|
Second Wind |
3 |
|
Once per Encounter, recover Strain equal to rank |
|
Outdoorsman |
1 |
|
Remove 1 Black from checks to move through terrain or manage enviro effects |
|
Quickdraw |
1 |
|
draw/holster wep or item as incidental |
|
Spare clip |
1 |
|
annot run out of ammo due to triangle w/ circle. Limited use runs out as normal |
|
Jump up |
1 |
|
Once Per Encounter, stand from seated or prone as Incidental |
|
Creative Killer |
1 |
|
reduce crit rating of improvised weapons by to (min 1) |
|
Dynamic Fire |
1 |
|
Ranged attacks while engaged, suffer 2 strain to reduce modifier by 1 |
|
Tinkerer |
3 |
|
1 additional hard point items equal to Rank. Items only be modded once |
|
More Machine than Man |
2 |
|
Increase Implant cap by rank |
|
Gearhead |
2 |
|
Remove 1 square from mechanics checks. mods cost half |
|
Cybernetist |
3 |
|
Remove 1 square to repair, fix or install implants. implants cost half |
|
Resourceful Refit |
1 |
|
make 2 diamond check to scavenge. reduce new mod price by price of old |
|
Jury Rigged |
1 |
|
1 weapon or item gets a permanent improvement while in use |
|
Engineered Redundancy |
1 |
|
can use emergency repair patches and medicine checks to heal |
|
Resolve |
2 |
|
Suffer 1 less stain (min 1) from involuntary strain per rank |
|
Hidden Storage |
1 |
|
storage that can hold weight equal to rank |
|
Signature Vehicle |
1 |
|
choose ship/vehicle all Mechanics upgrade by 1 |
|
Larger Vehicle |
1 |
|
signature vehicle has silhouette 1 larger per rank |
|
Energy Transfer |
1 |
|
suffer 1 strain to power an unpowered device or refill energy weapon |
|
Fine Tuning |
1 |
|
repairing ship system strain repairs 1 extra per rank |
|
Solid Repairs |
1 |
|
repairing ship hull traumarepairs 1 extra per rank |