Cyberneticist
Lv6: You can craft and Modify*1 Tier 1*2 Cybernetics*3-- Tier 4
Lv7: Cybernetics you craft can automatically roll a value equal to 10 + your Tech modifier-- 15 + your Tech modifier
Lv8: You can fully integrate*4 an existing item into a cybernetic--add +3 when an integrated item is used
Lv9: You can craft and Modify*1 Tier 2*2 Cybernetics*3--
Lv10: You can link 2 Cybernetics to activate simultaneously--and synergistically
Lv11:
Lv12:] You can craft and Modify*1 Tier 3*2 Cybernetics*3
Lv13:
Lv14:
Lv15: Amplify all Cyberneticist Abilities
Lv16: Gain an Epic Boon
Lv17:
Lv18:
Lv19:
Lv20:
*1 Modifying allows you to alter an existing cybernetic over the course of 1 hour (with Engineering Tools), This includes swapping components, plating, weapons, etc.
*2 Cybernetics are divided into four tiers, which determine how many implant slots a specific body part can support. Each cybernetic implant requires a certain number of slots.
Before installing a cybernetic, the target body part must be upgraded to a tier equal to or greater than the number of slots required by that implant. Upgrading a body part increases its available implant slots.
The cost to upgrade a body part is as follows:
*3 Cybernetics are artificial creations that can imitate or interact with living creatures. This can include robot arms, exosuits, neural implants, rocket legs, shields, etc.
*4 Integrated Items slot into a cybernetic body part, causing it to become bound to the user.
Lv7: Cybernetics you craft can automatically roll a value equal to 10 + your Tech modifier-- 15 + your Tech modifier
Lv8: You can fully integrate*4 an existing item into a cybernetic--add +3 when an integrated item is used
Lv9: You can craft and Modify*1 Tier 2*2 Cybernetics*3--
Lv10: You can link 2 Cybernetics to activate simultaneously--and synergistically
Lv11:
Lv12:] You can craft and Modify*1 Tier 3*2 Cybernetics*3
Lv13:
Lv14:
Lv15: Amplify all Cyberneticist Abilities
Lv16: Gain an Epic Boon
Lv17:
Lv18:
Lv19:
Lv20:
*1 Modifying allows you to alter an existing cybernetic over the course of 1 hour (with Engineering Tools), This includes swapping components, plating, weapons, etc.
*2 Cybernetics are divided into four tiers, which determine how many implant slots a specific body part can support. Each cybernetic implant requires a certain number of slots.
Before installing a cybernetic, the target body part must be upgraded to a tier equal to or greater than the number of slots required by that implant. Upgrading a body part increases its available implant slots.
The cost to upgrade a body part is as follows:
- Tier 1: $1,000
- Tier 2: $10,000
- Tier 3: $100,000
- Tier 4: $1,000,000
*3 Cybernetics are artificial creations that can imitate or interact with living creatures. This can include robot arms, exosuits, neural implants, rocket legs, shields, etc.
*4 Integrated Items slot into a cybernetic body part, causing it to become bound to the user.
- An integrated item cannot be disarmed and cannot be used by any other creature.
- An integrated weapon does not require reloading and may be powered directly by the user’s power core instead of consuming ammunition.
- The user gains proficiency with the integrated item if they are not already proficient.
- An integrated item may be equipped or unequipped without taking an action.
- 1 slot: One-handed or versatile items
- 2 slots: Two-handed items
- 3 slots: Heavy weapons

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