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Cybertech

New traits will be indicated with a carat (^) and are linked to their explanation.

Mechanics Overview

Cybertech is technology that must be implanted within a creature's body before it functions.

Each piece of cybertech has an Implantation value that indicates how invasive the implant is. The total combined implantation values of all cybertech implanted in a single creature cannot exceed their Constitution or Intelligence score, or they take a -4 item penalty to all saving throws

Each piece of cybertech also fits into a specific body slot listed in its statblock. A creature cannot have more than one piece of cybertech in a body slot.

After a piece of cybertech has been installed in a creature, its bulk no longer counts towards that creature's encumbrance.

To install or remove cybertech on a living creature, you need to have the Craft Cybernetics feat, which grants you access to the following actions. Removing a piece of cybertech from a dead body requires no Medicine check but takes a number of rounds equal to its Implantation score.

Install Cybertech

Traits: Downtime, Concentration, Manipulate

Requirements: You are wearing or holding Healer's Tools.

You take a number of hours equal to a piece of cybertech's Implantation score to attempt to install it into a creature. The creature must be unconscious or otherwise helpless for the entire duration, and if this time is interrupted in any way, the procedure fails. Make a Medicine check against the cybertech's Install DC.

  • Critical Success You successfully install the cybertech into the creature with no adverse effects.
  • Success You successfully install the cybertech into the creature. It becomes drained with the value being that of the cybertech's Implantation score.
  • Failure You fail to install the cybertech into the creature. It becomes drained with the value being that of the cybertech's Implantation score. You cannot try again until the creature recovers from its drained status.
  • Critical Failure As failure, but the cybertech gains the broken condition.

Remove Cybertech

Traits: Downtime, Concentration, Manipulate

Requirements: You are wearing or holding Healer's Tools.

You take a number of hours equal to a piece of cybertech's Implantation score to attempt to remove it from a creature. The creature must be unconscious or otherwise helpless for the entire duration, and if this time is interrupted in any way, the procedure fails. Make a Medicine check against the cybertech's Install DC with a +10 circumstance bonus.

  • Critical Success You successfully remove the cybertech from the creature with no adverse effects.
  • Success You successfully remove the cybertech from the creature. It becomes drained with the value being that of the cybertech's Implantation score.
  • Failure You fail to remove the cybertech from the creature. It becomes drained with the value being that of the cybertech's Implantation score. You cannot try again until the creature recovers from its drained status.
  • Critical Failure As failure, but the cybertech activates.

Cybertech List

Skillslot

Traits Rare, Cybertech, Tech^

Level 5; Price 120 gp; Slot brain; Bulk L; Install DC 30; Implantation 1; Craft DC 28

A skillslot requires a skillchip to be inserted for it to provide any effect to the person it is installed in.

It takes 10 minutes for a skillchip to adjust itself to a new skillslot; during this time, the user is considered fascinated on the new sensations flooding their mind. When a skillchip is removed, its benefits end immediately, but the wearer suffers no ill effects.

Wirejack Tendons

Traits Rare, Cybertech, Tech^

Level 11; Price 1,500 gp; Slot body; Bulk L; Install DC 35; Implantation 4; Craft DC 33

Once installed, wirejack tendons grant a constant +2 item bonus to Acrobatics checks, Stealth checks, Thievery checks and Reflex saves.

Wirejack Tendons (Greater)

Traits Rare, Apex, Cybertech, Tech^

Level 17; Price 25,000 gp; Slot body; Bulk L; Install DC 43; Implantation 10; Craft DC 41

The item bonus is now +3. In addition, increase your dexterity score by +2 or increase it to 18, whichever is higher.