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

Life Support. 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.

For each stack of this Manifested Power, reduce all Damage you take from Attacking Maneuvers by -1(bT) and increase your Health Modifier by +1 (this effect applies retroactively for each Power Level gained).

Scientific Upgrade. Each time you gain a stack of the Cybernetic Enhancement Manifested Power, choose two Traits from the Cybernetic Systems list to gain. Each Trait from the Cybernetic Systems list also grants a +2 to the Attribute Modifier Bonus of an Attribute listed in parentheses after the name of the Trait (this is applied after all Attribute Modifier Bonuses are calculated from the stacks of this Manifested Power). You can only gain each Trait once (see – Double Dip).

Cybernetic Systems

Synthetic Muscle Replacements (Force). Gain +1 Super Stack and increase the Dice Category of your Extra Dice gained from Super Stack by +1 Dice Category (they become Solid Dice).

Rocket Sleeves (Agility). Increase the Wound Roll of Blitz Maneuvers or Attacking Maneuvers benefiting from the Charging Assault Advantage by +2(T).

You do not pay Ki Points when using your Boosted Movement Speed.

Signature Amplifier (Force). When you gain access to this trait, select one Signature Technique you have access to. Once per Combat Round, when you use that Signature Technique, you may increase your Wound Roll by +2(T) for each stack of Cybernetic Enhancement you have access to.

Onboard Computer (Insight). You may use the effects of the Scouter Accessory even if you do not have access to one – this Scouter cannot break, as if it was a Scouter made with a Very Hard Craft TN. At the start of each Combat Round, you may select one opponent: increase either your Strike Rolls or Dodge Rolls against that opponent by +1(T) for the remainder of the Combat Encounter. This effect can stack up to a bonus of +2(T) on a chosen Combat Roll.

Nanomachine Repair (Tenacity). Regain +3(bT) Life Points at the start of each Combat Round. Increase this effect by +1(bT) for each Health Threshold you are currently below.

Once per Combat Encounter, if you are Defeated, you may spend 12(T) Ki Points when the Initiative Order comes to where your turn in Initiative would be to regain +12(bT) Life Points and stop being Defeated.

Emergency Energy Stores (Force). Increase the amount of Life Points or Ki Points regained through Surge Maneuvers by +4(bT) for each stack of Cybernetic Enhancement.

Once per Combat Encounter, while you are below the Injured Health Threshold, you may spend One Action to use a Power Surge Maneuver.

Armor Plating (Tenacity). Reduce Direct Damage by 3/4 (rounded up) of your Soak Value instead of 1/2 and reduce Lethal Damage by 1/4 (rounded up) of your Soak Value. This only applies to Attacking Maneuvers.

When using the Direct Hit or Guard options of the Parry Maneuver, increase your Soak Value by +2(T) before any calculations.

Integrated Weapon (Insight). When you choose this option, build any type of weapon as if you were using the Crafting Rules and it was a Hard TN. Once per Combat Encounter, you may Unsheathe this weapon from your body through the No Effort Maneuver, as long as you have a hand free. You always have access to this Weapon (as long as it is not destroyed) and do not suffer the Wielding Penalty for this Weapon.

Increase the Wound Rolls made with your Integrated Weapon by +1(T) for each stack of Cybernetic Enhancement.

You may spend one hour outside of a Combat Encounter to make a Craft Skill Check, TN Hard, to fix your Integrated Weapon.

Cloaking System (Agility). Gain access to the Invisibility Racial Trait (see – Custom Species). You cannot gain a Flaw for this Racial Trait.

AI Control (Personality). When you use the Command Maneuver, instead of selecting a single Minion, you may select all of your Minions who are Androids or who also have the Cybernetic Enhancement Manifested Power for the effects of the Command Maneuver.

Increase the Combat Rolls of all your Minions who are Androids or who also have the Cybernetics Enhancement Manifested Power by +1(T).

Robotic Limb (Insight). You have an additional mechanical limb, either replacing a lost body part or serving as an additional weapon. Gain access to the Tail Beast-Man Trait.

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