Increase cybernetic implant cap by 1 per rank of More Machine than Man.
Ranked
15 XP
Passive
More Machine Than Man
Increase cybernetic implant cap by 1 per rank of More Machine than Man.
Ranked
15 XP
Incidental
† Supreme Stronger Than Flesh
Immediately after being hit by an attack but before suffering damage, spend 1 Destiny Point to increase Soak by half the number of installed cybernetics, rounded up.
25 XP
Incidental
† Supreme Stronger Than Flesh
Immediately after being hit by an attack but before suffering damage, spend 1 Destiny Point to increase Soak by half the number of installed cybernetics, rounded up.
25 XP
Passive
Dedication
Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Ranked
25 XP
Passive
Dedication
Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Ranked
25 XP
Maneuver
Energy Transfer
May suffer 1 strain to use the Energy Transfer maneuver to power up an unpowered device or replenish exhausted ammunition for an energy weapon.
10 XP
Maneuver
Energy Transfer
May suffer 1 strain to use the Energy Transfer maneuver to power up an unpowered device or replenish exhausted ammunition for an energy weapon.
10 XP
Incidental
† Stronger Than Flesh
Once per encounter, may avoid suffering a () or () severity critical injury by having an installed cybernetic immediately malfunction.
The cybernetic in question is chosen at random or via GM-player collaboration. It provides no benefit until the character spends several hours making an Average () Mechanics check to repair it.
10 XP
Incidental
† Stronger Than Flesh
Once per encounter, may avoid suffering a () or () severity critical injury by having an installed cybernetic immediately malfunction.
The cybernetic in question is chosen at random or via GM-player collaboration. It provides no benefit until the character spends several hours making an Average () Mechanics check to repair it.
10 XP
Passive
† Improved Stronger Than Flesh
Stronger Than Flesh may also be used to avoid () or () severity critical injuries.
20 XP
Passive
† Improved Stronger Than Flesh
Stronger Than Flesh may also be used to avoid () or () severity critical injuries.
20 XP
Passive
Toughened
Gain +2 wound threshold.
Ranked
5 XP
Passive
Toughened
Gain +2 wound threshold.
Ranked
5 XP
Passive
More Machine than Man
Increase cybernetic implant cap by 1 per rank of More Machine than Man.
Ranked
5 XP
Passive
More Machine than Man
Increase cybernetic implant cap by 1 per rank of More Machine than Man.
Ranked
5 XP
Incidental
Eye For Detail
After making a Mechanics or Computers check, may suffer strain up to ranks in Eye for Detail to convert that to .
Ranked
15 XP
Incidental
Eye For Detail
After making a Mechanics or Computers check, may suffer strain up to ranks in Eye for Detail to convert that to .
Ranked
15 XP
Action
Overcharge
Once per encounter, may use the Overcharge action. Make a Hard () Mechanics check. On success, one installed cybernetic provides additional benefits. On , overcharged cybernetic shorts out at end of the encounter.
If [they] succeed, until the end of the encounter, the chosen cybernetic provides an additional +1 to any boosted characteristic ratings (to a maximum of 7), an additional +1 ranks to any skills (to a maximum of 5), and an additional +1 ranks of any ranked talents that it provides.
10 XP
Action
Overcharge
Once per encounter, may use the Overcharge action. Make a Hard () Mechanics check. On success, one installed cybernetic provides additional benefits. On , overcharged cybernetic shorts out at end of the encounter.
If [they] succeed, until the end of the encounter, the chosen cybernetic provides an additional +1 to any boosted characteristic ratings (to a maximum of 7), an additional +1 ranks to any skills (to a maximum of 5), and an additional +1 ranks of any ranked talents that it provides.
10 XP
Maneuver
† Improved More Machine Than Man
Perform the Improved More Machine Than Man maneuver, suffer 1 strain, and add to the next check equal to half the number of installed cybernetics, rounded up.
20 XP
Maneuver
† Improved More Machine Than Man
Perform the Improved More Machine Than Man maneuver, suffer 1 strain, and add to the next check equal to half the number of installed cybernetics, rounded up.
20 XP
Action
† Energy Siphon
Once per encounter, may make an Opposed Athletics check against an engaged foe to drain the energy from an equipped item, and recover strain equal to total encumbrance of drained item(s). Spend or to drain an additional equipped item.
15 XP
Action
† Energy Siphon
Once per encounter, may make an Opposed Athletics check against an engaged foe to drain the energy from an equipped item, and recover strain equal to total encumbrance of drained item(s). Spend or to drain an additional equipped item.
15 XP
Incidental
† Master Cyberneticist
Once per round, suffer 2 strain to decrease the difficulty of the next check to create, install, repair, or activate a cybernetic, or heal a cyborg once.
20 XP
Incidental
† Master Cyberneticist
Once per round, suffer 2 strain to decrease the difficulty of the next check to create, install, repair, or activate a cybernetic, or heal a cyborg once.
20 XP
Passive
More Machine Than Man
Increase cybernetic implant cap by 1 per rank of More Machine than Man.
Ranked
20 XP
Passive
More Machine Than Man
Increase cybernetic implant cap by 1 per rank of More Machine than Man.
Ranked
20 XP
Passive
Cyberneticist
Remove per rank of Cyberneticist from checks to build, repair, and install cybernetic implants. Cybernetics cost 50% less.
Ranked
5 XP
Passive
Cyberneticist
Remove per rank of Cyberneticist from checks to build, repair, and install cybernetic implants. Cybernetics cost 50% less.
Ranked
5 XP
Passive
Grit
Gain +1 strain threshold.
Ranked
15 XP
Passive
Grit
Gain +1 strain threshold.
Ranked
15 XP
Passive
Engineered Redundancies
Gain the ability to use emergency repair patches to heal. Additionally, can be healed with Mechanics checks.
5 XP
Passive
Engineered Redundancies
Gain the ability to use emergency repair patches to heal. Additionally, can be healed with Mechanics checks.
5 XP
Passive
Surgeon
When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Surgeon.
Ranked
10 XP
Passive
Surgeon
When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Surgeon.
Ranked
10 XP
Passive
Supreme Overcharge
May perform the Overcharge action on any number of installed cybernetics. On , on overcharged cybernetic shorts out.
25 XP
Passive
Supreme Overcharge
May perform the Overcharge action on any number of installed cybernetics. On , on overcharged cybernetic shorts out.
25 XP
Incidental
Improved Overcharge
May spend or from Overcharge action to immediately take another action.
25 XP
Incidental
Improved Overcharge
May spend or from Overcharge action to immediately take another action.