|
Toughened |
8 |
|
Gain +2 Wound Threshold |
|
Feral Strength |
3 |
|
Add +1 damage to one hit of successful melee or brawl attacks |
|
Frenzied Attack |
2 |
|
When making melee or brawl attack suffer 1 strain per rank to upgrade check by 1 per rank |
|
Lethal Blows |
3 |
|
Add +10 per rank of Lethal Blows to crits on rolls |
|
Knockdown |
1 |
|
After making a brawl or melee check may spend a triumph to knock the target prone |
|
Enduring |
2 |
|
Gain +1 Soak |
|
Heroic Fortitude |
1 |
|
May spend a destiny point to ignore critical injuries that effect Brawl or Agility checks until the end of the encounter |
|
Natural Brawler |
1 |
|
Once per session may reroll any 1 Brawl or Melee check |
|
Defensive Stance |
3 |
|
Once per round may perform defensive stance maneuver to upgrade all incoming attacks by ranks of defensive stance, cost 1 strain per rank |
|
Adversary 2 |
2 |
|
Upgrade all attacks against this character by ranks of adversary |
|
More Machine Than Man |
4 |
|
+1 Cybernetic Implant Cap per rank of More Machine Than Man |
|
Durable |
2 |
|
May reduce any Critical Injury suffered by 10 to a minimum of 1 |
|
Surgeon |
1 |
|
When making a medicine check to help a target heal wounds, may heal an additional wound per rank of surgeon |
|
Cyberneticist |
1 |
|
Remove 1 setback die from any check to install, repair, or create an implant. Cybernetics are 50% cheaper. |
|
Engineered Redundancies |
1 |
|
Can use emergency repair patches to heal. Additionally wounds can be recovered through mechanics checks. |
|
Eye for Detail |
1 |
|
After making a computer or mechanics check, can suffer 1 strain per rank to convert that many successes to advantages. |
|
Overcharge |
1 |
|
Once per encounter may take the overcharge action. Make a hard mechanics check, on a success one cybernetic provides additional benefits, on a despair the cybernetic short out. |
|
Improved Overcharge |
1 |
|
May spend two advantages or a triumph from Overcharge to take another action for that round. |
|
Supreme Overcharge |
1 |
|
On an Overcharge action, any implant may be upgraded by the action, for each attempted boost upgrade the diffuclty by 1 for each implant to be boosted. On a despair one cybernetic is shorted out. |
|
Dedication |
1 |
|
Increase any attribute by 1 to a max of 6 |