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'''''Above and Beyond''''' (0 CP): Pushing yourself to help the ship or Life Support Breach its crew. Pick skill and explain how you’re using it to help the ship. If the GM agrees, roll it with a -2 penalty. On a success, gain your ½ skill level in Command Points. When you take this action you can do nothing else in the round, including actions for department heads, etc.</br>
 
'''''Above and Beyond''''' (0 CP): Pushing yourself to help the ship or Life Support Breach its crew. Pick skill and explain how you’re using it to help the ship. If the GM agrees, roll it with a -2 penalty. On a success, gain your ½ skill level in Command Points. When you take this action you can do nothing else in the round, including actions for department heads, etc.</br>
 
On a failure, the ship suffers -1 Command Point.</br>
 
On a failure, the ship suffers -1 Command Point.</br>
'''''Deal With a Crisis''''' (2 CP): Explain what you are doing to solve a secific ''Crisis'' and roll the relevant skill check. The difficulty is -4, plus or minus 0 to 4 depending on the situation and the effectiveness of your action (GM’s call). On a success, the ''Crisis'' is resolved. You may also use this action to aid another PC in resolving a Crisis, working like a Support check (SWADE pg. 106). As normal the maximum bonus that can be granted through Support is +4 no matter how many people aid. Normally when you take this Action you can do nothing else in that round (including those making a Support roll).</br>
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'''''Deal With a Crisis''''' (2 CP): Explain what you are doing to solve a secific ''Crisis'' and roll the relevant skill check. The difficulty is -4, plus or minus 0 to 4 depending on the situation and the effectiveness of your action (GM’s call). On a success, the ''Crisis'' is resolved. You may also use this action to aid another PC in resolving a Crisis, working like a Support check (SWA pg. 106). As normal the maximum bonus that can be granted through Support is +4 no matter how many people aid. Normally when you take this Action you can do nothing else in that round.</br>
 
'''''Do Your Duty''''' (0 CP): The ship gains 1 Command Point with no skill check required. PCs who head more than one department can only grant 1 CP; NPC department heads automatically take this action. PC can also take a different action, but they can only take Do Your Duty once a round.
 
'''''Do Your Duty''''' (0 CP): The ship gains 1 Command Point with no skill check required. PCs who head more than one department can only grant 1 CP; NPC department heads automatically take this action. PC can also take a different action, but they can only take Do Your Duty once a round.
  

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