Kronos's d20 Stuff

Looking good as always Kronos and if you need a copy of the post compilation from the old wizards boards drop me a note for them... still need to update Microsoft Office but their is that whole pay them ten bucks a month for the software instead of like a hundred for a year service.
 

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Looking good as always Kronos and if you need a copy of the post compilation from the old wizards boards drop me a note for them... still need to update Microsoft Office but their is that whole pay them ten bucks a month for the software instead of like a hundred for a year service.

I'm still running an old version that I don't have to pay for again, unless I have to replace my hard drive again. Damn MS for being jerks with office.
Also glad to see you here!

As to the compilation, that would be nice to have. About 90% of what I've been posting is re-post from the WotC forum, plus some new stuff thrown in, like a lot on the Coreline thread.
 
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Steel Armour Mk5 Duck

This variant version of Paragon Corp's Steel Armour power armour is designed for underwater operations, amphibious landings and limited flight, making it a more true all terrain suit. Featuring heavier armour to withstand the pressure of 1000 ft depth, a built in back pack unit with enhanced air supply and water propulsion systems.
The suit has air filters and an onboard supply of 8 hours of air, targeting systems for its onboard weaponry, various vision enhancement systems such as digital binoculars, night vision gear, motion sensors, radar and torpedo lock alert system and several defensive systems including micro sonar flares, a magnetic field to help deflect ballistic weaponry. Offensively the suit uses the smallest example of beam/pulse weapons built into the hands, modified for use under water, but they have half range. This allows the user to switch between a more powerful plasma blast for close range or a weaker, but longer ranged laser. The modifications to the beam/pulse weapons removes their ability to be used as a plasma flame thrower and aid in flight system. Mounted over the right shoulder is a ballistic weapon that has an extending/retracting barrel that rotates to face over the shoulder or up parallel with the torso while in flight, usually loaded with supercavitating rounds. Mounted on the left shoulder is a harpoon gun which can attach a durable cable attached to a winch to pull in targets. The right arm mounts a retractable high frequency blade. The servos carry the weight of the suit, so to the user they don't feel the weight of the armour. Mounted on the helmet, chest and left arm are powerful lights to aid in seeing underwater

Steel Armour (PL7)
Type: Powered Armour
Equipment Bonus: +5
Nonprof. Bonus: +2
Str Bonus: +2
Nonprof Str Bonus: +1
Max Dex: +3
Armour Penalty: -3
Speed (30 ft): 30 ft, fly 35 ft (average maneuverability), 40 ft swim
Weight: 76 lb
Purchase DC: 36
Restriction: Res (+2)
Accessories: 8 hour air supply, air filters, blackout goggles, motion detector, HUD tied to all suit systems, wrist computer w/wireless modem, nanobeacon, unicom, HUD software sensor link, HUD software targeting (built-in weaponry), magnetic field, 2x beam/pulse weapons, micro sonar flares (8 uses), ballistic shoulder weapon (equivalent to submachine gun), torpedo lock alert, HF blade right arm, emergency surface system, arm, helmet and chest mounted search lights.
Notes: +2 Fort saves against airborne toxins and poisons, 60 ft darkvision, lowlight vision, +2 attack with built-in weapons, opponent ballistic and ranged weapons suffer -4, +3 Spot (HUD), detect moving objects within 125 ft, 8 hours air, +1 Computer Use checks, sonar flares sonar based weapons suffer -4 on opposed attack rolls, +4 Def vs torpedoes (torpedo lock alert), Spot checks suffer -1 every 20 ft instead of normal -1 every 10 feet, 1 mile range sonar. Can not carry more than light load while in flight (not counting the weight of the armour), +4 Swim checks.

Beam/Pulse Weapons
Built into the palms are beam pulse weapons that can be used as a laser rifle (3d8, 20, fire, 110 ft, s) or a plasma carbine (3d10, 20, fire, 55 ft, s/a), modified for underwater use, suffering half range while underwater. These weapons have 50 charges, which replenishes at a rate of 1 charge for every minute of inactivity.

Shoulder Ballistic Weapon
This ballistic weapon that sits over the right shoulder which rotates to face over the shoulder, or points up to be parallel with the torso for use in flight. The barrel retracts when not in use. The weapon uses caseless ammunition in 5.56 mm (2d8, 20, ball, 70 ft, s/a, 90 rds), and takes 30 minutes to reload without proper special equipment, with the equipment takes only 10 minutes. This version has a slightly larger ammunition capacity due to redesign and distribution of the rounds, but still takes special equipment to reload. Usually loaded with supercavitating bullets for use underwater.

Micro Sonar Flares
These are similar to the flares used on aircraft, mech and robots to distract missiles that seek their targets based on heat signatures only these affect sensors such as sonar. The flares can be voice activated, as a free action, and the user makes an opposed attack roll against any incoming missile attack (that would hit normally hit, even with the torpedo lock alert system) at -4 to the roll. If successful, the missile targets the Replacement micro sonar flares have a PDC 10 for 6.

Harpoon Launcher
This is a harpoon launcher moutned on the left shoulder that can rotate similar to the shoulder ballistic weapon (2d4, 19-20x2, piercing, 100 ft/80 ft surface, s/a, 50 harpoons), which can have up to 500 ft of duracable attached to it, which is connected to a winch that can pull up to 500 lbs. The system can cut the cable at any length up to the maximum length to release the attached target. On a missed hit, the cable can be retracted, as a free action, but takes a full round to retract fully. The system can only attached one cable per round.

Torpedo Lock Alert
This functions just like a missile lock alert, but only functions against torpedoes in the water.

HF Blade
Mounted on the right arm is a retractable HF blade for defense and as a tool, (2d4, 20, slashing, melee).

Emergency Surface System
In the event of the user is rendered unconscious, the armour is programed to engage emergency floatation system to bring the armour to the surface and turn on the nanobeacon.
 


Kronor,

Congrats for reporting these D20 resources.
It's good to know that this infor survived the WoTC abandonment.
Thanks!

Thanks, so far all I've posted (except for a couple of things like "Mechs With No Space", or "No Limbs", and some rules for Power Armour/Power-Assist Armour and maybe a couple of other small things have been my own creation. If I post anything that isn't my own, I make a disclaimer in the post usually, especially if I can remember who posted it. Like the generic vehicle building rules Orion started and I helped with. I have those rules somewhere on my computer but I don't think I've posted them here.
 

Muscular Task Coordinator (PL 7)
A series of computer systems linked to an AI with animal level intellect runs the length of the cyborg’s spine. During combat, these computers take full control of the cyborg’s
musculature, allowing the ‘borg to react to the changing condition of the battlefield with incredible speed and ferocity.
Benefit: The cyborg acts as if hasted when engaged in combat. This ability activates automatically on the cyborg’s initiative count during the first round of the battle. The
cyborg receives a +1 bonus on attack rolls and a +1 dodge bonus to Defense, and increases the cyborg’s base land speed by 30 ft. When making a full attack action, the
cyborg makes one extra attack at his full base attack bonus. Once combat ends, regardless of how long the battle lasts, the cyborg is fatigued for a number of hours equal to the number of rounds the combat lasted; this implant will not activate again until the recovery period ends. A more advanced version of this implant also stores data
on the combat style of the cyborg’s opponents. Once the cyborg battles an opponent, he receives an additional +1 dodge bonus to Defense (total +2 bonus) against that
adversary due to the fact the cyborg’s combat computer can more easily predict that foe’s tactics. This additional dodge bonus is always active when facing a familiar opponent, even during the haste effect’s recovery period.
Type: Internal
Hardness/Hit Points: -/10
Base Purchase DC: 34 / 38 (advanced memory model)
Restriction: Military (+3)




Nano-Acidic Secretions (PL 7)
The same fluids that sustain the cyborg’s life are lethal, highly acidic toxins. The same artificial white-cells that keep the cyborg healthy are deadly poisons then introduced
into an enemy’s body.
Benefit: All of the cyborg’s bodily fluids, including their saliva are lethal. The cyborg’s saliva is a potent acid, which does 1d6 points of damage per round of contact
and persists for 1d4 rounds. The cyborg can spit at a target by making a ranged touch attack with a 10 ft range. The cyborg’s other bodily fluids (blood, semen, urine, etc) are deadly toxins. These poisons are Ingestion based, and have a FORT save DC of 18. Initial and secondary damage is 1d6 points of Constitution.
Type: Internal
Hardness/Hit Points: -/- This implant ceases to function when the cyborg is killed.
Base Purchase DC: 28
Restriction: Military (+3)




Ophidian Style Jaw Array (PL 7)
The cyborg’s upper and lower jaw are replaced with metal and plastic analogue, and the tendons connecting the mandibles are replaced with Kevlar and synthetic silk
synthetics, allowing the jaw to exert incredible amounts of pressure. The cyborg can painlessly dislocate the jaw, enabling the cyborg to chew and swallow an object as large
as a grapefruit as a standard attack action.
Benefit: The cyborg gains a natural bite attack which inflicts 1d6 points of damage. If the cyborg already has a natural bite attack, this increased damage stacks with
existing damage. The cyborg can make a bite as a primary attack or as a secondary attack with a –5 penalty if fighting with the full attack action.
Type: Internal
Hardness/Hit Points: -/3
Base Purchase DC: 23
Restriction: Restricted (+2)




Silvertongue Subvocalizer (PL 7)
Machine colonies are implanted among the cyborg’s vocal cords, increasing the cyborg’s vocal range and allowing the cyborg to emit simple subliminal commands layered
‘under’ their normal speaking voice.
Benefit: When the implant is activated it emits a subliminal command that affects anyone who can hear the cyborg’s voice. Upon hearing the subliminal command the subject
must make a Will Save (DC 10+ the cyborg’s Charisma modifier) or become post-hypnotically programmed. A programmed subject will attempt to carry out the command
to the best of his or her ability the next time an opportunity to do so occurs. Once the command is triggered, the affected subject will attempt to carry out the command for
1d4 rounds. Subjects must make a Will save every hour they engage in conversation with the cyborg, and there is no limit to the number of times a subject can fall victim to
the same command.
Commands are limited to short 3-5 word sentences that can be carried out quickly. Example commands might include: “Shoot your wife”, “Bring me the cell keys”, “Turn off the
cameras”. Commands that dramatically conflict with the subject’s alignment or affiliations grant the subject a +4 bonus on the Will save to resist. All those who hear the
cyborg’s voice hear and possibly obey the same command. The cyborg’s pre-programmed command can be changed at any time as a full round action.
Type: Internal
Hardness/Hit Points: -/- This implant ceases to function when the cyborg is killed.
Base Purchase DC: 28
Restriction: Military (+3)




Tongue Whip (pl 7)
The cyborg’s human tongue is removed and replaced with an artificial, shape memory substitute. The cyborg appendage can stretch incredible distances, move with
agility rivaling that of a human hand, and possesses a razor-sharp cutting edge.
Benefit: The cyborg’s tongue becomes a 10 ft reach weapon. This weapon inflicts 1d6 points of slashing damage, and threatens a critical hit on a natural 20. Attacks made with the tongue whip are considered to be off-hand attacks. The tongue whip grants the user a +4 circumstance bonus on trip and disarm attempts; however the cyborg
cannot drop the weapon to prevent himself from being tripped in turn on a failed attempt. The tongue whip can be used as a prehensile limb to pick up objects or perform
skills.
Drawback: The cyborg completely loses his sense of taste.
Type: Internal
Hardness/Hit Points: -/6
Base Purchase DC: 25
Restriction: Restricted (+2)




Auto-Grapplers (PL 7)
Cable-like whips are implanted in the recipient’s back and arms where they remain retracted until activated. Once engaged, the whips snake out, attempting to latch onto whatever the recipient is holding onto.
Benefit: As a free action, at any point during a grapple check, the recipient may activate this cybernetic enhancement. The cable-like whips grant the recipient a +6 equipment bonus to grapple checks. The whips remain extended until they miss their target (the recipient loses the grapple check), whatever they are holding is released by the recipient’s hands, or the recipient orders them to retract (also a free action).
Type: Internal.
Hardness/Hit Points: 3/10.
Base Purchase DC: 32.
Restriction: Military (+3).




Balance Enhancer (PL 6)
Balance enhancers modifies the inner ear's balance mechanism to provide an unparalleled sense of stability.
Benefit: Grants the user a constant +4 equipment bonus to Balance checks
Type: Internal
Location: 1 ear
Hardness/Hit Points: -/1
Base Purchase DC: 24
Restriction: None
 

Chloroskin (PL 7)
Popular in areas of the world plagued by food shortages, or colonies, chloroskin enables the recipient to photosynthesize hydrocarbons, using them to cover part of his daily dietary needs. Its only drawback is the strange skin coloration.
Benefit: Provides the recipient with 25% of their daily food requirements, provided they bathed in sunlight for at least 6 hours.
Drawback: Person's skin takes on greenish tint.
Type: External
Location: 1 body
Hardness/Hit Points: 1/5
Base Purchase DC: 25
Restriction: None




Coagulant Factory
This small implant produces improved blood coagulant factors which speed up the closure of wounds, boosting natural healing and possibly saving the recipient's life by quickly halting internal bleeding.
Benefit: Increases the recipient's natural healing rate by 4 hit points. For example, a 2nd level character will recover 6 hit points per evening of rest instead of only 2. Also provides a +3 bonus to Fortitude saves made to become stable while dying and saves against Massive Damage checks
Type: Internal
Location: 1 body
Hardness/Hit Points: -/1
Base Purchase DC: 21
Restriction: None




Spring Motion (PL 6)
This cybernetic device rewires the legs' tendons so as to provide greater force. It dramatically increases the jumping capability, and trained users can better absorb the impact of a fall.
Benefit: Provides a +10 bonus to Jump checks, and +5 bonus to Tumble checks made to reduce damage from a fall. Also, when standing still, the character is considered to have moved 20 feet in terms of penalty to the Jump check (-6, instead of -18 (-6 per 10 feet below 30 feet)).
Type: Internal
Location: 2, 1 each leg
Hardness/Hit Points: -/2
Base Purchase DC: 22
Restriction: None




Skill Chips
Skill chips are paper thin plastic circle about an inch around with circuitry throughout it. The chip is placed inside a chip dock which is implanted in the user's head. Multiple chips can be placed in the dock but only Intelligence Modifier plus 1 chips can be active at a time. Each skill chip contains information on a different skill, or feat, to allow the user to make use of that skill or feat even if not trained in it. However, the user can not learn beyond what the chip contains, unless the chip is removed and they learn the skill on their own. If they know the skill past what a chip contains, the chip overrides their own knowledge while in use.
Chips only contain 4 ranks of any given skill, with an average PDC of 17 each. Feat chips can only use feats that have no prerequisites or only 1 prerequisite, which the user needs to meet. They can use other chips to meet the prerequisites. A chip dock has a PDC of 23, and can hold a total of 8 chips. Installing or removing a chip is a move-equivalent action.
Benefit: Use of skill chips
Type: Internal
Location: Head
Hardness/Hit Points: -/1
Base Purchase DC: 23 for dock, varies by skill chip
Restriction: None

Examples
Repair 4 ranks skill chip PDC 16
Craft (Electronic) 4 ranks chip PDC 17
Personal Firearms Proficiency chip PDC 18 (Lic +1)
Knowledge (Chemistry) 4 ranks PDC 17
Pilot (Helicopter) 4 ranks PDC 18 (Lic +1)



Magnetic Wings (Late PL6 / PL7)
These cutting edge cybernetic wings are a series of extending vanes bearing numerous electromagnetic vectored generators. Quite impressive looking when deployed, they fold against the back of the user like an oversized backpack when not in use. These vane vaguely resemble black panelled metal wings with gaps between the struts and angling thrusters at every major apex.
The flight granted by magnetic wings is very impressive, allowing a user to move at a rate of 150 feet per round (no run or faster thrust is possible) with the capacity to hover and power drive (for +4 to attack rolls and double damage on a charge attack).
Benefit: Fly speed of 150 feet, poor maneuverability. Only works on a planet with a magnetic field (which is virtually all planets).
Type: External
Location: Back (2 torso)
Hardness/Hit Points: 3/ 10
Base Purchase DC: 24
Restriction: Lic (+1)




Flesh Stripper
This cybernetic device contains a large contingent of nanites. Many consider this device quite gruesome, but to someone who doesn't have access to a lot of medical facilities out in the field, it comes in handy. The primary device is implanted in the torso, with an access port built into the hand. By placing the hand with the access port on a corpse, the nanites are released and begin stripping the body and carrying the flesh back to the user as raw organic material, which other nanites still in the body use to heal the user. Once used on a body, the corpse shrivels and decomposes rapidly, leaving mostly a bare skeleton. Many governments and societies ban this cybernetic device as it defiles the dead to heal the living, but some mercenaries use them to help keep themselves alive in battles. After killing an opponent, strip them of all useful material, including their flesh.
Benefit: Uses nanites to strip a dead body with at least 50% of the flesh still on it, to heal the user of 1d6+6 hit points. Takes a full round that provokes an attack of opportunity. Usable 4 times a day.
Type: Internal
Location: Torso
Hardness/Hit Points: -/3
Base Purchase DC: 22
Restriction: Res (+2), considered illegal in many areas (+4)




Data Reader (PL6)
The data reader is an implant in the hand, usually in the index and middle fingers of one hand, which is tied to a HUD implant or an implanted or external data storage device. The user places the two fingers on any electronic device that uses magnetic and/or electronic means to store data, such as floppy discs, hard drives, RAM or ROM chips, memory cards or jump drives, and even magnetic strips and tapes, and the implants allows the user to read the data stored on them on any HUD implant and/or internal/external data storage device. The device does not allow reading of optical storage devices such as CDs, DVDs, Blu-Ray or similar data storage devices that use light, lasers and other optic style recording methods. Although this device does not allow the user to alter the data, it allows the user to see and/or copy the data covertly, making it a favourite amongst corporate espionage agents and other spies.
Benefit: Allows the user to access any electronic and magnetic, but not optical, data storage devices. Requires some other means to actually see or store the data, and does not allow the user to alter the data in any way. Takes about 1d6 rounds to download up to 5 gigabytes of data +1 round for every 2 gigabytes afterwards.
Type: Internal
Location: Hand
Hardness/Hit Points: 0 / 1
Base Purchase DC: 25
Restriction: Res (+2)

Data Reader Mk2 (PL 7)
The upgraded version of the original data reader, which allows it to read optical data devices with a small, but powerful optical reader built into the fingers. The user only has to hold their index and middle finger above the data surface about an inch for the scanner to read it. The mk2 contains all the features of the original version for other storage types as well. The Mk2 still does not store or display any of the data read, requiring a storage or display device, and does not alter any of the data, only reads and copies data.
Benefit: Allows the user to access any electronic and magnetic, and optical, data storage devices. Requires some other means to actually see or store the data, and does not allow the user to alter the data in any way. Takes about 1d4 rounds to download up to 6 gigabytes of data +1 round for every 2 gigbytes afterwards.
Type: Internal
Location: Hand
Hardness/Hit Points: 0 / 1
Base Purchase DC: 26
Restriction: Res (+2)
 

CyborgArmour
Sometimes, even cyborgs need greater protection than their metal shellsprovide. A series of plates and armoured shells are mounted to the cyborg'sbody, similar to a suit of armour. Cyborg armour comes in three levels, eachwith increasing protection, but also movement penalties. Mounting cyborg armourtakes about 5 minutes and requires Armour Proficiency: Cyborg Armour to usewithout penalties. The Defense bonus stacks with cybernetic subcutaneousarmour.
Heavy cyborg armour reduces speed by 10 feet.

[TABLE="width: 1"] [TR] [TD] Type
[/TD] [TD] Def Bonus
[/TD] [TD] NonProf Bonus
[/TD] [TD] Penalty
[/TD] [TD] Bonus HP
[/TD] [TD] Weight
[/TD] [TD] PDC/Res
[/TD] [/TR] [TR] [TD] Light
[/TD] [TD] +2
[/TD] [TD] +1
[/TD] [TD] -2
[/TD] [TD] +2
[/TD] [TD] 8 lb
[/TD] [TD] 14 (Mil +3)
[/TD] [/TR] [TR] [TD] Medium
[/TD] [TD] +4
[/TD] [TD] +2
[/TD] [TD] -3
[/TD] [TD] +5
[/TD] [TD] 17 lb
[/TD] [TD] 15 (Mil +3)
[/TD] [/TR] [TR] [TD] Heavy
[/TD] [TD] +6
[/TD] [TD] +3
[/TD] [TD] -4
[/TD] [TD] +10
[/TD] [TD] 22 lb
[/TD] [TD] 17 (Mil +3)
[/TD] [/TR][/TABLE]

Ablative Cyborg Armour
Ablative cyborg armour is similar to normal cyborg armour, only instead ofdeflecting an attack, it's better at absorbing or resisting damage. However,overtime the armour gets worn away with each attack, reducing itseffectiveness, and has to be replaced more often than normal cyborgarmour.
Ablative: Every time the armour is struck, and reduces damage, the DR isreduced by one. If the armour has DR 10, after the first hit, the next reducesit to 8, and so on. Once the DR has reached 0, the Defense bonus, penalties,weight and speed penalty are removed, as the ablative armour has been rendereduseless and the remaining bits are ejected from the cyborg's body. Attachingablative cyborg armour takes about 7 minutes for a trained user. Requires theArmour Proficiency: Cyborg Armour to use without penalties. Can be stacked ontop of cyborg armour, but takes penalties from both, but only uses the Defensebonus from the ablative armour on top until it has been worn away, then normalcyborg armour Defense bonus is used.

[TABLE="width: 1"] [TR] [TD] Type
[/TD] [TD] Def Bonus
[/TD] [TD] NonProf
[/TD] [TD] Penalty
[/TD] [TD] DR
[/TD] [TD] Weight
[/TD] [TD] PDC
[/TD] [TD] Speed Penalty
[/TD] [/TR] [TR] [TD] Light
[/TD] [TD] +1
[/TD] [TD] +1
[/TD] [TD] -3
[/TD] [TD] 8
[/TD] [TD] 11 lb
[/TD] [TD] 15 (Mil +3)
[/TD] [TD] -5 ft
[/TD] [/TR] [TR] [TD] Medium
[/TD] [TD] +2
[/TD] [TD] +1
[/TD] [TD] -4
[/TD] [TD] 12
[/TD] [TD] 20 lb
[/TD] [TD] 18 (Mil +3)
[/TD] [TD] -10 ft
[/TD] [/TR] [TR] [TD] Heavy
[/TD] [TD] +4
[/TD] [TD] +2
[/TD] [TD] -6
[/TD] [TD] 16
[/TD] [TD] 26 lb
[/TD] [TD] 19 (Mil +3)
[/TD] [TD] -15 ft
[/TD] [/TR][/TABLE]



Sports Heart(PL6)
This artificial heart replacement helps increase the efficiency of blow flowthrough your body without limitations of fatigue and damage that normal heartssuffer. The unit is self-cleaning, which helps keep the aortic and ventricularpassages clear and free of plaque buildup. The sports heart also has chemicalsensors so that-for example, in the case of increased adrenal activity-the unitresponds by increasing its rate of pumping, much as a normal heart woulddo.
Benefit: You gain a +1 to all Fortitude saving throws. If exhausted or fatiguedand move at normal speed, only suffers an effective penalty of -4 to Strengthand Dexterity, and only -1 if fatigued.
Type: Internal
Location: Torso
Hardness/Hit Points: 1/5
Base Purchase DC: 22
Restriction:
Note: A military version of the sports heart is available, providing a +2 bonusto Fortitude saves, has 6 hit points and a PDC of 24 Mil (+3), and reduces theamount of time the recipient is fatigued by half on a Fort save of DC 16.





Grapple HandModule
The grapple module cybernetic expansion requires the replacement of the entirehand and arm. The fingers of the hand can be bent and locked into position, andthe hand can be detached as a grappling hook, which can support up to half aton. The arm contains a pneumatic launcher capable of projecting the grapplehand as far as 150 feet, a coil of 100 yards of two-ton test microcable, and amechanical winch with a quarter-ton pull. When the grapple module is not in use, the arm and hand can function atapproximately 40% of capacity of their natural counterparts.
Benefit: Your hand can be used as a grappling hook. Your arm contains 100 yards(approx 300 ft) of two-ton test microcable and the housings can support up to1000 lbs, plus the weight of the character, before taking hit point damage.This grappling hook can also be used as a grapple attack with a +8 attackbonus. The cable has Defense 17, 15 hit points and a hardness of 8. Tasksrequiring fine manual manipulation suffer a -3 when this hand isused.
Type: External
Location: Arm
Hardness/Hit Points: 5/15
Base Purchase DC: 19
Restriction: None





Motion DetectorImplant (PL6)
Small antenna, designed to look like small braids or actual antenna, userpreference, allow the user to gain the benefits of a motion detector, but witha limited range of only 40 feet. Range is reduced by half if the user wears ahat, helmet or heavy hood.
Benefit: Grants the user the benefits of a motion detector with a 40 footrange.
Type: External
Location: Head
Hardness/Hit Points: -/2
Base Purchase DC: 23
Restriction: None





Stun Gun Implant (PL6/7)
The stun gun implant is installed in your hand, with proper shielding toprotect you from the stun gun effects when its discharged. The stun gun can beprimed at will, then discharged on contact. The shielding does not render theuser immune to stun guns. It only prevents the user from being stunned from anypossible feedback from their own stun gun.
Two versions of the stun gun implant are available. The first is one that has asmall battery that must be recharged, but allows for more stored energy formultiple discharges before it needs to be recharged. This version requires morecybernetic space in the hand for the battery, although it can be easilyinstalled in a full cybernetic hand replacement.
The second version uses the user's own bioelectric field to power thecapacitors for the stun gun. This negates the need to recharge or replacebatteries, but is more expensive and has a smaller payload.
Stun Gun Battery (PL6)
Benefit: User has a stun gun/taser in their hand that is discharged throughtheir fingers. 1d3 electrical damage, Fort save DC 15 paralyzed 1d6 rounds, 10discharges before battery is drained.
Type: Internal
Location: Hand
Hardness/Hit Points: -/1
Base Purchase DC: 10
Restriction: Lic (+1)

Stun Gun Biopowered (Late PL6/PL7)
This version is powered by the user's bioelectric field.
Benefit: User has a stun gun that is discharged through their fingers. 1d3electric, Fort save DC 15, paralyzed 1d6 rounds, 6 discharges before rechargingat a rate of 1 discharge per 10 minutes of non strenuous activity.
Type: Interal
Location: Hand
Hardness/Hit Points: -/1
Base Purchase DC: 11
Restriction: Lic (+1)





DigitigradeLegs
These cybernetic legs completely replace both legs from the hips down. Abouttwo weeks of training is required to become accustomed to the differences inbalancing on digitigrade legs. Your entire body's center of gravity is shiftedforward and weight is set on the balls of the feet and toes instead of thearches. This design, as well as the engineering of the legs themselves, aids infaster running speed and improved running-jump distances. Military versionshave mechanically boosted actuators in the ankle, knee and hip joints to assistin achieving exceptionally longer running-jump distances.
Benefit: When running, you move six times your normal speed instead of theusual four times movement rate. A character with this enhancement also can jumptwice as far or as high as indicated on his/her Jump check. The maximum jumpdistance is equal to your movement rate instead of equal to your total movementrate.
Military versions add +10 competence bonus to Jump checks, and the distance isno longer limited by the character's height.
Type: External
Location: Legs (both)
Hardness/Hit Points: 3/6
Base Purchase DC: 21, Military 23
Restriction: none





Disassembler Cloud(PL 8/9)
The character’s bodyis host to a cloud of nanites that can tear objects apart molecule by molecule.
Benefit: Characters may use the disassembler cloud to attack and defend.

To attack, thecharacter makes a ranged touch attack against an opponent. If it hits, theattack inflicts 4d6 damage. Against objects, the attack ignores the first 10points of the hardness. After striking, the disassemblers keep tearing apartthe target, inflicting 3d6 on the second round, 2d6 on the third round and 1d6on the final round. Disassemblers from the cloud become inert after four roundsof activity.
The character canalso use the disassembler cloud defensively, wrapping it around him or her todamage attacking objects. In this case, the cloud inflicts 2d6 damage (ignoringthe first 10 points of hardness) to any weapon (including physical projectilessuch as bullets and arrows) directed at the character. If the damage issufficient to destroy the weapon or
projectile, itdisintegrates before hitting. Disassemblers are not inexhaustible; the colonymust regenerate the supply. Therefore, a character can only use a disassemblercloud for a number of rounds equal to 3 + the character’s Constitution modifier(minimum 1).
Using the cloud toattack or defend is a full round action that requires concentration.Distractions force the character to make a standard Concentration check or beunable to use the attachment.
The character canhouse the nanites in his or her body when they are not in use. They can enterand exit through bodily orifices the size of a human skin pore or larger.
Purchase DC: 39
Restriction:Military (+3)/ Rare (+5)
 

RAMMING PLATES (PL 6)
The recipient’s shoulders are heavily augmented, as steel and polycarbonite plates are implanted into the recipient’s body, granting him greater strength when charging opponents.
Benefit: The recipient inflicts 1d6 (plus his Strength modifier) bludgeoning damage on successful bull rush and charge attempts – this damage is in addition to any damage the character normally deals in such attacks.
Type: Internal.
Hardness/Hit Points: 5/10.
Base Purchase DC: 30.
Restriction: Illegal (+4).



OMNI-JOINTS (PL 7)
The recipient’s neck,waist,and limb joints are replaced with mechanical components that grant the recipient greater flexibility.
Benefit: The recipient gains a +5 equipment bonus on all Escape and Tumble checks.
Type: Internal.
Hardness/Hit Points: –/2.
Base Purchase DC: 24.
Restriction: Licensed (+1). 



SOUND SUPPRESSION SYSTEM (PL 7)
This small implant, surgically installed into the recipient’s spine, envelops the recipient’s body in a sonic energy field when activated.
Benefit: As a free action,the recipient of this implant can activate a sonic energy field that cancels almost all sound the character produces. When activated the character gains a +10 equipment bonus to Move Silently checks.The implant carries enough power to function for 12 rounds after which point it must be shutdown and allowed to recharge, requiring one hour. The system is most frequently used by cyberops and infiltration specialists.
Type: Internal.
Hardness/Hit Points: –/5.
Base Purchase DC: 28.
Restriction: Military (+3).




Privacy Field Generator (PL 6)
A tiny implant at the base of the cyborg’s spine generates a constant low level EM interference field that nullifies all communication devices, including most microphones, hidden bugs, and cell phones within the implant’s effective radius.
Benefit: All communication devices cease to function within a 30 ft radius of the cyborg, including any of the cyborg’s own onboard communications gear. This implant can be activated or deactivated as a free action. Devices specially modified to resist jamming, military equipment (with a +3 restriction or greater), or devices from a higher Progress Level gain a +2 to Computer Use checks to resist the jamming. For every PL above the Privacy Field Generator gain a further +1.
Drain: 2
Type: Internal
Hardness/Hit Points: -/2
Base Purchase DC: 24
Restriction: Military (+3)




ARCANE SPELLS AND CYBERNETICS

While cybernetics are designed to enhance the abilities of a character they have an adverse effect on spellcasters; each cybernetic attachment a character takes interferes with the character’s spellcasting abilites, represented in game terms through arcane spell failure (see Arcane Spells and Armor in the basic SRD rules for information on arcane spell failure). The type of components of the spell being cast has no bearing on arcane spell failure and cybernetics – all spells are negatively affected by cybernetic attachments.
A particular cybernetic attachment has an arcane spell failure percentage equal to one-quarter the attachment’s Purchase DC + the PL of the attachment (round up).
Example: An acolyte with an advanced prosthetic leg has an arcane spell failure percentage of 8 (Purchase DC of 22 + PL of 7/4 = 7.25).
A character with multiple cybernetic attachments and/or armor adds all of the percentages together to determine the total arcane spell failure percentage.

New Feat: Cyberarcanist
You have melded your arcane abilities with your dependence on technology, decreasing the chance of failure when casting spells.
Benefit: When calculating the arcane spell failure percentage of any possessed cybernetic attachments you use the following formula: one-eighth the attachment’s Purchase DC + the PL of the attachment (round up).

An alternate version, if you do not wish to calculate spell chance failure for every cybernetic device a character has.
For every cybernetic device installed, the character has one less spell slot at the highest level they can cast. Every 5 implants installed gives an arcane chance failure of 5% that stacks with any other arcane spell failure, such as from armour.
For example, of a character has 4 implants, they would lose 4 spell slots of their highest levels. So if the character had 2 level 3 spell slots and 4 level 2, they would lose the 2 level 3 and 2 of the level 2, and have an arcane spell failure of 5%, in addition to any other sources, such as from armour.

Psionics
Psionic characters don't lose as much from cybernetic devices, except for those implanted directly in the brain.
As a possible consequence of having cybernetic devices, a psionic character loses 2 power points per cybernetic device. For devices installed directly in the brain, the psionic character loses 4 power points per cybernetic device.




DenseBone

This implant is a highly dense cermet developed in orbital factories. It reinforces the skeleton, similar to the Fortified Skeleton implant, but not as well, but is also heavier, which aids in granting more force behind the user's unarmed attacks.
Benefit: The recipient gains damage reduction 2, unarmed strikes now deal lethal damage, damage is increased by one die size. The user's weight increases by 25%.
Type: Internal
Location: Torso
Hardness/Hit Points: -/varies. DenseBone has one-eighth the maximum hit points of the recipient.
Base Purchase DC: 31
Restriction: Res to Mil (+2 to +3)




Finger Laser (Late PL6 - PL7)
This laser is concealed within the finger of a cybernetic hand. Although low powered and short ranged, it is quite useful as a back up weapon or as a cutter and welder. As a weapon it deals 1d4 fire damage with a range increment of 15 feet, with a 10 shot capacity before needing recharging (this can be done with a power cable or if the recipient has a power system for powering more cybernetic devices). As a cutter and welder, it has enough power for an hours work, with a range of a few inches, able to cut through up to 2 inches of steel in a round.
Benefit: Concealed laser, laser welder and cutter.
Type: Internal
Location: Hand (one finger)
Hardness/Hit Points: 0/1
Base Purchase DC: 21
Restriction: Licenced (+1)




Eye Laser (PL6-7)
This cybernetic eye has a low powered laser, giving the user a stare of death. This cybernetic eye can only be combined with targeting optics and infrared vision enhancements in the same eye if combined with optic plexus. Due to the laser being in the eye, although low powered and short ranged, it is highly accurate.
Benefit: Laser 1d4 fire damage, 15 ft range increment, 10 shot capacity until recharged, +1 to attack roll with laser eye.
Type: Internal
Location: One eye
Hardness/Hit Points: 0/1
Base Purchase DC: 22
Restriction: Restricted (+2)




Octopus Arm
This cybernetic arm consists of a single large extending tentacle that during normal use remains retracted into a housing which mimics the human arm. When extended, however the arm can reach up to 20 feet past the wrist of the housing. To increase versatility, the arm comes with a large four clawed 'crane' style hand, allowing the user to not only pickup up large and heavy objects normally out of reach or too unwieldy for a standard hand, but also to clamp into even concrete and light metals, allowing the arm to act as a piton or grappling mechanism. The crane hand is mounted by a quick change mount, allowing the user to quickly change from the crane hand to a standard hand. However the quick change mount only allows for a standard hand and no other cybernetic equipment can be mounted in the hand. The Octopus arm has a PS of 20. A slam deals 1d6 damage, while a piercing strike with the claws closed deals 1d4, but deals x3 damage on a critical. All damage is lethal. When the claw is replaced by a normal hand, it deals non-lethal damage and used just like a normal hand. The claw suffers -8 to all tasks requiring fine manual dexterity and manipulation.

Benefit: Tentacle arm that can reach out to 20 feet.
Type: External
Location: Arm
Hardness/Hit Points: 3/7
Base Purchase DC: 28
Restriction: Lic (+1)
 

Some robot equipment.

Optic Camouflage PL7
The optic camouflage system allows the robot to blend in with its surroundings better, both visually and in other areas such as electromagnetically, infrared, ultraviolet. The sensors are used to take in the surrounding area, then that data is transmitted to the modified armour plating to mimic the environment much better than older systems of the past, allowing for real-time changes to the surface colouring and designs with only a 0.56 nanosecond delay.
Grants a +8 to hide checks.
PDC: 15 + one half robot's base purchase DC


Oracle Targeting System PL6
A robot version of the mech Oracle Targeting system including heuristic target-prediction profiling, ballistic projection and plotting, various preprogrammed tactics and strategies, all help the robots accuracy. The system grants an enhancement bonus on attack rolls (+2 to +10) with integrated weapons.
The system has five different categories (denoted Mark I through Mark V). Purchase DC varies depending on the enhancement bonus conferred.
Purchace DC: 18 for Mark I  (+2), 19 for Mark II (+4), 21 for Mark III (+6), 23 for Mark IV (+8), 24 for Mark V (+10)


Gimbaled Weapon Mounts PL6
These weapon mounts are on gimbaled joints allowing for fast movement and a high degree of movement, allowing for greater fields of fire.
PDC: +4 added to PDC from Table 10-8 Robot Weapon Mounts on page 189 of D20 Future


Multi-Attack Vector Module PL6
The multi-attack vector module allows the robot to split into multiple parts, each capable of it's own movement, attack and actions, provided each section is designed for movement. The purchase DC increases for the number of separate parts the robot splits into.
PDC: 15 + one half base purchace DC of robot's frame for two parts, 18 + one half base purchase DC for three parts, 21 + one half base purchase DC for four parts.


Roller PL6/7
The roller form of locomotion is a hybrid of treads and casters. A tread like caster(s) goes around the entire body of the robot allowing for quick easy movement, even allowing it to navigate most terrain and shallow steps. Can quickly change direction (using flying maneuverability as an example would be half way between Good and Perfect) and speed without losing control.
Purchace DC: three quarters the purchace DC of the robot's frame



Reinforced Construction
The robot is built far stronger and more robust than normal. Used only on military robots expected to be used in heavy combat. Allows the robot to use the Superstructure rules for mecha from d20 Future.




Chaff Launcher
A scaled down version of chaff launchers used by aircraft. 
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff is a move action. The chaff fills a 50 foot square with these strips or particles. Sensor scans directed at anything within the square take a -10 penalty, and scanning something on the direct opposite side of the chaff field to reach incurs a -5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment)
Purchase DC 19 for chaff launcher and one chaff bundle, 14 for each additional chaff bundle
Restriction: Licensed (+1)


Multi-Launch Mini-Rocket Launcher
This rocket launcher is designed to launch multiple rockets at once for barrages and heavy suppression and area denial attacks. The multi-launch system is fully capable of firing a single rocket at one target.
Barrage: Target a square and it launches five rockets surrounding it to overlap the explosive areas of the warheads to maximize damage potential.
Blast radius is 2.5 times the radius of one rocket. So if rocket has a 20 ft blast radius, barage radius is 50 ft.
Anyone caught in the blast radius takes 1.5 times normal rocket damage, Reflex save DC is increased by +5. A rocket's ability to ignore hardness/DR is ignored unless target within takes up half or more of the blast radius.
Purchase DC 25
Holds 25 mini rockets


Intregrated Power Supply
This accessory allows robots to tie an intregrated weapon system be powered by the robot's power supply giving it unlimited ammunition. This only works on energy weapons, such as lasers or plasma weapons.
PDC 15  




Feelers (PL 5)
Feelers resemble the manipulative forelegs and mobile antennae of an insect. They allow a robot to lift objects and interact with them, but items made specifically for humanoid hands (like most firearms) are usually beyond their ability to operate. Robots with feelers suffer a -4 penalty on tasks involving manual dexterity.
Damage: Nonlethal bludgeoning only.
Purchase DC: 5 + one-tenth the base purchase DC of the robot’s frame (rounded down).


Mandibles (PL 5)
Only robots modeled after creatures with bite attacks have mandibles. They work slightly different from jaws as they have no teeth and generally just assist with moving or carrying objects from one location to another.
Damage: Lethal piercing.
Purchase DC: 10 + one-quarter the base purchase DC of the robot’s frame.


Tentacle (PL 6)
Tentacles are much more complex manipulators, able to wrap around and lift objects with ease. Using items meant for humanoid hands (like most firearms) prove much more difficult, however. Robots with tentacles usually suffer a -4 penalty on tasks involving manual dexterity. In exchange, tentacles possess a much higher tensile strength than most manipulators, granting a +4 bonus on grapple checks.
Damage: Nonlethal bludgeoning only.
Purchase DC: 10 + one-quarter the base purchase DC of the robot’s frame.


Gravitic Projector (PL 7)
With the advent of the Gravity Age come new unique methods of manipulating the environment. A gravitic projector exerts an unseen force on objects without physically touching them.
It doesn’t grant fine control, however, and any task requiring manual dexterity suffers a -2 penalty.
Damage: Nonlethal bludgeoning only.
Purchase DC: 15 + one-half the base purchase DC of the robot’s frame.
 

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