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MARTIAL ARTS

With an unarmed strike, the character inflicts 1d6 points of damage. Normal unarmed damage is 1d3.

MARTIAL ARTS, ADVANCED

Prerequisites: Martial Arts

When the character scores a critical hit on an opponent with an unarmed strike, the character deals triple damage instead of the normal double damage.

MASTER SKILL

Prerequisites: Two Trained Skills in any one Attribute

Mastered skills receive an additional +5 Bonus. Only one skill may be mastered out of each skillset.

Note: Knowledge and Perform may not be Mastered as a whole. Instead, choose a subset of the skill to be Mastered (e.g. Drive or Act).

MECHANICAL GENIUS

The character has an innate knack for creating, modifying, and working with complex machines. Unlike someone who is merely well trained in a particular technical skill, a Mechanical Genius is a natural and is able to flip through a tech manual for an advanced technology in 30 seconds and figure out a way to repair the machine in an hour or so. Such characters often have high Ranks in Electronics and Mechanical Skills as well.

A character with this Attribute can also build new and modify existing gadgets at an astonishing rate, provided he or she has appropriate parts and facilities.

Alternatively, the GM may describe this Feat as “Magical Genius,” that allows a character to modify magical gear.

To determine the length of time crafting takes, make a power check, with a +5 bonus for each time this ability is chosen, then consult the table below.

0-25 2 Rounds per 1 CP needed for the device.
26-50 1 Round per 1 CP needed for the device.
51-70 1 Round per 2 CP needed for the device.
71-85 1 Round per 3 CP needed for the device.
86-95 1 Round per 5 CP needed for the device.
96+ 1 Round.