bio.repair
Graftwork
The city keeps taking pieces off you. You keep putting them back.
What it is
Partly built The set is catalogued and the Forge screen saves your frame. Its abilities do not run in a fight yet.
- Permission
- bio.repair
- Role
- Support
- How you get it
- Anchor: from creation
- Wetware Grid branch
- Repair Orders
A repair permission meant for maintenance drones, running on meat because that is what it found. Doc Splice calls it the only honest power among the fifteen and will not say why.
Passive
Knits Wrong. Much faster healing out of combat, and overhealing becomes a fading shield.
Abilities
Designed The three abilities are the game's design.
Scar Knuckle
A punch that heals you a little.
What you take off them, you keep.
Bloom
A healing field that only touches allies.
Something green, in a city that hasn't been green in thirty years.
Second Suture
Cleanse and regenerate, with no damage.
Eight seconds of your body deciding it is not finished.
In the build, every Legend fights with SALVO's kit.
Weakness
No burst anywhere. You win long fights and lose short ones, and a damage race is a short fight by definition.
Fusions
Designed Fusions are the game's design.
| Fusion | With | Opens at |
|---|---|---|
| Communion Bloom | Greytide | Operator 20 |
| Second Heart | Quicksilver | Operator 20 |
What the swarm takes, the graft gives back — to your side of the street.
You outrun the wound.