The Cybermen

== Overview of The Cybermen ==
The Cybermen of Tal-Mondas are held within "A tomb which holds an avatar of Greed, but was built for to contain the Eye of a God, and is protected by metal guardians." No one knows why they exist on Tal-Mondas and even fewer walk into the tomb and survive. This planet, just like the Ebbeon, is one of the Seven Galactic Curse worlds, each one contains a dark anomalous secret. This one being the The Cybermen. 
== Loot Table ==
Roll	Action Dice
Requirement	Item 	Stats
1-2 	N/A 	1d10 - 700 Aelic
1d10 - Cyber Parts	N/A
3 	N/A 	3d6 - Cyber Parts	N/A
4 	N/A 	 	Adds +2 to Hacking and Robotics rolls
1LBS
Can be upgraded using 10 Cyber Parts
5 	N/A 	 	Holds 45 Charge
Durability 1d22+2
5 LBS
6 	1d12	 	Adds +2 Robotics and +3 AC
15 LBS
Can be upgraded using 5 Cyber Parts
7 	1d12	 	Adds +2 Hacking and +3 AC
15 LBS
Can be upgraded using 5 Cyber Parts
8 	1d12	 	Resurrects one party member
who has died within 1 day
9 	1d12	 	Prerequisite: Hacking Stat is 24 or above
6d7 + Hacking + Robotics + 7
Durability: 2d100
25 LBS
Special Ability: Adds 1d7 for every 2 hacking stat increases. (I.E. 26, 28, 30)
Adds flat +2 DMG for every robotics stat above 18.
Uses 8 Charge
10 	1d12	 	Sets Strength to 11 when worn.
Your equip load is set to a maximum of 35.
Your item burden is set to a maximum of 65.
10 LBS
== Special Ability ==
The Cybermen gain 1 level every time you defeat one. They also evolve to better beat whoever has defeated them.