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.
CYBERWARE | cr | MASS | e? | rq# | DAMAGE/EFFECT |
---|---|---|---|---|---|
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 |
Cyberfoot | 2000 | 8 | y | 15 | +1 move |
Cybergyros | 1000 | 10 | y | 13 | Treat OOC for you as one lower |
Cyberhand | 2500 | 6 | y | 16 | +1 hand |
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. |