Cyberneticist
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
Skill | Description | Rank 1 | Rank 2 | Rank 3 | Rank 4 |
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Lasers | Personal laser weapons are in widespread use across the Settled Systems, and specialized training can greatly increase their effectiveness. | Laser weapons do 10% more damage. | Laser weapons do 20% more damage. | Laser weapons do 30% more damage. | Laser weapons have a 5% chance to set a target on fire. |
Medicine | Only through advancements in medical training and technology has humanity been able to withstand the galaxy's many dangers. | Med Packs, Trauma Packs, and Emergency Kits restore 10% additional Health 10% faster. | Med Packs, Trauma Packs, and Emergency Kits restore 20% additional Health 20% faster. | Med Packs, Trauma Packs, and Emergency Kits restore 30% additional Health 30% faster. | Med Packs, Trauma Packs, and Emergency Kits restore 50% additional Health 50% faster, and have a chance to cure an affliction. |
Security | While the standardized digital locking mechanism is renowned for its security, any code can be broken with the proper training. | You can attempt to hack Advanced locks, and 2 auto attempts can be banked. | You can attempt to hack Expert locks, and 3 auto attempts can be banked. Rings now turn blue when the pick can be slotted. | You can attempt to hack Master-level locks, and 4 auto attempts can be banked. | Expend a digipick to eliminate keys that aren't required to solve the puzzle. 5 auto attempts can be banked. |
Guide
Tips and Tricks
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