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<blockquote data-quote="mroberon1972" data-source="post: 434004" data-attributes="member: 5148"><p><strong>CyberKinetics:</strong></p><p></p><p>CyberKinetics:</p><p></p><p>TL -: 11</p><p>BP -: 3</p><p>PP -: 1 per Max PP of the using CyberComp</p><p>Cost: Cr5000 (+Cr500/level)</p><p>Need: CyberComp</p><p></p><p>The CyberKinetic nervous system interface allows a CyberComp to "feel" and control the body of its owner. By loading a SkilProg into the CyberComp a person can effectivly act as if he has a skill of the level determined by the program level.</p><p></p><p>SkilProg: Cr3000 per level, 1 PP +1 PP per level of the skill. The Max PP of the CyberComp determines the maximum skill level of the program. This program only covers active skills that have need of reflex actions by the character. (Balance, Climb, Craft*, Driving, Entertain*, Forgery, Gunnery, Jump, Move Silently, Pilot, Read/Write Language*, Ride, Search, Speak Language, Swim, Technical*, Tumble, and Combat**) </p><p></p><p>* Please pick one cascade skill.</p><p>** This is a general combat skill, giving a base attack equal to the level of the program, a knowledge of Light Armor (feat), a Weapon Proficiency in Marksman (feat), and Improved Unarmed Strike (feat). This is considered a basic defense program. Unlike the others, this costs Cr5000 per level. More combat related feats can be added by adding Cr5000 per feat per level of the program (adding two feats makes the cost Cr15000 per level total).</p><p></p><p>Keep in mind: A SkilProg does not enhance a character's skill, it replaces it with the CyberComps skill level. The character's phyisical attribute modifiers still apply, but mental attribute modifiers are based on the CyberComp.</p></blockquote><p></p>
[QUOTE="mroberon1972, post: 434004, member: 5148"] [b]CyberKinetics:[/b] CyberKinetics: TL -: 11 BP -: 3 PP -: 1 per Max PP of the using CyberComp Cost: Cr5000 (+Cr500/level) Need: CyberComp The CyberKinetic nervous system interface allows a CyberComp to "feel" and control the body of its owner. By loading a SkilProg into the CyberComp a person can effectivly act as if he has a skill of the level determined by the program level. SkilProg: Cr3000 per level, 1 PP +1 PP per level of the skill. The Max PP of the CyberComp determines the maximum skill level of the program. This program only covers active skills that have need of reflex actions by the character. (Balance, Climb, Craft*, Driving, Entertain*, Forgery, Gunnery, Jump, Move Silently, Pilot, Read/Write Language*, Ride, Search, Speak Language, Swim, Technical*, Tumble, and Combat**) * Please pick one cascade skill. ** This is a general combat skill, giving a base attack equal to the level of the program, a knowledge of Light Armor (feat), a Weapon Proficiency in Marksman (feat), and Improved Unarmed Strike (feat). This is considered a basic defense program. Unlike the others, this costs Cr5000 per level. More combat related feats can be added by adding Cr5000 per feat per level of the program (adding two feats makes the cost Cr15000 per level total). Keep in mind: A SkilProg does not enhance a character's skill, it replaces it with the CyberComps skill level. The character's phyisical attribute modifiers still apply, but mental attribute modifiers are based on the CyberComp. [/QUOTE]
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