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Cyberneticist (Rank 1) |
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Special Modifications - page 29 |
Remove a setback dice per rank of Cyberneticist from check to build, repair and install cybernetic implants. Cybernetics cost 50% less. |
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Toughened (Rank 1) |
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Special Modifications - page 29 |
Gain +2 Wound Threshold |
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Cyberneticist (Rank 2) |
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Special Modifications - page 29 |
Remove a setback dice per rank of Cyberneticist from check to build, repair and install cybernetic implants. Cybernetics cost 50% less. |
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Eye for Detail |
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Special Modifications - page 29 |
After a mechanics or computers check, may suffer strain up to ranks in eye for detail to convert fail to pass. |
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Overcharge |
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Special Modifications - page 29 |
Once per encounter, may use the Overcharge action. Make a Hard Mechanics Check, on success one installed cybernetic provides additional benefits. On Fail, the cybernetic shorts out. |
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Tactical Combat Training |
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Recruit Talent Tree |
Add Melee and Ranged Heavy to Career |
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Utility Belt |
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Special Modifications - page 29 |
The character may spend one Destiny Point to perform a Utility Belt incidental to produce a previously undocumented – but essential – small tool from his utility belt, satchel, or pockets, with a rarity no greater than 4. This cannot be a weapon unless the weapon has the Limited Ammo 1 quality. |
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Defensive Stance |
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Repulsor Fist |
One per round on the character’s turn, the character may perform a Defensive Stance maneuver to assume a defensive stance against incoming melee attacks. He then suffers a number of strain no greater than his 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 time equal to the strain suffered by the character in this way. |
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Right Tool for the Job |
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Inbuilt Medikit |
Medicine: Adds boost to medicine checks. |