Skills
48 skills available.
Ace Pilot
+4 to piloting rolls for vehicles and sp • Can perform maneuvers impossible for a n
Advanced Tactician
Can analyze the battlefield to reveal 3 • Allies can reroll a failed attack roll (
Analytical Mind
+4 to investigation and analysis rolls • Can deduce an enemy weakness after 1 tur
Arcanotechnology Armor
+1 RRAD and +1 RINT
Arcanotechnology Expert
Increases chances of noticing arcanotech • Can recognize cast spells through a mane
Assassin
Surprise attacks deal +3d6 damage • Coup de grace: Attack against a defensel
Charismatic
+1 CHA • Increases the chance of being targeted
Combat Medic
Can heal 2d8+5 HP with a medical kit (st • Can stabilize a dying ally at range (10m
Combat Virtuoso
+3 to attack and damage rolls with all w • Master stroke: On a natural 20, damage i
Commander
Allies within a 10m radius gain +2 to th • Can give a tactical order that grants an
Danger Sense
+4 to perception rolls to detect ambushe • Can never be caught by surprise, always
Diplomat
+4 to diplomacy and negotiation rolls • Can improve a hostile NPC's attitude to
Eagle Eye
+1 PRE
Electromagnetic Field
+2 RMEC against metallic projectiles • Can deflect or slow ferrous projectiles
Engineer
Allows repairing mechanical and electric • Allows constructing objects
Flux Master
+20 to maximum Flux reserve • Flux recovery +2 per additional turn
Hacker
Allows using technologies with a greater • Allows repairing light electrical damage
Inspiring Leadership
Allies within a 15m radius are immune to • Can rally a panicked or demoralized ally
Intimidation
+4 to intimidation rolls • Can demoralize an enemy (-2 penalty to a
Iron Will
Immunity to fear and intimidation effect • Can continue fighting down to -20 HP bef
Living Armor
Can sacrifice roots or body parts to aut
Living Legend
Lower-ranked enemies must succeed a mora • +2 to all rolls (attack, defense, skills
Lucky
Can reroll a failed die roll (3/day, mus • Critical failures become normal failures
Master Arcanotechnician
Flux cost of all spells reduced by 2 (mi • Can cast a lower-level spell as a free a
Master Armorer
+3 to weapon repair and modification rol • Can upgrade weapons (+1 permanent damage
Master Strategist
Before combat, can place allies wherever • Once per combat, can force an enemy to r
Mental Resistance
+4 to saving throws against mental effec • Advantage on rolls against mental contro
Nature Comprehension
Identifying plants and animals is easier • Can communicate in a primal way with cer
Negotiator
+3 to bargaining rolls • Reduces all purchases by 20%, increases
On Alert
Can attack or cast a spell at the start
Plant Control
Commands and manipulates roots, vines, a
Polyglot
Knows 6 additional languages • Can understand the basics of an unknown
Prescience
+3 to Defense Score against all attacks • Can reroll a failed saving throw (3/day)
Quantum Vision
Increases chances of noticing arcanotech
Regeneration
Regenerates 10 HP per turn if connected
Scientist
Can extract more information from an ins
Sprint
Can move twice in one turn
Spy
+4 to stealth and disguise rolls • Can create a credible false identity in
Stalker
Can avoid entering combat and remain cam • DEX roll required
Superhuman Endurance
+30 maximum HP • Immunity to normal fatigue, can fight fo
Superhuman Reflexes
+5 to initiative • +2 to DEX-based Defense Score
Tactician
+1 to initiative roll
Terrain Expert
Less hindered on complex and rough terra • Movement roll penalties reduced by 2
Titanic Strength
+2 damage to all physical attacks • Can carry, push, and lift 2x the normal
Toxic Resistance
Complete immunity to poisons, diseases,
Tracking
Tracks prey with great efficiency, revea
Veteran
Recognizes the class of enemies
Warrior
Can attack 2 times in 1 turn