
Determined
Increase Determination by 1 skill point. Can be purchased multiple times.

Permanent skill item
2nd Chance Strength Module
If you fail a strength check, you may now make a second attempt at it and it won't cost you one point of your Endurance

Xenosuit Module
Steely Determination Module
If you fail a determination check, you may now make a second attempt at it and it won't cost you one point of your Endurance

Xenosuit module
Rage Module
Adds +1 to your Utility Gun's basic attack

Utility Gun Module
Critical Hit Module
Grants you a critical hit module. When equipped on your Utility Gun, Unlocks criticals. You may roll 1d20 after each attack you make. If at any time you roll a 20, then your last attack will be instantly doubled. Each installed duplicate of this module grants an additional roll of 1d20. Max 5 Modules.

Utility Gun Module
Legion Module
Cast Legion during your turn and you and all crewmates will receive a temporary shield boost of +1 until the end of the fight.
Costs 50 essence and can only be used once per fight. Max 1 allowed

Xenosuit module
Super Criticals Module
Must be installed on your utility gun alongside a critical hit module, it will drastically increase the damage output. If at any time you roll a 20, then your last attack will be instantly tripled as opposed to being doubled. Max 1 allowed.

Utility Gun module
Refractor Module
Cast on yourself only during your turn. Requires stealth check of 15 or the action fails. If successful, you will be invisible to all enemies for the next three turns if playing solo. In a team, when its time for an enemy to attack you, they will instead move to the next player in the sequence.
Costs 50 essence per stealth check

Xenosuit module
Human Shield Module
When equipped, this module allows you to take direct life support damage in place of a crewmate during combat

Xenosuit Module
Rallying Cry
When cast during combat, all crewmates will gain +1 to all attacks for this fight.
Costs 50 essence

Xenosuit Module

