[FOCI]

Knows Everything

Neon Rain

You're a know-it-all. You've always been curious, likely to be found with your nose in a book and several wiki articles pulled up on your computer. In your school days, you were probably a good student and skilled researcher. In the present, your primary hobby is gathering knowledge. You know what questions to ask, and where to look for the answers.

Your mental cybernetics have improved your memory and given you nigh-unlimited access to information. You're a mental powerhouse—and eager to keep learning.

Minor Effect Suggestion: You gain an insight that eases your next action by one step.

Major Effect Suggestion: Your intellectual prowess intimidates a foe into retreating from the conflict.

denotes a cyberware-derived ability.

Tier 1

Datajack (1 Intellect point) Action

With computer access, you jack in instantly and learn a bit more about something you can see. You get an asset on a task involving that person or object.

Characters who have chosen Datajack as a type ability should replace it with a different special ability selection from their type.

Knowledge Skills Skill

You are trained in two skills in which you are not already trained. Choose two areas of knowledge such as history, geography, archeology, and so on. You can select this ability multiple times. Each time you select it, you must choose two different skills.

Tier 2

Scan (2 Intellect points) Action

You scan an area equal in size to a 10-foot (3 m) cube, including all objects or creatures within that area. The area must be within short range. Scanning a creature or object always reveals its level. You also learn whatever facts the GM feels are pertinent about the matter and energy in that area. For example, you might learn that the wooden box contains a device of metal and plastic. You might learn that the glass cylinder is full of poisonous gas, and that its metal stand has an electrical field running through it that connects to a metal mesh in the floor. You might learn that the creature standing before you is a mammal with a small brain. However, this ability doesn't tell you what the information means. Thus, in the first example, you don't know what the metal and plastic device does. In the second, you don't know if stepping on the floor causes the cylinder to release the gas. In the third, you might suspect that the creature is not very intelligent, but scans, like looks, can be deceiving. Many materials and energy fields prevent or resist scanning.

Tier 3

Network Tap (4 Intellect points) Action

You can ask the GM one question and get a very short answer if you succeed on an Intellect roll against a difficulty assigned by the GM. The more obscure the answer, the more difficult the task. On a failed roll, feedback or perhaps some defense from the network you're accessing inflicts 4 points of Intellect damage on you (ignores Armor). Generally, knowledge that you could find by looking somewhere other than your current location is level 1, while obscure knowledge of the past is level 7. Gaining knowledge of the future is impossible.

or

Action Processor (4 Intellect points) Action

Drawing upon stored information and the ability to process incoming data at amazing speeds, you are trained in one physical task of your choice for ten minutes. For example, you can choose running, climbing, swimming, Speed defense, or attacks with a specific weapon.

Action to initiate.

Tier 4

Greater Enhanced Intellect Enabler

You gain 6 points to your Intellect Pool.

Knowledge Skills Skill

You are trained in two skills in which you are not already trained. Choose two areas of knowledge such as history, geography, archeology, and so on. You can select this ability multiple times. Each time you select it, you must choose two different skills.

Tier 5

Information Gathering (5 Intellect points) Action

You speak telepathically with any or all machines within 1 mile (1.5 km). You can ask one basic question about themselves or anything happening near them and receive a simple answer. For example, while in an area with many machines, you could ask about the location of a specific creature or individual, and if they are within a mile of you, one or more machines will probably provide the answer.

Tier 6

Knowing the Unknown (6 Intellect points) Action

By accessing the resources appropriate to your character, you can ask the GM one question and get a general answer. The GM assigns a level to the question, so the more obscure the answer, the more difficult the task. Generally, knowledge that you could find by looking somewhere other than your current location is level 1, and obscure knowledge of the past is level 7. Gaining knowledge of the future is impossible.

or

Mind Surge Action

In addition to your normal recovery rolls each day, you can—at any time between ten-hour rests—recover 1d6+6 points to your Intellect Pool.

GM Intrusions: Research leads to dead ends or falsehoods. Some people don't trust a person with such powerful mental enhancements.