Assets

Asset Values Description
Ain’t Got Time to Bleed d6 When wounded (more than half your LP), you’re -1 vs -2 on all tasks
Allure d2+ Bonus to social when using seduction
Athlete d2+ Bonus to Athletic tasks
Blastomere Implants d4/d8 Ignore first point of stun, fast healing
Blue Blood d2–d6 Minor is a planet, Major is a system or Verse guild/org. Bonus to influence/interact with them
Born Behind the Wheel d2+ Bonus to Pilot/Drive, Major is +2 steps on PP spending
Born in the Black d2+ Bonus in 0g and astrogation, minus on ground tasks
Business as Usual d4 Investing, Market, Office
Closed Book d8 Penalty to be seen/read by Readers, see your tells, inscrutable
CompTech d2+ Bonus on computer, hacking, comp security, at Major +2 steps on PP spending
Connoisseur d2+ Snob in 1 area (wine, clothes, flowers, etc). Bonus in interacting/knowledge in this area
Cool Under Fire d2-d6 Add trait to resist being frightened, intimidated, or otherwise mentally unbalanced.
Cortex Specter d6/d10 Penalty to being found on cortex, Major you do not exist
Crack Shot d2+ Only 1 shot, bonus to called shots
Cybernetic Implant d4/d8 Situational attribute change
Damsel in Distress special When plot point spent for rescue, +2 Plot points
Diplomat d2+ Political persuasion/negotiate/bargain
Duct-tape Medicine d2+ Emergency triage under poor conditions
Farm hand d2+ Relating to farm animals, machinery, activities
Fightin’ Type d4 One free non-combat action during a combat round, die is bonus to combat
Fleet of Foot d2+ +5’ movement, bonus to speed-based Athletics
Friends in High Places d2+ 1/session may spend PP to call in favor from social contacts
Friends in Low Places d2+ 1/session may spend PP to call in favor from gutter contacts
Good Balance d2+ Bonus to agility/athletics to avoid falling, tripping, etc
Good Name d2+ Bonus in social/persuade where name comes into play
Graceful in Gear d4 Reduces movement penalties for wearing armor/gear
Guild Standing d4/6/8 Standing in a guild, used to exert influence, get resources
Healthy as a Horse d2+ Bonus to shake off infection, illness, condition
Heavy Tolerance d2+ Bonus to resist drugs, alcohol, poison
Highly Educated d2+ Bonus to knowledge rolls to recall information
Home on the Range d2+ Rancher, bonus with animals/livestock. Major +2 steps on PP
In Plain Sight d2+ Bonus to hide or disguise as nonspecific person. Major +2 steps on PP
Internal Compass d4 Never lost, bonus to navigating on dirt
Intimidatin’ Manner d2+ Bonus to intimidating, interrogating, bullying
Leadership d2+ 1/session Leader can give bonus to another player for a task towards accomplishing a critical task
Light Sleeper d4 Bonus to alertness roll to wake up at interruption/noise
Lightnin’ Reflexes d2+ Bonus to Iniative
Math Whiz d2+ Bonus to all things math-related, such as accounting, navigation, programming
Mean Left Hook d4 Unarmed attack inflicts basic damage, not just stun
Mechanical Empathy d2+ Bonus to Mech skills, spend PP to gain bonus to know precisely what is wrong with a broken machine
Middleman d4/d8 Fixer, minor is planet, major is family/guild. Bonus to broker/negotiations to find work/cargo
Mighty Fine Hat d2 Distinguishing characteristic
Military Rank d2+ Bonus to discipline actions, bonus when dealing with lower rank (even if retired)
Moneyed Individual d4/d8 Spend PP to gain bonus to acquire resources. Minor civilian, Major military/black market
Natural Linguist d2+ Bonus to pass for native
Nature Lover d2+ Bonus to alertness and survival when outdoors
Nose for Trouble d2+ Bonus to alertness, may make roll whenever. Spend PP to negate surprise
Pack Rat d4/8 Spend PP to simply have an object (major is less PP for same object)
Parliamentary Clearance d4/6/8 Standing with govt, spend PP and can get services without question
Pet d4 You have a pet
Quick Healer d4/6 You heal faster than most, when treated
Reader d4/d8 Minor is empathic/passive/uncontrolled, bonus to alertness. Major is full Psion Active
Registered Companion d4 Bonus in social with those that respect station, penalty when not respected
Religiosity d4/d8 Minor is faithful, bonus to 1 willpower check/session. Major is ordained, any PP spent to influence are +2.
Renaissance Man d8 General skills can be bought to d8, but Specialty skills are bought up from d6 for cost
Salvage License d8 Permission from a govt to salvage legally, savage corp license
Sawbones d2+ Bonus to medicine. Major +2 steps on PP
Sharp Senses d2+ Bonus to Alertness for that sense
Steady Calm d2+ Bonus to Willpower to avoid shaken, frightened, startled, intimidation, interrogation td>
Sweet and Cheerful d2+ Bonus to social when useful
Talented d2-d6 Bonus to one skill specialty.
Teacher d6 Can teach any specialty you have higher than the student, at a reduced cost, over time
Things Go Smooth d4/d8 Minor reroll one roll (not botches). Major reroll two rolls (including botches)
Total Recall d4/d8 Bonus to remember data from the past. Major is successful without roll
Tough as Nails d4/d8 Minor +2 LP. Major +4 LP
Trustworthy Face d2+ Bonus to convince opposed willpower
Trustworthy Gut d4/d8 Bonus to intuition. Major spend PP to ask GM specific yes/no question about hunch
Uncommon Knowledge d2+ Know an obscure area most others don’t, bonus to knowledge roles for it
Very Favorite Gun d4/6 Bonus to use weapon, signature weapon for the person
Walking Timepiece d4 Always know the time
Wears a Badge d2+ Bonus to influence when position respected. Minor is planetary, major is larger

Assets

Out in the Black elisabeth