Enduring (Droid) |
|
AoR 146 |
The character gains +1 soak value per rank of Enduring. |
Enduring (Mechanic Tree) |
|
AoR 146 |
The character gains +1 soak value per rank of Enduring. |
Gearhead |
|
AoR 148 |
The character removes 1 setback die per rank of Gearhead from his Mechanics checks. In addition, the credit cost to add mods to attachments decreases by 50 % (this does not increase with additional ranks of Gearhead). |
Redundant Systems |
|
AoR 154 |
Once per game session, the character can take a Redundant Systems action to make a Easy (1 D) Mechanics check. If successful, the character may harvest components from a functioning device to repair a broken one, without breaking the functioning device. This allows the character to repair a broken device without having required spare parts, raw materials, or repair kits (the initial check does not suffer penalties for lacking repair kits, either). This only works, however, if the functioning device is at least the same size and technological level as the device being repaired (it's impossible to repair a starship with a blaster pistol). |
Solid Repairs (1) |
|
AoR 156 |
Whenever the character repairs hull trauma on a starship or vehicle, he repairs one additional hull trauma per rank of Solid Repairs. |
Contraption |
|
AoR 144 |
Once per game session, the character can take a Contraption action. With a successful Hard (3 D) Mechanics check, the character can fashion a device to solve a current problem using the tools and parts on hand. This device must be approved by the GM and functions for the duration of the current encounter only. Those tools are destroyed in the process. Triumph may be spent to allow the tools to be recovered to be reused later. |
Natural Tinkerer |
|
AoR 153 |
Once per game session, the character may reroll any one Mechanics check. |
Bad Motivator |
|
AoR 143 |
Once per game session, the character may take a Bad Motivator action to make a Hard (3 D) Mechanics check. If successful, one device (subject to the GM's approval) spontaneously fails due to the character's involvement, or because it was about to fail anyway and the character noticed it (this is the character's decision). |
Droid Stuff |
|
AoR 54 |
Do not need to eat, sleep, or breathe, and are unaffected by toxins and poisons. Cybernetic implant cap of 6. Mechanics check to heal instead of Medicine. Emergency repair patches to repair instead of stimpacks. Jedi Mind Tricks don't work on me. |
Bypass Security (Digital Lockpick) |
|
AoR |
The character removes 1 setback die per rank of Bypass Security from his Skulduggery and Computers skill checks made to disable a security device or open locked door. |
Fine Tuning (1) |
|
AoR |
Whenever the character repairs system strain on a starship or vehicle, he repairs one additional system strain per rank of Fine Tuning. |
Dedication (Cunning) |
|
AoR |
Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six. |
Cyberneticist |
|
SM 34 |
The character removes setback per rank of Cyberneticist from his checks to build, repair, and install cybernetic implants. In addition, cybernetics and any materials used to craft cybernetics cost the character 50% less (this does not decrease with additional ranks of Cyberneticist). |
Eye For Detail |
|
SM 34 |
After rolling the dice pool for a Mechanics or Computers check but before interpreting the results, the character may voluntarily suffer a number of strain no greater than his ranks in Eye for Detail. If he does. he may convert that many successes into advantages (The character must stilt have at least successes in the results at the end to succeed on the check.) |
Overcharge |
|
SM 35 |
Once per encounter, the character may take the Overcharge action by making a Hard (3 D) Mechanics check and choosing one of his cybernetic implants that grants him one or more of the following: + 1 to a characteristic rating, + 1 rank to a skill, or + 1 rank of a ranked talent. If he succeeds, until the end of the encounter, the chosen cybernetic provides an additional + 1 to any characteristics ratings (to a maximum of 7). an additional +1 ranks to any skills (to a maximum of 5). and an additional + 1 ranks of any ranked talents that it provides. T he GM may spend despair from the check to have the overcharged cybernetic short out at the end of the encounter; it provides no benefit until the character spends several hours making an Average (2 D) Mechanics check to repair it. |
Overcharge (Improved) |
|
SM 35 |
Once per round when using the Overcharge action, the character may spend two advantage or one triumph from the Mechanics check to immediately take one additional action. |