• 4 years ago
Cyberpunk RED new SOLO abilities mentioned by Mike Pondsmith during virtual Garycon while talking to the founder of Realmsmith Jason Azevedo.
Combat Awareness
When combat begins, anytime outside of combat, or in combat with an Action, a Solo may divide the total number of points they have in their Combat Awareness Role Ability among the following abilities. If a Solo chooses not to change their point assignments, their previous ones persist. Activating some of these abilities will cost the Solo more points than others.

The abilities are: Threat Detection (enhanced situational awareness), Initiative Reaction (bonus to initiative), Precision Attack (bonus to attacks made), Spot Weakness (bonus to damage), Damage Deflection (reduce damage to you), Fumble Recovery (ignore critical failures)

Some of the abilities work on a 1 point gets you +1 basis. Others work differently, with multiple points being required to get a bonus.

Autofire exists in Cyberpunk Red and is governed by its own skill, simply called Autofire.
Luck continues to function as it always has, though the team explains they’ve tightened the math of the game. Even small bonuses mean a lot now and a little Luck can go a long way.
Among the programs available to Netrunners is Worm, which gives a bonus to performing the Backdoor action when cracking passwords.

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