retro_runner ([info]retro_runner) wrote,

On Cyberware

It costs income to get Cyberware 'installed' and depending on what that cyberware does it can take up multiple slots on your meat-index (Body x 2).

Here's how these things are calculated:

<th>Cost<th>Bonus<th>Slots
lvl / 1+12
6+1D3
10+2D5
14+3D7
3ability+1


So... cyberware that gets your resistance attribute from 3 to 4 would cost 3 points of income (= level) and take up 2 slots.

Dice gained via cybernetic enhancements are not simply added to the Talent or Attribute Dice. Instead they are rolled seperately and added to the highest Talent/Attribute Die; rule of six does not apply here.

Example: Molly has reflex enhancements (+1D). Her regular Initiative attribute is 4D+3. At the beginning of a combat round she rolls: 6,5[5],5,2 => 11 + 3 => 14 + Cyberware Die [6] => 20

Ability refers to any type of additional ability, other than the purely cosmetic, a player wants a piece of cyberware to have.

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