These are the games’ magic, to a degree, with the subdermal tech devices adding Skills in-play. Those Skills do not need to be ones you even know. This can be viewed as a tapping of the Suit’s AI; else, this can be something you bought after watching the infomercial. Beware – the stuff you find at an Elien Swap Meet. GM may decide extra limitations. Implants might be awarded like alien trinkets, depending upon your flair for play.
Actions are rated as Safe Limit, Brazen and Overkill.
Safe Limit – Put a Grunt Skill in-play. Change any Skill in-play to one connected by line on the Progression Path. Roll made at minus one and any failed result with Implants causes Deviant Consequence.
Brazen – Put any MOS Skill in-play. Change any Skill in-play to any other on the Progression Path. Generate the result of any Expected Tactical Action. Roll made at minus two and any failed result causes Deviant Consequence.
Overkill – Put any Command Chain Skill in-play. Generate the result of any Advanced Tactical Action. Roll made at minus three and any failed result causes Deviant Consequence.
Replace a small percentage of your flesh and humanity with a growing cyborg machine. How much? A half D8 percent. Rise above fifty percent and the blood knight takes over. Your squad may have a new fight on its hand.
Funky Powers work the same as Implants, except Skia do not replace flesh. Instead, the first Deviant Outcome prevents further use of Funky Powers for the current event. Use them to the point of exhaustion and then wait for the next encounter to abuse them some more.
Funky Powers are the psionics of the game. These are used by Skia, universally, and by Cimmer after first failure that causes Deviant Outcome in the game session. Treat the result like using an Implant.