
We can rebuild you. We have the technology. We can make you stronger, faster, better than you were before. All you have to do… is nearly die. It happens more often than you realize– someone loses a limb, or nearly dies, and thanks to the advances of medical science, they are restored to full health, and they’re somehow… improved for it.
- Racial Requirement: Any
- Maximum Factor: 3
- Prerequisite(s): N/A
Factor Trait
Armor Plating (Body): Your skin has been reinforced against damage, allowing you to withstand stronger hits.
(1)-[Passive]: Increase your Damage Reduction by 2(T).
(2)-[Passive]: Increase your Racial Life Modifier by 2.
(3)-[Triggered, 1/Round, 3/Encounter]: If you are hit by an Attacking Maneuver, reduce the Damage Category of that Attacking Maneuver by 1.
Cloaking System (Body): You have the ability to slip past your enemies’ notice.
(1)-[Passive]: Increase the Natural Result of your Stealth Skill Checks by 1.
(2)-[Passive]: Increase your Wound Rolls by 2(T) against your Oblivious Character(s).
(3)-[1/Round]: As a Standard Maneuver with an Action Cost of 1 and a Ki Point Cost of 10(bT), enter the Invisible State.
(4)-[1/Round]: As an Instant Maneuver during your turn, or in response to the end of your turn, leave the Invisible State.
(5)-[Automatic/Start of Turn]: If you are in the Invisible State, reduce your Ki Points and Capacity by 8(bT).
Emergency Energy Supplies (Body): Your reserve power core makes it easier for you to recover your stamina and stay in the fight.
(1)-[Passive]: Increase your Surgency by 3(bT).
(2)-[Passive]: You may use the Surge Maneuver an additional time per Combat Encounter.
(3)-[Triggered, 1/Encounter]: If you use a Surge, you may use the Power Up Maneuver as an Out-of-Sequence Maneuver.
Integrated Weapon (Body): A powerful weapon has been included in your cybernetic augmentations.
(1)-[Passive]: When you gain this Factor Trait, create a Weapon with 3 Qualities and Integrate it. This Weapon additionally has the Regenerating Quality.
(2)-[Passive]: Increase the Wound Rolls of any Attacking Maneuvers made with an Integrated Weapon by 2(T).
Life Support (Body): Your body is kept alive by machinery, rendering you far more durable than before.
(1)-[Passive]: You are Unnatural.
(2)-[Passive]: Increase your Racial Life Modifier by 4.
(3)-[Passive]: Increase your Soak Value and Surgency by 1(T) and 2(T) respectively.
Mental Supercomputer (Body): Your inbuilt hardware is capable of running calculations at speeds well above and beyond your natural capabilities.
(1)-[Passive]: Increase your Scholarship and Personality Modifiers by 1(T) while you have 2+ stacks of Power.
(2)-[Triggered, 1/Round]: When you use the Analysis or Hype Maneuver, increase your Strike and Wound Rolls by 1(T) and 2(T) respectively until the end of your turn.
(3)-[Triggered, 1/Round]: When you use the Command Maneuver, each targeted Minion has their Combat Rolls increased by 1(T) for the duration of their turn.
(4)-[Triggered/Start of Turn, 1/Encounter]: Use the Power Up Maneuver as an Out-of-Sequence Maneuver. If you do, gain an additional Power stack from this use of the Power Up Maneuver.
Nanomachine Repair (Body): With nanites in your bloodstream constantly working to heal your wounds, you regenerate at an astonishing rate.
(1)-[Triggered/Start of Combat Round]: Regain 3(bT) Life Points. Increase this amount by 1(bT) for every Health Threshold you are below.
(2)-[Triggered/Defeated]: Halve your Ki Points. When the Initiative Order comes to your next turn, regain Life Points equal to the Ki Points lost and stop being Defeated.
Onboard Computer (Body): You have the ability to track targets with the computer built into your augments.
(1)-[Passive]: Integrate a Scouter with a Craft DC of Master.
(2)-[Passive]: Increase the Dice Score of your Perception and Clairvoyance Skill Checks by 2.
(3)-[Triggered/Start of Combat Round]: Target an Opponent. Increase either your Strike or Dodge Rolls against them by 2(T) for the duration of this Combat Round.
Robotic Limb (Body): An extra limb has been added to your body beyond that of your original anatomy, and you have the ability to use it in battle.
(1)-[Passive]: Increase your Strike Rolls when using the Parry effect of the Defend Maneuver by 1(T).
(2)-[Passive]: Increase your Wound Rolls for Attacking Maneuvers of the Physical Foundation by 1(T).
(3)-[Passive]: Gain access to the Tail Attack Maneuver.
Rocket Sleeves (Body): You have the ability to move faster, farther, and more nimbly while expending less energy.
(1)-[Passive]: When using the Movement Maneuver, you may move up to your Boosted Speed without increasing the KP Cost of the Maneuver.
(2)-[Passive]: Increase your Boosted Speed by 2(T).
(3)-[Triggered, 1/Round]: If you use the Movement Maneuver to move a number of Squares up to your Boosted Speed, increase your Wound Rolls by 3(T) until the end of your turn and increase your Dodge Rolls by 1(T) until the start of your next turn.
Signature Amplifier (Body): Your attacks are imbued with extra force thanks to your machine upgrades.
(1)-[Passive]: Reduce the Ki Point Cost of all of your Signature Techniques by 2(T).
(2)-[Passive]: All of your Ultimate Signature Techniques of the Physical or Energy Foundation gain a rank of Power Shot.
(3)-[Triggered, 1/Round]: If you use the Signature Technique Maneuver to use an Attacking Maneuver of the Physical or Energy Foundation, you may apply an Energy Charge to that Attacking Maneuver.
Synthetic Muscle (Body): Replacing your organic muscles with artificial ones, you’ve enhanced your strength significantly.
(1)-[Passive]: You cannot possess any number of Super Stacks.
(2)-[Passive]: Increase your Damage Reduction by 1(T) and apply your Greater Dice to the Wound Rolls of your Attacking Maneuvers of the Physical or Energy Foundation.
(3)-[Triggered, 1/Round]: If you hit an Opponent with an Attacking Maneuver of the Physical or Energy Foundation, you may spend 2(bT) Ki Points to apply your Greater Dice to the Wound Roll of that Attacking Maneuver an additional time.