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Sensitive Hearing |
1 |
|
Add 1 boost dice to all Perception and Vigilance checks as long as wearing their protective earpieces. If not, add 1 disadvantage result to above checks. |
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Toughened |
2 |
|
Add +2 wound threshold |
|
Cyberneticist |
2 |
|
Remove a black dice per rank Cyberneticist from checks to build, repair and install implants and they cost 50% less |
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More Machine Than Man |
1 |
|
Increase cybernetic implant cap by 1 per rank |
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Engineered Redundancies |
1 |
|
Gain ability to emergancy repair patches to heal. Additionally, can be healed with mechanics checks |
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Energy Transfer |
1 |
|
Suffer 1 strain to power up an unpowered device or replenish exhausted ammo for an energy weapon |
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Surgeon |
1 |
|
When making a medicine check to help a character heal wounds the target heals 1 additional wound per rank of Surgeon |
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Techno Power Charges |
1 |
|
Crusty has 3 power charges available. These can be spent to activate any of Crusty's tech abilities (e.g disruptor fist, shield gauntlet aoe) or any other techno gauntlet bullshit ability on the fly at GMs discretion using mechanics or computing as appropriate. These charges can be regained using strain (limit 1 per round for now) |
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Safety Features |
1 |
|
Add automatic Advantage to checks with the general skill chosen for this tool (Limit 1). |
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Defensive Stance |
1 |
|
Once per round on the character's turn, the character may perform a Defensive Stance maneuver to defend against incoming melee attacks. [They] then suffer a number of strain no greater than [their] ranks in Defensive Stance. Until the start of the character's next turn, upgrade the difficulty of all melee combat checks targeting the character a number of times equal to the strain suffered by the character this way. |