|
Cyberneticist |
1 |
EotE SM |
Remove a setback die per rank of cyberneticist from check's to build, repair and install cybernetic implants. Cybernetic implants cost 50% less. |
|
TOUGHENED |
2 |
EotE 141 |
The character increases his wound threshold by two per rank of Toughened. |
|
Eye for detail |
1 |
EotE SM 34 |
After making a computers or mechanics check, may suffer strain up to there ranks in eye for detail to convert that many Success to advantage's. |
|
Overcharge |
1 |
EotE SM 35 |
Once per encounter may use overcharge action. Make a hard mechanics check. On a successful check a instead implant provides additional benefits. |
|
Improved overcharge |
1 |
EotE SM 35 |
May spend 2 advantage's or a triumph from a overcharge action to take another action. |
|
Energy Transfer |
1 |
EotE SM 34 |
May suffer a strain to use a energy Transfer maneuver to power up a unpowered device or replenish exhausted ammo pack for a energy weapon. |
|
More Machine than Man |
1 |
EotE SM 34 |
Increase cybernetic implant cap by 1 per rank of more Machine than Man. |
|
Engineered redundancies |
1 |
EotE SM 34 |
Gain the ability to use emergency repair patches to heal. Additional, can be healed with mechanics check's. |
|
Blooded |
1 |
EotE 132 |
Add a boost die per rank of Blooded to all checks to resist or recover from the effects of poisons, venoms, and oth-er toxins. Reduce the duration of any related ongoing effects or damage from toxins, venoms, or poisons by one round per rank of Blooded to a minimum of one. |