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* Austrin characters may choose one of the following feats for free at 1st level: Advanced Firearms Proficiency, Exotic Firearm Proficiency, Far Shot, Personal Firearms Proficiency, Quick Reload or Weapon Focus. The character must meet all of the prerequisites for the chosen feat.

* Borealin characters may chose one of the following feats for free at 1st level: Educated, Perfect Genome, Smart Plus, Skill Aptitude, Skill Emphasis, or Studious. The character must meet all of the prerequisites for the chosen feat.

* Hatire characters may chose one of the following feats for free at 1st level: Dedicated Plus, Mental Buffer, Mental Fortitude, Mental Warding or Oathbound. The character must meet all of the prerequisites for the chosen feat.

* Solar characters may choose any one additional feat at 1st level. The character must meet all of the prerequisites for the chosen feat.

* Inseer characters gain a +2 cultural bonus to all computer-related checks. This bonus also applies to all grid avatar-related stats.

* Nariac characters begin play with any one free item of cyberware with a purchase DC of 30 or less - with a free implanted security monitor that reports their movements to the Domain. These implants do not count against the characters' normal cyberware limitations.

* Orion characters gain a +1 cultural bonus to Bluff, Diplomacy, Gather Information, and Perform (any) checks. Remember that the Perform (Music) skill can't be used untrained.

* Orlamu characters may choose one of the following benefits for free at 1st level: +2 cultural bonus on any Knowledge (Physical Science) and Navigation checks, Psionic Ability, Wild Talent (Mental Contact), Wild Talent (Psionic Sense), Wild Talent (Suggestion), or Wild Talent (Sense Minds).

* Rigunmor characters may choose one of the following benefits for free at first level: +3 competence bonus on any Diplomacy checks to buy or sell goods and +1 cultural bonus on any Knowledge (Economics) checks, 4 additional skill points at 1st level, or Windfall.


* automatically count the skill as a class skill. If the character already has this skill as a class skill or through her starting occupation, she gains a +1 cultural bonus to all rolls with the skill instead. Rigunmors also gain a +2d4 bonus to starting Wealth.

* The Starmechs enjoy the opportunity to have a good time. Most Starmechs prefer to travel with at least one robot servant. For instance, they seem more comfortable when surrounded by their own robotic creations rather than other humans. In addition, many Starmechs are prone to the excesses of hedonism, withdrawing from the real world in favor of parties, inebriation, and sensory excess. Starmechs gain a +1 cultural bonus to all Craft (Electronics and Mechanics), Knowledge (Technology), and Repair checks.

* Thuldan mutants reduce their number of drawback points they need to take by two. Acrobatic,

* VoidCorp heroes gain the Knowledge (Business) skill as a class automatically. If the hero already has the skill as a class skills through profession or class, she gains a +1 cultural bonus in all Business skill checks. Bred and raised to achieve and to benefit from every opportunity, [Employees also gain a 5% bonus to all experience point awards.] Social darwinism, following orders, alt=business broad, corp specialty, -1 to deals/finances 90% to advance

* [Concordans add +2 cultural bonus to one of their Saving Throws (Fortitude, Reflex or Will).] (power, responsibility, deliberate, not hasty, right and wrong but flexible, do the right thing. Honor, Selflessness, Realism. Avoid trouble by setting themselves up for success) alt=+1 to resistance /str,dex,will,int/

* the verge?, inherit stellar nation or +1 last resort point aka FATE/action/force point

3 skills cc/+1 = 2 skills cc/+1, feat = 1 skill cc/+1, +wealth+rep feat=4 skill points feat=2 skills made cc feat=+3 1 skill feat=+2, 2 skills feat=+4 1skill limited

stellar_nation_benefit_workpage.1375487119.txt.gz ยท Last modified: 2021/12/04 00:42 (external edit)