Autonomous traits

ANDROID

A failed/discarded android. You were rescued/repurposed. Maybe you could once have passed as human but the facade/cracks are showing.

Outside of combat you can fuse a weapon into one of your arms.

  • The weapon is concealable and can be brought forth at will

  • The weapon deals +1 DAMAGE

  • You can only have one fused weapon at a time

Once per mission you can bring out and use a hidden disposable non-violent device from your body. Use your imagination but the Referee has final say if the device is feasible. Examples include a copter, skis, or a lighter.

Blaster (1D6+1 DAMAGE) & -1 NERVES

DRONE

You are an advanced flying drone and the approximate mass of a motorbike (but not necessarily the shape).

You can attach all of your traits and gear pack equipment to your body. You can have 2 weapons equipped at once. Unequipped equipment is stored inside your body and can be easily swapped.

You can only equip 2 extra pieces of equipment.

You have one arm for complex but lightweight tasks.

Heavy machine gun (1D6+2 DAMAGE) & -1 NERVES

GAS-CONCENTRATOR

You are a master at manipulating elemental gases. You can sense the gas composition of the air you are touching.

At any one time you can alter the flow of one elemental gas in air to change its concentrations in nearby connected areas. Normal air is 78% nitrogen, 21% oxygen, and 1% other gases.

Lighter & -1 JAWS

GUN-TINKERER

You are an expert in modding guns.

Once a mission, you can remove a weapon tag from a gun. The Weapon tag is stored in a gun mod module.

You can attach this gun mod module to any gun that does not have a Weapon tag.

Hand cannon (1D6+1 DAMAGE, ACCURATE), & +2 EYES

GEAR-MULE:

You have a supernatural skill to pack, load, and carry items. Your maximum extra equipment load is 20 rather than 10.

Choose another belief, you have access to their gear packs when choosing pack/s at the start of a mission.

Large backpack & +2 JAWS

SKILL-MONKEY

You always have an ace up your sleeve.

During missions you can instantly learn teachable skills. Examples include kung-fu, hacking, a language, and animal husbandry. You lose these skills at mission end.

You must use a certain number of skill pills to acquire a skill. The more powerful and broad the skill the more skill points it costs. An average skill costs 3 skill pills.

6 skill pills & +1 LIMBS

ACCURATE weapon tag: Scoped, sighted, or well-balanced; this weapon grants one automatic success when attacking per mission. (F:UE)