Objective:
► Solve Problems Creatively
► Take the simple solution
Abilities:
► Jack!: At the start of a mission, choose a skill you have at 0. You can improve it to 1 for the duration of this mission only.
► Always a way: If there isn’t an entrance or exit into a place, you can find one. You can always get through, but (Admin picks one): it’s dangerous or risky, it’ll only fit one person, you’ll have to leave something or someone behind.
► Oilfinger: You start a mission with 1d3+1 extra Kit Points.
► Extra Parts: You can mark 1 KP for +1D on any roll that involves fixing, crafting, breaking, or modifying devices or machines.
► Weak Spot: When an ally performs violent or forceful action, you can grant them +1D on their action, and +1 slash on any tag on success. You have one use of this ability, which resets when you rest, and a roll can only benefit from this once.