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content:official:rules:cyberware [2017/07/18 23:19] curufeacontent:official:rules:cyberware [2017/11/05 21:06] (current) curufea
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 ====== Cyberware ====== ====== Cyberware ======
 +| << [[Drugs and Toxins]] << ^ [[Table of Contents]] | >> [[Modules, Cargo Bay Items, Hulls, Pods]] >> |
  
 Advanced technologies allow a character to enhance  Advanced technologies allow a character to enhance 
Line 39: Line 39:
 listed skill: listed skill:
  
-   * //Athletics// +   * //[[Athletics]]// 
-   * //Combat// +   * //[[Combat]]// 
-   * //Diplomacy// +   * //[[Diplomacy]]// 
-   * //Engineering// +   * //[[Engineering]]// 
-   * //Piloting// +   * //[[Piloting]]// 
-   * //Psionics// +   * //[[Psionics]]// 
-   * //Sanity// +   * //[[Sanity]]// 
-   * //Science+   * //[[Science]]//
  
 ===== Mentor Chip ===== ===== Mentor Chip =====
Line 55: Line 55:
 it confers no bonus or penalty. it confers no bonus or penalty.
  
-^ CYBERWARE ^ cr ^ MASS ^ e? ^ rq# ^ DAMAGE/EFFECT |   +^ CYBERWARE ^  cr   MASS   e?   rq#  ^ DAMAGE/EFFECT |   
-[[..:equipment:Athletics Skill Chip|Athletics Skill Chip]] | 1000 | 2 | y | 13 | -1 difficulty for Athletics skill checks |   +| Athletics Skill Chip |  1000       13  | -1 difficulty for Athletics skill checks |   
-[[..:equipment:Combat Skill Chip|Combat Skill Chip]] | 1000 | 2 | y | 13 | -1 difficulty for Combat skill checks |   +| Combat Skill Chip |  1000       13  | -1 difficulty for Combat skill checks |   
-[[..:equipment:Diplomacy Skill Chip|Diplomacy Skill Chip]] | 1000 | 2 | y | 13 | -1 difficulty for Diplomacy skill checks |   +| Diplomacy Skill Chip |  1000       13  | -1 difficulty for Diplomacy skill checks |   
-[[..:equipment:Engineering Skill Chip|Engineering Skill Chip]] | 1000 | 2 | y | 13 | -1 difficulty for Engineering skill checks |   +| Engineering Skill Chip |  1000       13  | -1 difficulty for Engineering skill checks |   
-[[..:equipment:Mentor Chip|Mentor Chip]] | 500 | 2 | y | 12 | Add +10% experience gained |   +| Mentor Chip |  500       12  | Add +10% experience gained |   
-[[..:equipment:Piloting Skill Chip|Piloting Skill Chip]] | 1000 | 2 | y | 13 | -1 difficulty for Piloting skill checks |   +| Piloting Skill Chip |  1000       13  | -1 difficulty for Piloting skill checks |   
-[[..:equipment:Psionics Skill Chip|Psionics Skill Chip]] | 1000 | 2 | y | x | Treasure Item Only |   +| Psionics Skill Chip |  1000        | Treasure Item Only |   
-[[..:equipment:Sanity Skill Chip|Sanity Skill Chip]] | 1000 | 2 | y | 13 | -1 difficulty for Sanity skill checks |   +| Sanity Skill Chip |  1000       13  | -1 difficulty for Sanity skill checks |   
-[[..:equipment:Science Skill Chip|Science Skill Chip]] | 1000 | 2 | y | 13 | -1 difficulty for Science skill checks |   +| Science Skill Chip |  1000       13  | -1 difficulty for Science skill checks |   
-| [[..:equipment:AutoNurse|AutoNurse]] | 500 | 6 | y | 12 | +1 point of healing per die|   +| [[..:equipment:AutoNurse]] |  500       12  | +1 point of healing per die |   
-| [[..:equipment:Cyberfoot|Cyberfoot]] | 2000 | 8 | y | 15 | +1 move|   +| [[..:equipment:Cyberfoot]] |  2000       15  | +1 move |   
-| [[..:equipment:Cybergyros|Cybergyros]] | 1000 | 10 | y | 13 | Treat OOC for you as one lower|   +| [[..:equipment:Cybergyros]] |  1000   10     13  | Treat OOC for you as one lower |   
-| [[..:equipment:Cyberhand|Cyberhand]] | 2500 | 6 | y | 16 | +1 hand|   +| [[..:equipment:Cyberhand]] |  2500       16  | +1 hand |   
-| [[..:equipment:Cyberhook|Cyberhook]] | 500 | 8 | y | 12 | Built in vibrakife (1d6 damage). Other actions with it at +1 difficulty |   +| [[..:equipment:Cyberhook]] |  500       12  | Built in [[..:equipment:vibraknife]] (1d6 damage). Other actions with it at +1 difficulty|   
-| [[..:equipment:Cyberpatch|Cyberpatch]] | 400 | 2 | y | 10 | Reduce remote penalties by 1. -1 difficulty to Hack. |   +| [[..:equipment:Cyberpatch]] |  400       10  | Reduce remote penalties by 1. -1 difficulty to Hack. |   
-| [[..:equipment:Discipline Collar|Discipline Collar]] | 250 | 6 | y | 11 | Free reroll as a last roll, suffer 1d6 damage if it fails. |   +| [[..:equipment:Discipline Collar]] |  250       11  | Free reroll as a last roll, suffer 1d6 damage if it fails. |   
-| [[..:equipment:FiberDerm|FiberDerm]] | 1300 | 10 | y | 14 | +1 Hit Point and -1 difficulty on Athletics based skill checks. |   +| [[..:equipment:FiberDerm]] |  1300   10     14  | +1 Hit Point and -1 difficulty on Athletics based skill checks. |   
-| [[..:equipment:MedJack|MedJack]] | 150 | 2 | y | 8 | Carries drugs at half weight. Easier to heal. |   +| [[..:equipment:MedJack]] |  150        | Carries drugs at half weight. Easier to heal. |   
-| [[..:equipment:Skeletal Enhancement|Skeletal Enhancement]] | 1500 | 0 | y | 15 | Increase carry by 10. Upgrade increases carry by 5 more. |  +| [[..:equipment:Skeletal Enhancement]] |  1500       15  | Increase carry by 10. Upgrade increases carry by 5 more. |
  
 +| << [[Drugs and Toxins]] << ^ [[Table of Contents]] | >> [[Modules, Cargo Bay Items, Hulls, Pods]] >> |
 +{{tag>official rules equipment cyberware}}
content/official/rules/cyberware.1500445150.txt.gz · Last modified: 2017/07/18 23:19 by curufea