All Natural: Difference between revisions

From Flexible Survival
Jump to navigationJump to search
Sparhawk (talk | contribs)
Update with merit changes
 
FlexBot (talk | contribs)
No edit summary
Tag: Manual revert
 
(451 intermediate revisions by 2 users not shown)
Line 1: Line 1:
You don't need no crazy nanite super powers! You got a helmet, a knife, a gun or a stick a dynamite. It's you vs the world, and you're going to take it head on! Your loadout capacity increases by 30, +3 per 3 levels (stacks with always be prepared), you may NOT use any mutant power (including passives). Your items are more effective than others.
{{Flaw|name=All Natural|desc=You don't need no crazy nanite super powers! You got a helmet, a knife, a gun or a stick a dynamite. It's you vs the world, and you're going to take it head on! Your loadout capacity increases by 30, +3 per 3 levels (stacks with always be prepared), you may NOT use any mutant power (including passives). As you gain levels, your Loadout and Upkeep will increase. You gain Cure at level 12, and Intense Training at level 1. Both scale with level and are enhanced by your knowledge skills.|cost=0}}
 
Needs investigation: if it prevents the use of dedication powers like [[Tactics - Accuracy]] and how much more effective your items are.
 
Cost in chargen: 10 Perk Points<br>
Cost after chargen: 100 XP
 
[[Category:Merits]]

Latest revision as of 00:05, 15 May 2025

All Natural
Description You don't need no crazy nanite super powers! You got a helmet, a knife, a gun or a stick a dynamite. It's you vs the world, and you're going to take it head on! Your loadout capacity increases by 30, +3 per 3 levels (stacks with always be prepared), you may NOT use any mutant power (including passives). As you gain levels, your Loadout and Upkeep will increase. You gain Cure at level 12, and Intense Training at level 1. Both scale with level and are enhanced by your knowledge skills.

All Natural/Extra Notes Edit notes