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cyberware:situational_proficiency_drive [2025/10/05 11:40] – removing semicolons from headings mentlecyberware:situational_proficiency_drive [2026/06/12 10:49] (current) – external edit 127.0.0.1
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 ^[[:Corporations#V.M.G (Vigilance Mining Guild)| V.M.G]] - //Get fracked or get fucked!//|||||| ^[[:Corporations#V.M.G (Vigilance Mining Guild)| V.M.G]] - //Get fracked or get fucked!//||||||
 | ^<wrap preview>[[Game_Mechanics:Definitions:Archetype]]</wrap>|Cyberware^<wrap preview>[[Game_Mechanics:Definitions:Subtype]]</wrap>|Neural| | | ^<wrap preview>[[Game_Mechanics:Definitions:Archetype]]</wrap>|Cyberware^<wrap preview>[[Game_Mechanics:Definitions:Subtype]]</wrap>|Neural| |
-^<wrap preview>[[Game_Mechanics:Definitions:Mark]]</wrap>^<wrap preview>[[Game_Mechanics:Definitions:Cyberware Hard Point Tax]]</wrap>^<wrap preview>[[Game_Mechanics:Definitions:Ward Tax]]</wrap>^<wrap preview>[[Game_Mechanics:Definitions:Mana Tax]]</wrap>^<wrap preview>[[Game_Mechanics:Definitions:Cost]]</wrap>^<wrap preview>[[Game_Mechanics:Definitions:Upkeep]]</wrap>^+^<wrap preview>[[Game_Mechanics:Definitions:Mark]]</wrap>^<wrap preview>[[Game_Mechanics:Definitions:Hardpoint Tax]]</wrap>^<wrap preview>[[Game_Mechanics:Definitions:Ward Tax]]</wrap>^<wrap preview>[[Game_Mechanics:Definitions:Mana Tax]]</wrap>^<wrap preview>[[Game_Mechanics:Definitions:Cost]]</wrap>^<wrap preview>[[Game_Mechanics:Definitions:Upkeep]]</wrap>^
 |  Mk. 1  |  2  |  1  |  -  |  100,000c  |  75c  | |  Mk. 1  |  2  |  1  |  -  |  100,000c  |  75c  |
 |  Mk. 2  |  4  |  2  |  1  |  800,000c  |  50c  | |  Mk. 2  |  4  |  2  |  1  |  800,000c  |  50c  |
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 |  <wrap preview>[[:Traits:Electronic]]</wrap>  |||||| |  <wrap preview>[[:Traits:Electronic]]</wrap>  ||||||
 ^Effects|||||| ^Effects||||||
-|Gain the Situational Proficiency Drive Ability \\ \\ **Situational Proficiency Drive** \\ Quick Action. \\ Trigger [[:Game_Mechanics:Exhaustion]], then if still able, you may treat a pending [[:Game_Mechanics:Check]] or [[:Game_Mechanics:Attacks|Attack]] as if you were <wrap preview>[[:Game_Mechanics:Definitions:Proficiencies|Proficient]]</wrap>. \\ At **Mk. 2** you may also apply this bonus to [[:Game_Mechanics:Save|Saves]]. \\ At **Mk. 3** you may even add this bonus to [[:Skills]] or Saves that you are already Proficient or Resistant in.||||||+|Gain the Situational Proficiency Drive Ability \\ \\ **Situational Proficiency Drive** \\ Quick Action. \\ Trigger [[:Game_Mechanics:Exhaustion]], then if still able, you may treat a pending [[:Game_Mechanics:Check]] or [[:Game_Mechanics:Attacks|Attack]] as if you were <wrap preview>[[:Game_Mechanics:Definitions:Proficiencies|Proficient]]</wrap>. \\ At **Mk. 2** you may also apply this bonus to [[:Game_Mechanics:Save|Saves]]. \\ At **Mk. 3** you may even add this bonus to <wrap preview>[[:Skills]]</wrap> or Saves that you are already Proficient or Resistant in.||||||
 </WRAP> </WRAP>