Cyberneticist |
2 |
Special Modifications 29 |
Remove Setback per rank from checks to build, repair, and install cybernetic implants. Cybernetics cost 50% less |
Toughened |
1 |
Special Modifications 29 |
Gain +2 Wound Threshold |
Precision Strike |
1 |
No Disintegrations 29 |
When this character inflicts a Critical Injury, may suffer 1 strain to change the result to any Easy Critical Injury |
Parry |
1 |
No Disintegrations 29 |
When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks |
Grit |
3 |
No disintegratioons 29 |
Gain +1 Strain |
Surgeon |
1 |
Special Modifications 29 |
When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank |
Energy Transfer |
1 |
Special Modifications 29 |
May suffer 1 strain to use maneuver to power up an unpowered device or replenish exhausted ammunition for an energy weapon. |
Eye for Detail |
1 |
Special Modifications 29 |
After making a mechanics or computers check, may suffer strain up to ranks to convert that many Successes to Advantages |
Martial Grace |
1 |
No Disintigrations 29 |
Once per round, suffer 2 Strain to add damage equal to ranks in Coordination to next Brawl check made this turn. |
Iron Body |
1 |
No Disintigrations 29 |
Remove Setback per rank of Iron Body from Coordination and Resilience checks. Reduce the critical rating of unarmed attacks by 1 per rank of Iron Body |
Improved Precision Strike |
1 |
No Disintigrations 29 |
Same as Precision Strike, must be Brawl or Melee, change to any Average Critical |
Overcharge |
1 |
Special Modifications |
Once per encounter, may just the Overcharge action. Make a Hard Mechanics check. On a success, one installed cybernetic provides additional benefits. On Despair, overcharged cybernetic shorts out |