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                |  | Dice Pips 
 Fury Pip (+2)
 May be expended to cancel Shaken.
 May be expended to cancel forced method change.
 Double Fury:
 May be granted to another Character.
 Gain that dispatch, but more so can cancel an enemy condition like Quell, Breach or Exploit.
 
 Catbird Seat (+3) on your next dice roll.
 May expended to take Calculated Action
 In Q&D May be expended to meet Condition and take action
 
 Double Catbird:
 If Ref permits, capture the battle's enemy
 
 Tactics Pip (+1) to entire squad for remainder of battle
 Lost on Deck Reshuffle
 May be spent to cancel enemies Def Mod
 May be expended to cancel 1 of Quell, Breach, or Exploit
 May be used to reduce Target Number
 
 Double Tactics
 May drive off all squishies
 May dispatch on enemy Armor+
 
 Command Pip (+1) also goes to entire squad but only through one round of all player rolls.
 May be expended to cancel Shaken or Pinned
 Allows next action to be any combat method
 Expended to cancel Enemy Enraged.
 
 Double Command Pip
 Use for features above
 
 Quest Pip (+1) lasts the entire adventure (but drops in the climax)
 
 Double Quest
 Ref may provide clue.
 
 Shaken (-2) is a penalty. It can cancel Fury and vice versa.
 
 Double Shaken
 Test for Surrender on Ordinary Roll
 Add a point of Insanity
 
 Pinned: Takes away Advantage.
 Eliminated on next successful roll.
 Eliminated on Deck Shuffle.
 Forces Swaggering Tests for Glorious
 
 Double Pin:  Test Ordinary for Vicious (Suit Fracture)
 Add 1 to PM Cycle
 
 Racial Bonus
 Cimmer: Once per adventure you may Grimace that a  normally hostile encounter will stand down.
 
 Cruz: Once per adventure during Travel encounters (in Close Combat) may Bio-Boost your team and ignore results of Shaken and Pinned.
 
 Skia: Once per adventure (before Climax) in a single encounter, open your visor and gains Catbird Seat (+3) every other roll.
 
 Trait Tactical Bonus
 
 Bonus are refreshed at the start of each Adventure OR Session.
 
 Durable 1: At level advancement, select one Savvy swaggering or lock that technique Glorious.
 
 Durable 2: Ignores the first vicious wound received each adventure.
 
 Durable 3: At level five, cancel anyone’s wound.
 
 Fierce 1: At each level advancement, select one EE Suit  swaggering or lock that technique Glorious.
 
 Fierce 2: Only Shaken in combat for one round.
 
 Fierce 3: Ignores the first occasion of  forced Escape Method or surrender.
 
 Fierce 4: Once per adventure at  start of new action, may sacrifice any known or ship swaggering to gain Fury Pip.
 
 Fierce 5: At level five, may start the battle against non-Rival, with a Calculated Method.
 
 Inventive 1: At each level gains an extra skill.
 
 Inventive 2: Collectively ignore first occasion of lost swaggering, forced Irregular, OR Quest Pip lost each Adventure.
 
 Inventive 3: At start of Adventure, add one Ship swaggering starting from the bottom for each character with Trait.
 
 Inventive 3: Once per adventure, Ignore the defensive modifier of the enemy.
 
 Inventive 4: At level five+ once per adventure, gain Catbird Seat benefits at the start of
 one battle.
 
 Spirited 1: At each level advancement, gains one swaggering  technique or lock that technique Glorious.
 
 Spirited 2: Once per adventure any time during battle, Gain Fury bonus.
 
 Spirited 3: Once per adventure, may sacrifice any known or ship swaggering to cancel a forced Insanity of the character or any other player.
 
 Spirited 4: On first occasion each adventure if forced to roll Insanity, gain three dice rather than 2.
 
 Spirited 5: At level five+, create a Command Pip bonus any time in a one combat.
 
 Mishaps – Snake Eyes
 When taking a roll for Task Resolution, a result of exactly two (snake eyes) should  result in an increase of both Insanity and PM Cycle. Only rolls here do this. A roll of  two in a Q&D will result in other consequences.
 
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