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Felix Pryde
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===Special Abilities=== ====Special O.C.C. Abilities==== ''1 . Jury-Rig Repairs.'' The Operator can slap together solid temporary repairs in half the time that last twice as long. See the Jury-Rig skill for details.<br> ''2. Find Parts and Components.'' +20% to Find Contraband related to vehicular M.D. weapons, M.D.C. materials, power supplies, communications systems, electronics, generators, fuel, mechanical parts and components. This bonus is added to his normal Find Contraband skill whenever such items are involved. Gets these items at a discount - 30% off as a professional courtesy from most other Operators and the Black Market, 50% discount from junkyards and salvage companies, and a 65% discount if he trades at least 1 2 hours of his time to work at a garage, machine shop, or factory for free. Every 1 2 hours he puts in, he can get up to 100,000 credits worth of parts or materials at the discount (that's 3 5 ,000 credits, his cost).<br> ''3. Recognize Machine Quality.'' An exclusive skill that enables the Operator to tell if an item is new or used, defective, rebuilt, low or high quality, a fair price, and whether it's exactly what he needs or not. Skill applies to all most vehicles, machines, parts, tools, and electronics. Base Skill: 58% +3% per level of experience.<br> ''4. Repair and Soup-Up Machines & Vehicles.'' Repairs for Cheap: Can completely repair most parts, machines and vehicles at a cost of 25% of its original list price (plus his time if he's charging for it; typically another 30% to 50%). Requires the right parts and time to make the repair.<br> *Replace M.D.C. on the main body and key sections at a cost of 1200 credits per every one M.D.C. point restored. Cannot exceed the original M.D.C. amount *Add M.D.C. to brand new vehicles and body armor. The percentage increase depends on the Operator' s level of skill and experience; +5% at levels 2, 4, 6, 8, 10, 12, and 14 . *Maximize Performance. Can tweak a vehicle or most any machine to perform better. Can increase Spd 20%, range (of weapons, radio signals, sensors, etc.) by 10%, reduce weight by 10%, and add one extra weapon or feature per each body area of a vehicle or standing fortification (front/nose, mid-section, rear section, top/roof, bottom/undercarriage, and wing). ====Mutant Powers==== ''Chameleon'' *Can blend into environment. Only detectable by sound and motion. *Adhesion (same as minor power, maximum climbing speed half running, 90% natural climbing) *Hold breath for up to 10 minutes. *Feign Death *Natural Prowl Skill 60% + 2% per lvl ''Intangibility'' *Can affect self and 40lbs of additional material. *Most attacks pass right through. *Electricity, sonic blasts, particle beams and other attacks that stimulate and agitate molecules do half damage. *Psionic and gas attacks have full effect. *Can walk through anything and can speak and hear as normal. *Can walk on smoke and water. *Safety factor prevents PC from becoming tangible when occupying matter. *Must become solid to attack. *Can become tangible at nearly the speed of thought; four times per melee is the maximum. *Add 1d6 to M.A. *Add 1d4x10 to SDC *Add 20% to Prowl ability. '' Extraordinary Physical Prowess'' *Add 2d4 to P.P. *Add 3d4 to Speed *Add One Extra Attack per Melee *+10% to Dexterity Skills
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