|
Speaks Binary |
2 |
AoR 157 |
The character grants a Boost die per rank of Speaks Binary to any tasks he directs Non-Player Character droids to perform. |
|
Tinkerer |
2 |
AoR 158 |
The character makes one piece of equipment more modifiable. He chooses one piece of equipment and increases its number of hard points by one. He can only do this once per piece of equipment, but can modify a number of pieces of equipment equal to his ranks in Tinkerer. If he loses a modified piece of equipment, he may apply Tinkerer to a new one. |
|
Hidden Storage |
1 |
DC 32, FiB 35 |
Any large equipment, vehicle, or droid that the character owns has one or more hidden compartments for smuggling appropriately sized gear. The number of compartments is up to the player, but cannot be enough to hold a total encumbrance value of items more than the character's ranks in Hidden Storage. The size of the compartments are proportional to the size of the vehicle or droid in question. Most humanoid droids can only hold items equivalent in size to a one-handed weapon, whereas a silhouette 4 starship could conceal humanoids within its compartments. Any checks to detect these compartments have a Formidable difficulty. |
|
Inventor |
2 |
FaD 145 |
When constructing new items or modifying existing attachments (see Chapter V: Gear and Equipment), the character may choose to add a Boost die or remove a Setback die from the check per rank of Inventor. |
|
Utility Belt |
2 |
FC 33 |
The character may spend one Destiny Point to perform a Utility Belt incidental to produce a previously undocumented—but essential—small tool from his utility belt, satchel, or pockets, with a rarity no greater than (4). This cannot be a weapon unless the weapon has the Limited Ammo 1 quality. |
|
Dedication [AGILITY] |
1 |
FH 33 |
Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six. |
|
Careful Planning |
1 |
FaD 140 |
Once per game session, the character can choose to introduce a "fact" or additional context directly into the narrative as if he had spent a Destiny Point. |
|
Intense Focus |
1 |
AoR 149 |
Perform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once. |
|
Natural Scholar |
1 |
AoR 153 |
Once per game session, the character may reroll any one Knowledge skill check. |
|
Stroke of Genius |
1 |
ND 36 |
Once per game session, the character can choose to make one skill check using Intellect, rather than the characteristic linked to that skill. When he does this, he must explain how, in this particular instance, his intelligence is helping him overcome this challenge. |
|
Cyberneticist |
2 |
SM 34 |
The character removes a Setback die per rank of Cyberneticist from his checks to build, repair, and install cybernetic implants. In addition, cybernetics and any materials used to craft cybernetics cost the character 50% less (this does not decrease with additional ranks of Cyberneticist). |
|
Surgeon |
2 |
FiB 35 |
When this character makes a Medicine check to help a character heal wounds, the target heals one additional wound per rank of Surgeon. |
|
Eye for Detail |
1 |
SM 35 |
After rolling the dice pool for a Mechanics or Computers check but before interpreting the results. the character may voluntarily suffer a number of strain no greater than his ranks in Eye for Detail. If he does. he may convert that many Success into Advantage. (The character must stil have at least one Success in the results at the end to succeed on the check.) |
|
Durable |
1 |
FaD 142 |
The character may reduce a Critical Injury result he suffers by 10 per rank of Durable, to a minimum of one. |
|
More Machine Than Man |
1 |
SM 34 |
Each rank of More Machine than Man increases the character's cybernetic implant cap by 1 |
|
Dedication [INTELLECT] |
1 |
FH 33 |
Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six. |