TALENTS, BENEFITS, MARTIAL ARTS & COMPLICATIONS FOR CYBERSHARDS
Copyright Dustin Evermore, 2001
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Absolute Time Sense | Head for Numbers |
Acute Hearing** | High Pain Tolerance |
Acute Vision** | Instinctive Direction Sense |
Ambidexterity | Knack*** |
Animal Empathy*** | Light Sleeper |
Beautiful Voice *** | Linguistically Gifted |
Beautiful/Handsome*** | Longevity |
Blind Fighting *** | Lucky***** |
Charismatic *** | Night Vision |
Combat Sense*** | Perfect Memory*** |
Craftsman *** | Perfect Pitch |
Cramming | Physically Gifted*** |
Deft Avoidance *** | Rapid Healing |
Devout | Resilient*** |
Double Jointed | Scholastically Gifted*** |
Empathic*** | Solid** |
Exceptional Jumper** | Speed Reader |
Fast Draw | Stalwart*** |
Fast Runner** | Strong Immune System |
Feign Death | Strong Willed*** |
Good Swimmer** | Tough**** |
Hard To Kill *** | |
Psychic Awareness (Costs 3 PPs, not OPs) | |
New: | |
Rapid Reload - Take only 1/2 Round to reload any weapon but revolvers without a speedloader. It takes one round for these. | |
If the Talent is not listed here, it is not available. |
Alternate Identity |
Authority (extra starting cash at OPs x 30 marks). Examples: Police Officer (3), Corporate Security (4), Secret Police (5). |
Clergy/Spiritual Leader |
Contact |
Family (extra starting cash at OPs x 40 marks) |
Follower |
License
|
Resources (extra starting cash at OPs x 100 marks) |
Status Examples:
|
Vehicle (you may purchase specialize vehicles and combat machines like Weapon Frames at a cost of 1 OP per PP in the machine. |
Wealth (extra starting cash at OPs x 500 marks) |
ALLOWED COMPLICATIONS - ALL SHARDS
ALLOWED MARTIAL ARTS - ALL SHARDS