Remove SETBACK die per rank of Gearhead from Mechanics checks. Halve the credit cost to add mods to attachments.
Inventor
2
Force and Destiny pg. 146
When constructing new items or modifying attachments, add BONUS die or remove SETBACK die per rank of Inventor.
Grit
Force and Destiny pg. 144
Gain +1 strain threshold.
Armor Master
Keeping the Peace pg. 30
When wearing armor, increase total soak value by 1.
Armor Master (Improved)
Keeping the Peace pg. 30
When wearing armor with a soak value of 2 or higher, the character increases his defense by one.
Mental Tools
Force and Destiny pg. 147
The character always counts as having the right tools for the job (see page 181) when performing Mechanics checks.
Tinkerer
Keeping the Peace pg. 31
The character makes one piece of equipment more modifiable. He chooses one piece of equipment and increases its number of hard points by one.
Armor Master (Supreme)
Keeping the Peace pg. 30
Once per round, when the character suffers a Critical Injury, he may suffer 3 strain to take the Armor Master incidental. If he does, he reduces the Critical Injury result that he suffers by 10 per point of his soak, to a minimum of 1.
Dedication (Intellect)
Force and Destiny pg. 141
Each rank permanently increases a single characteristic of the player's choice by 1 point. This cannot bring a characteristic above 6.
Force Powers
Force Rating
1
Power
Enhance
Description
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool. The user may spend FORCE point to gain SUCCESS or ADVANTAGE (user’s choice) on the check.