Cybernetic Enhancement

We can rebuild you. We have the technology. We can make you better, stronger, faster 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… better than before.

  • Race. Any
  • Transformation. Manifested Powers
  • Maximum No of Stacks. 3
  • Tier of Power Requirement. 1+
AGFOTESCINSPPE
+1+1

Scientific Upgrade.  When you gain the Cybernetic Enhancement Manifested Power, choose two traits from the Cybernetic Systems list to gain. You can only gain each trait once. Each trait can be applied to a slot in your body, with the bonuses for each slot listed below. Although, some traits have specific slots that they must be placed in which are written in brackets after that trait’s name. The slots and what bonuses are associated with them are as such:

  • Head. For each trait in this slot, increase the Attribute Modifier Bonus (IN) of Cybernetic Enhancement by +1.
  • Body. For each trait in this slot, increase the Attribute Modifier Bonus (TE) of Cybernetic Enhancement by +1.
  • Arms. For each trait in this slot, increase the Attribute Modifier Bonus (FO) of Cybernetic Enhancement by +1.
  • Legs. For each trait in this slot, increase the Attribute Modifier Bonus (AG) of Cybernetic Enhancement by +1.

You can only place a number of traits into each slot up to the number of stacks of Cybernetic Enhancement you currently possess. While outside of Combat, if you have an hour free, you or an ally may attempt to make a Science Skill Check, TN Very Hard. If you fail, you cannot attempt this Skill Check again until a day has passed. If you succeed, you can change which traits are in which slot.

Cybernetic Systems

Synthetic Muscle Replacements. Gain +1 Super Stack with no penalties. If equipped with Nanomachine Repair, you can add your Tenacity Modifier to Surge Maneuvers.

Rocket Sleeves. At the start of each Combat Encounter, you gain 10(T) Rocket Points to spend during that Combat Encounter. Increase the number of Rocket Points you gain by +5(T) for each stack of Cybernetic Enhancement after the first. You may use any number of Rocket Points to reduce the Ki Point Cost of using your Flight Speed or a Blitz Maneuver. If equipped with Hyper Movement, you may also apply Rocket Points to reduce the cost of Rapid Movement.

Life Support Systems. You do not need to breathe and do not suffer from the effects of Battle Environment or Battle Weather. You still receive damage from Battle Terrain and any effects of Battle Weather that would inflict damage.

Signature Amplifier. When you equip this trait to a slot, select one Signature Technique you have access to. Once per Combat Encounter, when you use that Signature Technique, you may increase your Wound Roll by +2(T). Increase this effect by +1(T) for every stack of Cybernetic Enhancement you have access to after the first.

Onboard Computer (Head). You may use the effects of the Scouter Basic Item even if you do not have access to one. Additionally, during your turn, you may use an Instant Action to target an opponent. You gain a bonus of +2(T) to Strike Rolls against that target until the end of your turn. You can only use this effect a number of times per Combat Encounter equal to your number of stacks of Cybernetic Enhancement.

Nanomachine Repair (Body). Regain +3(T) Life Points at the start of each Combat Round.

Emergency Energy Stores (Body). Increase the number of Surge Maneuvers you can do per Combat Encounter by +1 for each stack of Cybernetic Enhancement you have access to. Once per Combat Round, if equipped with Nanomachine Repair, you can activate one of your Healing Surge Maneuvers after you’ve been successfully struck (hit) by an attack but before the Wound Roll as an Out-of-Sequence action.

Armor Plating (Body). Reduce Direct Damage by 3/4 (rounded up) of your Soak Value instead of ½ and reduce Lethal Damage by 1/4 (rounded up) of your Soak Value.

Integrated Equipment (Arms). Create a weapon to integrate into your body. This weapon may be upgraded as normal. This weapon is always available to you unless broken and imposes no Strike Penalties to use. Increase the Break Value of that weapon by +1 for each stack of Cybernetic Enhancement you have access to. If the weapon breaks, either you or an ally can repair it through the typical rules.

Hyper Movement (Legs). A combination of motors, thrusters, and other speed enhancing technology is installed in your body. Whenever you use the Rapid Movement Maneuver, choose one: reduce the Ki Point for each square moved by -1 for each stack of Cybernetic Systems; OR, increase your next Strike Roll by +2 for each stack of Cybernetic Enhancement you have access to (this effect stacks with the Rapid Movement bonus).

%d bloggers like this: