Skill Jockey |
1 |
|
The character removes a Setback die per rank of Skilled Jockey from his Piloting (Planetary) and Piloting (Space) checks. |
Gearhead |
1 |
|
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 |
|
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). 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). |
Solid Repairs |
1 |
|
Whenever the character repairs hull trauma on a starship or vehicle, he repairs one additional hull trauma per rank of Solid Repairs. |
Contraption |
1 |
|
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. Those tools are destroyed in the process. A Triumph may be spent to allow the tools to be reused later. |