Jack of All Trades (Amp Level 2): Reroll 1 failed die when you’re rolling a skill you don’t have.I Know Everybody (Amp Level 2): Gain (Cha rating) contacts.Fear (Amp Level 4): +2 dice to intimidation rolls, melee opponents must roll 2 hits on Cha + Wil or run away.Wired Reflexes 1, 2, 3 (Amp Level 2, 3, 4): 1 = Gains +1 attack.Synthlink (Amp Level 3): Gains +2 dice to Con rolls.Smartlink (Amp Level 2): +1 die to Firearms or Heavy Weapons rolls.Skill Wires 1, 2, 3 (Firearms) (Amp Level 2, 3, 4): Add 1/2/3 dice to Firearms rolls.Inflicts Physical damage with Unarmed attack, may reroll 1 die. Retractable Hand Razors (Amp Level 2): Weapon.Reaction Enhancers (Amp Level 2): +1 Plot Point at the beginning of combat.Dermal Plating 1, 2, 3 (Amp Level 2, 3, 4): Reduce damage taken by 1/2/3.Datajack and Headware (Amp Level 1): May access the Matrix via full VR, +1 die to Matrix actions.Cyberspurs (Amp Level 2): Weapon, may inflict Physical or Stun damage with Unarmed attack.Cyberlimb Armor Plating (Amp Level 2): Reduce damage taken by 1.III = Gain 1 extra movement per narration, may re-roll 2 dice on Athletics tests, reduce damage taken by 1. 2 = Gain 1 extra movement per narration, may re-roll 2 dice on Athletics tests. 1 = Gain 1 extra movement per narration, may re-roll 1 die on Athletics tests. Cyberleg 1, 2, 3 (Amp Level 2, 3, 4): Cyberware.Ignore vision modifiers, may reroll 1/2/3 failed dice with ranged attacks. Cybereyes 1, 2, 3 (Amp Level 2, 3, 4): Cyberware.May reroll (1/2/3) dice on Agility-related rolls. Cyberarms 1, 2, 3 (Amp Level 2, 3, 4): Cyberware.Control vehicles by VR, +1 die to vehicle actions, may reroll 1/2/3 dice on vehicle actions. Control Rig 1, 2, 3 (Amp Level 2, 3, 4): Cyberware.Audio Analyzer (Amp Level 1): Cyberware.Aluminum bone lacing 1, 2, 3 (Amp Level 2, 3, 4): Cyberware.Reroll 1 die on all in-person Charisma-related tests. Tailored pheromones (Amp Level 3): Bioware.May reroll 1/2/3 dice on Athletics tests. Synthacardium 1, 2, 3 (Amp Level 3, 4, 5): Bioware.May reroll 1/2/3 dice on Close Combat tests. Muscle toner 1, 2, 3 (Amp Level 3, 4, 5): Bioware.May reroll 1/2/3 dice on Strength-related rolls. Muscle augmentation 1, 2, 3 (Amp Level 3, 4, 5): Bioware.Fingerprints can change to avoid leaving prints, or leave someone else’s. Dynamic handprints (Amp Level 2): Bioware.You can quickly manipulate your facial hair and/or body tattoos. Dynamic facial hair/tattoos (Amp Level 2): Bioware.Cerebral booster (Amp Level 3): Bioware.May reroll 1/2/3 dice on Agility-related rolls. ![]() Bioware arms 1, 2, 3 (Amp Level 3, 4, 5): Bioware.Run up/across vertical surfaces during a movement. Wall running (Amp Level 1): Adept power.You may change your voice to mimic others voices to the point of fooling voice detection systems. Voice control (Amp Level 2): Adept power.Ignore 1 point of Armor damage each time your Armor is about to absorb damage. Mystic armor (Amp Level 3): Adept power.Light body (Amp Level 2): Adept power.Your unarmed attacks may inflict either Stun or Physical damage (player’s choice). Killing hands (Amp Level 2): Adept power.Improved reflexes 1, 2, 3 (Amp Level 2, 3, 4): Adept power.Enhanced perception (Amp Level 2): Adept power.Critical strike 1, 2, 3 (Amp Level 2, 3, 4): Adept power.Add 1/2/3 dice or 1/2/3 damage when using (attribute). Attribute boost 1, 2, 3 (Choose Attribute) (Amp Level 2, 3, 4): Adept power.Emerged (Amp Level 2): Has access to technomancer amps.Awakened (Amp Level 2): Has access to magical amps.
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