{"name":"(Re) Deadly","type":"crew_ability","data":{"description":"
Deadly: Each pilot may add +1 action rating to Hunt, Prowl, or Struggle (up to a
\nmax rating of 3).
\nExperimental Comms: You may use teamwork with any squad member, regardless of the distance separating you. By taking 1 Stress, every squad member hears your whispered message.
\nNoble Officer: Take +1d when challenging someone to a duel. Take +1d when fighting against your duel opponent.
\nScorched Earth: The scale of your conflict is large, very large, and that’s tolerated. You don’t lose Trust when you cause property damage.
\nPR Campaign: Pilots and Cohorts take +1d when attacking someone's reputation, or bolstering the reputation of the squad or one of its members.
\nHooked: Your squad members use your product. Add the brutal, unreliable, or wild flaw to your fire teams to give them +1 Quality.
","class":"","price":"1","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"MLPPiZLSXgYeAHo7":3},"flags":{"core":{"sourceId":"Item.ADRZxFqOrCwkrGeX"}},"_id":"2ztcjEm4Dm7anWS1"} {"name":"(M) Reavers","type":"crew_ability","data":{"description":"Reavers: When you push yourself while employing speed or aggression with a vehicle action roll, you only exhaust a Quirk if your result is 4 or higher.
\nSponsor: When you advance your Tier, it costs half the Supply Points it normally would. Who is your sponsor? Why do they help you?
\nAll Hands: During downtime, one of your Cohorts may perform a downtime activity to acquire an asset, schmooze, or work on a long-term project.
\nSponsor: When you advance your Tier, it costs half the Supply Points it normally would. Who is your sponsor? Why do they help you?
","class":"","price":"1","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"MLPPiZLSXgYeAHo7":3},"flags":{"core":{"sourceId":"Item.QfOBC1E227CpSxEl"}},"_id":"66yZ52Dar0wvBdfv"} {"name":"(L) Leverage","type":"crew_ability","data":{"description":"Leverage: Your squad supplies contraband for all Factions. Your success is good for them. Whenever you gain Rep, gain an extra +1 Rep.
\nFriends in High Places: Take +1d when making a supply roll. This gives Independent missions a 0d Supply Roll during reward if it doesn’t already have one.
\nNo Traces: When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (rounded up) instead of zero. Additionally, if you don’t lose any trust with your employer Faction on a mission, take +1 rep.
\nAR Echoes: From a weird experience or strange technology, all squad members gain the ability to see and interact with private or offline ARs that would normally be hidden from sight.
\nAccord: Sometimes friends are as good as public support. You may count up to three +3 squad and/or Faction statuses you hold as if they were Heart.
\nSecond Story: When you execute a clandestine infiltration, you get +1d to the engagement roll.
\nGraduate: Each pilot may add +1 action rating to Interface, Study, or Sway (up to a max rating of 3).
\nCustom Work: Take +1d when you Engineer one of your squad's vehicles.
\nDangerous: Each pilot may add +1 action rating to Hunt, Struggle, or Wreck (up to a max rating of 3).
\nHigh Society: It's all about who you know. Take +1 Trust during downtime with your patron Faction or employer Faction, and +1d to gather information about the region’s elite.
\nCorner Kid: Each pilot may add +1 action rating to Sway, Struggle, or Survey (up to a max rating of 3).
","class":"","price":"1","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"MLPPiZLSXgYeAHo7":3},"flags":{"core":{"sourceId":"Item.hjCz4SpPbKXFe9pH"}},"_id":"J18su4Y8J2jLZ2pQ"} {"name":"(RD) Conviction","type":"crew_ability","data":{"description":"Conviction: Each pilot gains an additional tragedy: Experimentation. When you Cut Loose with a focus on experimentation and gather a significant data set, you don't overindulge if you clear excess stress. In addition, your theories give you +1d
\non any one action roll you make—from now until you Cut Loose again.
\n\n
Synchronized: When you perform a group action, you may count multiple 6s from different rolls as a critical success.
\nSecond Story: When you execute a clandestine infiltration, you get +1d to the engagement roll.
\nEveryone Steals: Each pilot may add +1 action rating to Prowl, Finesse, or Survey (up to a max rating of 3).
\nDire Needs: Due to hard-won respect and contacts, your employers understand the necessity of what you do. You can choose not to lose Trust from breaking ROE related to the treatment of civilians and enemy soldiers on a mission.
\nDire Assistance: Your squad has acquired a powerful but chained AI. This could be very useful, but the desires and morals of an AI are very different from those who bleed.
\nGrounded: You get +1d to resistance rolls (and exhaust one fewer Quirk when your vehicle resists) against AR threats. You get +1d to healing rolls when you have AR Harm.
\nSponsor: When you advance your Tier, it costs half the Supply Points it normally would. Who is your sponsor? Why do they help you?
\nSponsor: When you advance your Tier, it costs half the Supply Points it normally would. Who is your sponsor? Why do they help you?
\nPack Rats: Your FOB is a jumble of... requisitioned items. When you roll to acquire an asset, take +1d.
\nCombined Arms: When you assist a pilot using a drastically different type of vehicle than your own (or you are infantry assisting a vehicle or a vehicle assisting infantry), you may select the same benefit multiple times.
\nFast and Furious: Each pilot may add +1 action rating to Maneuver, Manipulate, or Battle (up to a max rating of 3).
\nScroungers: When you use the Salvage downtime activity, take +1d. Once per downtime phase, the squad may ignore the requirement of scrapping a vehicle to perform the Salvage activity.
\nRenegades: Each pilot may add +1 action rating to Scan, Bombard, or Maneuver (up to a max rating of 3).
\nAir Superiority: If you or your allies are the only combatants in the area with an active aircraft, take improved Position on all vehicle actions.
\nOn the Move: One vehicle gets a 1d Upkeep roll that doesn’t cost Materiel. Get +1d to gather information about the route for the next mission.
\nForged in the Fire: Cruel experiences have toughed each pilot. In combat, you get +1d to resistance rolls, and you exhaust 1 fewer Quirk (minimum 1) for vehicle resistance.
\nSponsor: When you advance your Tier, it costs half the Supply Points it normally would. Who is your sponsor? Why do they help you?
\nFiends: Fear is as good as respect. You may count each negative point of non- patron Faction relationship as if it were Heart (up to a max of 3).
\nJust Passing Through: During downtime, take +1 Trust with the Faction whose territory you’re in at the start of downtime. When your Trust with the local Faction is 5 or more, you get +1d to deceive people when you pass yourselves off as ordinary citizens.
\nBio-solvent: The squad has been trained in the special application of a topical solvent that quickly dissolves dead flesh. Take 3 Stress to properly apply the bio- solvent.
\nCustom OS: Your vehicles’ systems make no sense to most programs. They are immune to hacking by anyone outside of the squad.
\nWar Dogs: When you’re in a Vendetta (-3 squad Status), your crew does not suffer -1 hold. Pilots still get three downtime activities (instead of just two).
\nFor The Greater Good: Your Cohorts are fully committed to the research. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against those who would attempt to halt progress.
\nThe Good Stuff: Your merchandise is exquisite. The product Quality is equal to your Tier+2. When you deal with a squad or Faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).
","class":"","price":"1","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"MLPPiZLSXgYeAHo7":3},"flags":{"core":{"sourceId":"Item.kZ5YhxTGmSPmgYef"}},"_id":"fNxC8ZE8RPai5UqL"} {"name":"(RD) Irons in the Fire","type":"crew_ability","data":{"description":"Irons in the Fire: Your squad is excellent at multitasking. When you work on long- term projects during downtime and have multiple incomplete projects, you get +1d (but must split the resulting Ticks between the projects as evenly as possible).
\nShock & Awe: When you execute an assault plan, take +1d to the engagement roll.
\nPredators: When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.
\nFormation: When a group action is taken with a vehicle action, every participant may spend 1 Stress. Any pilot that does gets +1d.
\nBarter: You can spend Supply Points (minimum 1) equal to the current number of total Ticks in your Drive Clocks to add 1 Tick to a Drive Clock
","class":"","price":"1","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"MLPPiZLSXgYeAHo7":3},"flags":{"core":{"sourceId":"Item.iNBpRKg5fKXESgrG"}},"_id":"tHqztB1HUBb0xPnS"} {"name":"(F) Blood Brothers","type":"crew_ability","data":{"description":"Blood Brothers: When you fight alongside your fire teams in combat, they give +1d for teamwork rolls (setup and group actions). All of your Cohorts get the Toughs type for free (if they're already Toughs, add another type).
\nVipers: When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are immune to its Effects.
\nOf the People: Take improved Position when acting against those who want what you are selling, and +1d to gather information about where your product is wanted.
","class":"","price":"1","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"MLPPiZLSXgYeAHo7":3},"flags":{"core":{"sourceId":"Item.NeT2SRyDtG60kZZZ"}},"_id":"xDeU1Mz2kkaflUO7"} {"name":"(P) App Market","type":"crew_ability","data":{"description":"App Market: Through secret technology or hard-won experience, you have discovered how to prepare your product for sale to apps and/or AIs. They do not pay in Supply Points. What do they pay with?
","class":"","price":"1","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"MLPPiZLSXgYeAHo7":3},"flags":{"core":{"sourceId":"Item.VLzfDJbGk9MLsETY"}},"_id":"ytj2ZpuJqHsDmGlN"}