Auxiliary Systems

Speedy Reboot (Uncommon Maneuver): (Total: 79 Active Cost, 17 Real Cost) Healing Stun 2 1/2d6, Trigger- Character is Knocked Unconscious or Stunned (Activating the Trigger is an Action that takes no time, Trigger requires a Turn or more to reset, Two activation conditions apply simultaneously; +1/4), Decreased Re-use Duration (1 Turn; +1 1/2) (69 Active Points); 4 Charges (-1), Only on Self Power loses about half of its effectiveness (-1), Mech Tech (-1), Unified Power (-1/4), Requires a perk (-1/4) (Real Cost: 15) plus +1 SPD (10 Active Points); Only for doing a Recovery Power loses about two-thirds of its effectiveness (-1 1/2), 4 Charges (-1), Mech Tech (-1), Unified Power (-1/4), Requires a Perk (-1/4) (Real Cost: 2)

Cat Nap (Common): +2 SPD (20 Active Points); Only to Recover (-1 1/2), Mech Tech (-1)

ReArm (Uncommon): Telekinesis (40 STR), Trigger: Mech is Disarmed (Activating the Trigger requires a Zero Phase Action, Trigger requires a Zero Phase Action to reset; +1/2) (90 Active Points); Only on character’s weapons Very Limited Group of Objects (-1), Only to Re-Arm weapons Power loses about half of its effectiveness (-1), 6 Charges (-3/4), Instant (-1/2), No Range (-1/2), Affects Whole Object (-1/4), No Knockback (-1/4), Requires a perk for uncommen Equipment (-1/4)

Fast Brace (Uncommon Maneuver): +2 SPD (20 Active Points); Only For Aborting To Resist Knockback (-1 1/2), Requires a perk (-1/4)

Bounce Back (Uncommen Maneuver): (Total: 85 Active Cost, 24 Real Cost) ’+’1 SPD (10 Active Points); Only to use Aid Power loses about two-thirds of its effectiveness (‘-’1 1/2), Unified Power (‘-’1/4), Requires a Perk (‘-’1/4) (Real Cost: 3) plus Healing BODY 2 1/2d6, drained powers or characteristics (’+’1/2), Decreased Re-use Duration (1 Turn; ’+’1 1/2) (75 Active Points); Only on Self (‘-’1), 4 Charges (‘-’1), Unified Power (‘-’1/4), Requires a Perk (‘-’1/4) (Real Cost: 21)

All Around Defense (Uncommen): Aid 4d6, Reduced Endurance 0 END (‘+1/2’), Trigger: character is hit with an attack that goes against aided defenses: Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; (‘+3/4’), Expanded Effect (x4 Characteristics or Powers simultaneously)- Ego Defense, Power Defense, Flash Defense (vision), Flash Defense (Radar) (+1 1/2) (90 Active Points); Only to Aid Self (-1), One Use At A Time (-1), Mech Tech (-1), Loses all aided characteristic after triggering effect is done (-3/4), Requires an Uncommon Equipment Perk (-1/4); Real Cost: 18

Superior All Around Defense (Uncommen): Aid 6d6, Reduced Endurance 0 END (‘+1/2’), Trigger: character is hit with an attack that goes against aided defenses: Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; (‘+3/4’), Expanded Effect (x4 Characteristics or Powers simultaneously)- Ego Defense, Power Defense, Flash Defense (vision), Flash Defense (Radar) (+1 1/2) (90 Active Points); Only to Aid Self (-1), One Use At A Time (-1), Mech Tech (-1), Loses all aided characteristic after triggering effect is done (-3/4), Requires an Rare Equipment Perk (-1/2); Real Cost: 26

Auxiliary Systems

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