Water Breathing |
1 |
|
Breath Underwater No Restrictions |
Surgeon |
6 |
|
When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Surgeon. |
Grit |
3 |
|
Gain +1 strain threshold. |
Stim Application |
1 |
|
Take the Stim Application action; make a (2 purple die) Medicine check. If successful, 1 engaged ally increases 1 characteristic by 1 for the encounter and suffers 4 strain. |
Natural Doctor |
1 |
|
Once per session, may reroll any 1 Medicine check. |
Master Doctor |
1 |
|
Once per round, suffer 2 strain to decrease the difficulty of a Medicine check by 1. |
Dedicated |
3 |
|
Gain +1 to a single characteristic. This cannot bring a characteristic above 6. |
Durable |
2 |
|
May reduce any critical injury by 10 times the rank of Durable |
Toughened |
3 |
|
Gain +2 wound threshold. |
More Machine Than Man |
4 |
|
Increase cybernetic implant cap by 1 times the rank in More Machine Than Man |
Cyberneticist |
1 |
|
Remove (Setback Die) per rank of Cyberneticist from checks to build, repair, and install cybernetic implants. Cybernetics cost 50% less |
Resolve |
2 |
|
When a character involuntarily suffers strain, he suffers 1 less strain per rank of resolve, minimum 1. |
Engineered Redundancies |
1 |
|
Gain the ability to use emergency repair patches to heal. Additionally can be healed with Mechanics checks. |
Pressure Point |
1 |
|
When making a Brawl check against an opponent, instead of dealing damage, may deal equivalent strain plus additional strain equal to ranks in Medicine (ignoring soak). |
Anatomy Lessons |
1 |
|
After making a successful attack, may spend 1 Destiny Point to add Intellect to one hit. |
Expressionless |
1 |
|
Kaminoans add 1 setback die to all charm checks they make. Other characters add 1 setback die to all social skill checks they make when targeting Kaminoans. |
Knowledge Specialization |
1 |
|
When acquired, choose 1 knowledge skill. May spend triumph when rolling that skill to gain successes equal in ranks of Knowledge Specialization. |
Researcher |
1 |
|
Remove a setback die per rank in Researcher from all knowledge checks. Researching a subject takes half the time. |
Respected Scholar |
1 |
|
May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar. |
Natural Scholar |
1 |
|
One per session, may re-roll any 1 knowledge skill check. |
Stroke of Genius |
1 |
|
Once per session, make one skill check using intellect rather than the characteristic linked to that skill. |
Intense Focus |
1 |
|
Perform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once. |
Careful Planning |
1 |
|
Once per session, you may introduce a "fact" into the narrative as if a destiny point had been spent. |
Energy Transfer |
1 |
|
May suffer 1 strain to use the Energy Transfer maneuver to power up an unpowered device or replenish exhausted ammunition for an energy weapon. |
Blooded |
1 |
|
Add a Bonus Die (Blue Die) per rank of Blooded to all check to resist or recover from the effects of poisons, venoms, and other toxins. Reduce the duration of any related ongoing effects or damage from toxins, venoms, or poisons by one round per rank of Blooded to a minimum of one. |
Overcharge |
1 |
|
Once per encounter, as an action make a 3 purple mechanics check. On a success one installed cybernetic implant provides additional benefits. On a Despair overcharged implant shorts out. |
Improved Overcharge |
1 |
|
May Spend 2 Advantage or 1 Triumph from Overcharge action to immediately take another action. |
Supreme Overcharge |
1 |
|
May Preform the Overcharge action on any number of installed cybernetics. Despair shorts out one overcharge cybernetics |