Each Perk may be taken once at the cost of a single Master Point.
If the Character were to fail to Activate a Power, they do waste their Action, but cannot use a Power until their next Turn.
Craft Bio Lock
The Character may craft a Biological Node which can provide access to the Neural Network. To begin, the Character will require 7 Nanocyte per Rating. The Bio Lock may be constructed as part of a Long Non-Combat Action.
Craft Dead Lock
The Character may craft a Analog Node which can provide access to the Neural Network. To begin, the Character will require 13 Glass per Rating. The Bio Lock may be constructed as part of a Long Non-Combat Action.
The Character must suffer one additional Level of Exhaustion before beginning to suffer the effects of Exhaustion, and the number of days the Character may go without Food or Water is increased by 3.
The Character gains an Advantage when Opposing a Grapple, or the Entangled or Restrained Condition.
The Character must suffer one additional Level of Fear before beginning to suffer the effects of Fear, and the Character may go a full day without Sleep before suffering Psychic Damage.
The Character gains a +3 to Awareness.
The Character cannot be knocked Prone.
The Character may remove an additional 1d6 of Poison Tokens after a Rest; once daily.
Increase Initiative and Speed by +3.
Increase Encumbrance by +3, Melee Damage by +2, and Throw Range by +3.
Increase Weight by 2.
Increase Willpower by +2.
The Character will not become Incapacitated if their Health is reduced to 0.
Jack of all trades
Skill points will increase Skill Rank by 2 instead of 1, but Maximum Skill Rank becomes 9.
Increase the maximum Rank of a single Skill by 3.
Gain a +2 on all Investigation Tests.
Increase Health by 3, and Critical Health by 1.
The Character may recover an additional 1d6 of Health after a Rest; once daily.