Special Ability |
1 |
|
Medicine +1. |
Dark Vision |
1 |
|
Remove 2 setback dice from checks due to darkness. |
Knowledge Specialization |
2 |
|
When acquired, choose 1 Knowledge skill. When making that skill check, may spend (Triumph) result to gain additional successes equal to ranks in Knowledge Specialization. |
Respected Scholar |
2 |
|
May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar. |
Researcher |
2 |
|
Removes (1 Black) per rank of Researcher from all Knowledge checks. Researching a subject takes half the time. |
Speaks Binary |
2 |
|
When directing NPC droids, may grant them (1 Blue) per rank of Speaks Binary on checks. |
Hidden Storage |
1 |
|
Gain hidden storage in vehicles or equipment that holds items with total encumbrance equal to ranks in Hidden Storage. |
Tinkerer |
2 |
|
May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once. |
Inventor |
2 |
|
When constructing new items or modifying attachments, add (1 Blue) or remove (1 Black ) per rank of Inventor. |
Mental Fortress |
1 |
|
Spend 1 Destiny Point to ignore effects of Critical Injuries on Intellect or Cunning checks until end of encounter. |
Natural Scholar |
1 |
|
Once per session, may re-roll any 1 Knowledge skill check. |
Stroke of Genius |
1 |
|
Once per session, make one skill check using Intellect rather than the characteristic linked to that skill. |
Intense Focus |
1 |
|
Perform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once. |
Utility Belt |
1 |
|
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. |
Careful Planning |
1 |
|
Once per session, may introduce a “fact” into the narrative as if a Destiny Point had been spent. |
Dedication |
2 |
|
Gain +1 to a single characteristic. This cannot bring a characteristic above 6. |
Cyberneticist |
2 |
|
Remove (1 Black) per rank of Cyberneticist from checks to build, repair, and install Cybernetic implants. Cybernetics cost 50% less. |
More Machine Than Man |
3 |
|
Each rank of More Machine than Man increases the character's cybernetic implant cap by 1. |
Engineered Redundancies |
1 |
|
Gain the ability to use emergency repair patches to heal. Additionally, can be healed with Mechanics check. |
Toughened |
2 |
|
Gain +2 wound threshold. |
Eye For Detail |
1 |
|
After making a Mechanics or Computers check, may suffer strain up to ranks in Eye for Detail to convert that many (Success) to (Advantage). |
Energy Transfer |
1 |
|
May suffer 1 strain to use Energy Transfer maneuver to power up an unpowered device or replenish exhausted ammunition for an energy weapon. |
Overcharge |
1 |
|
Once per encounter, may use the Overcharge action. Make a Hard (3 Purple) Mechanics check. On success, one installed cybernetic provides additional benefits. On (Despair), overcharged cybernetic shorts out. |
Surgeon |
2 |
|
When making a Medicine check to help a character heal wounds, the target heals 1 additional would per rank of Surgeon. |
Improved Overcharge |
1 |
|
May spend (2 Advantage) or (1Triump) from Overcharge action to immediately take another action. |