Extras
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Revision as of 07:33, 31 July 2014 by Foxwarrior (Talk | contribs) (Is using a Penultimate every round too much for 4 Sacrifice Energy per round?)
Extras require Extra slots; the point cost for all of a character's Extras combined is equal to the total number of Extra slots used, squared. A character of any tier may have any number of Extras.
Extras
- Strong: Strongman +1
- Destructive: Demolition +2
- Hopper: +2 meters to jump distance
- Fast: +6 meters to movement speeds
- Quick: Initiative Bonus +2
- Gem-Tolerant: You may implant another color of gem without difficulty.
- Small: Your size and reach are halved, your carrying capacity is divided by 4, and your weight is divided by 8.
- Big (Uses two Extra slots): Your size is doubled, your reach increases by 50%, your carrying capacity is multiplied by 4, and your weight is multiplied by 8.
- Cynical Hacker: Hacking attempts against you that would take more than a standard action take 1 extra round of concentration.
- Cloud Hacker: If you (or your hacking tool) are connected to the greater internet while making a hacking attempt, it takes half as many of each type of action, rounded up.
- Bloodline Access: You gain access to a Psychic Bloodline.
- Oppressive Psyche: Your Strong Aura increases by 2 meters, and your Faint Aura increases by 5 meters.
- Psychosomatosis: You don't regenerate Psi via the normal manner. However, you can spend X Sacrifice Energy to set your current Psi to X or your maximum Psi, whichever is less.