Post by Divergent Reality on Aug 9, 2018 18:33:19 GMT -6
Mirror Shades
Most travelers of The Wheel are visibly armed or surreptitiously keep weapons on themselves at all times. Those with the means and the fortitude keep weapons inside themselves at all times. Mirror Shades is a means to apply Cybernetic Melee Weapons, surprise, and shock to bloody ends.
The key skill of the Mirror Shades school is Tech-Use, the adage “takes one to know one” applies to the augmented. Knowing the weak points of your own artificial limbs and implants carries over to knowing others’ weaknesses. Getting the jump on your opponent makes leveraging that knowledge easier.
Level 1: Apprentice
Weapon (Cybernetic Melee Weapon) - Use Cybernetic Melee Weapons with your martial maneuvers.
Action (Ready) - Use Ready actions in martial maneuvers. Any attack-related advantages applied to this special attack instead are applied to your next standard attack if you use this action to ready a weapon and use that weapon in your attack. That attack may not be a Special Attack.
Level 2: Initiate
Cyberpsychosis (-1) - Until the end of their next turn the user is in a Frenzy, as per the feat, without the +1 bonus to Strength and Constitution. They can not distinguish friend from foe while in this state.
Nice Try Chummer 3 - Until the beginning of your next turn increase the Armor Points of each Hit Location by the number of Cybernetic implants located in that location. This stacks with other sources of Armor.
Level 3: Journeyman
Skill (Tech-Use) (-1) - As part of this attack, make a Tech-Use check against the static defense of the target. If it fails, the attack fails.
Takedown 2 - If this attack was made during a Surprise round, or if the target was unaware of the attack, subtract 1 from the targets Resilience when calculating Wounds lost.
Level 4: Master
Mastery (Shock to the System) - If your attack successfully causes Wounds in a Surprise round, or if the target is unaware of the attack, the target rolls on the Shock table.
Crash Override 3* - For every time you take this advantage, after successfully dealing Wounds, this attack disables a randomly determined piece of Cybernetics for a number of rounds equal to your Martial Adept level. Artifact Cybernetics and Pyros Reactors are immune to this effect.
Level 5: Grandmaster
Burning Chrome 4 - If critical damage is dealt to a location with Cybernetics that part is removed or amputated instead of the usual result. If there are multiple Cybernetic parts in the location randomly determine which part is removed. Cybernetics located in the head and gizzards receive a Constitution test TN equal to the Damage dealt to avoid having the part ripped out. For every step above Common quality the Cybernetic part possesses they receive a free raise on this test.
Most travelers of The Wheel are visibly armed or surreptitiously keep weapons on themselves at all times. Those with the means and the fortitude keep weapons inside themselves at all times. Mirror Shades is a means to apply Cybernetic Melee Weapons, surprise, and shock to bloody ends.
The key skill of the Mirror Shades school is Tech-Use, the adage “takes one to know one” applies to the augmented. Knowing the weak points of your own artificial limbs and implants carries over to knowing others’ weaknesses. Getting the jump on your opponent makes leveraging that knowledge easier.
Level 1: Apprentice
Weapon (Cybernetic Melee Weapon) - Use Cybernetic Melee Weapons with your martial maneuvers.
Action (Ready) - Use Ready actions in martial maneuvers. Any attack-related advantages applied to this special attack instead are applied to your next standard attack if you use this action to ready a weapon and use that weapon in your attack. That attack may not be a Special Attack.
Level 2: Initiate
Cyberpsychosis (-1) - Until the end of their next turn the user is in a Frenzy, as per the feat, without the +1 bonus to Strength and Constitution. They can not distinguish friend from foe while in this state.
Nice Try Chummer 3 - Until the beginning of your next turn increase the Armor Points of each Hit Location by the number of Cybernetic implants located in that location. This stacks with other sources of Armor.
Level 3: Journeyman
Skill (Tech-Use) (-1) - As part of this attack, make a Tech-Use check against the static defense of the target. If it fails, the attack fails.
Takedown 2 - If this attack was made during a Surprise round, or if the target was unaware of the attack, subtract 1 from the targets Resilience when calculating Wounds lost.
Level 4: Master
Mastery (Shock to the System) - If your attack successfully causes Wounds in a Surprise round, or if the target is unaware of the attack, the target rolls on the Shock table.
Crash Override 3* - For every time you take this advantage, after successfully dealing Wounds, this attack disables a randomly determined piece of Cybernetics for a number of rounds equal to your Martial Adept level. Artifact Cybernetics and Pyros Reactors are immune to this effect.
Level 5: Grandmaster
Burning Chrome 4 - If critical damage is dealt to a location with Cybernetics that part is removed or amputated instead of the usual result. If there are multiple Cybernetic parts in the location randomly determine which part is removed. Cybernetics located in the head and gizzards receive a Constitution test TN equal to the Damage dealt to avoid having the part ripped out. For every step above Common quality the Cybernetic part possesses they receive a free raise on this test.
05-15-2019: Grammar corrections.