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A character theme represents a focus for your character, which may be a result of your background, upbringing, training, or mystic destiny. You select a character theme at 1st level, gaining special benefits that reflect major aspects of that theme at 1st, 6th, 12th, and 18th total levels. All abilities are extraordinary abilities unless otherwise noted. At level 20, you can select a second theme, and gain the benefits at 20 levels later than the previous theme, at 40 a third and gain then 40 levels later and so on.
+1 Dex
You are most comfortable at the controls of a vehicle, whether it’s a starship racing through the inky void of space or a ground vehicle zooming between trees, around boulders, and across dusty badlands. You might be a member of an elite military force, the recipient of intense courses of training. Alternatively, you might be a total amateur with innate skills that make you a much-admired hotshot.
You are obsessed with starships and vehicles, and have committed to memory almost every related tidbit of knowledge you’ve ever come across. Reduce the DC of Knowledge checks to recall knowledge about starship and vehicle models and parts as well as famous hotshot pilots by 5. You gain a +1 bonus to your Piloting checks. In addition, you gain an ability adjustment of +1 to Dexterity.
You know at least a little bit about handling every role on a starship, and you can sub in for certain tasks in a pinch. Whenever you need to attempt a skill check either during starship combat or to directly repair or otherwise maintain your starship, you can treat half your ranks in Piloting as your ranks in the appropriate skill for the check, if that would be better (since you effectively have ranks in the related skill, you are considered trained in the skill for the purposes of this check).
Speeding in a vehicle gives you a heady rush, and you can easily handle operating vehicles at high velocities that might send lesser pilots spinning out of control. Reduce any penalties to Piloting checks you make when on a vehicle by 1.
When you take the double maneuver action during a vehicle chase, reduce the penalty for each action by 1. Whenever a Piloting check has a penalty for failing or more, you take that penalty only if you fail by double the normal limit or more.
Your piloting accomplishments invigorate you, giving you renewed purpose and zeal. Up to once per day, when you defeat a significant foe in starship combat as a pilot or succeed in a vehicle chase (meaning that you’ve either escaped a pursuer or caught or defeated your opponent), you recover 1 Resolve Point.
+1 cha
You come from old money and your blood is as blue as it comes. You may not be famous but a little money opens everybody’s eyes. Your name opens doors and those doors hide the high life from the hoi polloi.
You gain a +1 bonus to Diplomacy and Sense motive checks. In addition you gain 50% more starting wealth upon character creation. Finally, you gain an ability adjustment of +1 to Charisma.
You are given a line of credit that extends far beyond that of a normal person. You have a maximum credit line of 5,000 x your character level with no interest. Buying things on this credit means you must pay it back and if you fail to do so in a timely fashion (typically about a month or an adventure) you will soon find your equipment repossessed up to the value of your credit line.
Your bloodline is famous and can grant you access to locations and people that others of a lower class couldn’t hope to get into. This includes things like getting a seat at an exclusive restaurant that has been booked for months, getting a personal audience with a planetary governor, being invited to a gala for a socialite, being admitted to certain covert social orders, etc.
Up to twice a day when you broker a deal, make a positive impact on a person of standing, or otherwise advance your standing you recover 1 Resolve Point.
+1 Wis
While astronomy was once a somewhat obscure science that seemed to have little practical application in day-to- day life, that all changed once space travel became possible. Most ships these days have someone who is at least passable with astronomy in order to chart their courses, but the fact of the matter is that there is no substitute for a true specialist. You know the stars inside and out, and you know all the myriad ways that they are interconnected, allowing you to chart courts that others wouldn’t even dare to dream of.
You’ve spent thousands of hours poring over star charts and maps of known space, as well as reading up on all kinds of strange space phenomena. Reduce the DC of all skill checks made to navigate a starship by 5. You gain a +1 bonus to Piloting checks. In addition, you gain an ability adjustment of +1 Wisdom.
You know all the ins and outs of starship travel, including faster ways of reaching just about any destination, by veering off the beaten path and venturing through potentially dangerous territory. But without risk there can be no reward. When plotting a course for a starship, you can make a Piloting check to determine if you know a shortcut to reach that destination. The DC for this check is equal to the normal DC to navigate to that location +5. If you succeed, you are able to plot a course that reduces the necessary travel time by 20%.
However, this course is dangerous, and requires that you successfully navigate some kind of peril, such as flying through space pirate territory, dodging asteroids in an asteroid belt, or weathering a well-known cosmic storm.
Typically, the GM will determine an appropriate hazard and inform you of what it is, but sometimes, at the GM’s discretion, you may simply know that “many ships that have attempted the route have never been heard from again.” If you choose to take the route, you must succeed on a secondary Piloting check, with a DC equal to twice the original DC to plot the course. Success indicates that you navigate the route without being negatively affected by the hazard. Failure indicates that you have an encounter with the hazard, which may delay your trip or have even greater ramifications.
You are an expert on cosmic rays, solar flares, tachyon fields, and all kinds of strange and unusual space phenomena that can cause problems for a starship en route to its destination. As long as you are filling the captain, pilot, or science officer role on a ship, that ship’s AC and TL are increased by +2 against any environmental hazards (but not against attacks made by enemy starships or creatures), and all officers on board the ship gain a +2 bonus on all skill checks made to avoid or minimize the effects of such hazards.
You find that it is easiest to center your mind and focus when you are immersed in the stars, buried in charts and maps that lay out the cosmos before you. Up to once per day, you can spend 10 minutes reviewing star charts and maps in order to recover 1 Resolve Point.
+1 Cha
You are a self-published or freelance journalist, uncovering stories and sharing them with the world through the miracle of the internet. You may focus on a general topic or a particular agenda, such as writing specifically about environmental issues, championing the plight of a particular group, or simply focusing on news relating to a particular hobby or field of interest. Whatever you write about, you are driven to know more and uncover the truth, and this need is what propels you towards adventure.
You have a knack for getting to the truth, and can spot a good story from a mile away, in addition to having a way with words and a knack for storytelling. Choose a specific topic of inquiry appropriate for a journalistic article. Reduce the DC of Diplomacy and Sense Motive checks made in relation to that topic by 5. If you are not aware that the check relates to the topic, this bonus does not apply. Once you uncover the truth about the story and spend at least 1 hour writing and publishing the story, you may choose a new topic of inquiry in a process that takes 1 minute. You can instead abandon your story for a new one without completing it, but if you do so, you take a –2 penalty on all skill checks for 1 week. You gain a +1 bonus to Diplomacy checks. In addition, you gain an ability adjustment of +1 Charisma.
You establish a network of contacts—journalistic sources, fellow bloggers, avid readers with similar interests, and so on—from all across known space, who you can lean on in order to gain information. This allows you to gather information discreetly and with minimal effort, although it is neither quick nor precise. As long as you have access to a means of communication capable of reaching your contacts (such as an internet connection that you can use to send and receive emails, visit forums, etc.), you can use Diplomacy to gather information from your distant contacts. Doing so requires less actual time invested on your part (1d4 x 10 minutes, rather than 1d4 hours), but it takes longer for results to get back to you (1d4 days). Additionally, the DC of all Diplomacy checks made to gather information in this way is increased by +5, and the GM may determine that some information, especially about inherently local topics, may not be known to distant contacts.
Although you may not possess fame or celebrity in the traditional sense, your words have power, and can influence your readers. By deliberately writing scathing attack pieces against a particular corporation, individual, or similar entity, you can drive your readers to take mild action against them, such as boycotting their goods and services, contacting them to voice their displeasure, and generally harming their public image. The exact effect that this has on the entity in question is determined by the GM, and may range from a minor nuisance to a major crisis (the impact is more closely related to the relative size and power of the entity itself in relation to you than the specifics of what or how you write: it is easy for you to drive a family business to bankruptcy, but nearly impossible for you to cripple an interplanetary megacorporation). Regardless of any impact that actually rallying your followers may have, by threatening to do so, you gain a +5 bonus on Intimidate checks made to bully creatures concerned with their public image (or that of their company, organization, etc.).
Your implacable pursuit of the truth invigorates you and renews your spirits. Once per day while in pursuit of your story, you can review current information about the topic of inquiry for 10 minutes to regain 1 Resolve Point; this doesn’t count as resting to regain Stamina Points. Additionally, once per day when you successfully complete a story, you may regain 1 Resolve Point.
+1 Charisma
Most poor fools waste their lives in dull, meaningless routine. They never become captains of their destinies. You, however, made the right choice long ago, literally becoming captain. Your ship means everything—you belong to her and her to you. Whether smuggling goods through a blockade, salvaging derelicts in space, or eluding pirates, nothing happens on board her without your knowledge. You know every corner, every noise, and every imperfection. Other people look upon her and see a rust heap, but to you, this is home.
You belong to a select group of individuals: starship captains. You know many captains of many starships, some as friends, some as contacts, and others as enemies. You know how they think and how they operate. Reduce by 5 the DC of Culture and Profession checks to identify a spaceship on sight, and to recall her captain and who that captain works for. Choose either Engineering or Piloting to become a class skill. If both are class skills from a class you take at 1st level, instead choose one to receive a +1 bonus to checks with that skill. You also gain a +1 ability adjustment to Charisma at character creation.
Whether allies or rivals, ship captains stick together whenever possible. When you need a favor from another captain, you gain a +2 bonus to Diplomacy and Sense Motive skill checks interacting with them. In addition, treat the other captain’s initial attitude as one level better for making Diplomacy checks. In return, you owe that captain a favor at a future time; count on them cashing in those favors.
In starship combat when you take the demand, encourage, or taunt action on your turn, you gain a +2 competence bonus on any Charisma-based skill check. Also, if you take the moving speech action and succeed at the Diplomacy check by 5 or more points, you do not expend a Resolve Point in order for your crew to gain the benefit.
You live for danger—it exhilarates and inspires you. Whenever you participate in starship combat or pilot your ship through a space-borne hazard (such as a meteor field or plasma storm), you recover 1 Resolve Point.
+1 Cha
No matter how far technology advances, nothing beats face-to-face communication. Thanks to your training and an innate appreciation for what makes other creatures tick, you understand how people think, what they want, and most importantly, how to give it to them. Your talents and connections make you a valued addition to any crew. With someone like you on board, your shipmates have access to connections, information, and supplies that might otherwise be out of their reach.
You’ve made a study of how other creatures think, act, and react to different situations. When you have at least 1 minute in which to communicate with another creature new to you, reduce by 5 the DC of the first Bluff, Diplomacy, or Sense Motive check you make. One of these three skills is a class skill for you. If it is a class skill from your 1st-level class choice, you instead gain a +1 bonus to one of these skills. In addition, you gain an ability adjustment of +1 to Charisma during character creation.
Although you do not seek fame or recognition, once someone meets you, they invariably realize the value of your skills and knowledge and treat you accordingly. If you have at least one hour in which to speak to them, you receive a +2 bonus on Diplomacy and Sense Motive checks when dealing with nobility, bureaucrats, and wealthy individuals. In addition, when dealing with such a person, their initial attitude improves by one step.
Your combination of skills, talents, and your body of knowledge helps open doors and cuts red tape in record time. If you need to locate a person with specialized knowledge or skills (such as a mechanic or a doctor), you can gain access to such a person in 1d6 hours. Likewise, once per day when dealing with nobility or the wealthy, you can reroll one Charisma-based skill check, taking the higher of the two results.
You have gained legendary renown for your wit, charm, and intellect. People seek you out for the chance to hear your voice or be seen with you. If you spend 10 minutes schmoozing with a person of importance, authority, or high position, you regain 1 Resolve Point.
+1 Int
Life on the rim of frontier space is dangerous. If someone really wanted to know, you could easily list the eight or nine dozen ways people can die in space—all of them horrible. With you on board, your crew at least has a fighting chance to survive. In another life, you could have earned the big credits working in some fancy hospital and living in an opulent home. Instead, here you are, in the middle of deep space, pulling bullets out of bodies, treating radiation burns, and otherwise saving their miserable, ungrateful hides. Isn’t this the life?
You are a healer, trained in medicine. Your hands save lives, even when your damn fool patients put those lives at risk daily. Reduce the DC of Life Science or Medicine skill checks to identify and treat diseases, injuries, prepare medicinal treatments, and so forth by 5. Medicine is a class skill for you, although if it is a class skill from the class you chose at 1st level, you instead receive a +1 bonus to checks with that skill. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.
In addition to your impressive (if underappreciated) medical knowledge, you have developed a keen sense of how to save your patients in the trickiest of situations. Once per day, you can reroll any Medicine skill check when diagnosing or treating a patient. You must decide to use this ability after rolling but before determining the success of your efforts. You must take the second result, even if it is worse.
Finding drugs, medicinals, and proper medical equipment on the frontier often proves challenging, if not impossible. If you need to purchase such supplies and items at an outpost, town, or other settlement, you can find anything for sale equal to your character level +4. Locating and identifying such a supplier requires one hour of time for each +1 over your character level of the equipment you purchase. With the GM’s permission, this ability can also apply to certain implants and augmentations, such as a prosthetic or specialized limbs.
Saving lives is what you do—it makes you feel alive and, quite frankly, a genius among physicians. Up to once per day, after you spend at least 10 minutes treating a seriously injured patient and the treatment succeeds, you regain 1 Resolve Point.
+1 dex
Most of the time, piloting a starship ranks as a rather dull job, with the computer handling the most challenging parts. Once ship-to-ship combat begins, however, you truly come alive. Your intuition, experience, and ability to anticipate an enemy’s reactions all combine to give you an edge over any machine. Your instincts help you weave your way across the battle, evading enemy missiles, exploding starships, and everything else the bad guys throw your way.
You possess an encyclopedic knowledge of the weapons and tools of space combat. Reduce by 5 the DC of Engineering checks to identify the type and capabilities of starship offensive or defensive technology you can see. Piloting is a class skill for you, although if it is a class skill for your 1st level class, you instead gain a +1 bonus to your Piloting checks. You also gain a +1 ability adjustment to Dexterity at character creation.
You’ve developed an eye for sizing up an enemy pilot and his tactics. After one full round of observing another starship maneuvering or participating in combat, you can make an opposed piloting skill check with a +4 bonus to the roll. If you win the opposed roll, you glean information about the other pilot, including his race, his ranks in piloting, and the tier of his starship. In addition, if the other pilot has 10 or more skill ranks in piloting and you succeed at the opposed roll, you identify one of his trademark tactics (e.g. he tends to target engines first, or he likes to play chicken with other ships), either through observation or based on that pilot’s reputation.
You know how to maximize your ship’s weapons to devastating effect. Reduce any penalties to gunnery checks you make as ship’s gunner by 1. In addition, if you hit your target while taking the Precise Targeting action during the gunnery phase, roll twice on the critical damage effect table and choose which effect occurs.
Once people start shooting at your ship, you slip into a fugue-like state of hyperawareness that rejuvenates you. After you serve as pilot or gunner in a space-based combat, you recover 1 Resolve Point. This does not count as resting to regain Stamina Points.
+1 Int
You have always been one to look beyond a computer program’s shiny graphics interface and wonder how it manages to do what it does. Just as others might pull apart a vehicle or a tool and put it back together again to learn how it works, you spend your free time disassembling and reassembling scripts, experimenting with codes, and generally mastering the art of digital manipulation. Armed with this knowledge, you can do things with a keyboard that others can only dream of.
You are fixated on all things computer-related, and always take care to stay up to date with the latest developments in hardware and software. Reduce the DC of Computers and Engineering checks made to identify computer technology or recall information relating to computers by 5. You gain a +1 bonus to Computers checks. In addition, you gain an ability adjustment of +1 to Intelligence.
You are intimately familiar with a wide variety of hacking methods, as well as the various countermeasures used to combat them. Once per day, you can reroll a Computers check made to hack a computer. You must decide to use this ability after rolling but before learning the result of the initial roll. You must take the second result, even if it is worse. Additionally, you only need to beat a computer’s normal DC by 15 or more when attempting to hack it in order to gain root access, rather than having to beat it by 20 or more.
You are particularly good at covering your tracks while hacking into a computer system, making it very difficult for the system’s countermeasures to even detect your presence. You only trigger a computer’s countermeasures when you fail a Computers check to hack the computer by 5 or more.
The cat-and-mouse game of infiltrating a difficult computer system, bypassing its defenses, and taking control gives you a heady thrill that you just can’t get anywhere else. Up to twice per day, after you successfully hack a computer whose tier is at least 1/3 your level, you regain 1 Resolve Point. You only gain Resolve Points in this way for computers that you have not successfully hacked before.
+1 Con
You track people down be if for a profession or money for money. It is a dangerous profession, as most of your targets understandably don’t wish to be caught. You wouldn’t have it any other way. You might have a code of ethics, never taking jobs that, say, target children or members of your own race. You might hunt down only escaped criminals. Or you might be completely amoral, taking any job that comes along—for the right price.
Your mind is a cold steel trap when it comes to scraps of information about the creatures you’re tracking down. Choose a specific sentient creature that you can identify by name, alias, or specific identity to be your mark. Reduce the DC of Knowledge or Profession (bounty hunter) checks to recall knowledge about your mark, as well as to recall knowledge about law-enforcement individuals and practices, by 5.
If you choose a mark that is known only by an alias or secret identity, this ability helps you learn facts only about the identity you know about, not any other unknown identities. Once you defeat your mark, as an action that takes 1 minute, you can study dossiers and database information about another individual to be your new mark. You can instead abandon your mark for a new one without defeating it, but if you do so, you take a –2 penalty to all skill checks for 1 week. You gain a +1 bonus to Survival checks. In addition, you gain an ability adjustment of +1 to Constitution.
You know just how to ask around about your marks to gain information and insight in a hurry. You can use Diplomacy to gather information about a specific individual in half the normal time, and you reduce the penalty for following tracks using Survival while moving at full speed to 0.
You never seem to get tired, even when working longer and harder than everyone else in pursuit of your mark; some of your targets might even refer to you as a tireless ghost or an all-seeing hunter. You can walk or be otherwise active for 12 hours instead of 8 before needing to attempt Constitution checks for a forced march (see page 258), and you can hustle for 2 hours a day during overland travel (see page 258) instead of 1 hour. Reduce the penalty for following tracks using Survival while moving at double speed to –10.
Your relentless pursuit of your mark steels your determination and can renew your inner reserves of strength. Once per day while in pursuit of your mark, you can review current information about your mark for 10 minutes to regain 1 Resolve Point. Additionally, once per day when you defeat your mark, you regain 1 Resolve Point.
cha +1
Thanks to interstellar transmissions and Drift travel, the galaxy is smaller than ever, and this connectivity has facilitated your ascension to celebrity status. You might be a famous performer or a celebrated scientist, but either way, you get recognized on the Pact Worlds and in associated systems. Your reason for traveling to unknown worlds might be to further spread your acclaim or to escape the limelight.
Choose a Profession skill. You are hooked deeply into the culture of your iconic profession. When attempting a Profession or Culture check to recall knowledge about other icons of your profession or details about your profession’s cultural aspects, increase the DC by 5. You gain a +1 bonus to checks with your chosen Profession skill. You gain a +1 bonus to Knowledge(Culture) checks. In addition, you gain an ability adjustment of +1 to Charisma.
You are famous enough that pretty much everyone has either heard of you or can quickly find information about you (it’s a DC 10 Culture check to recognize your name and a DC 20 Culture check for someone to recognize you out of context from your appearance alone). Among those who follow your iconic profession, you’ve built up both fans and detractors due to your celebrity. If you’re looking for a generic person like “a doctor who can treat this disease,” you can almost always find one who’s a fan and whose attitude starts as friendly or helpful to you; this takes 2d4 hours. At the GM’s discretion, fans might give you services (although not goods) for a discount or even for free.
Your reputation grows to the point that your name is ubiquitous. The DC of Culture checks to recognize you is reduced to 5 (or 10 to recognize you out of context from your appearance alone) and it takes only 1d4 hours to find a fan who meets a generic description. In addition, fans give you a 10% discount on purchased goods.
Up to twice per day, you can interact with the public about your profession (usually during a performance, such as a concert, but sometimes in a press conference afterward if your profession requires no audience) for a total of at least 10 minutes to recover 1 Resolve Point.
+1 intelligence
You don’t like to brag, but when it comes to keeping your ship running and in one piece, anyone who knows you considers you a genius. You know the ship like the back of your hand, in and out, right down to that “borrowed” containment coil you rigged to work with an incompatible system. Without you, the ship and its crew wouldn’t survive another fight. You’d think they’d be more grateful…
Since you never know what part may come in handy when, you’ve learned to identify ship equipment and systems, who built them, where they were built, their strengths and vulnerabilities, and how best to adapt them to your ship’s needs. Reduce the DC of Culture checks to recall knowledge about onboard starship equipment and parts by 5. You gain a +1 bonus to your Engineering checks. You also gain a +1 ability adjustment to Intelligence.
Whenever you are engaged in any skill check to locate, acquire, steal, or borrow a needed piece of equipment or spare part, you gain a +4 bonus on skill checks if you don’t have any ranks in that skill. This ability does not, however, let you attempt skill checks for trained-only skills.
If you have been on board a Tiny, Small, or Medium starship for at least one full day and have access to its major systems, the ship is considered to have a damage threshold 10% higher than normal so long as you remain on board. In addition, when attempting the Patch action during the starship engineering phase, you can reroll a failed Engineering check if you expend 1 Resolve Point. You must accept the result of the reroll.
You work best under pressure, preferably with an impending deadline. When the pressure reaches its boiling point, you enter a state of preternatural calm. Up to two times a day, after you repair a wrecked, malfunctioning, or glitching ship system you regain 1 Resolve Point.
+1 INT
You have been trained to treat combat wounds on and off the battlefield. Having operated in high-intensity situations in remote rural locales, on city streets, and amid the din of combat, you have honed your ability to remain calm and collected under duress and heal those around you. Your peers see you as an incredibly valuable member of the team, and because of this, they defend you with their lives.
Having studied and even occasionally treated infirmities and illnesses across the planet, you can detect and diagnose a wide array of maladies in beings from all walks of life. You have also done extensive research on unusual aspects of biology and chemistry, and now almost nothing in those fields surprises you. Reduce the DC of any Life Science or Medicine check to recall knowledge about a disease or poison by 5. You gain a +1 bonus to Medicine checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.
Because of your time spent administering long-term care to infirm and quarantined patients, your immune system has been greatly boosted. While these repeated exposures have raised concerns about your health in the past, you have rebounded from them stronger and healthier than ever. You gain a +1 bonus to Fortitude saving throws against poisons and diseases.
You are known for the quality of healing that you can provide to a patient even under imperfect circumstances. When you successfully ensure a creature’s long-term stability with the Medicine skill, you grant the unconscious creature a +4 bonus to their Constitution check (instead of +2). In addition, when you successfully provide long-term care with the Medicine skill, you get +5 to the check.
Your reputation as a medic hinges on your ability to keep your patients alive even in the most dire of circumstances, so when the chips are down, you rise to the challenge. Up to onde per day, when you successfully treat deadly wounds with the Medicine skill, you regain 1 Resolve Point.
+1 Int
You are an engineer, a craftsman, and a designer all rolled into one, and no one can take the raw potential found in universal polymer base and shape and mold it with the same level of delicacy and skill that you are able to manage. You understand the temperaments of the material far better than dabblers, and can push it to extremes, allowing you to craft things well beyond what you should be able to with your level of training, and doing so more quickly and cheaply than others.
You are skilled at shaping functional items from raw materials, and can expertly craft things with minimal research and effort. When determining the number of ranks required for you to craft an item, treat the item as though its level were 2 lower than it actually is. You gain a +1 bonus to Engineering checks. In addition, you gain an ability adjustment of +1 Intelligence.
As an engineer, you value efficiency, and know just how to streamline the crafting process to cut out unnecessary delay. It takes you 25% less time to craft items.
Just as you are an expert at construction, you also know how so disassemble something in a way that allows you to better make use of its parts. When scavenging parts from similar items to reduce the cost of crafting something, you can get parts worth up to 20% of the scavenged item’s value, rather than 10%. This applies only to items that are fully functional and undamaged.
You find a certain clarity while you are crafting, and the very act of making something not only allows you to refocus your mind and hone in on what’s truly important, it also fills you with a powerful satisfaction from a job well done. Up to twice per day, when you successfully craft an item, you recover 1 Resolve Point. The time required to do so is included in the time spent crafting the item.
+1 DEX
You are different. Not normal. Plenty of people like to inform you of such facts, as if you didn’t already know the truth. Whether you were genetically bred as part of a top-secret military program, or grown in a vat to serve in a cabal of assassins, you possess exceptional gifts. Unfortunately, those same gifts leave you confused and vulnerable in social situations. You don’t understand people, and you tend to make them uncomfortable. None of that matters, however, once trouble erupts. When everything threatens to fall apart, you truly come alive. No one cares about your socially awkwardness after you’ve save their lives.
Your instruction at a top-secret academy taught you how to identify potential threats, hazards, and targets in the least amount of time possible. Reduce the DC to identify a potentially hostile creature with Life Science by 5. To help you survive hostile situations, you also possess enhanced reflexes beyond those of ordinary creatures. Acrobatics is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Acrobatics checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.
Your enhanced neural pathways enable you to absorb information quickly. You gain a +2 bonus to skill checks if you don’t have any ranks in a skill. This ability does not, however, allow you to try skill checks for trained-only skills.
Thanks to your training and bioengineered makeup, you adapt to hostile conditions readily. Reduce the DC of Survival checks you make to survive a hostile environment (such as the desert, the arctic, or the vacuum of space) by 5. If you succeed at a Survival check to endure severe weather, the bonus you receive to Fortitude saves against such conditions increases by 1 (i.e., +3 while moving half your overland speed, and +5 if you remain stationary in a shelter).
After a fight or a grueling mission, you find peace through meditation. After participating in a dangerous situation (e.g., combat or surviving a hostile environment), if you meditate for at least 1 hour you regain 1 Resolve Point.
+1 Wisdom
Other people, people who don’t know better, see junk. Not you. You see potential. You see opportunity. You see a spare plasma injector assembly that, with the right modifications, should work with your ship’s engines—at least until you can jury-rig something better. While other folk waste time with booze or other pursuits, you’re off to the local scrapyard in search of new treasures.
You have a knack for finding salvage sites. Your talents aid you in locating local junkyards, suppliers, and black markets. Reduce by 5 the DC of Culture checks to locate a local source for supplies and parts. Engineering is a class skill for you, although if it is a class skill from the class you chose at 1st level, you instead gain a +1 bonus to Engineering. You gain an ability adjustment of +1 to Wisdom during character creation.
People constantly throw away perfectly usable parts. Reduce the DC of Engineering checks to repair broken items or equipment by 5. In addition, if your repair succeeds, you restore a number of Hit Points equal to the result of your Engineering check plus double your Wisdom ability modifier (minimum of +1).
You can jury-rig and repair broken equipment faster than ordinary mortals. When making an Engineering skill check to repair an item, reduce the necessary repair time by one-half. In addition, when selling equipment with the broken condition, you can fetch 10% of the item’s normal price, rather than the usual 5%.
Tinkering rejuvenates you and focuses your mind. Up to twice per day when you spend at least 10 minutes fixing or upgrading equipment, you can regain 1 Resolve Point;
+1 Int
You are well-studied in physics, especially theoretical physics and advanced mathematics. You may have studied formally at university or similar setting, and hold a degree—or perhaps even a doctorate or professorship—or you may simply be a savant who became attracted to physics and learned about it in your spare time. Whatever the case, while your topic of study may be somewhat obscure, you are nonetheless able to bring it to bear in a surprisingly wide array of situations.
You have amassed a wide variety of knowledge relating to all kinds of physical sciences. Reduce the DC for all Physical Science checks made to recall knowledge by 5. Physical Science is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Physical Science checks. In addition, you gain an ability adjustment of +1 Intelligence at character creation.
History has proven time and time again that the clever application of physics is far more effective at resolving physical tasks that any amount of brute force. From leverage to flight vectors to numerous other principles of physics, you are able to turn theoretical knowledge into physical results. Once per day, when you make a Strength, Dexterity, or Constitution ability check, or a skill check for a skill that uses one of those three ability scores, you can gain a +2 bonus on the check. Alternatively, you can spend 1 Resolve Point in order to gain a bonus equal to your Intelligence bonus, instead. Either way, you must declare that you are using this ability before the roll is made.
Your incredible knowledge of physics allows you to point out flaws in magical effects with such pinpoint accuracy and mathematical certainty that you can actually interfere with the magic and cause it to fail. You can use this ability once per day, and must expend 1 Resolve Point in order to do so. This functions identically to casting the spell dispel magic, except that this is an extraordinary ability. Your effective caster level for this effect is equal to your character level.
By immersing yourself in complex physics equations, and pushing the boundaries of theoretical physics, you are able to find clarity and inspiration, granting you the energy and stamina to continue your adventures. By spending 2 hours engaging in theoretical physics research, you can recover 1 Resolve Point (this does not count as resting to regain Stamina Points). You can use this ability up to twice per day.
+1 Con
You have studied extensively in the field of toxicology, making you an expert in all things relating to disease and poison. Not only are you highly familiar with the wide catalogue of diseases and poisons that can be found throughout known space—including their symptoms and how to treat them—you are also an expert at crafting and handling diseases and poisons, as well, and have even built up an impressive resistance to a wide variety of them. Whether you use your knowledge to help or to harm, your mastery of afflictions can’t be argued with.
You are an expert at identifying diseases and poisons. You can make a Medicine check when observing a creature afflicted by a disease or poison, or an object that carries a disease or has been poisoned, in order to determine the nature of the disease or poison and its effects. In order to use this ability, you must be aware that the creature or object you’re observing is diseased or poisoned. The DC of the skill check is equal to the disease or poison’s saving throw DC. Unless you have access to a laboratory with a microscope and other equipment, you suffer a –5 penalty on this check. You instead gain a +1 bonus to Medicine checks. In addition, you gain an ability adjustment of +1 to Constitution.
Your continual exposure to poisons and diseases allows you to slowly build up a tolerance for them, making you more resistant to their effects. You gain a +2 bonus on saving throws made to resist disease and poison. Additionally, once per day, when you fail a saving throw to resist a disease or poison’s effects, you can spend 1 Resolve Point in order to immediately reroll. You must declare that you are using this ability before the consequences of the failed roll become known, and you must use the new result, even if it is worse.
You are an expert in the field of diseases and poisons, as well as the vaccines and cures that are used to combat them. Given a small amount of genetic material from a particular creature, you can tailor-make a curative to suit their body’s exact genetic make-up, rendering it more effective. Whenever you use the Medicine skill to treat a disease or poison, you grant the target a +6 bonus on its next saving throw, rather than the usual +4 bonus.
This same knowledge also allows you to enhance poisons and diseases to make them more effective against creatures of a particular species. Doing so requires that you have some genetic material (blood, hair, scales, etc.) belonging to the type of creature you wish to tailor the disease or poison to, as well as a dose of poison or diseased material, and access to a medical lab. It also requires the expenditure of 100 gp, and 4 hours of work. The resulting disease or poison has its saving throw DC increased by +2 for creatures of the species it is tailored to, but reduced by –2 for all other creatures.
Up to twice per day, when you are subjected to a poison or disease, you recover 1 Resolve Point. This applies whether or not you successfully resist the poison or disease.
+1 Con
You are a staunch believer in transhumanism, the movement to transform the human condition through the use of various technological advancements that allow creatures to overcome the limitations of their species, up to and including death. Despite its name, the term extends beyond humans to creatures of all races, and ultimately comes down to a desire to transcend the limitations of one’s race. As a result, you have a keen interest in technologies that can modify or improve upon what you were born with.
You are obsessed with transhumanism, and anything that can allow you to exceed the limitations of your birth and species. As a result, you are well-versed in all manner of augmentations and similar technologies. Reduce the DC of all skill checks to recall information about technologies that augment or replace the anatomy of intelligent species, or which otherwise relate to transhumanist philosophies or famous transhumanists, by 5. You gain a +1 bonus to Engineering checks. In addition, you gain an ability adjustment of +1 to Constitution.
Like many transhumanists, you view your own mind and consciousness as something that can be separated from your physical body, and you are easily able to envision your own memories and experiences as nothing more than data, and your brain as merely a highly advanced computer. This way of thinking makes it much easier for you to benefit from the effects of a mnemonic editor.
When you use a mnemonic editor, you can change the decisions made at any two previous character levels, not just the most recent ones. Additionally, you can benefit from each model of mnemonic editor up to twice, rather than just once. Finally, whenever you are operating a computer via telepathy, a datajack augmentation, or any other means that allows direct interface between your mind and the computer, without need for separate input devices, you gain a +2 bonus on all Computers checks made to operate that computer.
Because you strive to use technology to advance yourself beyond your biological limitations, you gain even greater benefits from cybernetic augmentations than others do. Once per day per cybernetic augmentation you possess (to a maximum of 5 times per day), before you roll a skill check, you can gain a +1 bonus to that skill for that check.
By augmenting yourself, you are able to become more than what you were born as, and this quest for self- improvement drives you and gives you the strength to carry on even in the face of extreme adversity. By spending 10 minutes tuning and calibrating your cybernetic augmentations and succeeding on a DC 30 Engineering check, you recover 1 Resolve Point. If you have 1–3 cybernetic augmentations, you can do this once per day. If you have 4–6 cybernetic augmentations, you can do this twice per day. If you have 7 or more cybernetic augmentations, you can do this three times per day. You cannot use this ability at all unless you have at least 1 cybernetic augmentation.