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DiasExMachina 4ED Update
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<blockquote data-quote="Dias Ex Machina" data-source="post: 4418143" data-attributes="member: 58907"><p>So, no Cybernetics...</p><p></p><p>In a world where technology breaks down after time or the further you walk away from where it was built, the idea of replacing a fully functional organic limb immune to the effects of disruption would seem somewhat foolish. So, no, there are no cybernetics being presented in Amethyst. High tech level bastions don't make more resistant cybernetic limbs, they make stronger organic ones. A strange decision since I put all that work in the D20 Ghost in the Shell Game I posted two years ago on Serena Dawn. It would have been easy.</p><p></p><p>I made a claim somewhere that armor was going to be finished two days ago. That ended up not occurring. This is because of a realization that struck me yesterday. Techans have a limited selection of items, weapons, and armor. Why? There are no custom items. A plasma weapon does not start at +1 enhancement and move up to +6. You have a gunpowder autoloader at 1st level and save up for the +5 plasma when you hit 21st level. This ended up balancing rather nicely. However, I can't in clean conscious make 40 different types of unique armor. As a result, there are only 23 different variations of techan armor. Of course, you can buy fantasy scale or leather. The majority of these techan suits occur at paragon and epic levels. This was not the real concern.</p><p></p><p>The concern was all the other magical items in the book. There is no technological equivalent of +6 cloak of protection or gauntlets of ogre power. Sure, we have micromachine injections that will offer some options but these also somewhat rare (at least they should be). We have infrared goggles to offer nightvision and light benders for invisibility but we can't just start making excuses for technology because it will just appear like we are redressing magic as technology (I am sure there is some philosophical point hiding here somewhere...maybe a quote from one of Arthur C. Clarke's three laws).</p><p></p><p>I wanted to make it appear plausible. Therefore, the number of items with enhancement bonuses is rather limited. Micromachines and Armor fill in the rest. Beyond what I mentioned about the MM Injections being able to replicate a few items (enhancement bonuses to Fort, Will, and Ref for example), Armor is the real balance for echa. High tech level armor combines the benefits of several items, not just armor. Our power armor, for example, not only offer bonuses to AC, but to Fort, Ref, and Will as well (Item bonuses, so they don't stack with the aforementioned MM Injections). They also offer bonuses to Acrobat rolls, Athletic rolls; many have fire and/or cold resistance. The big ones even have +1 reach. The higher Tech Level armors will appear severely over-priced. They have a price listed two levels above their expectation. This is because they are killing two birds (or occupying several slots) at once. And yes, in case you were wondering, higher level armor counts as two items if you create a character at a higher level.</p><p></p><p>Skinplate:</p><p>Defense Bonus: Gain +4 item bonus to Reflex Defense and +4 item bonus to Fortitude Defense.</p><p>Boosters: Gain a +5 item bonus to Athletics when performing a jump.</p><p>Power (daily): Minor Action. If disrupted, the machine comes back online.</p><p>Resistances: Gain resist 5 fire, resist 5 lightning, resist 5 acid and resist 10 poison.</p><p>Maneuverability: You also gain a +2 item bonus to all acrobatic rolls and a +1 item bonus to speed.</p><p>Special: The power system operates the entire suit and if it is disrupted, the suit becomes immobile until back online. Entering and powering the suit is the same as donning full plate.</p></blockquote><p></p>
[QUOTE="Dias Ex Machina, post: 4418143, member: 58907"] So, no Cybernetics... In a world where technology breaks down after time or the further you walk away from where it was built, the idea of replacing a fully functional organic limb immune to the effects of disruption would seem somewhat foolish. So, no, there are no cybernetics being presented in Amethyst. High tech level bastions don't make more resistant cybernetic limbs, they make stronger organic ones. A strange decision since I put all that work in the D20 Ghost in the Shell Game I posted two years ago on Serena Dawn. It would have been easy. I made a claim somewhere that armor was going to be finished two days ago. That ended up not occurring. This is because of a realization that struck me yesterday. Techans have a limited selection of items, weapons, and armor. Why? There are no custom items. A plasma weapon does not start at +1 enhancement and move up to +6. You have a gunpowder autoloader at 1st level and save up for the +5 plasma when you hit 21st level. This ended up balancing rather nicely. However, I can't in clean conscious make 40 different types of unique armor. As a result, there are only 23 different variations of techan armor. Of course, you can buy fantasy scale or leather. The majority of these techan suits occur at paragon and epic levels. This was not the real concern. The concern was all the other magical items in the book. There is no technological equivalent of +6 cloak of protection or gauntlets of ogre power. Sure, we have micromachine injections that will offer some options but these also somewhat rare (at least they should be). We have infrared goggles to offer nightvision and light benders for invisibility but we can't just start making excuses for technology because it will just appear like we are redressing magic as technology (I am sure there is some philosophical point hiding here somewhere...maybe a quote from one of Arthur C. Clarke's three laws). I wanted to make it appear plausible. Therefore, the number of items with enhancement bonuses is rather limited. Micromachines and Armor fill in the rest. Beyond what I mentioned about the MM Injections being able to replicate a few items (enhancement bonuses to Fort, Will, and Ref for example), Armor is the real balance for echa. High tech level armor combines the benefits of several items, not just armor. Our power armor, for example, not only offer bonuses to AC, but to Fort, Ref, and Will as well (Item bonuses, so they don't stack with the aforementioned MM Injections). They also offer bonuses to Acrobat rolls, Athletic rolls; many have fire and/or cold resistance. The big ones even have +1 reach. The higher Tech Level armors will appear severely over-priced. They have a price listed two levels above their expectation. This is because they are killing two birds (or occupying several slots) at once. And yes, in case you were wondering, higher level armor counts as two items if you create a character at a higher level. Skinplate: Defense Bonus: Gain +4 item bonus to Reflex Defense and +4 item bonus to Fortitude Defense. Boosters: Gain a +5 item bonus to Athletics when performing a jump. Power (daily): Minor Action. If disrupted, the machine comes back online. Resistances: Gain resist 5 fire, resist 5 lightning, resist 5 acid and resist 10 poison. Maneuverability: You also gain a +2 item bonus to all acrobatic rolls and a +1 item bonus to speed. Special: The power system operates the entire suit and if it is disrupted, the suit becomes immobile until back online. Entering and powering the suit is the same as donning full plate. [/QUOTE]
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