d10 | Result |
---|---|
1 |
Suit +5 Intellect body/sanity/fear/armor Starting skills : Linguistics, (Pick two: Art, Theology, Rimwise), +2 points Effect: "Appeal to contract", can re-roll any other ally’s panic result once per session. |
2 |
Witness +10 Speed body/sanity/fear/armor Starting skills: Athletics, Rimwise. Pick one: Linguistics, Computers. +2 PTS Effect: Panic checks are made at advantage. XP Incentive: Bare witness to the arcane. Stoke the flames of knowledge amidst the dark void. |
3 |
Field Biologist +5 Intellect body/sanity/fear/armor Starting skills : Biology, Hydroponics, +4pts Effect: "been there, seen that", can negate a panic roll for the entire party once per day, provided they can offer a plausible (even if incorrect) explanation that reassures everyone to remain calm. |
4 |
Roll again |
5 |
Void Monk +10 Strength body/sanity/fear/armor Effect: Touch an enemy, forcing them to make a Body Save or lose a sense of your choice for 1d10 rounds (seconds?) |
6 |
Zoologist +5 Strength body/sanity/fear/armor Starting skills: Biology, First Aid, +3 PTS Effect: Gain advantage on saves vs. xeno-lifeforms. |
7 |
Bounty Hunter +5 Strength body/sanity/fear/armor Starting Skills: First Aid, Close Quarters Combat, Weapon Specialization: , Unarmed, Joint Manipulation/Submission Effect: +2 Resolve upon successfully capturing/subduing target alive |
8 |
Void Urchin -10 to all stats body/sanity/fear/armor Starting Skills: Scavenging Effect: Rolls with advantage on Stress, Stress checks, and Panic checks |
9 |
Convict +10 Speed body/sanity/fear/armor Starting Skills: Rimwise, Scavenging or Athletics, +2 pts Effect: Any failed Fear Save by the Convict is considered a Critical Failure |
10 |
Hybrid +15 Strength body/sanity/fear/armor Starting Skills: CQC, Athletics Effects: Automatically fail panic checks. |