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originally posted in:The Cyberpunk Roleplayers
Edited by HickoryHamMike: 9/10/2015 11:34:37 PM
11

The Guide to Cyberpunk Classes

Cyberpunk: Character Abilities Hacker: 6 Data ((starting amount)) — -2 Data/Can leak computer information -3 Data/Can disable camera feeds and computers, turbo-punch -5 Data/Can hack and create commands for computers, EMP -6 Data/Palm-laser -10 Data/Digitally teleport through phone lines and power chords -12 Data/Leech Cyborg: — Default/Wrist-sabres, elbow-blade, grapple-hand Augmentations/Appendage-claws, shoulder-blaster, dart-fingers, spring-legs, dorsal-boosters, overdrive, callus, x-ray vision, magnetism, fade, gatling arm, tag-sight, skin holster Psion: 6 KAP-8 ((starting amount)) — -2 Pills/Pulse -3 Pills/Poltergeist small objects, kinetic wall -4 Pills/Poltergeist large objects, levitate -5 Pills/Combust organic objects, mind-speak -6 Pills/Envision, mind control -8 Pills/Lightning, Pyrokinesis, Cryokinesis -10 Pills/Teleport, disintegrate, invisibility Tempest: 30 Minutes ((starting amount)) — -10 Minutes/Remember -20 Minutes/Precognition -45 minutes/Slow -60 minutes/Pause -90 minutes/Rewind Scanner: 10 Programmatter ((starting amount)) — Every 5 Programmatter creates 1 foot of a created object. -15 Programmatter/Information Scan Golem: 1 Genome ((Starting amount)) — Golems can have up to 3 Genomes, the additional two bought. -Human Sample/Identity copied from sampled person -Animal Sample/Physical, sensual, and/or mental abilities based on sampled animal -Solid Substance Sample/Skin copies the durability of sampled material, but still retains the flexibility of normal skin
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