Mental Training
Weapon Training
-
Level 1
Select one of the following options;
You are proficient with Tech Weapons (Cannot be traded in)
You gain Advantage on attack tests with Arc Weapons.
You can change this option if you gain proficiency with Tech Weapons later on.
Level 2
You gain Advantage on attack tests with Arc Weapons.
When you attack with an Overcharged weapon, all targets within 5 feet of your original target that are wearing Heavy Armor or are Mechanical Units take 1 point of Shock damage.
Level 3
You are Proficient at Armed Combat Maneuvers or Ranged Combat Maneuvers.
When you attack with an Overcharged weapon, the range of your additional Shock damage extends to 15 feet and the damage increases to 2.
Level 4
You cannot be Stunned by your own Shock damage.
Your attacks with Arc Weapons gain +1D Damage.
Level 5
May use Mechacraft as an attacking skill when wielding Arc weapons.
Once per turn, when you take Shock Damage, the current ammunition in all your shock weapons increases by the amount of Shock damage you received, even past the usual maximum clip size. These extra shots last for one minute or until used.
When you Overcharge a weapon, if your weapon is damaged, you can choose to deal 2D6 points of Shock damage to yourself and ignore the damaged result.
-
Level 1
Select one of the following options.
You are proficient with Tech Weapons (Cannot be traded in)
You gain Advantage on attack tests with Chem Weapons.
You can change this option if you gain proficiency with Tech Weapons later on.
Level 2
You gain Advantage on attack tests with Chem weapons.
Targets have Disadvantage on evasion tests against your Chem weapon attacks.
When you use a Chem weapon against a target that is already affected by one of the following Conditions; Corrosion, Poisoned, Acid Burn, they have disadvantage to resist further stacking of that same condition.
Level 3
You are Proficient at Armed Combat Maneuvers or Ranged Combat Maneuvers.
The disadvantage targets have to resist stacking Chem conditions is increased to Major Disadvantage.
Level 4
Your attacks with Chem weapons reduce any Chemproof qualities on the target by 1.
Your attacks with Chem weapons gain +1D damage.
Med ammunition used by this character heal D6 hit points instead of D3.
Level 5
May use Mechacraft as an attacking skill when wielding Chem weapons.
The Template or Blast quality of your Chem Weapon (if any) increases by 1.
Chemproof reduction on your targets against Chem weapon attacks increases to 2.
-
Level 1
Select one of the following options;
You are proficient with Tech Weapons (Cannot be traded in)
You gain Advantage on attack tests with Combustion Weapons.
You can change this option if you gain proficiency with Tech Weapons later on.
Level 2
You gain Advantage on attack tests with Combustion weapons.
Targets have Disadvantage on evasion tests against your Combustion weapon attacks.
Whenever you make an attack with a Combustion weapon you can spend an extra shot’s worth of ammunition to leave an area of scorched ground behind. The scorched ground occupies any space targeted by your combustion weapon, lasts for 3 rounds, is difficult terrain and characters moving over the area take 1 point of scorch damage for every 5 feet they cross.
Level 3
You are Proficient at Armed Combat Maneuvers or Ranged Combat Maneuvers
You are immune to the effects of areas of Scorched ground you create.
Level 4
Your attacks with Combustion weapons gain +1D Damage.
You no longer have to spend extra ammunition to create areas of Scorched ground.
Your attacks with Combustion weapons reduce any Fireproof qualities on the target by 1.
Level 5
May use Mechacraft as an attacking skill when wielding Combustion weapons.
The Template or Blast quality of your Combustion Weapons (if any) increases by 1.
Fireproof reduction on your targets against Combustion weapon attacks increases to 2.
-
Level 1
Select one of the following options;
You are proficient with Tech Weapons (Cannot be traded in)
You gain Advantage on attack tests with Frost Weapons.
You can change this option if you gain proficiency with Tech Weapons later on.
Level 2
You gain Advantage on attack tests with Frost weapons.
Targets have Disadvantage on evasion tests against your Frost weapon attacks.
If a Slowed target fails a test against your weapon’s Frost damage, they are immobilized until the end of your next turn.
Level 3
You are Proficient at Ranged Combat Maneuvers or Armed Combat Maneuvers.
The difficulty to resist being slowed by your Frost attacks is increased by 1.
You gain Fireproof(+1) while wielding a Frost Weapon.
Level 4
A target that fails to resist your Frost weapon’s slow by more than 2 successes is immediately immobilized until the end of your next turn instead.
Your attacks with Frost weapons gain +1D Damage.
Level 5
May use Mechacraft as an attacking skill when wielding Frost weapons.
The Fireproof quality you gain from wielding a frost weapon increases to Fireproof(+2).
When you attack a target that is Slowed or Immobilized with a Frost weapon, they take an additional +5 pts of damage.
-
Level 1
Select one of the following options;
You are proficient with Tech Weapons (Cannot be traded in)
You gain Advantage on attack tests with Laser Weapons.
You can change this option if you gain proficiency with Tech Weapons later on.
Level 2
You gain Advantage on attack tests with Laser Weapons.
Targets have Disadvantage on evasion tests against your Laser weapon attacks.
When you take your time with a Laser Weapon attack, you can choose to reduce the penalties your attack receives from Cover and the Shield Projector quality by 1.
Level 3
You are Proficient at Armed Combat Maneuvers or Ranged Combat Maneuvers
When you take your time with a Laser Weapon attack, you can now choose to either fully Ignore Cover or the Shield Projector quality on your target.
Level 4
Whenever you take your time with a Laser Weapon attack, you can temporarily give your weapon the Overcharge quality. An overcharged laser attack gains +2D damage and +15 foot range if the attack's range is normally greater than 5 feet.
Your attacks with Laser weapons gain +1D damage.
Level 5
May use Mechacraft as an attacking skill when wielding Laser weapons.
When you take your time with a Laser Weapon attack, draw a line from your front arc to your target and up to the maximum weapon range. If the maximum weapon range less than 20 feet, it becomes 20 feet for this attack instead. You can select a second target that is touched by this line. Make a single attack test and damage test for both targets, hitting the targets whose passive evasion you beat.
-
Level 1
Select one of the following options;
You are proficient with Tech Weapons (Cannot be traded in)
You gain Advantage on attack tests with Powered Weapons.
You can change this option if you gain proficiency with Tech Weapons later on.
Level 2
You gain Advantage on attack tests with Powered Weapons.
Your Powered Weapons may use their Powered profile without any ammunition, but at the end of a turn in which they do so, roll a D6-1 and apply the result on the Equipment Damage table (where 0 means the weapon was not damaged).
Level 3
You are Proficient at Armed Combat Maneuvers or Ranged Combat Maneuvers.
The die roll for damaging a powered weapon after using it Powered without Ammunition becomes a D6-2 instead of a D6-1.
Level 4
All your Powered Weapon attacks gain Knockback(+1) and Knockdown(+1).
Your attacks with Powered weapons gain +1D damage
Level 5
You may use Mechacraft as an attacking skill when wielding Powered weapons while Powered.
You may use Intelligence in place of Strength to determine the damage of your Melee attacks when wielding Powered Weapons.
When taking your time with a Powered Weapon attack, you may roll the Damage test twice and pick either result.
General Training
-
Level 1
Advantage on Survival tests using Insight.
Level 2
Advantage on Perception and Investigation tests.
Level 3
You subtract 2 from your dice roll whenever initiative is determined, to a minimum of 1.
Level 4
Sneak attack maneuvers do not gain additional damage dice against you.
Level 5
You are immune to the Flanked condition.
When ambushed or surprised, you may still act in the first round of combat.
-
Level 1
You gain Chemproof(+1)
You have advantage on tests to craft or identify substances.
Level 2
If you are addicted to a substance, consuming any addictive substance of greater or equal value will stave off the effects of withdrawal.
You have a percentage discount when buying substances equal to your Charisma Attribute plus your Knowledge rank.
Level 3
You can now consume substances as a free action.
As long as you are under the effects of a substance, you have advantage on tests to recover from stress, injuries and wounds.
Level 4
You are proficient at Chemistry.
As long as you are under the effects of a substance, you can ignore the effects of fatigue and exhaustion.
You can accurately identify any substance by taste.
Level 5
You are immune to the Poisoned condition.
When the effect of a substance you've consumed that lasts at least an hour is about to expire, you can make an Endurance(Fortitude) test where the difficulty is 1 + the number of hours elapsed since you first consumed it. On a success, the effect of the substance are extended for one more hour.
-
Level 1
Advantage on tests to identify chemical substances.
Level 2
You are proficient at Chemistry.
When crafting substances, you can increase the successes required by 50% to craft twice as many doses.
Level 3
Substances you craft have their duration increased by 50%. (Rounded down)
You can spend downtime to modify a Substance to function as if you had crafted it by obtaining 25% of its crafting successes while working on it.
Darts and Medi-darts crafted by you gain +1D damage and +1 Healing respectively.
Level 4
Substances you craft now have their duration doubled instead of increased by 50%
You are proficient at Healing
Level 5
Substances you craft have their effects increased by 50% (to a minimum of 1).
Substances you craft carry no risk of addiction as long as no more than one dose is consumed over a 24 hour period.
-
Level 1
You gain Advantage on tests to use computers and information systems.
Level 2
You are proficient at Hacking.
You gain +1 ECM Slots on any Rig you use.
Level 3
You can deploy the Purge and Firewall ECMs (if slotted into your rig) as reactions.
You gain +2 Tech Points on any Rig you use.
Level 4
You gain an additional +1 ECM Slots on any Rig you use.
You can spend a Power Cell and one hour to recover a number of Tech Points equal to your Intelligence attribute.
Level 5
You gain an additional +2 ECM Slots on any Rig you use.
You gain an additional +3 Tech Points on any Rig you use.
When you spend an hour and a power cell to recover Tech points, you recover aditional Tech Points equal to your Datacraft Rank.
-
Level 1
You gain Advantage on evasion tests against blast weapons.
Level 2
You gain Advantage on Fortitude tests against Knockdown and Knockback
You gain Fireproof(+1).
Level 3
You can take your time when setting up mines, Det charges or other explosives to have them deal maximum damage to structures, barricades, obstacles, etc.
The difficulty to evade your attacks with the Blast quality increases to 3.
You gain Shockproof(+1)
Level 4
Your Fireproof and Shockproof from this training increases by 1.
Any Blast or Template weapons you use gain Knockback(+1) and Knockdown(+1)
Level 5
You can take your time on an attack with a thrown explosive to increase its Blast radius by 1.
You can take your time when setting up a mine to increase its Blast radius by 1.
You can spend your reaction to immediately succeed on an evasion tests against an attack with the Blast quality.
-
Level 1
You gain Advantage on tests to identify and disassemble machinery.
Level 2
You are proficient at Engineering
You gain Advantage on tests to craft complex machines.
You gain Advantage on tests to disable machines.
Level 3
When crafting Firearms, Tech Weapons, Mechanical Units and Implants, you can double their required successes to make them Rare.
Your attacks against Mechanical Units gain +1D Damage.
Level 4
You are proficient at Tinkering
Any Tech Weapon or Firearm you craft gains +25% Clip Size (to a minimum of 1)
You can spend downtime to modify a Tech Weapon or Firearm to function as if you had crafted it by obtaining 25% of its required crafting successes.
Level 5
When crafting Firearms, Tech Weapons, Mechanical Units and Implants and you can now make them Rare by increasing their required successes by 50% instead of doubling them.
Any Tech Weapon or Firearm you craft gains +1D Damage.
-
Level 1
You gain Advantage on Social tests to intimidate or frighten.
Requires the Psionically Sensitive trait.
A character can only take 1 Exemplar training
Level 2
You learn 1 Psionic Talent
Once you learn a talent from one Psionic tree, you may never learn any psionic ability from any other tree.
Whenever a character within 30 feet is afflicted by the afraid condition, you may use your reaction to drain Hit Points equal to your Presence rank from them.
Level 3
The amount of Hit Points you can to drain from a character affected by the afraid condition increases to D6 + your presence Rank Hit Points.
Any Animal Companion or equivalent follower you have may use your Presence skill in place of theirs in skill tests.
Level 4
You learn 1 Psionic Power
Whenever you are about to suffer an Injury, you may burn a Focus to roll a D6, on a 3+, the Injury is redirected towards the closest non-mehcanical target within 30 feet.
Once this feature succeeds that specific action cannot be used again until after you carry out at least an hour of Psionic meditation.
Level 5
Whenever you are about to suffer an wound, you may burn a Focus to roll a D6, on a 5+, the wound is redirected towards the closest non-mechanical target within 30 feet
Once this feature succeeds that specific action cannot be used again until after you carry out at least an hour of Psionic meditation.
-
Level 1
You gain Advantage on Investigation tests.
A character can only take one Exemplar training
Requires the Psionically Sensitive trait.
Level 2
Learn 1 Psionic Talent
Once you learn a talent from one Psionic tree, you may never learn any psionic ability from any other tree.
During Psionic Meditation, you can choose to take 1 random point of Stress to regain an additional 1D6 focus.
Level 3
When taking a point of stress to regain additional Focus, you can now choose the type of stress you receive.
When using Psionic Burn, taking a point of Stress adds an additional success to your test.
Level 4
You learn 1 Psionic Power
You may add your accumulated stress to any Knowledge test you make, up to the maximum number of Advantages.
Level 5
After each long rest, you have additional Focus over your maximum equal to your currently accumulated Stress + 1.
-
Level 1
You gain Advantage on Social tests to determine if someone is lying.
A character can only take one Exemplar training
Requires the Psionically Sensitive trait.
Level 2
You learn 1 Psionic Talent
Once you learn a talent from one Psionic tree, you may never learn any psionic ability from any other tree.
You can regain an additional focus during Psionic meditation.
Level 3
The number of additional Focus you regain during Psionic meditation increases to a D3.
As part of at least 1 hour of Psionic Meditation, you may transfer a wound from an ally onto yourself, which is considered treated.
Level 4
You learn 1 Psionic Power
The number of additional focus you regain during Psionic meditation increases to a D6.
Level 5
After at least 1 hour of Psionic Meditation, you may replace a Passive Psionic Abillity for any other Passive Psionic Ability until your next long rest. Powers may be replaced with Talents or Powers but Talents can only be replaced with Talents. A Mastery ability cannot be replaced.
-
Level 1
You gain Advantage on tests to resist Psionic Abilities.
A character can only take one Exemplar training
Requires the Psionically Sensitive trait.
Level 2
Learn 1 Psionic Talent
Once you learn a talent from one Psionic tree, you may never learn any psionic ability from any other tree.
Any psionic ability that makes a Damage test gains +1D damage for each wound the character has.
Level 3
As a free action, you may take a random injury to recover D3+1 focus. Injuries gained in this way can only be treated after at least an hour of Psionic Meditation
Any Psionic ability that has makes a Damage test gains +1D damage for each injury has.
Level 4
You learn 1 Psionic Power
As a free action, You may take a Wound of your choosing to recover D6+2 Focus. Wounds gained in this way can only be treated after at least an hour of Psionic Meditation
Level 5
The amount of Focus you regain from taking a wound increases to D6+6.
-
Level 1
You have Advantage on tests to identify poisons, diseases and chemical compounds.
Level 2
You are proficient at Chemistry
You have advantage on tests to craft canisters with the Acid, Poison or Corrosion qualities.
Level 3
You are immune to the Corrosion, Acid or Poison coming from your own weapons.
Your attacks with the Acid, Poison or Corrosion quality as well as the Blast or Template quality linger in the area in which they were fired until the end of your next turn.
Anyone entering or ending their turn in the area must tests against the Acid, Poison or Corrosion effects of the attack but does not receive extra damage from it (if any).
Level 4
The acid, poison and corrosion qualities of canisters crafted by you are harder to resist, increasing the difficulty by 1.
You are proficient at Tinkering
Level 5
You are immune to one of the following conditions: Acid, Poisoned, Corroded.
Your attacks with the Acid, Poison or Corrosion quality as well as the Blast or Template quality now linger in place for three rounds.
-
Level 1
Requires the Genetic Modifications trait.
You can only have one Gene-Modded training option.
You gain +1 Gene Mod point.
Level 2
You gain advantage on mental skill tests involving your Gene Mods.
You gain a pool of dice equal to the number of Gene Mod points you've spent. You can spend one of these dice for an advantage on an Investigation or Perception test.
Level 3
You gain +2 Gene Mod points.
Level 4
You can now use your Gene-modded Hound dice pool on any Intelligence or Insight based tests.
Whenever you spend an hour resting, you recover d3+1 dice on your Gene Modded Hound pool.
Level 5
You gain +3 Gene Mod points.
-
Level 1
You gain +1 Maximum Implant Bulk
Level 2
You gain a +1 Modifier on Perception tests while equipped with a Neural Implant.
Level 3
You gain a +1 Modifier on Piloting and Investigation tests while equipped with a Neural Implant
Level 4
You gain a +1 Modifier on Mechacrafting, Datacrafting and Medicine tests while equipped with a Neural Implant
Level 5
You can have a Second Cortex Implant.
-
Level 1
Taking Your Time provides Major Advantage on ranged attack tests.
Level 2
You are proficient at Ranged Combat Maneuvers.
Level 3
You can make a Ranged Weapon attack that does not have the Blast or Template quality at Major Disadvantage to add +1D Damage.
Level 4
Taking your Time on ranged attacks without the Blast or Template quality adds +1D damage.
Level 5
Taking your Time on ranged attacks without the Blast or Template quality grants them the Coup de Grace(2) quality. If the attack already has this quality, it becomes Coup de Grace(3) instead.
-
Level 1
You gain Advantage on tests to repair machines.
Level 2
You are proficient at Engineering
Taking your time on tests to repair machines adds an automatic success to your test.
Level 3
Your Repair Actions in combat cost only 1 AP but can only be used once per turn.
Your advantage on tests to repair machines increases to Major Advantage.
Level 4
You can use Mechacraft instead of Crafting in tests to craft or repair Armor, Clothes, Simple Weapons, Martial Weapons, Tactical Weapons, Armor Value and Damage Resistance.
You are proficient at Smithing
Level 5
Your Repair actions restore 3 HP per success.
You can use a second Repair Action per round.
-
Level 1
Advantage on tests to heal Hit Points
Level 2
You are Proficient at Healing.
Taking your time on Medicine tests adds an automatic success to your test.
Level 3
Your Heal Actions in combat use only 1 AP but can only be done once per turn.
Level 4
Your advantage on tests to Heal Hit Points increases to major advantage.
Your Treat Injuries action now requires 2 AP as opposed to 3AP.
Level 5
Your Heal actions restore 3 HP per success.
You can use a second Heal action per round.
-
Level 1
You gain Advantage on tests to avoid being disarmed.
You have Advantage on tests when using the Disarm Combat Maneuver.
Level 2
Enemies have Disadvantage when attempting Equipment Break maneuvers against you.
Every time you take a long rest, your damaged Armor is automatically repaired to an Armor Value equal to its minimum 9 + your Crafting rank.
If this goes over your Maximum Armor Value, then the remaining points are added to your Damage Resistance, up to your maximum Damage Resistance.
Level 3
When your gear is damaged, you can re-roll the results on the Gear Damage Table, but must keep the second result.
Your Free Move actions do not provoke reactions or attacks of opportunity.
Level 4
When you Gear is damaged, apply a -1 to the result on the Gear Damage Table, to a minimum of 1.
You gain Major Advantage on any tests to repair gear or restore HP to mechanical units.
Level 5
Your gear has minimum Break difficulty of 3. This supersedes abilities that would make Gear easier to break.
Any Gear you have equipped which is Damaged but not Broken is repaired when you take a long rest, as you can spend a couple of hours tinkering with it during your rest.
-
Level 1
You gain Advantage on Piloting tests using Insight.
Level 2
You are proficient at Interstellar Navigation
Advantage on tests related Navigation, Orientation and 0G movement.
Level 3
You know how to make the most of the gravitational pull of lanes and can increase hyperspace lane speed by 30% by doubling Fuel consumption
You know how to chart more efficient paths to Hyperspace Lanes, when you are the Navigator for an interstellar ship, it consumes 25% less fuel.
Level 4
You can now increase lane speed by 50% instead of 30% when you double fuel consumption on a ship.
You are proficient at Spaceship Piloting.
Level 5
When you make an Insight based test for Navigation, Orientation or 0G Movement, you can roll the test dice twice and pick the better result.
-
Level 1
You gain Advantage on Piloting tests using Dexterity.
Level 2
You are proficient at Spaceship Piloting
Taking your time on a Piloting test adds an automatic success to your result.
Level 3
You roll 1 fewer die when stressing vehicle engines.
Taking your time on a Piloting test now adds two automatic successes to your result instead of 1.
Level 4
You roll 1 fewer die when stressing vehicle reactors.
You are proficient at Interstellar Navigation
Level 5
Any vehicles you pilot gain +1 maneuverability to a maximum of High(3).
-
Level 1
You gain Advantage on tests to craft Datajacks,Decoders, ExSys, Nanite Canisters and Programming Kits, as well as Data Mods for mechanical units.
Level 2
You are proficient at Hacking.
Taking your time on a Datacrafting test adds an automatic success to your result.
Level 3
You can deploy the ECM Repair and Repair Protocol ECM (if slotted into your rig) as reactions when a viable firendly target loses HP.
You have advantage on investigation and knowledge tests using a Rig or Datapad.
Level 4
Taking your time on a Datacrafting test now adds two automatic successes to your result instead of 1.
You are proficient at Engineering or Tinkering.
Level 5
When using an Ongoing ECM, the effects of any other Ongoing ECM you currently have active do not end until the end of your next turn.
Decoders and Programming Kits crafted by you gain the Expendable (+1) quality.
Nanite Canisters crafted by you restore an additional D3 Tech Charges.
-
Level 1
You learn 1 Psionic Talent
Once you learn an ability from one Psionic tree, you may never learn any psionic ability from any other tree.
Requires the Psionically Sensitive trait.
Level 2
You learn 2 additional Psionic Talents
Level 3
You learn 1 Psionic Power
Level 4
You learn an additional Psionic Talent.
You learn an additional Psionic Power.
Level 5
You learn a Psionic Mastery ability.
-
Level 1
You gain Advantage on Attack tests with Psionics.
Your Psionic Armor and Shield grant +1 Damage Resistance each.
Requires the Psionically Sensitive trait.
Level 2
You can use the Psionic Armor, Psionic Shield, Psi Blade and Psi Lash talents as a Free Action.
Level 3
Your Psionic Lash or Psi Blade gains Scorch(+1), Shock(+1) or Frost(+1).
Your Psionic Armor and Psionic Shield grant +1 Armor Value each.
Level 4
You can use the Psionic Armor, Psionic Shield, Psi Blade and Psi Lash talents as a Reaction
You can cast up to two Psionic abilities in one turn as long as at least one of them is Psionic Armor, Psionic Shield, Psi Blade or Psi Lash.
Level 5
Your Psionic Lash and Psi Blade gains +1D damage and Shock(+1), Scorch(+1) or Frost(+1)
Your Psionic Armor grants Shockproof(+1), Coldproof(+1), Chemproof(+1) and Fireproof(+1)
Your Psionic Shield grants +1 Armor Value and +2 Damage Resistance.
-
Level 1
At the beginning of each game session, you add one Inspiration to the Inspiration pool.
Level 2
You gain an advantage on one Skill of your choosing.
You may pick one more Specialized Skill. If you have spent experience on that skill already you are refunded the difference in cost between specialized and non specialized skills.
Level 3
You gain one Proficiency of your choosing.
You may now change the skill you are gaining advantage on whenever you take a full night's rest.
Level 4
You may pick two more Specialized Skills. If you have spent experience on one of those skills already you are refunded the difference in cost between specialized and non specialized skills.
You now gain an advantage a different skill of your choosing and may change either or both advantages whenever you complete a full rest.
Level 5
Gain a new positive trait or remove a non-story relevant negative trait of your choice.
-
Level 1
Choose an environment;
Void (Spaceships & Space Vacuum)
Urban (Cities & Space Stations)
Wild (Wilderness & Natural Environments).
You gain Advantage on Survival tests in your selected Environment.
Level 2
You gain Advantage on Investigation and Perception tests in your selected Environment.
You are Proficient at Animal Handling.
Level 3
You gain Advantage on Sneak and Athletics tests in your selected Environment.
You can change your selected environment after an 8 hour rest by taking a point of Intelligence stress.
Level 4
You gain Advantage on Attack tests while in your selected Environment.
You are Proficient at Pet Maneuvers
Level 5
While in your selected environment, you may re-roll a number of tests of your choosing equal to your Survival rank between each long rest.
-
Level 1
You can use the Flick Action as a reaction.
Level 2
You can use the Hunker Down action as a reaction.
When prone, you can stand up as a free action.
Level 3
You can use the Brace action as a reaction.
While Braced, you gain a Major Advantage on Fortitude and Evasion tests as opposed to a regular Advantage.
Level 4
Whenever you begin a combat encounter, you can move half your walking speed at initiative count 1.
Level 5
You get a second reaction every round.
-
Level 1
You gain Advantage on tests to craft or repair drones.
Level 2
When you spend all your AP on the Control Drones action, you can use a Disengage action as a Free Action.
You are Proficient at Engineering.
Level 3
Whenever a Drone you control uses a skill you have specialized, they gain Advantage on the test.
Choose one of the following (you may change this at any time);
You may have a second active follower a long as all your followers are Drones.
Your Drone follower gains an additional wound and mod slot, but you can only have one follower. Wounded Drones can be repaired over an 8 hour rest.
Level 4
When you use the Control Drones action, each Drone under your control that is given AP gains +1 AP.
Drones you craft gain a free Emergency Reboot mod that does not take up a mod slot.
You can spend downtime to modify a Drone, obtaining 25% of the successes required to craft it, to function as if you had crafted it.
Level 5
Any Drone you craft gains +1 Strength, Endurance and Dexterity.
Choose one of the following (you may change this at any time);
You may have a third active follower a long as all your followers are Drones.
Your Drone Follower gains an additional mod slot. You may overclock your Drone follower as a free action, but you can only have one active follower. An Overclocked drone gains +2 AP, doubles its movement and running speed and gains major advantage on all tests- but takes a wound at the end of its turn.
-
Level 1
You gain Advantage on tests to craft or repair Mechs
Level 2
The Hit Points of any Mech you craft increases by a number equal to your Intelligence attribute.
You are Proficient at Engineering.
Level 3
Mechs you craft gain a free Emergency Reboot mod that does not take up a mod slot.
Mechs you craft gain +1 Insight and Charisma.
You can spend downtime to modify a Mech obtaining 25% of the successes required to craft it, to function as if you had crafted it.
Level 4
The Hit Points of any Mech you command is further increased by a number equal to your Datacraft Rank or your Mechacraft Rank.
Mechs you craft gain +1 Intelligence.
You are Proficient at Hacking.
Level 5
Mechs you craft gain +1 Strength, Endurance and Dexterity.
Your Mech follower gains an additional wound, but you can only have one follower. Wounded Mechs can be repaired over an 8 hour rest.
-
Level 1
If you Activate a trap, you may attempt a Dexterity(Evasion) test at Major Disadvantage against the Trap's Disarm difficulty to avoid its effects.
Level 2
You have Advantage on tests to arm and detect traps.
You are proficient at Tinkering
Level 3
You have Advantage on tests to disarm traps.
Once per round, you can set a Trap using a Trap Kit as a 1 AP action.
Level 4
You have Advantage on tests to find mines and traps.
Once per round, you can Prime a mine as a 1 AP action.
Level 5
You no longer trigger proximity mines or traps when walking.
Your traps and mines gain +2D damage and Blast(+1) if they already have the Blast quality.
-
Level 1
You gain Advantage on tests to craft or repair Turrets.
Level 2
If possible, Turrets you set will attempt to fire at targets you attack or who attack you as opposed to the closest target.
Turrets you craft gain a free Emergency Reboot mod that does not take up a mod slot.
Level 3
Turrets you craft are 10lbs lighter.
You can spend downtime to modify a Turret obtaining 25% of the successes required to craft it, to function as if you had crafted it.
Choose one of the following (you may change this at any time);
You may have a second active follower as long as they are both Turrets.
Your Turret follower gains an additional wound, but you can only have one follower. Wounded Turrets can be repaired over an 8 hour rest.
Level 4
You move a turret without having to set up again, but you have the Slowed condition while doing so.
At initiative count 0, you can set up a Turret as a reaction.
You are Proficient at Engineering
Level 5
Turrets you control are immune to the Possession or Jumble IFF ECMs.
Any turret you craft gains +1 Dexterity, Endurance and Insight.
-
Level 1
You gain Advantage on tests to craft simple weapons, martial weapons, tactical weapons weapons, shields,armor and related mods.
Level 2
You are proficient at Smithing
You gain Advantage on tests repair Simple Weapons, Martial Weapons, Tactical Weapons, Shields, Armor, Armor Value and Damage Resistance.
Level 3
Armor you craft gains Fireproof(+1), Coldproof(+1), Shockproof(+1) or Chemproof(+1).
You can spend downtime to modify any Armor, Shield, Simple Weapon, Martial Weapon or Tactical Weapon obtaining 25% of the successes required to craft them, to function as if you had crafted it.
When crafting Simple Weapons, Martial Weapons, Tactical Weapons, Armor or Shields, you can double their required successes to make them Rare.
Level 4
Simple, Martial or Tactical Weapons you craft gain +1D damage.
You are proficient at Art
When repairing armor, you restore 2 Armor Value or Damage Resistance per success.
Level 5
When crafting Simple Weapons, Martial Weapons, Tactical Weapons, Armor or Shields, you can make them Rare by increasing their required successes by 50% instead of doubling them.
You can grant any armor and shield you craft one of the following qualities;
Fireproof(+1)
Coldproof(+1)
Chemproof(+1)
Shockproof(+1)
Stealth(+1)
Advantage on Presence Tests
Advantage on Diplomacy tests.
You can grant any Simple, Martial or Tacticalweapon you craft or wield one of the following qualities;
Sever.
Stun(+1).
Knockback(+1).
Knockdown(+1)
-
Level 1
You gain Advantage on tests to treat Injuries and Wounds
Level 2
You are proficient at Healing
You gain Advantage on attack tests against humans.
Level 3
You gain Advantage on tests recognize and diagnose physical illnesses, ailments and diseases.
You gain Advantage on Medicine tests to perform Surgery.
Your Advantage to treat Injuries and Wounds increases to Major Advantage.
Level 4
Any time you treat wounds or injuries you can take your time to add 2 successes to your Medicine test.
You are proficient at Chemistry
Level 5
Characters you operate on no longer take an automatic wound from Surgery.
When you treat a character’s Wounds, you grant them Temporary Hit Points equal to the result of your Medicine test.
These Hit Points cannot stack with other temporary hit points and last until lost or until the character rests for one or more hours.
-
Level 1
When you target a Flanked enemy, you may attack at Disadvantage to gain +1D damage.
Level 2
You and all allies within 30 feet may roll initiative twice during the first round of combat and pick either result.
Level 3
You may roll an extra Initiative die each round of combat, then discard your highest initiative die.
Level 4
You may use the Reposition action as a free action.
Level 5
At the end of any Movement action, you can make a Reposition or Free Move action for free.
Attacking a Flanked enemy provides an additional +1D damage.
-
Level 1
You gain Advantage on tests related to improvised or jury-rigged machines.
Level 2
You are proficient at Tinkering
You gain advantage on tests to create expendable items, accessories, explosives, ammunition and related mods.
Level 3
Any expendable items you craft gain Expendable(+1) as long as they normally have more than one use.
When crafting Accessories, Ammunition, Tools or Explosives, you can double their required successes to make them Rare.
You can modify an Accessory or Tool, obtaining 25% of the successes required to craft it, to function as if you had crafted it.
Level 4
You can add the DNA-Locked quality to any Gear you create.
You craft double the amount of ammunition in the same amount of time by consuming double the materials.
You are proficient at Chemistry.
Level 5
When crafting Accessories, Ammunition, Tools or Explosives, you can make them Rare by increasing their required successes by 50% as opposed to doubling them.
Whenever you create Ammunition or Explosives, you can give them one of the following qualities;
+1D Damage.
Advantage on Attack Tests
Corrosive(+2).