[ +- ] Frontier Traits
mbush Specialist: Advantage on Tests to locate, disarm, and detect ambushes and traps. You also gain Advantage on Save Tests to avoid traps.
Born Fighter: When combat starts, you may immediately take 1 Turn (2 Actions) before initiative is rolled.
Chemist: Provided the right reagents and recipes, you can mix medicines, elixirs, chemical bombs, and poisons. You also gain Advantage when identifying unknown liquids and other useful substances.
Detective: When searching for clues as to an identity, whereabouts, or motives, you gain Advantage.
Ecologist: You gain Advantage when attempting to find your way through natural environments,
and when attempting to identify dangerous alien creatures.
Engineer: When you are maintaining, managing, or repairing equipment, you gain Advantage. Once per day, you can make a Test with Advantage. If successful, you can restore 1 Depletion point to any object.
Ghost in the Machine: You have a sentient holographic digital assistant to make your life easier. You can order it to competently manage your digital presence on your behalf, such as setting appointments, managing your electronic messages, or posting photos and videos of your latest adventures to social media. Twice per session, if you are unprepared for a situation, you may Test at Disadvantage. If you succeed, your companion provides you with information that allows you to be prepared. For example, if you are lost, your companion might have previously downloaded a map for you.
Hacker: As an Action, you can Test to electronically hack a cyborg, AI, computer, or digital or robotic construct. If your Test is successful, they must make a Save Test. If they fail, they lose all Actions until they make a successful Save Test at the start of their turn (in which they can act again). If they succeed, they lose one Action the next time they would act.
Learned: If you ever need a piece of information and you can’t find the answer, you can test with Disadvantage. If successful, the GM will give you a tidbit that will aid you.
Outlaw: You gain Advantage on Tests to avoid detection or capture by "the Law."
Quick Gun: When rolling initiative, you roll 3 dice and take the 2 highest for your Initiative score. Your first Ranged Attack of the combat has Advantage.
Xenotech Expert: You have spent years learning the tricks, traps, uses, and language of various Xenotech from dead civilizations. You gain Advantage to identify the primary function of any piece of Xenotech you find, and you can always activate complex Xenotech without training.
Xeno-Hunter: You have spent years learning how to hunt, kill, and trap other creatures. You can spend an Action to attack an enemy that is not your Heritage at Disadvantage. If you succeed, you deal 1 damage and gain Advantage on your next Test or attack against them.
[ +- ] Cybernetic Traits
Augmented Reflexes: When you fail an Evade Test, you may re-Test with Disadvantage.
Built in Hard-Drive: When Testing to see if you know something, if you fail, you can re-Test with Disadvantage.
Cloaking Field: All Tests to locate you when you are hidden are at Disadvantage.Cyber-Arms: I got a high-tech appendage where my graspin’ limb used to be. When you are Testing to lift, carry, or budge something, you gain Advantage.
Cyber-Eyes: When you fail a perception related Test, you can choose to re-Test it at Disadvantage.
Cyber-Legs: You gain Advantage on any Test related to jumping, running, or moving around.
Hidden Weapon: You always have a weapon no-one knows about. As an Action, you can deploy it. You gain Advantage on the first attack each combat with this weapon. Select either Light Melee or Light Ranged for this weapon.
Imbedded Ammo-Clips: Whenever you fail the Cinematic Ammo Test, you may immediately re-Test with Disadvantage.
Subsurface Armor: You gain +2 Hit Points. If you have the Diehard Trait, you can use it one additional time per day.