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content:official:rules:cyberware

This is an old revision of the document!


Cyberware Items Index

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 vibrakife (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.
content/official/rules/cyberware.1500437795.txt.gz · Last modified: 2017/07/18 21:16 by curufea