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=The Noble= Nobles are the idle rich, dilettantes, wealthy merchants, robber barons, politicians, government officials, notable representatives, Imperial or Republic magistrates, or related to royalty. They begin by choosing two Abilities from the list. Most Nobles don't make a habit of getting into conflict, preferring their minions do the fighting for them. They are more comfortable directing the action than taking part it in. However, some prefer to take matters into their own hands, seeing the incompetence of other Nobles all around them. * '''Adviser:''' When you spend a few minutes explaining to someone how to perform a task for which you have an applicable Skill, they can roll as if they had that Skill for that one attempt. * '''Bolster:''' Once per day, give a word of confidence and encouragement to increase an ally's morale. They immediately heal 1d6 Vitality. * '''Connected:''' You can attempt to obtain favors from other Nobles, whether getting a loan, an invitation to a party, or introductions to other important people. * '''Entourage:''' You have two body-guard Hirelings that accompany you at all times. They count as Goons. If they die, you can hire new ones, but you only have to pay the initial fee β after that they stay on permanently. * '''Guarded:''' Once per day, you can redirect any attack against you to one of your Hirelings as long as they are nearby and you describe it in the fiction. * '''Immunity:''' Your status has awarded you with some level of diplomatic immunity. You have legal documents or more shady leverage saying you cannot be arrested by local authorities and must be handed over to your superiors. * '''Linguist:''' You know almost as many languages as a protocol droid. When you encounter a new language roll Acuity; success indicates you are familiar with it. Once per day, you may reroll Influence and take the better result. * '''Strategy:''' When you take a few minutes to formulate a battle plan, allies get +1 to any rolls that follow that plan.
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