Name | Type | Description | Effects |
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Orphaned | Talent | It's a hard life, but somehow, you know you're going to come out on top. | Gain 1 additional weapon proficiency. Gain 1 additional Action Dice. |
Motorhead | Speciality | You've spent most of your life around engines, sometimes as a driver, more often as a mechanic. | Gain Speed Demon. Gain 2 additional Drive Focuses. Gain +1 Possessions. |
Driven | Wheelman | Your nerves must be refined to exact standards to survive at top speed. | Each time you spend 1 action dice to boost a Manoeuvre or Repair check you roll and add the result of 2 dice. In addition should you error with these checks the GM must spend 1 additional dice to activate the fumble. |
Manual Adjustment | Wheelman | You're so adept at mechanical repairs, grease flows through your veins. | When you fail a mechanics check you may spend a half action to give the target a whack in frustration. As long as the check is less than 23 the whack reverses the failure. |
Vehicle Familiarity | Wheelman | It's like the vehicle is part of you. | Choose one vehicle to be familiar, that vehicle gets a +1 Defence bonus, saves, initiative and all skills checks relating to it. |
Technophile | Inventor | You're an avid collector of technological miscellanea. | You may spend an action dice to automatically "find" a specific piece of electronics or gear needed. |
Utility Belt | Inventor | You're always building doohickeys and gizmos. | You're assumed to have made "improvements" to all the everyday items you carry. When using these in the field you gain a +1 bonus to skill checks. |
Field Test | Inventor | Once per session you may declare that a single item is an experimental device under "test". Your error range with this item reduces by 1. |
Drivers only - Gunnery | Your driving and combat style is a carefully balanced collection of well-practised abilities. | You only require a half action to fire a vehicle mounted weapon that usually requires a full action. |
Daredevil | Chase | You're a wild man at any speed. | Gain +2 acceleration and turning on any vehicle you control. |
Speed Demon | Skill | You have a way with machines, especially those with velocity | Gain +2 with Mechanics and Drive. Your threat range with these skills increases to 19-20. |
Advanced Skill Mastery (Speed Demon) | Skill | You've worked diligently to improve your skills | Checks with Mechanics and Drive gain an additional +1, and the threat rating improves to 18-20. Once per session you may re-roll one of these skills. |
Techie | Skill | You sharpen the technological cutting edge every day. | Gain +2 with Computers and Electronics. Your threat range with these skills increases to 19-20. |
Baby It | Chase | You can coax a damaged vehicle to continue beyond it's logical limitations. | Once per scene when a vehicle you're operating suffers a critical hit, you may cause it to ignore the hit's effects until the end of the current scene. |
One hand on the wheel | Chase | You've had a lot of practise driving with one hand. | You suffer no penalty when operating a vehicle with just one hand. Further you may make 2 Manoeuvre skill checks per round for free. |
Club Basics | Melee | You're here to administer some severe blunt trauma. | You may use an improvised club without penalty. You gain the Furious Stance and the Out of the Park Trick. |
(Three additional checks available. Can be spent on Vehicle or Culture.).
Furious stance - your initiative increases by 1 for each attack made in the previous round.
Out of the park - you may make a full action attack with a club gaining +2 to hit and damage. Your threat range increases by 2.
Attacking with the crowbar can either make 2 attacks at +9 to hit, with 1d8+2 damage - or 1 attack at +11 to hit and 1d8+4 damage and a critical on a natural 18-20.