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Extreme Regeneration |
1 |
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Heal 1 point of damage from wound threshold at the beginning of each turn. Fully heal wounds in-between battles, unless otherwise specified by the GM (i.e. another fight occurs shortly afterwards). Character is only affected by Average Critical Injuries and above. Average injuries are healed after one turn, Hard after three, and Daunting after 5. If character dies, he is brought back to life during the next session, or however many is determined by the GM for the Gen’Dai to recover. However, their wound threshold is decreased by 3 to a minimum of 10, after which they die a permanent death. Their strain threshold is also decreased by 2 for each death to a minimum of 8. Cannot have cybernetics. |
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Reckless |
1 |
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Add 40 to critical injury roll, add 5 for each death suffered. If character kills an enemy using either the Brawl of Melee skill during their first attack, all enemies must make a medium cool check to take their next turn. Can duel wield any melee weapon, but adds one additional purple die to the roll for each two-handed weapons used, in addition to the standard duel wielding capabilities. |
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Reputation |
1 |
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All Nemesis must make a hard cool check when facing this species. One advantage die is added to any coercion check being made when the character is present. |
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Slow Learner |
1 |
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Costs 50% more exp to purchase skills. (does not affect character creation) |
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Addled Mind |
1 |
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suffer 1 strain every other round. Strain suffered from addled mind is healed in between each encounter, unless DM feels otherwise. |
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Berserker |
1 |
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After going over strain threshold, player goes berserk and can’t distinguish between friend or foe. Faints after suffering 5 more strain or until wound threshold is exceeded. While in berserk mode, attack the closest character, damage increased by 2 if melee, damage taken increased by 2. |