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Inorganic |
1 |
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You do not need to eat, sleep, or breathe, and are unaffected by toxins and poisons. You have a cybernetic implant cap of 6 rather than your Brawn rating. You gain no benefit from bacta tanks, stimpacks, or Medicine skill checks. You recover naturally by resting as your systems self-repair. A Mechanics check can be made to repair you using the same difficulties and results as Medicine checks made to heal organic beings. Emergency repair patches have the same effect on you that stimpacks do on organics. |
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Mechanical Being |
1 |
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You cannot become Force-sensitive nor acquire a Force rating by any means. You cannot use Force powers and cannot be affected by any Force powers that target organic beings. You may be upgraded with most mechanical gear, at the GM's discretion, making it intrinsic to your construction. A successful Mechanics check may be required to do so. |
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Enduring |
1 |
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You gain +1 soak value per rank of Enduring. |
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Ready for Anything |
1 |
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You remove 1 Setback die per rank of Ready for Anything from Mass Combat checks and Cool/Vigilance checks to determine Initiative order. |
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Command |
1 |
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You add 1 Boost die per rank of Command when making Leadership checks. Affected targets add 1 Boost die to Discipline checks for 24 hours. |
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Clever Commander |
1 |
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You may use your ranks in Knowledge (Warfare) to upgrade Mass Combat checks instead of your ranks in Leadership. |
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Researcher |
1 |
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You remove 1 Setback die per rank of Researcher from all Knowledge checks. Researching a subject takes half the normal time for you. |
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Grit |
1 |
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You gain +1 strain threshold. |