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Gifts

THESE ARE NOT FORCE POWERS
THESE ARE NOT FORCE POWERS
THESE ARE NOT FORCE POWERS

Gifts are not Force powers. These are things you get at character creation because you’re extraordinary people.

New characters get 3 Gift points.

It is recommended that you write down your Gifts in the Abilities section of your character sheet so you don’t forget about them or how you came by them.

Spending Gift Points

GiftPoint CostNotes
+15% To any* skill (stackable on the same skill)1* Not usable for Force Discpline skills.
+1 Luck Point2
Roll on Gift Table3

Gift Table (Roll)

RollGiftRollGift
1Agile11Insightful
2Charming12Iron Mind
3Danger Sense13Linguistic Savant
4Deadshot14Natural Liar
5Eidetic Memory15Null-Force
6Enhanced Balance16Perceptive
7Enhanced Sight17Quick
8Mathematical Savant18Regenerative
9Forgettable19Resilient
10Species Perfection20Shadow

Gift Descriptions

Agile

The character has superb reflexes. The character adds one tenth of their Athletics skill to Initiative Bonus.

Charming

The character is highly charismatic. Any skill with CHA as a base characteristic is always one grade easier.

Danger Sense

The character has an uncanny intuition of personal danger and never suffers the negative game effects for being surprised.

Deadshot

The character is a natural marksman. With ranged weapons, aiming for one round reduces the situational Difficulty by two grades instead of one. Additionally, the character can shift one adjacent hit location when using ranged weapons.

Eidetic Memory

The character has an eidetic memory and can memorize an image, page of writing, scene, sound, etc. perfectly by spending 1d6 minutes studying it. The character can recall or recite the precise details and nature of the subject at will. Details do not fade with age or time.

Enhanced Balance

The character’s sense of balance is acute. Athletics and Acrobatics are always one grade easier. If Evade is used to avoid an attack, the character does not go prone.

Enhanced Sight

The character can see normally in near-total darkness and suffers no modifiers due to the absence of light. All Perception rolls involving vision are one grade easier.

Mathematical Savant

The character is adept at complex mental mathematics and deductions of probability. Any skill requiring the application of mathematics, including Commerce, Electronics, Engineering, Gambling, and Science are always at one grade easier. Additionally, the character can accurately perform in one Round of intense concentration any mathematical calculation that an ordinary person would require many hours of work with pencil and paper.

Forgettable

The character’s face and voice are indistinct and cannot be remembered by most witnesses. Strangers or casual acquaintances require a Herculean Willpower roll to remember the character or details about them.

Species Perfection

Increase a random characteristic by 1d6.

Insightful

The character is a remarkable judge of character and agenda. All Insight rolls are one grade easier.

Iron Mind

Willpower rolls are one grade easier.

Linguistic Savant

The character is a preternatural linguist. They begin with 1d3+1 additional languages covered under their Linguistics skill. Communicating in an unfamiliar language is always one grade easier, and the character can learn any language they have been exposed to for more than a few hours by spending 1 Experience Roll.

Natural Liar

The character can lie with ease and conviction. All Deceit rolls are two grades easier than the norm. Truth drugs have no effect on the character, and mechanical lie detectors show that the character is telling the truth even when they are lying.

Null-Force

The character is effectively a blank spot in the Force. They are unaffected by most Force Talents, but they can be injured through physical manifestations of the Force, such as being moved by or having something thrown at them via Telekinesis Talents. A Null-Force character by definition cannot be a Jedi, Sith, or other Force user, regardless of their POW. Characters are only affected by the Force Talents Cryokinesis and Pyrokinesis in the Environment Discipline, and by relevant Telekinesis Discipline Talents.

Perceptive

The character has enhanced powers of perception. All Perception rolls are one grade easier. Stimuli related to their enhanced perception are that much more vivid, apparent, intricate, distinct, and so forth.

Quick

The character’s movement rate is double the species norm. The character can disengage from melee combat without using an Action Point or requiring an opposed skill test.

Regenerative

The character’s Healing Rate is 2d2 points higher than normal. Not only does the character heal faster, but wounds do not leave any scar tissue. The character cannot regenerate amputated body parts, but if a body part suffers a Major Wound and remains attached to the body, it will regenerate given enough healing time.

Resilient

The character is incredibly resilient to the effects of wounds. Their Hit Points are calculated using STR+CON+SIZ.

Shadow

The character is innately stealthy. All Stealth rolls are one grade easier, and the character can attempt to hide in plain sight if they are not currently being observed.