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Additional Limbs |
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Additional free maneuver (still may not perform for than 2 per turn) |
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Kinesic Intuition |
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Qermians have an innate understanding of body language. even extending to other species. Members of this species can communicate basic concepts (no more complicated than "this place is dangerous" or ~that being is untrustworthy to each other non verbally using subtle cues from body language. Depending on the situation. Game Masters can also add boosts to checks Ouermians make to determine the intent of a living being whose form they can clearly observe. |
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rapid reaction |
2 |
73 AoR |
Suffer a number of strain to add an equal number of success to imitative checks. Strain suffered cannon exceed ranks in rapid reaction. |
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solid repairs |
2 |
73 AoR |
When repairing hull trauma on a star ship or vehicle, repair one additional hull trauma per rank of soild repairs |
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Fire Control |
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73 AoR |
Take the fire control manuever; all combat checks made from current starship or vehicle count their targets silhouette as one higher than normal until beginning of next turn. Does not stack. |
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Known Schematic |
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73 AoR |
Once per session, may perform the Known Schematic maneuver. Make a hard knowledge education check. Success grants familiarity with a building or ship's design |
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Galaxy Mapper |
1 |
73 AoR |
Remove setback per rank of Galaxy Mapper from astrogation checks. Astrogation checks take half as long. |
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Familiar Suns |
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73 AoR |
Once per session, may perform a familiar sun manuever. Make a hard knowledge outer rim or core worlds check to reveal the current type of planetary environment and other useful information |
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Cyberneticist |
1 |
SM 29 |
Remove setback per rank of cyberneticist from checks to build, repair, and install cybernetic implants. Cybernetics cost 50 percent less. |
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Eye for detail |
1 |
SM 29 |
After making a mechanics or computers check, may suffer strain in up to ranks in Eye for Detail to convert that many successes into advantages |
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Overcharge |
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SM 29 |
Once Per Encounter, may use the overcharge action. Make a hard mechanics check. On success, installed cybernetic provides additional benefits. On despair overcharged cybernetic shorts out. |
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Engineered Redundancies |
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SM 29 |
Gains the ability to use emergency repair patches to heal. Additionally, can be healed with mechanics checks. |
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Utility Belt |
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SM 29 |
Spend 1 destiny point to perform a utility belt incidental. Produce a previously undocumented item or weapon with restrictions from a tool belt or satchel |
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Improved Overcharge |
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SM 29 |
May spend two advantage or triumph from overcharge action to immediately take another action |
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More Machine than Man |
1 |
SM 29 |
Increase cybernetic implant cap by one per rank of More Machine than Man |
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Surgeon |
1 |
SM 29 |
When making a medicine check to help a character heal wounds, the target heals one additional wound per rank of surgeon |
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Dockyard Expertise |
1 |
FO 29 |
May make an average knowledge education check when at a space dock. If successful, the cost and time for repairs is reduced by 25 percent per rank of dockyard expertise |