RAGE IMPLANT
This brain implant dramatically increases the amount of adrenaline and testosterone your body produces, temporarily boosting your strength and durability. You can activate the implant as a swift action once per day. Upon doing so, you temporarily gain a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but you takes a –2 penalty to EAC and KAC. You may take advantage of rage feats (if available).
The increase in Constitution increases your Stamina Points by 2 per level, but these Stamina Points go away at the end of the rage when your Constitution score drops back to normal. While raging, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Acrobatics, Intimidate, Piloting, or Ride), any abilities that require patience and/or concentration, or any items that must be activated to function. The rage lasts for a number of rounds equal to 3 + the your (newly acquired) Constitution modifier. You may prematurely end your rage. At the end of the rage, you lose the rage modifiers and restrictions and gain the fatigued condition. This fatigue can be removed by meeting the requirements for regaining Stamina Points. The increased Constitution triggered by the rage implant in no way obviates the negative levels bestowed for having too many cybernetic attachments.
The Crazy-X rage implant allows you to spend 1 Edge to remove fatigue on your turn as a swift action. In addition, you can spend 1 Resolve Point to activate rage again after you have already used its daily activation. You cannot activate rage while fatigued.

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