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Return to [[Blue_Giant_Alternates_Never_Cease]] Home *Acute Sense (1-3). Pick one: Taste (1), Hear, Touch, Smell (2), or Sight (3). Worth a +2 to any Awareness TN. *Ambidexterity (3) *Celebrity (1-3). Pick one: local celebrity (1), member of recording group or the cute weather girl on channel 27 (2), or like the Interdimensional Space Hero Rimmer or Elvis (3). *Charisma (2): this adds +2 to all Empathy, Seduction, and Social TNs when doing a skill check. *Courage (3): Passes any normal Resist check, unless 6,6 is rolled, and that’s an automatic failure. *Direction (1): You always know where you are – doesn’t work in deep, deep space, but as long as there are magnetic poles or a ship large enough to require a directional bear, you’re good. *Double-Jointed (1-3). Fingers/hands (1), Arms/legs (2), Spine (3) *Dumb luck (1-2). allows +1d to be rolled and added to the TN of any task. Can be used once (1) or twice (2) a game. *Material Wealth (1-3): You’ve got a few dollarpounds stashed away for a rainy day. Or you have Stuff. *Puzzler (1): you’ve got a mind for riddles, games, and other things that require the knack of memory. *Rank (1-3): +1, minor officer, +2, mid-level officer, +3, Captain. *Stoicism (1-3): Each point spent on Stoicism increases the SAVE stat by 1, representing their mental toughness reflecting in their physical resilience. *Tinker (2): The character has a knack for jury rigging things, taking them apart, putting them together. It’s not a true technical ability, but when you ape with something, it goes a bit further than it otherwise might have. Not much, and maybe not as well, but it’ll work for a bit. *Unusual Talent (1-3): Sky’s the limit. You come up with it, we’ll look at it. I.e., if you’re able to redirect and boost engine output, that’d be +3. Able to walk out of a firey crash with an unwrinkled outfit, that’s +2. The ability to juggle dried llama droppings while yodeling and riding a unicycle, that’s worth +1, ‘cuz it’s worthless in the course of a particular adventure.
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