social Training
General Training
-
Level 1
You gain Advantage on Performance tests to pretend to be someone else.
Level 2
You gain an extra Advantage on Crafting tests to apply make-up or create costumes and disguises.
You gain Advantage on Deception tests in social situations.
You are Proficient at Art.
Level 3
After listening to someone's voice and speech patterns for at least 10 minutes, you can imitate and copy them perfectly for the next 24 hours. Your Advantage to pretend to be that person is further increased to Major Advantage.
When you spend time Plying your Trade with Performance, you receive double the amount of credits.
Level 4
You can don or doff a disguise, including make up, in only 5 minutes.
When you take your time using a Costuming or Make-up Kit, you choose to add two automatic successes to your test instead of an advantage.
Level 5
Whenever you are in a populated area and have at least 12 hours notice you can procure a number of trained extras up to your Charisma score for one day;
Each trained Extra charges 50 credits for the day.
Trained Extras will assist in Guile and any other social encounters, but with flee if harmed or engaged in combat.
Each trained extra has a Passive Evasion of 2, 12 Hit Points and no Armor Value or Damage Resistance.
Each trained extra has a Charisma score of 5 and use your associated Skill for all social tests.
You gain Advantage on all social tests against humans.
-
Level 1
You have Advantage on social tests involving animals.
Level 2
You are proficient at Animal Handling.
Your Animal Followers gain additional Hit Points equal to your Insight Attribute.
Level 3
You no longer need to pass an Empathy test to successfully command your Animal Followers.
Your Animal Followers will always use your Initiative in the Initiative order.
Level 4
You can use a single Command free action on more than one Animal Follower.
Choose one of the following (you may change this at any time);
You may have a second active follower a long as all your followers are Animal Companions .
Your Animal Companion follower gains an additional wound, but you can only have one follower. Wounded Animal Followers recover over an 8 hour rest.
You are Proficient at Pet Maneuvers.
Level 5
Your Animal Followers receive +1 XP for every XP point you transfer to them.
You Animal Followers gain +1 to their Strength, Endurance, Dexterity, Intelligence, Insight and Charisma.
-
Level 1
You have Advantage on tests to identify or interact with Art.
Level 2
You are Proficient at Art.
You gain Advantage on tests to create Clothes and any Rare Gear.
Level 3
Any Gear you create gains the Masterwork quality.
You gain Advantage on tests to create Art.
Level 4
When you spend time Plying your Trade with Crafting, you receive double the amount of credits.
When crafting Clothes you can increase the the required successes to create Rare Clothes.
You are Proficient at Tinkering
Level 5
When crafting gear you can double the required successes to create Rare Gear of any type.
Any Gear you create gains the Superior quality.
-
Level 1
Advantage on Dexterity tests done as part of a takedown.
Level 2
You are proficient at Larceny.
You gain Advantage on tests to use a Trapmaking Kit.
Level 3
Advantage on Strength and Endurance tests done as part of a take-down.
Whenever you attack a Surprised target, your attack gains the Coup de Grace(+1) quality, up to Coup de Grace(3).
Level 4
The Coup de Grace quality your attacks gain against surprised targets increases to Coup de Grace(+2), up to Coup de Grace(3).
You proficient at Art.
Level 5
Once per take-down attempt, you can re-roll a Skill test of your choice and pick either result.
Whenever you attack a target as part of a takedown, they have major disadvantage on their next Endurance or Insight test and receive a Leg Injury if they have legs.
-
Level 1
You gain 10% more credits when selling Goods and Gear.
Level 2
You have a 10% discount when buying Goods and Gear.
You gain Advantage on tests related to trade or economics.
Level 3
You can add your Diplomacy or Investigation rank to the extra percentage you gain from selling Goods and Gear.
When you spend time Plying your Trade with Diplomacy or Investigation, you receive double the amount of credits.
Level 4
You can add your Diplomacy or Investigation rank to the discount you have when buying Goods and Gear.
When trying to find a specific piece of Gear on a populated area, you can increase the Likelihood of finding it by 10%.
Level 5
You can further add your Charisma or Intelligence score to the both discount and additional Percentage you gain when buying and selling Goods and Gear.
For every week of downtime, you can increase your total amount of Credits by a percentage equal to your Charisma or Intelligence score.
-
Level 1
You gain a number of Command Dice equal to your Charisma Score, which you can issue as a free action.
You can only issue command dice to characters other than you that are under your command or part of your crew.
You can only issue command dice to characters that can see or hear you.
When issued command dice, a character can expend them within the next minute to gain 1 Advantage per die spent on a skill test of their choice.
You regain all your spent Command dice when you take a full 8 hour rest.
Level 2
Characters can store a single Command Die granted by you until their next rest (short or long). They may use that Command Die even when out of sight of you.
You regain one Command Die when taking a short rest.
Level 3
As a reaction, you may spend 1 command die to grant an ally +1 Action Point during their next turn. The character may still have only a maximum of 3 Action Points.
You gain an additional Command Die.
Level 4
Characters can now store up to two Command Dice granted by you until their next rest, as opposed to one.
As a reaction, you may spend 1 Command Die whenever an ally is knocked Out of the Fight to make a Walk action towards them.
Level 5
You gain two additional Command Dice.
When you grant an ally an additional Action Point using your reaction, they may now have a maximum of 4 Action Points as opposed to 3 during their next turn.
-
Level 1
Whenever you receive an Injury from an enemy, you may spend your reaction to make an attack against them.
Level 2
Targets Distracted by you have disadvantage on all skill tests against you until the beginning of your next turn. These disadvantages donot stack with the one naturally inflicted by the Distracted condition.
You have an advantage on Presence tests when using the Distract action.
Level 3
Whenever you lose Hit Points from from an enemy attack, you may spend your reaction to make an attack against them.
Level 4
When you use your Presence skill to inflict the Distracted condition on a target, you may choose to inflict the Afraid condition instead.
Level 5
Once per round, when you score a critical hit on an attack against a target, you may inflict the Afraid condition on them if they fail a Willpower(Insight) test against your passive Presence skill.
-
Level 1
You gain Advantage on Knowledge tests relating to Crime or Piracy.
Level 2
You are Proficient at Larceny
You gain Advantage on Pick pockets, Open Locks and use sleight of hand.
Level 3
You have an advantage on Deception tests when using the Distract action.
When you spend time Plying your Trade with Deception, you receive double the amount of credits.
You gain a number of Criminal Contacts equal to your Deception Rank, which you can distribute among any planets/cities you're aware of.
Level 4
Over one day of Downtime, you can replace one of your Criminal Contact with a different one on another planet.
You gain Advantage on Knowledge, Diplomacy and Deception tests on any planets where you have a Contact.
Level 5
Once per System/Planet/City, as long as you are on a populated location on a planet where you do not have a contact, you can declare ‘I know a guy…’ pertaining a specific need or situation you're in.
You then generate a new Criminal Contact in that location that can help with your specific need.
Roll a D6 to determine the Contact's demeanor towards you;
(1) The contact loathes you, they'll be willing to help but for a steep price.
(2) The contact is doesn't particularly like you, they'll help for a favor in kind.
(3) The contact is indifferent towards you, they'll charge a common rate for their help.
(4) The contact is indifferent towards you, they'll charge a common rate for their help.
(5) The contact is quite fond of you, as long as they are not put at risk, they'll help without asking for anything in return.
(6) The contact loves you, they'll do whatever they can to help you.
-
Level 1
You can choose a Faction from among the local/relevant factions to your game.
You could lose the benefits of this tree if you are ever at odds with one of your chosen Factions or if you are discovered supporting a Faction in conflict with them.
You can regain these benefits if you somehow repair your relationship with the Faction.
You gain a Contact within your chosen faction.
Level 2
You gain Advantage on Social tests against members of your chosen Faction.
You gain Advantage on Knowledge and Investigation tests relating to your chosen Faction.
Level 3
You gain an additional Contact within your chosen Faction.
You Gain a percentage discount equal to your Charisma score whenever you purchase Goods or Gear from your chosen faction.
Your chosen Faction is now friendly towards you and its members will support and protect you when possible
Level 4
You gain a additional Contact within your chosen Faction.
Whenever you are on a planet or population center controlled by your Faction, you can refuel and resupply any vehicle your party owns for free.
Your chosen faction can provide you with a human Follower upon request.
This follower is picked by the GM from the Follower list in Character Options.
The follower fights alongside you and follows your commands as long as it they do not conflict with their Faction’s interests.
Level 5
You gain the Mentor trait, with the Mentor being a powerful or influential person within your chosen Faction. It is possible for you to have more than one Mentor
-
Level 1
Requires the Genetic Modifications trait.
You can only have one Gene-Modded training option.
You gain +1 Gene Mod point.
Level 2
You gain advantage on social skill tests against other Gene-Modded humans.
When involved in a Guile Encounter, you can add any social test advantages or modifiers provided by your Gene Mods to your side's resistance.
You can increase the range of your Encourage free actions by 5 feet for every Gene Mod point you've spent.
Level 3
You gain +2 Gene Mod points.
Level 4
Any gene mods that grant you a modifier on a social skill will now also provide an advantage on that skill.
As a free action, you can 'shut down' one of your Gene Mods to immediately end one of the following conditions on yourself; Afraid, Stunned, prone, Exhausted, Fatigued, Berserk, Blinded, Distracted, Taunted, or to prevent receiving 1 point of Stress. You lose the benefits provided by that Gene-Mod until you take a rest of at least one hour.
Level 5
You gain +3 Gene-Mod points.
-
Level 1
Anyone that eats food you prepare with Luxury Supplies gains 2 Damage Resistance which lasts until the next time they rest and cannot be repaired once used.
Level 2
You are proficient at Art
You have advantage on tests to resist addiction and poison.
Level 3
Anyone that eats food you prepare with Luxury Supplies gains Advantage on tests to recover from Stress, Injuries and Wounds until their next rest.
You have advantage on crafting tests to craft Substances or Cook.
You have a discount percentage equal to your intelligence or insight attribute when purchasing Substances and Supplies.
Level 4
The additional Damage Resistance your food grants increases to 6.
You have Advantage on tests to find, secure and harvest cooking ingredients.
Level 5
You can use Basic Supplies as Common Supplies and Common Supplies as Luxury Supplies.
The Advantage your cooking grants on tests to recover from Stress, Injuries and Wounds increases to Major Advantage.
-
Level 1
You gain Advantage on Charisma tests done as part of a takedown.
You gain Advantage on Profession tests.
Level 2
You are proficient at Art.
You gain advantage on Knowledge and Investigation tests relating to specific people.
Level 3
Advantage on Insight and Intelligence tests done as part of a take-down.
You can spend a full day of downtime and 500 credits in a populated location to create a False Identity for yourself. The false identity will have all the proper documentation and you will gain a Contact of your choice in the location.
You can have a maximum number of False Identities equal to your Deception or Knowledge rank, but you can discard unused identities at any time.
Each False Identity you create can have a different Profession skill- you can choose one of your False Identities Profession skill to replace your own every time you take a long rest.
Level 4
You have advantage on Crafting or Sneak tests to created forgeries or forge documents.
You are proficient at Larceny.
Level 5
False Identities only tale a half day of downtime to create and you gain three Contacts when creating one.
-
Level 1
You can choose a Faction or inhabited location from among the local Factions/Locations relevant to your game.
You gain a Contact within your chosen Faction or Location.
Level 2
You gain Advantage on any Mental skill tests relating to the Faction or Location you have a contact in.
Level 3
You gain a two new Contacts within your chosen Faction or Location.
You can choose a second Faction or Inhabited Location to apply this training options benefits to.
Level 4
You gain Advantage on any Social skill tests relating to the Faction or Location you have a Contact in.
You automatically pass Knowledge tests regarding the Faction or Location you have a Contact in, provided the difficulty is 3 or lower.
Level 5
You Advantage on Mental and Social skill tests relating to the Faction or Location you selected increases to Major Advantage.
You can choose a third Faction or Inhabited Location to apply this training option’s benefits too.
-
Level 1
You may attempt to Encourage two allies with a single Encourage action.
Level 2
Whenever you Help an ally, you grant them a Major Advantage instead of a regular Advantage.
You have advantage on Diplomacy tests against humans.
Level 3
You no longer require a test to successfully encourage allies.
Level 4
You can now Encourage any friendly target that can see and hear you regardless of range.
Your Encourage free actions can now target three allies at a time.
Level 5
Your Encourage actions Heal a number of Hit Points equal to the Rank of the skill used on every Encouraged non-mechanical target.
You can use Encourage as a 2 AP action to target all friendly characters that can see and hear you.
-
Level 1
You gain Advantage on tests against Fear, illusions or mind controlling effects.
Level 2
Critical Failures on Willpower tests count as Regular Failures.
When you roll against the Exhausted or Fatigued conditions, you can take a point of insight stress to re-roll the test and pick either result.
Level 3
When you fail a Willpower test- you can take a point of Insight Stress to add +1 success to your roll.
When you are afflicted by an Insight condition, you can re-roll the result on the table but you must use the second roll.
Level 4
You can remove one of the following traits; Fainthearted, Frail Minded, Finicky, Ragebound, Bleeder, Bad with Money, Haunted or Hooked
You do not have any of those traits or do not with to remove one of them, you instead gain the Stalwart Trait. If your Willpower is already specialized, you may specialize your Empathy, Fortitude, Diplomacy or Presence instead.
Level 5
You are immune to the Afraid condition.
When you fail a Willpower test- you can take a point of Insight Stress to succeed instead.
When you are afflicted by an Insight condition, you can roll the result on the table twice and chose either roll instead of having to use the second roll.
-
Level 1
You can use your reaction to give an ally within 30 feet of you Advantage on a Willpower test.
Level 2
You can use your reaction to give an ally within 30 feet Advantage on a Fortitude or Evasion test.
Your Human follower has additional Hit Points equal to your Empathy or Diplomacy score.
Level 3
Your Human follower has additional Hit Points equal to your Insight or Charisma score
Your maximum range when using a reaction to grant an ally advantage increases to 60 feet.
Level 4
You are immune to the Berserk condition.
You can use your reaction to give an ally within 60 feet Advantage on an Attack test.
Level 5
Your Human Followers receive +1 Experience Point for every Experience Point you transfer to them.
Your Human follower gains an additional wound, but you can only have one follower. Wounded Human Followers heal over an 8 hour rest.
When an ally within 60 feet fails a test to resist an injury, wound or stress spend your reaction to allow them to re-roll the rest.
-
Level 1
You gain Advantage on tests to use Datacraft undetected.
Level 2
You are Proficient at Hacking.
You have advantage on tests to hack electronic locks or alarms.
Level 3
You can deploy the Shutdown and Now You See Me.. ECM (if slotted into your rig) as reactions when you first spot a mechanical unit.
You have an additional ECM slot on any Rig you equip. This additional slot can only be used to for one of the following ECM; Wild Weasel, Shutdown, Open Sesame, Jumble IFF, Now you See me… or Disruption Field.
Level 4
You can scan with your Rig to detect Mechanical Units and Cyborgs through walls and other obstacles out to a range of 300 feet away.
This counts as an ongoing ECM ability but does not consume tech points.
You are proficient at Larceny.
Level 5
You have a second additional ECM slot on any Rig you equip, with the same restrictions as the first one.
As long as you are in a secure location and can communicate with your allies, you can spend 3 Action Points on your turn to allow an ally to use your Datacraft, Knowledge and Sneak rank until the beginning of your next turn.
-
Level 1
You gain Advantage on Perception tests in social situations and Guile Encounters.
Level 2
You gain Advantage on Empathy and Knowledge tests in social situations and Guile Encounters.
Level 3
You gain Advantage on Investigation, Diplomacy and Presence tests in social situations and Guile Encounters.
Level 4
If you spend 10 minutes carefully observing a person, for the next hour you gain the following benefits;
You automatically know that person’s general disposition towards everyone immediately around them.
They have disadvantage on attack tests against you.
Level 5
You can now carefully observer a person in 5 minutes as opposed to 10.
You gain additional benefits after observing someone;
You know if the person is being truthful or not for the duration.
You have advantage on attack tests against them.
-
Level 1
You can spend 1 Focus to give yourself an advantage on any Charisma test.
Requires the Psionically Sensitive trait.
Level 2
During a Guile encounter, you can add your Psionic skill rank (Empathy, Willpower, Presence or Knowledge) to your side's resistance.
You have Major Advantage on tests to conceal the use of your Psionic abilities.
Level 3
During any one round of a Guile Encounter, you can spend 1 Focus to grant an ally an Advantage or impose a Disadvantage on an opponent.
Psionic abilities that grant you bonuses on Social or Mental tests grant an additional Advantage.
Level 4
Psionic abilities that do not deal damage or make attacks no longer visually manifest around you when used. (Though they may still be detected if they have some other visual manifestation)
You can take your time using Psionic abilities to reduce their Focus cost by 1, to a minimum of 1.
Level 5
When you take your time using Psionic abilities, you can now reduce their Focus cost by 2, to a minimum of 1.
-
Level 1
Whenever you Distract a Target you also inflict Vulnerable(+1) on them.
Level 2
You can use your Intelligence in place of your Charisma for your Distract free actions.
When you make a social test against a target that is not already vulnerable, you can choose to inflict Vulnerable(+1) on them.
Level 3
When you hit a target with an attack roll and do not expend Vulnerable, you can inflict Vulnerable(+1) on them.
You gain advantage on Investigation, Knowledge and Perception tests against Vulnerable targets.
Level 4
When you make an attack against a Vulnerable target, you can expend all Vulnerable on them to use your Intelligence in place of your Strength or Dexterity for the attack and damage.
Whenever you expend Vulnerable, you deal an additional +1D damage.
Level 5
At the beginning of each combat encounter, you can inflict Vulnerable(+1) on all targets of your choice that you can see.
-
Level 1
You gain Advantage on tests to charm or persuade.
Level 2
At the beginning of a Guile Encounter your opponent’s resistance is automatically decreased by a number of points equal to your Charisma score. If more than one person in your group has this ability, only the highest Charisma score is applied.
You have advantage on tests to lie and deceive.
Level 3
You gain a pool of dice equal to your Charisma score. You may spend one of these dice on any Social test before rolling to grant yourself an Advantage.
These dice are replenished after a full night’s rest.
Level 4
You can spend two of your Silver Tongue dice to grant yourself Major Advantage on a Social test before rolling.
You can recover one of your Silver Tongue die on a short, one hour rest.
Level 5
You may add a number of dice equal to your Diplomacy rank to your pool of Silver Tongue dice.
You can recover an additional D3 Silver Tongue dice over a short, one hour rest.
-
Level 1
You gain Advantage on Survival tests to track non-mechanical entities.
Level 2
You gain Advantage on Investigation and Perception tests in man-made environments.
You can take a point of Insight stress to re-roll a failed Investigation or Perception test.
Level 3
You gain Advantage on Empathy and Willpower tests against non-mechanical entities.
If you take your time in an Investigation test, you can replace your test results for a flat 2 successes after rolling the dice.
Level 4
If you take your time in a Perception test, you can replace your test results for a flat 2 successes after rolling the dice.
You are proficient at Hacking or Larceny
Level 5
If you take your time in an Investigation or Perception test, you can replace your test results for a flat 3 successes after rolling the dice.
-
Level 1
Whenever you Encourage a Target you also grant them Warded(+1).
Level 2
You can Reposition with a Warded ally as a free action.
At the beginning of each of your turns, if you have no Warded, you gain Warded(+1).
Level 3
At initiative count 1 on the first round of a combat encounter, allies within 10 feet of you can make a 5 foot step.
You can Help on any Intelligence based test even if you have no ranks on the skill being used or the required proficiency.
Level 4
At the beginning of a combat, you can grant Warded(+1) on all targets of your choice within 60 feet.
As a 1 AP action, you can expend all Warded on a Warded ally to grant them 1 additional AP during their next turn, to a maximum of 3 AP.
Level 5
You can expend your reaction when Initiative is rolled to switch Initiatives with a willing ally of your choice.
Allies within 10 feet of you can make a 5 foot step on Initative 1 on every round of Combat Encounters.
-
Level 1
When you inflict the Distracted condition on a target, you may choose to inflict the Taunted condition instead.
Level 2
You may use Distract free actions against any target in Line of Sight regardless of range.
Level 3
Your allies have Advantage on skill tests against any enemy you have inflicted the Taunted condition on.
Level 4
Targets you have inflicted the Taunted condition on can only use Attacks of Opportunity and Reactions against you.
Level 5
On your turn, you can spend 2 Action Points to attempt a Distract action at Major Disadvantage against all enemies that have Line of Sight to you.
-
Level 1
You have advantage on Performance tests to use a Musical Instrument.
Level 2
When you inflict the Distracted condition on a target and are holding your Musical Instrument, you may choose to inflict the Stunned condition instead.
You are proficient at Art.
Level 3
When you spend time Plying your Trade with Performance, you receive double the amount of credits.
You gain Advantage on Performance tests with Charisma.
Level 4
Once per round on your turn, you can spend 1 Action Point to attempt an Encourage action using Performance on all friendly targets that have Line of Sight to you as long as you are holding your Musical Instrument. After using this ability you must roll on the Equipment Damage table for your Musical Instrument.
When you fail on a Charisma test, you can take a point of Charisma stress to succeed instead.
Level 5
Once per round on your turn, you can spend 1 Action Point to attempt a Distract action using Performance against all targets that have Line of Sight to you as long as you are holding your Musical Instrument. After using this ability you must roll on the Equipment Damage table for your Musical Instrument.
-
Level 1
You gain Advantage on tests to understand and speak languages.
Level 2
You gain Advantage on Knowledge and Investigation tests relating to local culture or history.
Level 3
You gain a number of Contacts equal to your Knowledge or Diplomacy Rank, which you can distribute among any populated locations you're aware of.
When engaging in a guile encounter in a location in which you have a Contact, you can add your Knowledge or Diplomacy rank to your side’s resistance.
Level 4
You are considered fluent in any language or dialect in the planets in which you have contacts.
You can spend a day of downtime to replace a Contact with a different one on another location.
Level 5
You gain Advantage on Knowledge, Investigation, Diplomacy and Empathy tests on any location in which you have a contact.
When carrying out a take down on a location on which you have a contact, you may ‘burn’ the contact to immediately succeed at one of the take-down steps - other than the final step of the take-down. You can never regain a contact used in this way, but you can create a new contact on a different location a month later.
-
Level 1
You may use your Performance skill as opposed to your Deception or Presence when using Distract free actions.
Level 2
You may use your Performance rank in place of Athletics to determine your Running Speed.
You are proficient at Art.
Level 3
You can use Performance as a melee attack skill when wielding a weapon that has the Finesse quality.
You gain Advantage on Performance tests with Strength.
Level 4
You gain Advantage on Performance tests with Dexterity.
You cannot be Slowed unless you are Immobilized, in which case you are Slowed instead.
Level 5
You can use your Performance skill in place of any Physical skill in tests that are not attacks, but you cannot obtain critical success when doing so and a Failure will be a Critical Failure instead.