Knowledge Specialization |
2 |
|
When Acquired, choose one knowledge skill(education iirc). 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 check with institutes of learning by one level per rank of Respected Scholar |
Researcher |
3 |
|
Removes black dice per rank of Researcher from all Knowledge checks. Researching a subject talks half time. |
Speaks Binary |
1 |
|
When directing NPC droids, may grant them adv. per rank of Speaks Binary on checks. |
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. |
Mental Fortress |
1 |
|
Spend 1 destiny point to ignore effects of crits on int or cunning checks until the end of the encounter. |
Inventor |
2 |
|
When constructing new items of modifying attachments, add blue or remove black per rank of inventor. |
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 |
|
use a maneuver+suffer 1 strain to upgrade the ability of the next skill check once. |
Careful Planning |
1 |
|
Once Per session, may introduce a fact into the narrative as if a Destiny point had been spent. |
Dedication |
3 |
|
gain +1 to a characteristic. cannot raise above 6 this way. |
Utility Belt |
1 |
|
Spend one destiny point to preform utility belt incidental; produce a previously undocumented |
|
0 |
end of scientist skills |
|
|
0 |
start of mechanic skills |
|
Solid Repairs |
2 |
|
The character repairs +1 hull trauma per rank of Solid Repairs whenever he repairs a starship or vehicle. |
Gearhead |
1 |
|
Remove ■ per rank of Gearhead from Mechanics checks. Halve the credit cost to add mods to attachments. |
Grit |
2 |
|
Gain +1 strain threshold |
Bad Motivator |
1 |
|
Once per session, may take a bad motivator action; make a hard mech check to cause one targeted device to spontaneously fail. |
Toughened |
4 |
|
gain +2 wound threshold |
Contraption |
1 |
|
Once per session, take a contraption action; make a hard mech check to fashion a device to solve a current problem using just the tools and parts on hand. |
|
0 |
|
|
Fine Tuning |
1 |
|
When reducing the amount of system strain a starship or vehicle suffers, reduce 1 additional strain per rank of fine tuning. |
Natural Tinkerer |
1 |
|
Once Per session, may re-roll any 1 mechanics check. |
|
0 |
|
|
|
0 |
end of mechanic skills |
|
|
0 |
start of medic skills |
|
Forager |
1 |
|
Remove up to ■ ■ from skill checks to find food, water, or shelter. Survival checks to forage take half the time. |
Surgeon |
2 |
|
When making a Medicine check to help a character heal wounds, the target heals 1 additional would per rank of Surgeon. |
|
0 |
|
|
Stim Specialization |
2 |
|
Stimpacks heal 1 additional wound per rank of Stimpack Specialization. |
Bacta Specialist |
1 |
|
Patients regain 1 additional wound per rank of Bacta Specialist when they recover wounds from bacta tanks or long term care. |
Well rounded |
2 |
|
Choose any 2 skills. They permanently become career skills. |
Stim application |
1 |
|
Take the Stim Application Action: make an average (2 purple) Medicine check. If successful, 1 engaged ally increases 1 characteristic by 1 for the encounter and suffers 4 strain. |
Improved stim application |
1 |
|
When performing Stim Application Action, may increase difficulty of check to Hard (3 purple), and target only suffers 1 strain. |
Dodge |
1 |
|
When targeted by combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade the difficulty of the check by that number. |
Anatomy Lessons |
1 |
|
After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit |
supreme stim application |
1 |
|
spend triumph, increase another stat by 1. |
It's Not That Bad |
1 |
|
Once per session when an ally would suffer a Critical Injury, may take an It’s Not That Bad action; make a Hard (3 Purple) Medicine check to stop the ally from gaining the Critical Injury |
|
0 |
end of medic skills |
|
|
0 |
start of Archeologist skills |
|
|
0 |
|
|
hard headed |
1 |
|
When staggered or disoriented, perform the Hard Headed action; make a Daunting (4 Purple) Discipline check to remove status. Difficulty reduced per rank of Hard Headed |
|
0 |
|
|
durable |
1 |
|
May reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1. |
|
0 |
|
|
resolve |
1 |
|
When a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve to a minimum of 1. |
|
0 |
|
|
|
0 |
end of archeologist skills |
|
Unmatched Ingenuity |
1 |
Signature ability |
Once per game session as an action, the character may spend 2 Destiny Points and make a hard (3 Purple) Mechanics check. If successful, he can add one item quality(except breach or concussive) to a weapon he is holding or operating. If applicable, the item quality has a rating of 1. The character may spend triumph to add one additional quality to the same item, and adv. to increase an item's qualities by 1. This alteration lasts 2 rounds or 10 minutes of narrative time. |
Add Boost |
2 |
upgrade |
when making the check to activate the ability, add 1 blue dice per rank. |
Duration |
2 |
upgrade |
The alteration lasts +1 round per rank. |
Quality(Breach) |
1 |
upgrade |
Allows breach to be used as an alteration |
Quality(Concussive) |
0 |
upgrade |
Allows concussive to be used as an alteration |
Reduce Difficulty |
0 |
upgrade |
the difficulty to activate becomes average(2 purple), instead of hard( 3 purple) |
Destiny |
0 |
upgrade |
to activate, only 1 destiny point is required. |