1.3 Specializations & Cyberware
REFLEX-SHIMMER: Specialization Abilities Matrix
Focus: Extreme speed, reaction time, and enhanced agility granted by illegal neuralware and muscle mods.
| Level | Option A: Original | Option B: Defensive/Utility | Option C: Offensive/Movement |
|---|---|---|---|
| 1 | Synaptic Burst: Gain one re-roll per scene on any Dexterity or Wits based roll (including Defense). | Velocity Calibration: Ignore one point of penalty from difficult terrain or sensory environment per scene. | Auto-Dodge: Add one automatic success to your base Defense Dice Pool against the first attack you defend against in a round. |
| 2 | Phantom Dash: When taking the Move Action, you may move your full speed and still take a Standard Action afterward. | High-Speed Disarm: Replace an attack action with a disarm attempt (Dexterity + REFLEX-SHIMMER, Diff 3). | Tactical Reposition: After a successful Melee attack, move up to 3 yards/meters away as a free action. |
| 3 | Combat Slip: When targeted by a ranged attack, spend 1 Willpower to impose a -2 dice penalty on the attacker's roll. | Flicker Focus: When performing a complex action (Diff 4+), spend 1 Willpower to count one success as two successes. | Evasive Maneuver: When driving, treat your REFLEX-SHIMMER level as bonus dice on all checks to avoid crashes. |
| 4 | Augmented Parry: When targeted by a close-range attack, spend 1 Decay to contest the attack roll using REFLEX-SHIMMER level as bonus dice. | Seize Initiative: In the first round of combat, spend 1 Willpower to immediately act first, regardless of the Initiative order. | Strike Flurry: When making a close-range attack, spend 1 Decay. If successful, inflict +1 Aggravated Damage. |
| 5 | Bullet Time: Once per session, for one round, take two full Standard Actions (instead of one Standard and one Minor). | Perfect Evasion: Once per session, when a target makes a ranged attack against you, the attack automatically fails. | Swift Execution: Once per scene, when attacking a target with lower Health than your REFLEX-SHIMMER rating, automatically convert all superficial damage to lethal damage. |
HULL INTEGRITY: Specialization Abilities Matrix
Focus: Augmented durability, damage absorption, and pain suppression via illegal bio-scaffolding and internal armor plating.
| Level | Option A: Toughness & Resistance | Option B: Stamina & Defense | Option C: Injury Stabilization |
|---|---|---|---|
| 1 | Pain Dampeners (Original): You reduce all Superficial Damage taken by 1 (minimum 0). | System Stability: Gain one re-roll per scene on any Stamina or Resolve roll to resist physical duress, poison, or disease. | Wound Ignore: Once per scene, ignore the penalty from one point of Superficial Damage on your Health tracker until the end of the round. |
| 2 | Armor Skin (Original): Add your HULL INTEGRITY rating to your Defense Dice Pool against Brawl or Melee attacks. | Impact Brace: Reduce the pushback (knockback) distance from explosions or heavy impacts by 1/2 (round up). | Hardened Vitals: Reduce all Aggravated Damage taken by 1 (minimum 0). |
| 3 | Trauma Stabilizers (Original): Once per scene, when you suffer a critical injury (reaching the last box of Health), ignore the injury effects until the end of the next round. | Shock Absorption: Spend 1 Willpower to impose a -2 dice penalty on the dice pool of any attack that caused you Aggravated Damage last round. | Extended Endurance: Your Health tracker gains one temporary Superficial Damage box that can only be used to absorb damage from environmental or persistent effects (e.g., fire, poison). |
| 4 | Ballistic Weave (Original): Add 1 point of Armor rating against all Ranged attacks. This bonus stacks with worn armor. | Perfect Defense: When taking the Full Defense Action, you automatically gain an additional success. | Limb Lockout: Spend 1 Decay to ignore the movement or action penalty from a wound to an arm or leg for the remainder of the scene. |
| 5 | Regenerative Matrix (Original): Once per session, spend 1 Willpower to convert all Lethal Damage you have suffered to Superficial Damage. | Absolute Resilience: All damage you take that is not Aggravated is treated as Superficial Damage for the purpose of damage allocation (i.e., it can be soaked with Health boxes that contain Superficial Damage). | Iron Body: Once per session, when you are about to be Immobilized or K.O.'d, you may spend 1 Decay to remain conscious and active for one final round. |
FORCE INJECT: Specialization Abilities Matrix
Focus: Raw physical strength, augmented striking power, and structural tolerance via illegal muscle grafts and synth-skeleton boosts.
| Level | Option A: Unarmed Power | Option B: Structural Damage | Option C: Physical Endurance |
|---|---|---|---|
| 1 | Iron Fist: Add your FORCE INJECT rating to your damage roll when making an unarmed attack. | Brute Clamber: Gain one re-roll per scene on any Strength or Stamina roll involving climbing, lifting, or holding a heavy object. | Pain Threshold: Reduce the penalty suffered from wounds by 1 (minimum 0). |
| 2 | Power Leap: You can jump vertically or horizontally up to 3 times your normal distance as a Minor Action. | Wrecking Charge: As an attack, spend 1 Decay to deal damage equal to your FORCE INJECT rating plus your Brawl rating to an object (e.g., door, light wall). | Resilience Tap: Once per scene, ignore the effects of being Grappled or Pinned for one round, automatically succeeding on a Strength check to escape. |
| 3 | Crushing Strike: On a successful unarmed attack, you may spend 1 Willpower to impose a -2 dice penalty on the target's next action due to pain/disorientation. | Shrapnel Burst: Spend 1 Decay to throw a nearby piece of debris or a small object. Roll Strength + Athletics to hit, inflicting your FORCE INJECT rating in Lethal Damage. | Synth-Adrenal Dump: Spend 1 Willpower to gain 2 bonus dice on all Strength and Stamina rolls for the remainder of the scene (maximum once per scene). |
| 4 | Power Blow: When making a successful unarmed attack, you may spend 1 Decay to convert all superficial damage inflicted to Lethal Damage. | Structural Ruin: Against barriers (walls, doors, vehicle armor), you ignore 2 points of the object's innate Defense or Armor rating. | Ground Shock: Spend 1 Decay and make a successful Brawl attack against the ground. All enemies within 3 yards/meters must succeed on a Dexterity + Athletics check (Difficulty 3) or be knocked prone. |
| 5 | Augmented Takedown: Once per session, when using an unarmed attack against a target of human size, you may spend 1 Willpower to instantly Immobilize the target on a successful hit. | Unstoppable Force: Once per session, you may spend 1 Decay. For one round, you cannot be pushed, knocked prone, or moved from your current location against your will. | Bio-Regeneration: Once per scene, spend 1 Willpower and 1 Decay to immediately heal 2 boxes of Superficial Damage and 1 box of Lethal Damage. |
MORTAL COIL: Specialization Abilities Matrix
Focus: Mastery and efficiency with custom, integrated, or exotic weaponry (melee, firearms, and mounted systems).
| Level | Option A: Melee Expertise | Option B: Ranged Efficiency | Option C: Integrated Systems |
|---|---|---|---|
| 1 | Weapon Familiarity: Gain one re-roll per scene on any Dexterity or Strength roll involving a weapon you are currently holding. | Zero-Grip: You do not suffer the multi-action penalty when making multiple ranged attacks in a single round. | Quick-Draw: You may draw, ready, or reload a single weapon as a free action once per round. |
| 2 | Finishing Touch: Add your MORTAL COIL rating to the damage roll when using a blade or close-range weapon against an enemy that is Grappled, Prone, or Immobilized. | Steady Scope: When making a targeted shot (aiming for a specific body part), reduce the penalty by 1 (minimum 0). | Integrated Defense: When using an integrated weapon (e.g., monoblade, arm cannon), add your MORTAL COIL rating to your Defense Dice Pool against Brawl attacks. |
| 3 | Cleaving Strike: When attacking an armored target in melee, you reduce the target's total Armor rating by 1 (minimum 0). | Flak Protocol: When making a ranged attack against an area or group of targets, you may spend 1 Decay to add +1 die to your attack roll. | Hardware Swap: Spend a Minor Action to completely change or swap out your integrated primary weapon system (e.g., from monoblade to arm cannon). |
| 4 | Whirling Steel: As a Standard Action, you may spend 1 Willpower to make a single Melee attack against every enemy within close proximity (3 yards/meters). | Suppressive Fire: Spend 1 Decay. You may make a ranged attack against an area. All enemies in that area suffer a -2 penalty to their next action due to being pinned down. | Smart-Link Lock: Spend 1 Willpower and make a ranged attack. The attack automatically bypasses Superficial Damage and inflicts Lethal Damage on a successful hit. |
| 5 | Executioner’s Edge: Once per session, when your Melee attack causes Lethal Damage to a target, you may spend 1 Willpower to increase the damage by +3. | Annihilation Protocol: Once per session, you may spend 1 Decay to grant all successful attacks made by you this round an extra +2 damage. | Full System Sync: Once per session, you may spend 1 Willpower. For one round, you may use any of your integrated Specialization abilities (e.g., REFLEX-SHIMMER or HULL INTEGRITY powers) without paying their normal Decay or Willpower cost. |
That's great progress! We'll now detail the abilities for the next two Specializations: VOID DRIFT (Stealth/Infiltration) and OPTIC-SCAN (Sensory/Awareness).
Here are the complete matrices, providing three distinct power options for each level of these two highly important intelligence-gathering and infiltration Specializations.
VOID DRIFT: Specialization Abilities Matrix
Focus: Digital and physical stealth, identity masking, and rendering oneself invisible to surveillance via advanced cloaking tech and social engineering.
| Level | Option A: Physical Stealth | Option B: Identity & Social Masking | Option C: Surveillance Avoidance |
|---|---|---|---|
| 1 | Slipstream Move: Gain one re-roll per scene on any Dexterity roll involving stealth, lock-picking, or moving silently. | Face-Switch: You can quickly adopt a minor alter-ego. Gain 2 bonus dice on Subterfuge rolls when assuming a minor, temporary identity. | Blind Spot: Once per scene, ignore the penalty from one source of lighting or environmental distraction when making a Stealth roll. |
| 2 | Aura Scramble: When hiding, reduce the effective range of non-augmented senses (hearing/smell) attempting to detect you by half. | Digital Shroud: You are automatically untraceable by passive, public-access networks and common digital surveillance. | Shadow Blend: Add your VOID DRIFT rating to your Defense Dice Pool against any attack made by a target who has not seen or heard you this round. |
| 3 | Unseen Strike: When attacking an opponent who is unaware of your presence, you may spend 1 Willpower to automatically gain a critical success on the attack roll if you successfully hit. | Social Worm: Spend 1 Decay to convincingly impersonate a target's identity (voice, mannerisms, code) for one minute, gaining +3 dice on Persuasion rolls related to that identity. | Silent Run: You may move at your full, unhindered speed without suffering any penalty to your Stealth roll. |
| 4 | Sensory Blackout: Spend 1 Decay to target a single technological sensor (camera, motion detector, etc.) within 10 yards/meters. The device is disabled for the remainder of the scene. | Deep Cover: When using a long-term false identity, you may spend 1 Willpower to gain 2 temporary dots in a relevant Background (e.g., Resources or Allies) for the duration of the cover. | Perfect Concealment: When you are not moving, any search roll made by non-augmented personnel to find you is made at a -3 dice penalty. |
| 5 | Ghost Walk: Once per session, you may spend 1 Willpower. For one round, you may pass directly through simple barriers (light walls, closed doors, chain link fences) as if they were not there. | Identity Wipe: Once per session, spend 1 Willpower and 1 Decay to completely erase all passive digital records of your actions and location for the previous 24 hours. | Total Invisibility: Once per session, you may spend 1 Decay to become completely invisible to both augmented and non-augmented sight for one full round, granting an automatic successful Stealth roll. |
OPTIC-SCAN: Specialization Abilities Matrix
Focus: Heightened sensory input, detecting lies, assessing system flaws, and enhanced awareness via complex ocular and cranial implants.
| Level | Option A: Awareness & Detail | Option B: Tech Assessment | Option C: Emotional/Social Read |
|---|---|---|---|
| 1 | Sensor Boost: Gain one re-roll per scene on any Wits or Intelligence roll to perceive, find hidden objects, or notice environmental details. | System Read: You can instantly and accurately assess the general health and visible status of any machine or augment you look at. | Lie Detector: You gain 2 bonus dice on Composure or Wits rolls to detect deception or spot subtle shifts in body language. |
| 2 | Threat Matrix: Add your OPTIC-SCAN rating to your Defense Dice Pool against any enemy you have successfully observed or engaged in the previous round. | Flaw Detection: When inspecting a barrier (lock, door, vault), you automatically find the weakest point, granting +1 die on a subsequent roll to break it or bypass it. | Aura Insight: You can briefly sense a target's intense emotional state (e.g., rage, fear, obsession) on a successful Wits + Empathy roll (Diff 3). |
| 3 | Augmented Sight: You can see perfectly in all darkness and through minor visual interference (smoke, light fog, dirty windows). | Trace Analysis: Spend 1 Willpower and make an Intelligence + OPTIC-SCAN roll. On success, you can accurately track and follow the digital or physical trail of a target for one scene. | Mental Focus: Spend 1 Decay to grant yourself +2 dice on all Intelligence rolls related to problem-solving, code analysis, or memory recall for the remainder of the scene. |
| 4 | Sniper Scan: When taking a Standard Action to Aim, you may ignore all penalties from distance when making a Ranged Attack in the same round. | System Deconstruct: When observing an enemy using a specific Specialization (e.g., REFLEX-SHIMMER), spend 1 Willpower to impose a -2 dice penalty on all checks related to that Specialization for the remainder of the scene. | Emotional Manipulation: When attempting to manipulate a target whose emotional state you have already observed, you may spend 1 Decay to convert any successful Manipulation roll into two successes. |
| 5 | Tactical Oracle: Once per session, you may spend 1 Willpower to gain 2 bonus successes on your Initiative roll for the remainder of the scene. | Universal Translation: Once per session, spend 1 Decay to perfectly analyze and translate a unique, unknown language (digital or verbal) for the remainder of the scene. | Danger Sense: Once per session, you may spend 1 Willpower to automatically succeed on a single Wits check to avoid an ambush or catastrophic environmental hazard. |
Let me know which Specializations you'd like to detail next—NET DOMAIN, MIND SHACKLE, CHRONIC PATCH, or CROWD PULSE!
NET DOMAIN: Specialization Abilities Matrix
Focus: Direct access and absolute control over networks, databases, firewalls, and digital streams. This specialization excels at information theft and digital sabotage.
| Level | Option A: System Access | Option B: Firewall & Defense | Option C: Information Theft |
|---|---|---|---|
| 1 | Ping Scan: Gain one re-roll per scene on any Intelligence or Technology roll to locate a target, device, or network hub. | Basic Trace Mask: Your attempts to breach a network automatically conceal your identity for the first two rounds of the action. | Data Skimming: You can sift through public digital traffic quickly. You gain +2 dice on rolls to find simple, non-encrypted public data. |
| 2 | System Lockout: Spend a Minor Action to attempt to lock down one non-critical automated system (e.g., locking an electronic door, shutting down a single server). Roll NET DOMAIN + Technology (Difficulty 3). | Overload Protocol: When a device or system attempts to trace your breach, you may spend 1 Decay to impose a -2 dice penalty on the opposing roll. | Quick Extraction: You may steal or copy a file (small or moderate size) as a Minor Action, rather than a Standard Action. |
| 3 | Network Pivot: Spend 1 Willpower to open a back door in a secured network. You may immediately attempt a breach on a second, connected network without rolling to enter the first. | Digital Blitz: You can attempt to breach a system that is currently being defended by another person or AI. You may reroll all failed dice on the initial breach attempt. | Deep Search: You can search proprietary, encrypted databases. When searching an unauthorized network, you may treat your NET DOMAIN rating as bonus dice. |
| 4 | AI Shutdown: Spend 1 Decay to target a single hostile AI-controlled system (turret, drone, or security bot). Roll NET DOMAIN + Intelligence (Difficulty 4) to shut it down for one full round. | Viral Payload: When breaching a network, you may spend 1 Willpower to automatically gain two extra successes on the hacking roll, allowing you to quickly execute a complex program. | Black Market Data: You can access the darkest corners of the net. Once per scene, you may gain 2 temporary dots in the Resources Background for the purposes of buying information. |
| 5 | Total System Collapse: Once per session, spend 1 Willpower to target one large, non-AI-controlled facility (e.g., warehouse, factory). Roll NET DOMAIN + Intelligence (Difficulty 5). Success shuts down all power, access, and communication systems in the building for one full scene. | Master Phantom: Once per session, you may spend 1 Decay to become absolutely untraceable. All attempts to digitally locate, breach, or trace you automatically fail for the duration of the scene. | Digital Domino: Once per session, spend 1 Decay. You may attempt to breach up to three linked, non-hostile systems simultaneously with one roll, using the highest difficulty among them. |
MIND SHACKLE: Specialization Abilities Matrix
Focus: Hacking implants and neuralware to seize control of a subject's motor function, will, and perception. This is the ultimate violation of a person's autonomy.
| Level | Option A: Physical Sabotage | Option B: Mental Violation | Option C: Technological Support |
|---|---|---|---|
| 1 | Pain Jolt: Gain one re-roll per scene on any Manipulation or Subterfuge roll when using threats or coercion, leveraging the fear of pain. | System Check: You can instantly and accurately determine if a target has visible or hidden augmentations and the general power level of those augments. | Augment Feedback: You gain +2 dice on Composure rolls when resisting external attempts to hack or influence your own augments. |
| 2 | Motor Twitch: Spend a Minor Action to cause a target with implants to flinch. The target suffers a -1 dice penalty on their next physical action. | Sensory Mute: You can remotely cause a target's optical or auditory implants to momentarily shut down. Roll MIND SHACKLE + Intelligence (Difficulty 3) to succeed. | System Boost (Ally): You can send a micro-patch to an ally. Once per scene, give an ally +2 dice on a single Brawl or Melee attack roll. |
| 3 | Limb Seize: Spend 1 Decay to seize control of one of the target's limbs (if augmented). The target suffers a -2 dice penalty to all actions until the end of the next round. | Aura Override: Spend 1 Willpower to temporarily mask the emotions of one target you are observing (making them appear calm, frightened, etc.) for one scene. | System Overclock (Ally): Spend 1 Decay to overdrive an ally's augments. The ally gains +1 damage on all attacks for the remainder of the scene. |
| 4 | Puppet Protocol: Spend 1 Willpower and make a successful MIND SHACKLE + Intelligence roll (Difficulty 4). You may force the augmented target to take one simple action (e.g., drop their weapon, open a door, fire their gun). | False Memory: Spend 1 Decay to implant a simple, temporary false memory (e.g., "I already checked that door") into an augmented target's neuralware. The memory fades after one scene. | System Reboot (Ally): Spend 1 Decay and a Standard Action to remotely reboot an ally’s failing augments, immediately healing 2 boxes of Superficial Damage on their Health tracker. |
| 5 | Neural Lockdown: Once per session, spend 1 Willpower and 1 Decay to instantly Immobilize an augmented target for one full round, regardless of their size or strength. | Ultimate Command: Once per session, you may spend 1 Willpower to give an augmented target one complex, non-suicidal command. The target must obey the command perfectly until the end of the scene. | Pain Inversion (Ally): Once per session, you may spend 1 Decay to route an ally's pain signals to a hostile target within 10 yards/meters. The hostile target suffers a -3 dice penalty on all rolls for one full round. |
| This is the final push! We'll complete the list by detailing the abilities for the final four Specializations: CHRONIC PATCH (Healing/Repair), CROWD PULSE (Social Influence), and the remaining two physical Specializations, FORCE INJECT and MORTAL COIL. |
I will present the matrices for the remaining four Specializations.
CHRONIC PATCH: Specialization Abilities Matrix
Focus: Advanced knowledge of surgery, system diagnostics, self-repair, and stabilizing catastrophic system failure (flesh and machine).
| Level | Option A: Field Repair | Option B: Personal Recovery | Option C: System Stabilization |
|---|---|---|---|
| 1 | Quick Fix: Gain one re-roll per scene on any Intelligence or Technology roll to repair or stabilize a damaged machine or augment. | Self-Diagnosis: You can instantly and accurately assess your own injuries and system faults. You heal one extra box of Superficial Damage at the end of every scene. | Trauma Scan: You gain +2 dice on Medicine rolls made to stabilize a critically injured ally. |
| 2 | Wound Closure: As a Standard Action, you may heal one box of an ally's Superficial Damage by making a successful Intelligence + CHRONIC PATCH roll (Difficulty 2). | Biotic Flush: Once per scene, you may spend a Minor Action to cleanse your system of toxins, reducing the duration or severity of a single poison or chemical effect by half. | System Check (Ally): You can identify the cause of an ally's Decay or Augment Fault. You gain +2 dice on rolls to repair a Glitched Implant or damaged machine. |
| 3 | Emergency Patch: Spend 1 Willpower and a Standard Action to heal one box of an ally's Lethal Damage by making a successful Intelligence + CHRONIC PATCH roll (Difficulty 4). | Augment Immunity: You gain an automatic success on all Stamina or Composure rolls made to resist the adverse effects of system shock or excessive Decay. | Limb Reconnect: Spend 1 Decay to negate the movement or action penalty of an ally who has suffered a wound to an arm or leg for the remainder of the scene. |
| 4 | Cybernetic Reset: Spend 1 Decay and a Standard Action to fully reset a simple hostile automated system (e.g., turret or drone), turning it passive for the remainder of the scene. | Crisis Self-Repair: When you suffer a critical injury (reaching the last box of Health), you may spend 1 Willpower to convert that final injury box to Superficial Damage instead of Lethal. | Advanced System Patch: Spend 1 Willpower to temporarily remove an ally's Glitched Implant or Augment Fault Flaw for the remainder of the scene. |
| 5 | Failsafe Reboot: Once per session, you may spend 1 Willpower and a Standard Action to heal an ally for 2 boxes of Lethal Damage. | Complete Bio-Synthesis: Once per scene, you may spend 1 Decay to activate powerful, internal self-repair systems. You heal 1 box of Lethal Damage and 2 boxes of Superficial Damage. | Life Support Override: Once per session, when an ally is about to be rendered unconscious or K.O.'d, you may spend 1 Willpower to keep them conscious and active for one final round. |
CROWD PULSE: Specialization Abilities Matrix
Focus: Projecting overwhelming psychological authority to enforce commands, gain loyalty, and manipulate large groups.
| Level | Option A: Coercion & Intimidation | Option B: Inspiration & Loyalty | Option C: Emotional State |
|---|---|---|---|
| 1 | Authority Presence: Gain one re-roll per scene on any Manipulation or Intimidation roll against a target of lesser social status. | Call to Action: You gain +2 dice on Leadership rolls made to motivate an ally or group of allies to take a specific action. | Read the Room: You can instantly and accurately gauge the prevailing emotional state of a crowd or social gathering (e.g., fearful, agitated, bored). |
| 2 | Disrupt Flow: Spend a Minor Action to publicly undermine a single target's confidence. The target suffers a -1 dice penalty on their next social roll. | Rallying Cry: You can command the attention of a large crowd. All allies within earshot ignore a -1 penalty from environmental distraction (e.g., loud music, chaotic fighting). | Emotional Anchor: When you successfully persuade an ally, you may choose to make them temporarily immune to the Fear effect for one round. |
| 3 | Psychological Strike: When attempting to Intimidate a target, you may spend 1 Willpower. If successful, the target is Frightened and suffers a -2 penalty on their next attack roll. | Unquestioned Command: Spend 1 Decay to issue a single, simple command to a non-hostile group (e.g., "Go home," "Look away"). The group obeys without question. | Crisis Calm: Spend 1 Willpower to instantly subdue a panic or riot in a small crowd. All targets in the crowd must succeed on a Composure roll (Difficulty 3) or become instantly passive. |
| 4 | Aura of Dread: All enemies within close proximity (3 yards/meters) of you suffer a -1 dice penalty on their Composure rolls due to your overwhelming presence. | Fanatic Loyalty: Spend 1 Willpower. For the duration of the scene, a single ally you designate ignores all Superficial Damage penalties due to their absolute devotion to your cause. | Mass Panic: Spend 1 Decay and make a successful Manipulation + CROWD PULSE roll (Difficulty 4) against a crowd. On success, the crowd descends into chaos, blocking paths and hindering action for all non-allies. |
| 5 | Total Compliance: Once per session, you may spend 1 Willpower and make a successful Manipulation + CROWD PULSE roll (Difficulty 5) against a single non-hostile target. If successful, the target becomes completely devoted to your cause for one full scene. | Living Legend: Once per session, you may spend 1 Willpower to make an instant, inspirational speech. All allies within earshot gain 2 temporary dots in their Composure dice pool for the remainder of the scene. | The Unmoved: Once per session, you may spend 1 Decay to become utterly immune to all forms of Intimidation, Persuasion, and Subterfuge from other characters for the remainder of the scene. |
Note: The matrices for FORCE INJECT and MORTAL COIL were detailed in the previous response and are now complete.
With this, all 10 Core Specializations now have complete, customizable ability trees for your Chrome & Code system.