Cyberpunk RPG
Compendium
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Combat Awareness (Solo Role Ability)
When Combat begins (before Initiative is rolled), anytime outside of Combat, or in Combat with an Action, a Solo may divide the total number of points they have in their Combat Awareness Role Ability among the following abilities. If a Solo chooses to not change their point assignments, their previous ones persist. Activating some of these abilities will cost the Solo more points than others:
Damage Deflection
You have been trained to "roll with the punches," reducing damage done to you.
- For 2 points, decrease the first damage you take this Round by 1.
- For 4 points, decrease the first damage you take this Round by 2.
- For 6 points, decrease the first damage you take this Round by 3.
- For 8 points, decrease the first damage you take this Round by 4.
- For 10 points, decrease the first damage you take this Round by 5.
Fumble Recovery
You have been trained to instantly recover from mishaps by taking your time with every shot. For 4 points, you ignore critical failures (1s) you roll while attacking. These rolls are still treated as 1, however.
Initiative Reaction
Your reflexes are trained to respond instantly, without thinking, at the start of a firefight. Each point adds a +1 to Initiative rolls made.
Precision Attack
You have been trained to precisely aim attacks, giving you greater accuracy.
- For 3 points, you add a +1 to any Attacks made.
- For 6 points, you add a +2 to any Attacks made.
- For 9 points, you add a +3 to any Attacks made.
Spot Weakness
You have been trained to look for weak spots to damage even heavily armored targets. Each point adds a +1 to the damage (before armor) of your first successful Attack in a Round.
Threat Detection
You have enhanced situational awareness. Each point adds a +1 to any Perception Checks made.
Combat Awareness in Action
Stephanie's Solo, Kelsa, has a Combat Awareness Rank of 6. When the session begins, her Combat Awareness loadout is as follows:
- Damage Deflection 1 (2 points)
- Spot Weakness 2 (2 points)
- Threat Detection 2 (2 points)
Later in the game, she's jumped by a group of scavvers. At the beginning of the fight she reallocates her 6 Combat Awareness points.
- Damage Deflection 1 (2 points)
- Initiative Reaction 1 (1 points)
- Precision Attack 1 (3 points)
During the fight, Kelsa discovers the scavver leader is heavily armored and she's having trouble punching through his SP. Stephanie spends an Action and readjusts her Combat Awareness one last time, putting all 6 points into Spot Weakness so her next attack will blast through the scavver's protection.