Talents
Name | Talent type | Description |
---|---|---|
Augmented Ability (Control) | Enhancement | You gain the Extraordinary Attribute 1 special rule for the Control Attribute. When the character uses this ability, they increase their Complication Range by 2 for that Task. |
Augmented Ability (Daring) | Enhancement | You gain the Extraordinary Attribute 1 special rule for the Daring Attribute. When the character uses this ability, they increase their Complication Range by 2 for that Task. |
Augmented Ability (Fitness) | Enhancement | You gain the Extraordinary Attribute 1 special rule for the Fitness Attribute. When the character uses this ability, they increase their Complication Range by 2 for that Task. |
Augmented Ability (Insight) | Enhancement | You gain the Extraordinary Attribute 1 special rule for the Insight Attribute. When the character uses this ability, they increase their Complication Range by 2 for that Task. |
Augmented Ability (Presence) | Enhancement | You gain the Extraordinary Attribute 1 special rule for the Presence Attribute. When the character uses this ability, they increase their Complication Range by 2 for that Task. |
Augmented Ability (Reason) | Enhancement | You gain the Extraordinary Attribute 1 special rule for the Reason Attribute. When the character uses this ability, they increase their Complication Range by 2 for that Task. |
Neural Interface | Enhancement | The character has had a cybernetic device implanted directly into their brain, allowing them to interface with computers and similar technologies with their thoughts. Initiating or breaking the link between their minds and a computer system takes a Minor Action, and while they are connected they may reroll the d20 gained from using ship's Systems. However, any time the ship suffers a Breach the character also suffers 3 CD of Stress. |
Physical Enhancement | Enhancement | The character has some portion of their body replaced by an advanced piece of bio-mechanical hardware. This device functions exactly like its organic counterpart; however, before attempting a Task, the Character may choose to take 3 CD Stress to add a single additional d20 to their dice pool. Any Injuries caused by this damage is resolved after the effects of the Task. Multiple dice may be bought in this way, but the damage is added together (so, buying two dice inflicts 6 CD damage, and buying 3 dice inflicts 9 CD damage). These dice count towards the normal limit of bonus d20s purchased. |
Sensory Replacement | Enhancement | Due to physical injury or irreparable birth defect, the character has been forced to adopt a cybernetic device that replaces one of their sensory functions – most commonly sight or hearing. The character gains the Artificial Sense Trait, which can be used normally. In addition, when the character is using the Obtain Information Momentum spend, they may ask questions or be given information not normally available with organic senses. |