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Solo Combat Sense

• Adds to Initiative and Awareness


• Adds half to damage on firearms

Techie Jury-Rig
• Adds half to Basic Tech and 1 other Tech skill. Allows you to reduce the time of constructing
something or to make modifications based on a Jury-Rig Roll as shown on the table below:

TN Time Bonus Accuracy Bonus SP Bonus Damage Bonus Speed


10 in Months +0 +0 +0 +0%
15 in Weeks +0 +2 +1 +5%
20 in Days +1 +4 +2 +10%
25 in Hours +2 +6 +3 +20%
30 in Minutes +3 +8 +1d6 +35%
40 in Seconds +5 +10 +2d6 +50%

MedTechies Medicaltech
• MedTechies can use Medical instead of First Aid to treat Injuries.
TN Recovers
15 0.5 boxes per day
20 1 boxes per day
25 2 boxes per day
30 3 boxes per day

Media Credibility
• Adds to Persuasion/Fast Talk and Interview

Corporate Resources
• By Spending 1-5 Luck per session, a Corporate can make a requisition check, gaining a number
of Eurobucks equal to 100eb per point of luck multiplied by the Resources result
• By Spending 3 Luck per session, a corporate can make a back up check to request
reinforcements. These reinforcements are a number of lvl 1 corporate solos equal to twice your
Resource . They will Arrive in a number of Combat turns 30 – Resource Roll (Minimum 1
Turn)

Fixer Streetdeal
• Fixers Have a number of contacts equal to streetdeal, each contact having a specialty of sorts
(Black Market, Drugs, arms, cybernetics, information, etc). By spending a luck point, A Fixer
can meet with one of the contacts to purchase their services with having the prices reduced by a
percentage equal to a Streetdeal roll.

Enforcer Authority
• Adds to Intimidate and Reputation Checks to make people back down.
• By spending 3 luck points, an Enforcer can make a back up check to request reinforcements.
These reinforcements are a number of lvl 2 enforcers equal to your Authority. They will Arrive
in a number of Combat turns equal to 30 – Authority Roll (Minimum 1 Turn).
Nomad Family
• By Spending 1-5 Luck per session, a Nomad can make a requisition check, gaining supplies
equal to a number of Eurobucks equal to 100eb per point of luck multiplied by the Family result
• By Spending 3 Luck per session, a Nomad can make a back up check to request reinforcements.
These reinforcements are a number of lvl 1 Nomad Warriors equal to twice your Family. They
will Arrive in a number of Combat turns 30 – Family Roll (Minimum 1 Turn)

Streetpunk Gang Rank


• Adds half to Intimidate and Reputation Checks to make people back down.
• By Spending 1-5 Luck per session, a Streetpunk can make a requisition check, gaining supplies
equal to a number of Eurobucks equal to 50eb per point of luck multiplied by the Gang Rank
result
• By Spending 3 Luck per session, a Streetpunk can make a back up check to request
reinforcements. These reinforcements are a number of lvl 1 Streetpunks equal to your Gang
Rank. They will Arrive in a number of Combat turns 30 – Gang Rank Roll (Minimum 1 Turn)
• Streetpunks have a number of contacts equal to half their Gang Rank, each contact having a
specialty of sorts (Black Market, Drugs, arms, cybernetics, information, etc). By spending a
luck point, A Streetpunk can meet with one of the contacts to purchase their services with
having the prices reduced by a percentage equal to a Streetdeal roll.

Covert Specialist Combat Sneak


• Adds Half to Awareness, Hide/Evade, Initiative, and Stealth

Power Jock ACPA Combat Sense


• Adds Half to Pilot PA, Awareness, Initiative, and Dodge/Escape

Runner Vehicle Zen


• Adds to all Vehicle rolls

Private Investigator Research


• Adds to Streetwise and Library Search

Gambler Lucky Sense


• Adds to Gamble or Sleight of Hand (Depending on which is used) as well as Awareness and
Human Perception in “Gambling” situations.

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