Cyborg |
0 |
96 (LoNH) |
All Ganks are cyborgs, and each one often possesses several different cybernetic implants. A Gank begins play with up to two cybernetics (such as those on page 173 of the Edge of the Empire Core Rulebook or on page 106 of this book) that cost a total of up to 5,000 credits. If a character takes on additional Obligation for credits at character creation, he may apply these extra funds to the 5,000 credit budget to purchase cybernetics. Ganks have a cybernetic implant cap of 3 plus Brawn rating. |
Grit |
1 |
59 (EotE) |
Gain +1 strain threshold. |
Lethal Blows |
1 |
59 (EotE) |
Add +10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents. |
Stalker |
1 |
59 (EotE) |
Add 1 boost dice per rank of Stalker to all Stealth and Coordination checks. |
Dodge |
1 |
59 (EotE) |
When targeted by combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade the difficulty of the check by that number. |
Precise Aim |
1 |
59 (EotE) |
Once per round, may perform Precise Aim maneuver. Suffer a number of strain no greater than ranks in Precise Aim, then reduce target's melee and ranged defense by that number. |
Jump Up |
0 |
59 (EotE) |
Once per round, may stand from seated or prone as an incidental. |