Edge & Power NotesExceptional Vehicle (Hover-Round)
The character owns an unusual or heavily modified vehicle, such as a tank, hovercraft, or spy satellite. Choose any single vehicle with an Availability of MTN10 or higher, or take a common vehicle and modify it with weapons, armor, and gadgets (subject to GM approval). This feat can also be taken twice for the same vehicle, in order to more heavily modify an already Exceptional Vehicle. Exceptional Vehicles bought with this Edge can always be repaired or replaced if damaged, lost, stolen, or destroyed during the course of the game (though it can take a few months in some cases).
Information Broker (Fixer)
The character has a source available to buy and sell information.
Photographic MemoryThe character can remember things seen and heard with near perfect detail. +2 General Knowledge and +1 All Advanced skills the character has Levels in.
Spacecraft (Scout)The character owns a scout ship. A Scout Spacecraft bought with this Edge can always be repaired or replaced if damaged, lost, stolen, or destroyed during the course of the game (though it can take a few months in some cases).
TrapperA Trapper knows how to reduce the time it takes to set up a trap by half and to automatically succeed (without a roll) when constructing it, as long as the trap in question has no MTN to build. For more complex traps, a roll is still needed, but any associated MTNs are reduced by 5 – and the builder will not fall into his own trap should the roll turn out badly.
Underworld TiesThe character has contacts and limited influence in a major syndicate or other illegal organization.
Ship Edges_StealthyThe ship is sleek, hard to pick out from the black of space, and practically invisible to radar. A Stealthy ship’s Escape Range is Long Range, rather than beyond Sensor Range, and grants a +2 to Conceal rolls used to hide the ship from casual observation.
Fly By WireInstead of a ship’s computer, the ship is controlled by superior mechanical engineering. This means the ship can’t be hacked or remote controlled.
Precision Handling The ship’s control systems are exceptionally precise, granting a +1 Bonus to the ship’s normal Handling (already added in).
Flaw NotesBig'UnThe character is big, really big. Whether grossly overweight or just a giant among men, the lumbering character has a hard time fitting into a smaller man’s world. He is too big to move through any space that would normally require an Acrobatics (Escape) roll to do so, and must make an Acrobatics (Escape) roll or get stuck anytime he tries to get into or out of a normally confining space (such as a vehicle, airlock, or doorway). -3 Stealth (Hide) rolls and -5 Movement.
Compulsive GamblerThe character has a weakness for games of chance and may not be able to control himself when the opportunity to gamble arises. He must make a Willpower Save to resist gambling and can only attempt to stop (re-roll Willpower Save) when he wins, or his money runs out.
CowardCowards try to avoid combat and do a lot of ducking when it comes their way. When forced into combat, the first round must always be spent finding cover or moving away from the area. -1 Close Quarter Skill and -3 Face Skill.
Obligation (Syndicate)
The character is obligated in some way to his family, his profession, a large organization, a syndicate, the ruling body, or by some other duty or promise.
At the start of each game session, the GM secretly rolls a die to determine if his obligation comes up sometime during the course of the game.
Roll | Result |
1-5 | | No |
6-12 | | Yes, Must Report In |
13-18 | | Yes, Needs A Minor Favor |
19-20 | | Yes, Needs A Major Favor |