All Natural: Difference between revisions
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{{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). | {{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). You gain 1 point in the Technical combat skill every 10 levels, making your items more effectives than others. You gain Cure at level 12, and Intense Training at level 1. Both scale with level and are enhanced by your knowledge skills.<br> <br>NOTE: The Technical gained does NOT stack with roles. After level 30, any Technical gained from roles is wasted.|cost=0}} | ||
Revision as of 00:03, 14 December 2014
| 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). You gain 1 point in the Technical combat skill every 10 levels, making your items more effectives than others. You gain Cure at level 12, and Intense Training at level 1. Both scale with level and are enhanced by your knowledge skills. NOTE: The Technical gained does NOT stack with roles. After level 30, any Technical gained from roles is wasted. |
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All Natural/Extra Notes Edit notes