Cyberneticist: Difference between revisions
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|Type = | |Type = | ||
|Starting Skills = Medicine, Security, Lasers | |Starting Skills = Medicine, Security, Lasers | ||
|Description = Robots? Mere toys. Neuroamps? Good for parlor tricks. The Colony War may have made implants and upgrades available to veterans, but you once saw a greater future. Humans and machines, as one. | |Description = [[Robots]]? Mere toys. [[Neuroamps]]? Good for parlor tricks. The [[Colony War]] may have made [[implants]] and [[upgrades]] available to veterans, but you once saw a greater future. [[Humans]] and [[machines]], as one. | ||
|Patch = 1.0 | |Patch = 1.0 | ||
}} | }} |
Revision as of 15:55, 30 August 2023
Cyberneticist | |
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File:Cyberneticist.jpg | |
Information | |
Starting Skills | Medicine, Security, Lasers |
Description | Robots? Mere toys. Neuroamps? Good for parlor tricks. The Colony War may have made implants and upgrades available to veterans, but you once saw a greater future. Humans and machines, as one. |
Patch | 1.0 |
Cyberneticist is a Background.
Starting Skills
Medicine - Only through advancements in medical training and technology has humanity been able to withstand the galaxy's many dangers.
Security - While the standardized digital locking mechanism is renowned for its security, any code can be broken with the proper training.
Lasers - Personal laser weapons are in widespread use across the Settled Systems, and specialized training can greatly increase their effectiveness.
Guide
Tips and Tricks
Additional Information
Images
Comments
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