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name prerequisits cost

Doctor edu 6 3
Sniper reflex 5, int 4 2
Explosives expert edu 6 3
Smooth Talker Speech 5 2
Basic firearms training none 1
Strong Arm Bulk 6 2
Steel Resolve End 8 Bulk 6 7
Combat veteran end 4, bulk 3, det 4, reflex 3. 5
Scrapper int or edu 4, reflex 4 2
Inquisitive awareness 4 2
Medic int 4 1
Assasin reflex 4, awareness 4 2
Night owl awareness 6 2
Radio operator edu 5 1
Tracker awareness 4 1
Gunslinger Reflex 6 3
Mounted gunner reflex 5, int 4 3
Pack mule bulk 5 2
Con Artist speech 4, reflex 4 4
Chef int or edu 4, reflex 2, awareness 3 4
Civil Mechanic edu 4 1
Military Mechanic edu 4 1
Naval Mechanic edu 4 1
Gunsmith edu or int 4 1
Reflex fighter bulk < 6 2
Forger edu 6 3
Sailor edu 4 2
Scholarship (Topic) Education 6 2
description
you gain a +2 on medical- and first aid checks
the effective range of any rifle weapon is increased to 1.5 times the effective range
you gain a +2 to any explosives check. you can ignore a 1 when working with explosives if you have a 6 on one of the dice
You can deceive or persuade people well, you have a +2 to persuasion and deception check. You can ignore a 1 when using
you get a +1 for repair rolls on weapon jams and malfunctions and no disadvantage for using unfamiliar firearms.
The effective range of any non-precision throwing weapons is increased to 1.5 times the effective range.
You have an uncanny ability to shrug off even the greatest of injuries. Once per day, if you get reduced to below half your
you have served in the army and seen the horrors of war. you have a +2 to determination rolls when witnessing the afterm
you are very good at quickly salvaging useful parts. You have a +1 to all rolls fo salvage and you +1 to all rolls to see if any p
you gain a +1 to all awareness rolls to determine whether someone is lying
you can ignore a 1 on any first aid as long as you have rolled a 6.
when attacking someone that is unaware of your presence with a precision melee weapon you get a +1 to your to hit and
you have a +1 to all stealth checks at night in on darkness. You suffer from 1 less penalty in darkness and dim light
you know the mechanisms behind a radio. You can repair them and you can make radios and hidden radios.
you get a +1 to all awareness rolls made to track animals, people or vehicles
You are trained in dual wielding two pistols. While doing this, you can ignore one complication if a 6 is rolled and you take
you have experienc in shooting firearms while mounted. You ignore 2 penalties to shooting while mounted and you can re
you can carry 1.5 times the normal amount without being encumbered.
you are good at thievery and scamming. You have a +2 to slight of hand abilities or when using using charisma to lie to peo
You have been taught how to cook from a young age, you have become a master inside the kitchen. You have a +2 rolls to
you can repair civilian vehicles
you can repair military vehicles
you can repair ships
you can repair firearms
when using a precision melee weapon you calculate size difference modifiers as if your bulk was 1 higher then it is.
you have experience forging documents. You have a +1 to all forgery rolls.
you can have experience steering ships. You have a +1 to all steering and navigation rolles when piloting a ship.
You're an expert in one field of education (maths, science, linguistics etc.). You gain a +2 bonus to any Education rolls invol
ve a 6 on one of the dice
can ignore a 1 when using charisma based abilities if you have a 6 on one of the dice
amiliar firearms.

duced to below half your max HP, you can roll 1d6 and regain that much HP.
hen witnessing the aftermath of war and corpses, you have a +1 to throwing rolls for grenades and you have a +2 to all rolls to fix malf
+1 to all rolls to see if any parts can be salvaged

et a +1 to your to hit and you deal an additional dice of damage.


ness and dim light
dden radios.

a 6 is rolled and you take no penalties to accuracy while dual wielding


e mounted and you can reload firearms and use bolt action rifles on horseback.

sing charisma to lie to people. You can ignore a 1 when using reflex based abilities for thievery if you have a 6 on one of the dice
hen. You have a +2 rolls to performing when cooking, and ignore a 1 when cooking if you have a 6 on one of the dice.

1 higher then it is.

piloting a ship.
o any Education rolls involving this topic and you can ignore complications if you roll a 6.
e a +2 to all rolls to fix malfunctions in your firearms and you get a +1 to endurance rolls against combat fatigue and you suffer from 1 l

6 on one of the dice


gue and you suffer from 1 less penalty for wearing armor. you suffer a -1 to all speech checks. and when you enter into combat fatigue
enter into combat fatigue. the dc to get out of it is increased by 2. you cannot take the following abilities: basic firearms training,
asic firearms training,
skill or ability
what happens

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