|
Gearhead |
2 |
|
Remove 1 square per rank from all mechanics checks, 1/2 credit cost to add mods to attachments |
|
redundant systems |
1 |
|
Once per session, take the redundant systems action, make a diamond mechanics check to harvest components from a functioning device, without it breaking, to repair a broken one |
|
solid repairs |
4 |
|
+1 hull trauma per rank whenever repair starship/vehicle |
|
toughened |
2 |
|
+2 wound threshold |
|
contraption |
1 |
|
once per session, take the contraption action, make three diamond mechanics check to fashion a device to solve a current problem using just the tools and parts on hand |
|
natural tinkerer |
1 |
|
once per session, may re-roll any one mechanics check |
|
enduring |
1 |
|
gain +1 soak |
|
hold together |
1 |
|
may spend a destiny point to use a hold together incidental immediately after the vehicle or starship takes damage to turn it into system strain instead |
|
fine tuning |
2 |
|
when repairing the amount of system strain a starship or vehicle suffered, repair 1 additional strain per rank |
|
bad motivator |
1 |
|
once per session, take the bad motivator action, make a three diamond mechanics check to cause one targeted device to spontaneous fail |
|
dedication |
1 |
|
+1 to a single characteristic cannot bring above 6 |
|
grit |
1 |
|
gain +1 strain threshold |
|
hard headed |
1 |
|
when staggered or disoriented, take the hard headed action to make a 4 diamond discipline check to remove the status. Difficulty reduced by 1 per rank |
|
improved hard headed |
1 |
|
when incapacitated due to strain exceeding threshold, take a 5 diamond discipline check to reduce strain to 1 below threshold. Difficulty reduced by 1 per rank |