Fine tuning |
1 |
|
When reducing the amount of system strain a starship or vehicle suffers, reduce 1 additional strain per rank of fine tuning |
Gearhead |
2 |
|
Remove 1 setback dice per rank of gearhead from mech checks. Halve the credit costs to add mods to weapons |
Bad Motivator |
1 |
|
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). |
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) |
Toughened |
1 |
|
Gain +2 wound threshold |
Acute senses |
1 |
|
Remove 2 setback dice from their Perception checks, due to their superior hearing, vision and olfactory senses |
Solid repairs |
1 |
|
The character repairs +1 hull trauma per rank of solid repairs whenever he repairs a starship or vehicle |
Enduring |
1 |
|
Gain +1 soak Value |
Contraption |
1 |
|
Once per session take contraption action; Make a hard mechanics check to fashion a device to solve a current problem using the tools and parts on hand |
Grit |
1 |
|
Gain +1 strain threshold |