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Cybermancer

The Cybermancer is a specialist with building,


installing, and using cyberware. Some
Cybermancers come from surgeons who
specialize in cybernetics, some from builders
who wanted to take their trade to the next
level, and still others from users who want to
learn the skills in order to improve their own
cyberware. Whichever reason a person takes on
the Cybermancer advanced class, they all learn
how to build, repair, modify, and install
cyberware. When it comes to anything to do
with cyberware they are the last authority.
Selec this class if you want your character to be
an expert on the building, improving ,repairing
and installing of cyberware componnents.
The fastest path to this advanced class is
through the Smart Hero basic class.

Requirments
To qualify to become a cybermancer, the
character must fullfill the following criteria.
Skills: Knowledge (Elecrical) 6 Ranks
Knowledge (Mechanical) 6 Ranks
Treat Injury
6 Ranks
Feat: Surgery, Cybernetic surgery

Class Information
The following information applies to the Cybermancer advanced
class.

Abilities
Intellegence and wisdom are the most important abilities for this
class. Although a good constitution and dexterity are beneficial.
Hit Die
The Cybermancer gains 1d8 hit points per level. The characters
constitution modifier applies.
Action Points
The Cybermancer gains a number of action points equal to 6 + one-

half their character level, rounded down, every time they gain a level.
Class Skills
The Cybermancer's class skills are as follows:
Computer use (Int), Craft (Electrical) (Int), Craft (Mechanical)(Int),
Disable Device (Int), Knowledge (Behavorial Scince) (Int), Knowledge
(Earth/Life sciences) (Int), Knowledge (Technology) (Int), Perception (Wis),
Profession (Wis), Read/Write Language (None), Repair (Int), Research (Int),
Speak Language (None), Treat Injury (Wis).
Skill Points at each level: 6 + Int Modifer.

Class Features
The following features pertain to the Cybermancer advanced class.

Anti-Shock Implant
At 1st level the Cybermancer has an anti-shock implant installed in
order to protect themselves and their valuable cyberware from electrical
damage. This cyberware does not count towards the maximum number of
cyberware devices, that can be placed into their body, before cybernetic
degradation (taking negative levels) occures.

Craft Cybernetics
At 2nd level the Cybermancer gains the craft cybernetics feat for
free.

Cyber-Attachment
At 1st, 4th, 7th, and 10th levels the Cybermance has discovered a
breakthrough in their own physiology which allows the Cybermancer's
maximum number of cyberware devices that can be used before cybernetic
degradation (taking negative levels) occures. This allows the Cybermancer
to increase the number of safe cyberware implants she can use by 1.

Cybermancy
At 3rd, 6th, and 9th levels the Cybermancer has become so adept with
the creation of cyberware that they are able to create an innovatie piece
of cyberware that is far more advanced than the norm. This allows the
Cybermancer to build a piece of cyberware, and install it into themselves
or another person, that has the abilities of 2 similar pieces of cyberware
attachments that only count as one for the total body index (number of
cyberattachments allowed befor cyber degradation occures). Each time
this ability is gained the Cybermancer must choose what the cyberware is

and is able to do. From that point on the cyberware can be built using the
normal rules.

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