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content:official:rules:cyberware

This is an old revision of the document!


Cyberware

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.

Installing/Uninstalling Cyberware

(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

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.

Upgrades

Unless otherwise stated in the description, upgraded cyberware has half the mass.

Skill Chips

1000cr, mass 2, energized, rq# 13

Reduce the difficulty by 1 for skill attempts to use the listed skill:

  • Athletics
  • Combat
  • Diplomacy
  • Engineering
  • Piloting
  • Psionics
  • Sanity
  • Science ===== Mentor Chip ===== 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 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.1500445150.txt.gz · Last modified: 2017/07/18 23:19 by curufea