Cyberware | Gearhead RPG Wikia | FANDOM powered by Wikia

Cyberware can boost skills and attributes well above their normal levels. A good selection of cyberware can turn even the weediest tech nerd into a walking tank, or help a hulking, brutish moron become an expert in the sciences. Cyberware is also the only way to remove permanent injuries, doing so by replacing the damaged body part(s). A spinal or heart injury, for example, can be treated by installing a cybernetic spine or heart, respectively.

Each cyberware implant has to be installed in a specific cyberware body location. Two implants cannot occupy the same space and trying to install a piece of cyberware to an occupied location will result in the new cyberware replacing the old cyberware.

Excessive cyberware can lead to debilitating injuries known as cyberdisfunctions developing in heavy users. In GearHead 1, the risks of cyberdisfunction can be mitigated with the Cybertech skill, as well as the Extropian and Cyberpsycho talents. In GearHead 2, Extropian is the only talent available that deals with cyberdisfunction.

In Gearhead 2, trauma (per cyberware component) is calculated a follows:

Stat bonuses (ignore penalties) + net skill bonus + 1 per basic combat skill modified.

Note: The six basic combat skills are Mecha Gunnery, Mecha Fighting, Mecha Piloting, Ranged Combat, Close Combat, and Dodge.

The character can safely endure Ego/4 (+5 with Extropian) points of trauma. If this limit is exceeded, addition trauma will begin to accrue over time, eventually resulting in the development of cyberdisfunctions.

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Cyberware | Gearhead RPG Wikia | FANDOM powered by Wikia

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