Cyberneticist

From Starfield Fans Wiki
Cyberneticist
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

SkillDescriptionRank 1Rank 2Rank 3Rank 4
LasersPersonal 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.
MedicineOnly 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.
SecurityWhile 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

Additional Information

Images

Comments

Loading comments...