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Homebrew Reference Book: New Republic Campaign Guide
You are skilled with words and moving the minds of those around you to vote your way in the Senate. Your influence cannot be underestimated.
Diplomatic Poise[]
Your calm and collected character are unflappable in any discussion over issues. Once per encounter, as a Reaction, you add a +5 competence bonus to your Will Defense.
Living Memory[]
Your recall of facts and events is photographic. Choose a specific Knowledge skill. With that skill, you may reroll those skill checks, keeping the better of the two results.
This Talent may be taken multiple times, but with a different Knowledge skill each time.
Master of Will[]
The force of your personality is unparalleled. In any contested Deception, Perception, or Persuasion skill check, any ties are automatically given to the player with this Talent. If both players have this Talent, whoever has the highest Charisma modifier will win. If those are the same, resolve the skill check normally.
One Word, Two Meanings[]
You can use your Deception check modifier instead of your Persuasion modifier when making Persuasion checks. You are considered Trained in the Persuasion skill. If you are entitled to an Persuasion check reroll, you may reroll your Deception check instead (Subject to the same circumstances and limitations).
When the Veils Move[]
Your ability to perceive motives and intentions is very accurate. If combat is about to begin, make a DC 20 Perception check. If successful, you gain a Swift Action before Initiative is rolled. You are also not considered Flat-Footed at the beginning of combat. Even if you fail the Perception check, you are still not Flat-Footed.
Willful Senator[]
Prerequisite: Diplomatic Poise
The strength of your personality is incomparable. Once per encounter, as a Reaction, you may use your Will Defense as your Fortitude Defense. This will also affect Damage Threshold until your next turn.