Cyberneticist

Lv6: You can craft and Modify*1 Tier 1*2 Cybernetics*3-- Tier 4
Lv7: Cybernetics you craft can automatically roll a value equal to 10 + your Tech modifier-- 15 + your Tech modifier
Lv8: You can craft and Modify*1 Tier 2*2 Cybernetics*3--
Lv9:You can fully integrate*4 an existing item into a cybernetic--add +3 when an integrated item is used
Lv10: You can link 2 Cybernetics to activate simultaneously--and synergistically
Lv11: You can disassemble a cybernetic you crafted to fully recover its Crafting Kit--You can Recombinate*5 an installed cybernetic as a Bonus Action
Lv12: You can allocate a target's Hit Dice into a cybernetic to generate additional Tech Points*6 — or allocate 5 Hit Dice to upgrade a Tier 4 chassis to Tier 5
Lv13: You can craft and Modify*1 Tier 3*2 Cybernetics*3--Tier 3 and Tier 4 Cybernetics can have 4 upgrades
Lv14:
Lv15: Amplify all Cyberneticist Abilities
Lv16: Gain an Epic Boon
Lv17:
Lv18:
Lv19:
Lv20:

  *1 Modifying allows you to alter an existing cybernetic over the course of 1 hour (with Crafting Kit), This includes swapping components, plating, weapons, etc.
*2 Cybernetics are divided into four tiers, which determine how many implant slots a specific body part can support. Each cybernetic implant requires a certain number of slots.
Before installing a cybernetic, the target body part must be upgraded to a tier equal to or greater than the number of slots required by that implant. Upgrading a body part increases its available implant slots.
The cost to upgrade a body part is as follows:
  • Tier 1: $1,000
  • Tier 2: $10,000
  • Tier 3: $100,000
  • Tier 4: $1,000,000
Once upgraded, that body part may accept any combination of cybernetics whose total slot cost does not exceed its tier.
*3 Cybernetics are artificial creations that can imitate or interact with living creatures. This can include robot arms, exosuits, neural implants, rocket legs, shields, etc.
*4 Integrated Items slot into a cybernetic body part, causing it to become bound to the user.
  1. An integrated item cannot be disarmed and cannot be used by any other creature.
  2. An integrated weapon does not require reloading and may be powered directly by the user’s power core instead of consuming ammunition.
  3. The user gains proficiency with the integrated item if they are not already proficient.
  4. An integrated item may be equipped or unequipped without taking an action.
The number of cybernetic slots required to integrate a weapon is determined by its size:
  • 1 slot: One-handed or versatile items
  • 2 slots: Two-handed items
  • 3 slots: Heavy weapons
*5 Recombinating allows you to instantly transform a cybernetic currently installed on yourself into an equivalent blueprint mid-combat without requiring a crafting check, provided the new blueprint fits the same slot and TP cost *6For every Hit Die allocated this way, the target's maximum Hit Dice pool is reduced by 1, and you generate 1 Tech Point for that specific cybernetic. If the cybernetic is removed or recombinated, the Hit Dice are restored to the target's maximum pool. When Amplified at Level 15, allocating 5 Hit Dice to a Tier 4 body part upgrades it to Tier 5, granting a 5th implant slot

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