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Gearhead |
2 |
|
The character removes a setback die 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). |
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Toughened |
3 |
|
+2 wounds |
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Fine Tuning |
2 |
|
Whenever the character repairs system strain on a starship or vehicle, [they] repair one additional system strain per rank of Fine Tuning. |
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Solid Repairs |
4 |
|
Whenever the character repairs hull trauma on a starship or vehicle, [they] repair one additional hull trauma per rank of Solid Repairs. |
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Grit |
2 |
|
+1 strain threshold |
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Redundant Systems |
1 |
|
Once per game session, the character can take a Redundant Systems action to make a Easy difficulty 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). This only works, however, if the functioning device is at least the same size and technological level as the device being repairs (it's impossible to repair a starship with a blaster pistol). |
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Enduring |
1 |
|
+1 soak |
|
Bad Motivator |
1 |
|
Once per game session, the character may take a Bad Motivator action to make a Hard difficulty 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). |
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Contraption |
1 |
|
Once per game session, the character can take a Contraption action. With a successful Hard difficulty 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. Those tools are destroyed in the process. A triumph result may be spent to allow the tools to be recovered to be used later. |
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Natural Tinkerer |
1 |
|
Once per game session, the character may reroll any one Mechanics check. |
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Hard Headed |
1 |
|
On any turn in which the character is staggered or disoriented, they may perform the Hard Headed action (even though staggered characters are normally barred from performing actions). The character makes a Daunting difficulty Discipline check. If they succeed, they are no longer staggered or disoriented. The difficulty of this check decreases by one per additional rank of Hard Headed, to a minimum of Easy difficulty. |
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Hard Headed (improved) |
1 |
|
The character may use the Hard Headed action to recover from being incapacitated due to exceeding their strain threshold. On their next turn after being incapacitated, the character may make a Formidable difficulty Discipline check. If the check is successful, they decrease their strain to one below their strain threshold. The difficulty of this check decreases by one per rank of Hard Headed after the first, to a minimum of Easy difficulty. |
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Insight |
1 |
|
Force talent. Perception and Discipline become career skills. |
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Uncanny Senses |
1 |
|
Force talent. The character adds a boost die per rank of Uncanny Senses to [their] Perception checks. |
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Indistinguishable |
1 |
|
The character's appearance is so common that people have a hard time identifying distinguishing traits. Opposing characters upgrade the difficulty of any checks made to identify [them] once per rank of Indistinguishable. |
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Uncanny Reactions |
1 |
|
Force talent. The character adds a boost die per rank of Uncanny Reactions to [their] Vigilance checks. |
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Sleight of Mind |
2 |
|
Force talent. The character adds a boost die per rank of Sleight of Mind to [their] Stealth checks unless the being attempting to detect the character is immune to Force Powers. |