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<blockquote data-quote="Ralts Bloodthorne" data-source="post: 1755353" data-attributes="member: 6390"><p>I fully intend on it.</p><p></p><p>House rules run somewhat like this:</p><p></p><p>Background (From Darwin's World 2) and Occupation and Base Class are up to the player. Heroic stat-block of 18, 16, 15, 14, 12, 10 put however they want. For the game, we do "Terran Confederacy" with the pilot classes being Navy (ConFed Fleet) and the ground pounders/cyborgs being Marines (ConFed Corps).</p><p></p><p>We adjust cybernetics as per the following:</p><p></p><p><strong>Torso Replacement (PL 7)</strong></p><p> This is the beginning of full cybernetic conversion for a character. The cyber-torso means, simply, having your brain scooped out and put in a life support chassis, and your body entirely replaced.</p><p> The character is immediately loses all constitution bonuses to fortitude, hit points, etc. They still retain a constitution score, however, due to the few remaining biolgoical parts. However, they suffer a -8 penalty.</p><p> The character does NOT become a contruct, is still subject to critical hits, mind affecting spells, psionics and massive damage checks.</p><p> The Torso replacement comes complete with organ replacement, advanced prosthetic limbs, and a cerbral chassis.</p><ul> <li data-xf-list-type="ul"><strong>Type:</strong> External</li> <li data-xf-list-type="ul"><strong>Hardness:</strong> 10 (limb hardness is raised to meet torso)</li> <li data-xf-list-type="ul"><strong>Hitpoints:</strong> 100 bonus hit points.</li> <li data-xf-list-type="ul"><strong>Base Purchase DC:</strong> 32</li> <li data-xf-list-type="ul"><strong>Restriction:</strong> Liscensed (+1)</li> </ul><p></p><p><strong>Improved Torso Replacement [PL 8]</strong></p><p> As per Torso replacement, this one takes advantage of newer materials, better minaturization, and faster processors, as well as better cyberentic technology.</p><p> The Torso Replacement comes complete with Advanced Artifical Organs, Hyperlimbs and an advanced cerberal chassis.</p><ul> <li data-xf-list-type="ul"><strong>Type:</strong> External</li> <li data-xf-list-type="ul"><strong>Hardness:</strong> 15 (limb hardness is raised to meet torso)</li> <li data-xf-list-type="ul"><strong>Hit Points:</strong> 150 bonus hitpoints to total</li> <li data-xf-list-type="ul"><strong>Base Purchase DC:</strong> 35</li> </ul><p></p><p><strong>Hyperlimbs [PL 8]</strong></p><p> With the steady advances of cybernetic technology, the Hyperlimb is the answer to your meat arms! No longer slow, clumsy, sticky and goopy, the hyperlimb is everything you've never dared of dreaming of, in a high tech, sleek package that says: "I've got it all, and I don't need meat."-Advertisement by Zeratine Systems Technologies, Articial Systems</p><p> Hyperlimbs replaces the former biological limb with advanced alloys, software, computers and high tensile constrcuts. With memetic polyalloys and nanofluid resiviors, complete with micro-creation engine, the Hyperlimb is today's answer to computers and implants of the past.</p><p> <strong>Benifit</strong> A hyperlimb not only duplicates the previous limbs function, but has enhanced strength, reflexes and toughness. It does not count toward the total number of cybernetic attatchments and allows up to 2 additional attatchments on that limb free of cost. The limb has +4 strength, +2 Dex. Creation Engine software allows those slots to be automatically configured on the fly as long as the fees are promptly paid up by the onboard nanoconfiguration nanites.</p><ul> <li data-xf-list-type="ul"><strong>Type:</strong> External</li> <li data-xf-list-type="ul"><strong>Hardness/Hit Points:</strong> 10/20 (for each limb, 10 bonus HP to total)</li> <li data-xf-list-type="ul"><strong>Base Purchase DC:</strong> 25</li> <li data-xf-list-type="ul"><strong>Restriction:</strong> Liscensed (+1)</li> </ul><p></p><p><strong>Cerebral Chassis[PL 7]</strong></p><p> Ever wish your skull wasn't in the way? Tired of that flesh-tube body? Want to run the net like the professionals do? Is your body wearing out, or are you just tired of it? Then the FreedomTek Cerebral Chassis is for you! By simply removing your brain and part of your spinal cord from that biological trash called a body, you can have the body of your dreams created at one of our subsidiary manufactures? Why be you, when you can be improved?--From an entertianlink burst.</p><p> By removing the brain and putting it in a nutrient filled resivior, attaching optical cybernetics and connecting neural motor control tissue to cybernetic body controls, this cybernetic removes the physical body entirely. Mnenomic enhancers are added, as well as hardware and software for constant diagnostics. Radio implants keep the brain in contact with other cerebral chassis within 20' (12 channel)</p><p> <strong>Benift</strong> To your meat body? None. They toss it in the dumpster. Con, -8, Str: Reduced to zero, Dex: Reduced to Zero, +4 Int, Cha -8. Constitution bonus is set at +4 for the amount of cybernetics the character can recieve. The following are not considered to have a cost: Visual sensors, audio sensors, audio speech device, ID chip.</p><ul> <li data-xf-list-type="ul"><strong>Type:</strong> External</li> <li data-xf-list-type="ul"><strong>Hardness/Hitpoints:</strong> 0/5</li> <li data-xf-list-type="ul"><strong>Base Purchase Price:</strong> 40</li> <li data-xf-list-type="ul"><strong>Restriction:</strong> Liscensed (+1)</li> </ul><p></p><p><strong>Military Cerebral Chassis [PL 8]</strong></p><p> As above with the following changes:</p><p> Constitution bonus is set at +8 for the amount of cybernetics the character can recieve. The following are not considered to have a cost: Visual sensors, audio sensors, audio speech device, ID chip. Robotic accessories and sensor systems are considered to be cybernetic implants.</p><p> Intillegence +8, Spot, Search, Listen +4 equipment bonus.</p><ul> <li data-xf-list-type="ul"><strong>Hardness/Hit points:</strong> 10/30</li> <li data-xf-list-type="ul"><strong>Base Purchase Price:</strong> 50</li> <li data-xf-list-type="ul"><strong>Restriction:</strong> Military (+3)</li> </ul><p></p><p>Later, I'll post some full conversion cyborgs.</p></blockquote><p></p>
[QUOTE="Ralts Bloodthorne, post: 1755353, member: 6390"] I fully intend on it. House rules run somewhat like this: Background (From Darwin's World 2) and Occupation and Base Class are up to the player. Heroic stat-block of 18, 16, 15, 14, 12, 10 put however they want. For the game, we do "Terran Confederacy" with the pilot classes being Navy (ConFed Fleet) and the ground pounders/cyborgs being Marines (ConFed Corps). We adjust cybernetics as per the following: [b]Torso Replacement (PL 7)[/b] This is the beginning of full cybernetic conversion for a character. The cyber-torso means, simply, having your brain scooped out and put in a life support chassis, and your body entirely replaced. The character is immediately loses all constitution bonuses to fortitude, hit points, etc. They still retain a constitution score, however, due to the few remaining biolgoical parts. However, they suffer a -8 penalty. The character does NOT become a contruct, is still subject to critical hits, mind affecting spells, psionics and massive damage checks. The Torso replacement comes complete with organ replacement, advanced prosthetic limbs, and a cerbral chassis. [list][*][b]Type:[/b] External [*][b]Hardness:[/b] 10 (limb hardness is raised to meet torso) [*][b]Hitpoints:[/b] 100 bonus hit points. [*][b]Base Purchase DC:[/b] 32 [*][b]Restriction:[/b] Liscensed (+1)[/list] [b]Improved Torso Replacement [PL 8][/b] As per Torso replacement, this one takes advantage of newer materials, better minaturization, and faster processors, as well as better cyberentic technology. The Torso Replacement comes complete with Advanced Artifical Organs, Hyperlimbs and an advanced cerberal chassis. [list][*][b]Type:[/b] External [*][b]Hardness:[/b] 15 (limb hardness is raised to meet torso) [*][b]Hit Points:[/b] 150 bonus hitpoints to total [*][b]Base Purchase DC:[/b] 35[/list] [b]Hyperlimbs [PL 8][/b] With the steady advances of cybernetic technology, the Hyperlimb is the answer to your meat arms! No longer slow, clumsy, sticky and goopy, the hyperlimb is everything you've never dared of dreaming of, in a high tech, sleek package that says: "I've got it all, and I don't need meat."-Advertisement by Zeratine Systems Technologies, Articial Systems Hyperlimbs replaces the former biological limb with advanced alloys, software, computers and high tensile constrcuts. With memetic polyalloys and nanofluid resiviors, complete with micro-creation engine, the Hyperlimb is today's answer to computers and implants of the past. [b]Benifit[/b] A hyperlimb not only duplicates the previous limbs function, but has enhanced strength, reflexes and toughness. It does not count toward the total number of cybernetic attatchments and allows up to 2 additional attatchments on that limb free of cost. The limb has +4 strength, +2 Dex. Creation Engine software allows those slots to be automatically configured on the fly as long as the fees are promptly paid up by the onboard nanoconfiguration nanites. [list][*][b]Type:[/b] External [*][b]Hardness/Hit Points:[/b] 10/20 (for each limb, 10 bonus HP to total) [*][b]Base Purchase DC:[/b] 25 [*][b]Restriction:[/b] Liscensed (+1)[/list] [b]Cerebral Chassis[PL 7][/b] Ever wish your skull wasn't in the way? Tired of that flesh-tube body? Want to run the net like the professionals do? Is your body wearing out, or are you just tired of it? Then the FreedomTek Cerebral Chassis is for you! By simply removing your brain and part of your spinal cord from that biological trash called a body, you can have the body of your dreams created at one of our subsidiary manufactures? Why be you, when you can be improved?--From an entertianlink burst. By removing the brain and putting it in a nutrient filled resivior, attaching optical cybernetics and connecting neural motor control tissue to cybernetic body controls, this cybernetic removes the physical body entirely. Mnenomic enhancers are added, as well as hardware and software for constant diagnostics. Radio implants keep the brain in contact with other cerebral chassis within 20' (12 channel) [b]Benift[/b] To your meat body? None. They toss it in the dumpster. Con, -8, Str: Reduced to zero, Dex: Reduced to Zero, +4 Int, Cha -8. Constitution bonus is set at +4 for the amount of cybernetics the character can recieve. The following are not considered to have a cost: Visual sensors, audio sensors, audio speech device, ID chip. [list][*][b]Type:[/b] External [*][b]Hardness/Hitpoints:[/b] 0/5 [*][b]Base Purchase Price:[/b] 40 [*][b]Restriction:[/b] Liscensed (+1)[/list] [b]Military Cerebral Chassis [PL 8][/b] As above with the following changes: Constitution bonus is set at +8 for the amount of cybernetics the character can recieve. The following are not considered to have a cost: Visual sensors, audio sensors, audio speech device, ID chip. Robotic accessories and sensor systems are considered to be cybernetic implants. Intillegence +8, Spot, Search, Listen +4 equipment bonus. [list][*][b]Hardness/Hit points:[/b] 10/30 [*][b]Base Purchase Price:[/b] 50 [*][b]Restriction:[/b] Military (+3)[/list] Later, I'll post some full conversion cyborgs. [/QUOTE]
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