Advanced technologies allow a character to enhance their bodies with built-in equipment.
Cyberware is always energized and does not require a hand to use.
A character will gain the benefit from at most one of each piece of cyberware. You can have multiple skill chips but only one chip of each skill will give you a benefit.
(Science vs. 11)
Normally cyberware is installed or uninstalled between missions. You can install or uninstall cyberware from yourself or a non resisting character. Failure in this check deals a die of damage.
Broken or EMPed cyberware confers a penalty rather than a bonus. i.e. a skill chip gives a penalty to your skill checks instead of a bonus.
Unless otherwise stated in the description, upgraded cyberware has half the mass.
1000cr, mass 2, energized, rq# 13
Reduce the difficulty by 1 for skill attempts to use the listed skill:
Adds +10% to experience gained. If the chip is uninstalled, or broken at all during the campaign turn, it confers no bonus or penalty.
|Athletics Skill Chip||1000||2||y||13||-1 difficulty for Athletics skill checks|
|Combat Skill Chip||1000||2||y||13||-1 difficulty for Combat skill checks|
|Diplomacy Skill Chip||1000||2||y||13||-1 difficulty for Diplomacy skill checks|
|Engineering Skill Chip||1000||2||y||13||-1 difficulty for Engineering skill checks|
|Mentor Chip||500||2||y||12||Add +10% experience gained|
|Piloting Skill Chip||1000||2||y||13||-1 difficulty for Piloting skill checks|
|Psionics Skill Chip||1000||2||y||x||Treasure Item Only|
|Sanity Skill Chip||1000||2||y||13||-1 difficulty for Sanity skill checks|
|Science Skill Chip||1000||2||y||13||-1 difficulty for Science skill checks|
|AutoNurse||500||6||y||12||+1 point of healing per die|
|Cybergyros||1000||10||y||13||Treat OOC for you as one lower|
|Cyberhook||500||8||y||12||Built in vibraknife (1d6 damage). Other actions with it at +1 difficulty.|
|Cyberpatch||400||2||y||10||Reduce remote penalties by 1. -1 difficulty to Hack.|
|Discipline Collar||250||6||y||11||Free reroll as a last roll, suffer 1d6 damage if it fails.|
|FiberDerm||1300||10||y||14||+1 Hit Point and -1 difficulty on Athletics based skill checks.|
|MedJack||150||2||y||8||Carries drugs at half weight. Easier to heal.|
|Skeletal Enhancement||1500||0||y||15||Increase carry by 10. Upgrade increases carry by 5 more.|