Physical Training |
1 |
Clone |
The character adds a boost dice per rank of Physical Training to their Athletics and Resilience checks. |
Gearhead |
2 |
Mechanic |
The character removes a setback dice per rank of Gearhead from [their] 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 |
1 |
Mechanic |
Once per game session, the character can take a Redundant Systems action to make a Easy Mechanics check. If successful, the character may harvest components from a function 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). |
Solid Repairs |
1 |
Mechanic |
Whenever the character repairs hull trauma on a starship or vehicle, [they] repair one additional hull trauma per rank of Solid Repairs. |
Contraption |
1 |
Mechanic |
Once per game session, the character can take a Contraption action. With a successful Hard 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. |
Fine Tuning |
1 |
Mechanic |
Whenever the character repairs system strain on a starship or vehicle, [they] repair one additional system strain per rank of Fine Tuning. |
Bad Motivator |
1 |
Mechanic |
Once per game session, the character may take a Bad Motivator action to make a Hard 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). |
Convincing Demeanor |
1 |
Gambler |
The character removes a setback dice per rank of Convincing Demeanor from [their] Deception and Skulduggery checks. |
Grit |
2 |
Gambler |
Each rank of Grit increases a character's strain threshold by one. |
Second Chances |
3 |
Gambler |
Once per encounter, after the character has rolled a skill check (but before resolving the result), [they] choose a number of positive dice from [their] dice pool up to [their] ranks in Second Chances and re-rolls them. The character must accept the second result. This talent cannot be used to re-roll any Force dice. |
Up The Ante |
1 |
Gambler |
When the character wins at gambling, [they] earn 10% more credits per rank of Up the Ante. |
Double Or Nothing |
1 |
Gambler |
Once per check, the character may suffer two strain to increase the difficulty of the check by one. Then, after canceling opposing symbols, [they] double the number of remaining advantage results. |
Natural Tinker |
1 |
Mechanic |
Once per game session, the character may reroll any one Mechanics check. |
Smooth Talker |
1 |
Gambler |
When a character first acquires this talent, [they] choose one skill: Charm, Coercion, Negotiation, or Deception. When making checks with that skill, [they] may spend a triumph result to gain additional successes equal to [their] ranks in Smooth Talker. |
Natural Negotiator |
1 |
Gambler |
Once per game session, the character may reroll any one Cool or Negotiation check. |
Improved Double or Nothing |
1 |
Gambler |
When performing the Double or Nothing incidental, after canceling opposing symbols, the character also doubles the number of remaining success results. |
Clever Solution |
1 |
Gambler |
Once per session, make a skill check with Cunning instead of its normal skill. |
Natural Rogue |
1 |
Gambler |
Once per session, reroll any 1 Skulduggery or Stealth check. |
Supreme Double or Nothing |
1 |
Gambler |
When performing Double or Nothing, double the number of Triumphs and Despairs. |
Dedication |
1 |
Gambler |
Increase characteristic. Int |