Cyber-mancer advanced class for D20 Modern

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Cybermancer The Cybermancer is a specialist with building, installing, and using cyberware. Some Cybermancers come from surgeons who specialize in cybernetics, some from builders who wanted to take their trade to the next level, and still others from users who want to learn the skills in order to improve their own cyberware. Whichever reason a person takes on the Cybermancer advanced class, they all learn how to build, repair, modify, and install cyberware. When it comes to anything to do with cyberware they are the last authority. Selec this class if you want your character to be an expert on the building, improving ,repairing and installing of cyberware componnents. The fastest path to this advanced class is through the Smart Hero basic class. Requirments To qualify to become a cybermancer, the character must fullfill the following criteria. Skills: Knowledge (Elecrical) 6 Ranks Knowledge (Mechanical) 6 Ranks Treat Injury 6 Ranks Feat: Surgery, Cybernetic surgery Class Information The following information applies to the Cybermancer advanced class. Abilities Intellegence and wisdom are the most important abilities for this class. Although a good constitution and dexterity are beneficial. Hit Die The Cybermancer gains 1d8 hit points per level. The characters constitution modifier applies. Action Points The Cybermancer gains a number of action points equal to 6 + one-

description

An Advanced class for D20 future that specializes in cyberware. It specializes in the building, modifying, and installing of cyberware.

Transcript of Cyber-mancer advanced class for D20 Modern

Page 1: Cyber-mancer advanced class for D20 Modern

Cybermancer The Cybermancer is a specialist with building,

installing, and using cyberware. Some

Cybermancers come from surgeons who

specialize in cybernetics, some from builders

who wanted to take their trade to the next

level, and still others from users who want to

learn the skills in order to improve their own

cyberware. Whichever reason a person takes on

the Cybermancer advanced class, they all learn

how to build, repair, modify, and install

cyberware. When it comes to anything to do

with cyberware they are the last authority.

Selec this class if you want your character to be

an expert on the building, improving ,repairing

and installing of cyberware componnents.

The fastest path to this advanced class is

through the Smart Hero basic class.

RequirmentsTo qualify to become a cybermancer, the

character must fullfill the following criteria.

Skills: Knowledge (Elecrical) 6 Ranks

Knowledge (Mechanical) 6 Ranks

Treat Injury 6 Ranks

Feat: Surgery, Cybernetic surgery

Class Information The following information applies to the Cybermancer advanced

class.

AbilitiesIntellegence and wisdom are the most important abilities for this

class. Although a good constitution and dexterity are beneficial.

Hit Die

The Cybermancer gains 1d8 hit points per level. The characters

constitution modifier applies.

Action Points

The Cybermancer gains a number of action points equal to 6 + one-

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half their character level, rounded down, every time they gain a level.

Class Skills

The Cybermancer's class skills are as follows:

Computer use (Int), Craft (Electrical) (Int), Craft (Mechanical)(Int),

Disable Device (Int), Knowledge (Behavorial Scince) (Int), Knowledge

(Earth/Life sciences) (Int), Knowledge (Technology) (Int), Perception (Wis),

Profession (Wis), Read/Write Language (None), Repair (Int), Research (Int),

Speak Language (None), Treat Injury (Wis).

Skill Points at each level: 6 + Int Modifer.

Class FeaturesThe following features pertain to the Cybermancer advanced class.

Anti-Shock Implant

At 1st level the Cybermancer has an anti-shock implant installed in

order to protect themselves and their valuable cyberware from electrical

damage. This cyberware does not count towards the maximum number of

cyberware devices, that can be placed into their body, before cybernetic

degradation (taking negative levels) occures.

Craft CyberneticsAt 2nd level the Cybermancer gains the craft cybernetics feat for

free.

Cyber-Attachment

At 1st, 4th, 7th, and 10th levels the Cybermance has discovered a

breakthrough in their own physiology which allows the Cybermancer's

maximum number of cyberware devices that can be used before cybernetic

degradation (taking negative levels) occures. This allows the Cybermancer

to increase the number of safe cyberware implants she can use by 1.

Cybermancy

At 3rd, 6th, and 9th levels the Cybermancer has become so adept with

the creation of cyberware that they are able to create an innovatie piece

of cyberware that is far more advanced than the norm. This allows the

Cybermancer to build a piece of cyberware, and install it into themselves

or another person, that has the abilities of 2 similar pieces of cyberware

attachments that only count as one for the total body index (number of

cyberattachments allowed befor cyber degradation occures). Each time

this ability is gained the Cybermancer must choose what the cyberware is

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and is able to do. From that point on the cyberware can be built using the

normal rules.