The BlackHammer CyberPunk Project

Physical Benefits
Acute Sense (1 point benefit)
You have an extremely acute sense (choose sight, hearing or touch). Whenever you need to make an awareness/notice roll using this sense, you get to add +2 to the roll. This roll is more than just acute eyes, but actually better recognition and use of the optical part of the brain, so this benefit remains even if you have cybernetic replacements. You can take this benefit multiple times, once for each sense.

Fast Healing (2-6 point benefit)
You have an accelerated healing system. Your healing rate is increased by 1 damage box per day for every two points invested in this benefit.

Ambidexterity (1-3 point benefit)
You are either naturally ambidextrous or you have trained yourself to use your off hand with more accuity than normal. For every level of this benefit, you reduce your off-hand penalty by 1 point.

Double Jointed (1 point benefit)
You are double jointed in many parts of your body. While you may not be the Armenian Rubber Man, you are able to bend in strange ways, and can probably escape from a straight jacket with a little work. You get +4 on all rolls to escape grapples and bondage.

Pain Tolerance (1-4 point benefit)
You have developped an incredible resistance to the sensation(s) of pain. For some this is a nervous disorder, for others its the result of many years of body modification or self-denial. Either way, for every point you have in this benefit, you treat all wounds as being 2 boxes less damaging for it's effects on your stats and stun saves. (For example with 3 points of this merit, a 13 damage hit still brings you to mortal 0, requiring a death save every turn, but you treat this as a Serious wound (13 points - 6 = 7 points), which only reduces your REF by 2 and gives you -1 on stun saves).

Drug Resistance (2 point benefit)
20% of all drugs have no effect on your character, and you gain a +2 to your resist torture / drugs skill when used against drugs only.

Extreme Drug Resistance (5 point benefit)
All drugs have only 1/2 the normal effect on your system, and with a BOD roll of 15 or greater, the drug has no effect whatsoever.

Enhanced Reactions (1-3 point benefit)
You have unearthly reaction times. You can cause maximum carnage at most hand-to-eye video games. For every level you gain +1 to initiative rolls.

Adrenaline Surge (2 point benefit)
You can rely on a surge of pure adrenaline to increase your reaction times in combat. Whenever you trigger this benefit in combat, you must use it for the entire combat. While the adrenaline surge is in effect you get to roll your initiative twice and keep the best result, then add 2 to it. On the downside, this adrenaline overload affects your aim and clouds your thinking. You make all rolls in combat at -2, and if a friendly target gets in your way you must make a dif 12 Cool roll to not attack it.

Will To Live (2-6 point benefit)
You are strangely unwilling to "give up the ghost". For each level of this benefit, you succeed your first death save automatically without rolling the dice. This benefit cannot be used more than once per week.