Advantages

CHARACTER BONUSES

On Character Creation, the character gets 4 of these bonuses. The character also gets a new bonus every 10 Career points they earn.

Focused Craft

  1. Choose a non-combat skill. This skill gets a +4% to roll a critical success.
  2. The selected skill above gets another +4% to roll a critical success.

Shrug It Off

  1. Character may spend a Willpower point to ignore the effects of Wounded level for a few turns. He may spend two Willpower points to ignore the effects of Critical level OR regain consciousness.
  2. +15% maximum Health
  3. +15% maximum Health. Regain consciousness by spending 1 Willpower point.

Scholar

  1. Before rolling for experience, move two Skill checkmarks to any other skills of your choice.
  2. When rolling a Skill experience check, a result of 98-100 adds 2 to the Raw skill instead of one.
  3. When rolling a Skill experience check, a result of 97-100 adds 2 to the Raw skill instead of one & before rolling for experience, move a total of 3 Skill checkmarks to any other skills of your choice.

Live Another Day

  1. Recover +4 health per day.
  2. Recover +4 health per day.
  3. Recover +4 health per day.

Shoot First…

  1. +1 to Initiative
  2. +1 to Initiative
  3. +2 to Initiative

Well of Power

  1. +2 Willpower Points & +1 base Willpower recovered per session & +7% Willpower Recovery
  2. +2 Willpower Points & +1 base Willpower recovered per session & +7% Willpower Recovery
  3. +2 Willpower Points & +1 base Willpower recovered per session & +7% Willpower Recovery

Indomitable Mind

  1. +15% Psionic Defense and +2 to all raw Psionic skills.
  2. +15% Psionic Defense and +4 to a single raw Psionic skill.
  3. +15% Psionic Defense and choose one Psionic skill to get +1% critical successes.

Skill Mastery

  1. Add +3 to the raw value of all the skills in a single skill group
  2. Add +8 to a single raw skill from the group selected above
  3. Any time the skill selected above critically fails, spend 1 Willpower to reroll the dice.

Good Mojo

  1. Character can give luck points to another character with no penalty.
  2. Once per session, the player may reroll any check they just made taking the best roll.
  3. Once per session, the character may reroll any check someone else just made taking the best roll.

Sharp

  1. Choose three skills. Add +10 to the dice on these skills when rolling for experience gain.
  2. Choose three attibbutes. Add +10 to the dice on these Attribute experience rolls.

Dead Eye

  1. Add +5% chance to hit with a specific weapon type (9mm Pistol) (multiple selections alright).
  2. Add +5% chance to hit and add +4% to critically hit with the same weapon chosen above above.

Greased Pig

  1. Add +10% to Unarmed/Melee defense.
  2. Subtract 2 units of success from a successful ranged attack by spending 1 Willpower Point.
  3. Add +5% to Unarmed/Melee defense. Spend 2 Willpower Points to avoid one ranged attack even if it is a critical attack.

Trauma Mama

  1. When giving First Aid, base healing increased to 10 instead of 5.
  2. Instead of waiting for the battle to end, first-aid can now be performed inside of combat by taking 2 turns to heal the patient.
  3. +10 to raw First-aid Skill. First-aid can now be performed inside of combat in 1 turn if the patient spends 2 Willpower points.

Natural Salesman

  1. Gain 4 new Contacts
  2. Convert a contact into a Friend and gain 2 new Contacts.
  3. Convert a contact into a Friend and gain 2 new Contacts.

Blind Faith

  1. Character may spend 2 Willpower Points to attempt one roll at any skill at an effective rating of 30. This includes skills they do not have as well as bold, specialized skills.
  2. Character may spend 1 Willpower Point (and only 1) to add +30% to any roll made by another person whose action is directly saving their life.
  3. Character may spend 1 Willpower Point once per session to prevent their death. Remove 3 points from every Attribute. The character is now at Critical damage level. Spend 4 Willpower Points when using this advantage to return at Wounded level.

Command

  1. Subordinate NPC’s roll +10% to all their rolls in your vicinity when under stress AND receive a permanent +6 to raw Leadership skill.
  2. Once per session you may give up to 2 Willpower in one stirring speech to another player character.

Monkey

  1. Add +10 to the raw skills of Climbing, Running, and Swimming. Receive a bonus of +20% Melee Defense versus grappling attacks.
  2. Add +10 to raw Acrobatics. Acrobatic critical rolls are now at 20% of the skill instead of 10%.

Tech Recovery

  1. You are much more likely to recognize lost technological items.
  2. Your skills of Engineering and Electronics/Mechanics apply to lost technological items without penalty.

Push On

  1. Ignore mild effects such as a -10% for being sleepy, exhausted, or stunned (does not apply to wound states).
  2. Being critically wounded only gives you a penalty of -30% instead of -40%. Movement, however, is still affected.
  3. Once per session when you go below Wounded level, gain 1 Luck point. One per session when you go below Critical level gain 2 Luck points and 1 Willpower. If both levels are reached in a single attack, gain both benefits.

Freakin’ Lucky

  1. +1 maximum Luck Points and +1 Luck points recovered at the end of each session.
  2. +1 maximum Luck Points and your Luck Point limit in a single roll is increased to 4.
  3. +2 maximum Luck Points and +1 Luck points recovered at the end of each session.

It Goes Boom!

  1. Add +10 to the raw skills of Heavy Weapons and Starship Weapons.
  2. Add +10 to the raw skills of Demolitions, Heavy Weapons, and Starship Weapons.

Reach Out and Touch Someone

  1. Your aiming bonus per turn of aiming a ranged attack becomes +20 / +30 / +40
  2. Your aiming bonus per turn of aiming a ranged attack becomes +20 / +40

Decker

  1. Add +10% to your raw Computer Operations skill
  2. Add +10% to your raw Security skill. Add 2 successes to any roll you make to remain untraced while hacking a computer.

Hard Boiled

  1. While using a pistol in each hand, you may fire both pistols in one round with a -30% to hit with each weapon.
  2. While using a pistol in each hand, you may fire both pistols in one round with a -30% to hit with each weapon and may cancel this penalty by spending a Will Power point for each shot.

Advantages

Polera Doc4