Kronos's d20 Stuff

Apothecary

The machine is a metal cylinder 5 feet tall and 3 feet wide, resting on a base with treads. A single video screen displaying an androgynous face. Slim arms rest at its sides made of memory plastics. Apothecaries are intelligent machines that contain nanofactories within their bodies that can create a wide array of chemicals and pharmaceuticals, including acids, medicines and even explosives.

Apothecary (PL6/7)
CR: 1
Size: Medium
Hit Points: 4d10+10 (32 hp)
Init: +0
Speed: 25 ft
Defense: 15 (+5 armour)
BAB/Grp: +3/+5
Attack: Slam +5 melee (1d3+2)
FS/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities: Chemical processing, defensive field, darkvision 60 ft
Saves: Fort +1, Reflex +1, Will +2
Abilities: Str 15, Dex 10, Con -, Int 14, Wis 13, Cha 13
Skills: Balance +2, Concentrate +6, Craft (chemical) +12, Craft (pharmaceutical) +12, Knowledge (Earth and Life Sciences) +12, Knowledge (Physical Sciences) +12, Listen +3, Spot +5
Feats: Builder, Educated

Frame: Armature
Locomotion: Tread
Manipulators: Hand (2)
Armour: Alumisteel
Sensors: Class V (ladar)
Skill Software: skill net (craft (chemical) 8 ranks, craft (pharmaceutical) 8 ranks, knowledge (physical sciences) 8 ranks, knowledge (earth and life sciences) 8 ranks), skill chip (concentrate) +4
Feat Software: feat builder (craft chemical, craft pharmaceutical), educated (knowledge earth and life sciences, knowledge physical sciences), focused
Accessories: Language chip (english), skill chip, skill net, feat progit x3, internal storage unit, vocalizer, defensive field, fabricator (with bio and garbage converter)
PDC: 30

Chemical Processing (Ex): An apothecary's internal nanofactoriers can convert almost any kind of inorganic matter into basic chemicals, then combine those chemicals into a new substance - whether it be soda, painkillers or plastic explosive. The apothecary can use its Craft skills to create a small amount of almost any chemical substance, as long as it has the right raw materials fed into the hopper in its back. Use the Craft rules to determine what the apothecary can create and how much the raw materials will cost. The machine's nanofactories count as a chemical kit, and give it a +2 circumstance bonus on its Craft checks (already figured into the stat block), and it makes the substance in only one-tenth of the normal time (minimum 1 round). This is essentially a fabricator (d20 Future Tech page 59).

Defensive Field (Ex): As a move action, the apothecary can activate a powerful electrical defense shield to protect itself from thieves, vandals or unhappy customers. The field inflicts 1d6 points of electrical damage to anyone touching the apothecary or striking it with a metal weapon in melee combat. Anyone damaged by the field must also make a DC 14 Fortitude save or be knocked unconscious for 1d6 minutes. The field draws heavily on the apothecary's energy reserves; it can only maintain the field for 10 rounds, after which at least a full hour must pass while the construct's batteries recharge before it can be used again.




Jackrabbit ULV (Unmanned Land Vehicle)

With the advances in robotics and drone A.I.s, the Jackrabbit is an excellent addition to any military force. It can be operated remotely like older UAVs, or allowed to function by itself or as part of a team of other jackrabbits or other unmanned vehicles, with programmed mission parameters and a human overseer for any unforeseen situations.
Jackrabbits are usually armed with an automatic weapon, usually a light to heavy machinegun, although other weapons can be substituted with the proper programming uploaded. Using advances in image recognition, IFF, active and passive night vision, Hi-Def video, IR and thermal cameras and high capacity batteries, allow the jackrabbit to identify potential foes visually and by friend or foe systems, see in virtually any condition, and operate for up to 3 days before needing to recharge.
The rugged tracked frame allows the jackrabbit to travel through most terrains, and its small enough to enter buildings, greatly increasing its usefulness.
Many militaries use jackrabbits as force multipliers, automated defense sentries, ambushers or just disposable fodder.

The jackrabbit has a deployable arm with a pincer for picking up items or moving debris, which it can put in its internal storage compartment. The treads are modified to allow the jackrabbit to climb a normal set of stairs, however steep or curved stairs are difficult for it to climb. The jackrabbit is programmed to make use of small group tactics when in a group with people or other jackrabbits. If teamed with other jackrabbits, they communicate back and forth, making them very effective in small or large group tactics for setting up good firing solutions for each other. They also are programmed to make use of cover and terrain for setting up defensive positions or ambushes.
The jackrabbit stands only 4'3" with the weapon turret fully raised. The turret is able to spin around completely, raise 90 degree vertically and lower 60 degrees from horizontal position. Being about 3 feet wide allows it to enter most doors, which it can open with the pincer, and is 5 feet long, weighing at 710 lb. fully loaded.

Jackrabbit ULV (PL5)
CR: 2
Size: Medium
Hit Points: 2d10+10
Init: +2
Speed: 35 ft
Defense: +5 (+3 armour +2 Dex)
BAB/Grp: +1/+1
Attack: +3 ranged weapon (m60 2d8 ballistic, or M2HB 2d12 ballistic), or +1 melee pincer (1d3)
FS/Reach: 5 ft/ 5 ft
Special Attacks:
Special Qualities: robot qualities, network
Saves: Fort +0, Reflex +2, Will +0
Abilities: Str 11, Dex 14, Con -, Int -, Wis 10, Cha 1
Skills: Hide +4, Knowledge: Tactics +4, Listen +4, Search +2, Spot +4
Feats: Personal Firearms, Advanced Personal Firearms

Frame: Armature
Locomotion: Treads (modified)
Manipulators: Pincer
Armour: Duraplastic
Sensors: Class III
Skill Software: skill chip (Hide +2), skill chip (Knowledge: Tactics +4), skill chip (Listen +4), skill chip (Search +4), skill chip (Spot +4)
Feat Software: feat progit (Advanced Personal Firearms)
Accessories: Nightvision goggles (200 ft range), AV Recorder (48 hours), AV Transmitter, Remote Control Unit (optional use), weapon mount, internal storage unit (20 lb.), core programming affinity: military, weapon (either M60 or M2HB are standard, other weapons can be substituted) with 250 round linked belt, laser designator.
PDC: 22 Mil (+3)

Network: When grouped with other jackrabbits, they become more efficient. For every five jackrabbits within 300 feet and in radio contact, they gain +1 Initiative, +1 Listen, +1 Search and +1 Spot. If one jackrabbit in the group is aware of a target, they all are. If more than one jackrabbit is attacking the same target and are within 50 feet of each other, they gain a +1 to attack.

Options: The weapon normally mounted on a jackrabbit is either a M60 machinegun or a M2HB heavy machinegun, although they can be switched for a grenade launcher or rocket launcher with the proper programming added. A second weapon mount for a rocket launcher or grenade launcher, or even a flamethrower with proper programming added at additional cost. The pincer can be switched out for a melee weapon such as a buzz or chainsaw, or even a cutting torch for clearing debris, barricades or sabotaging vehicles or equipment.




Shadow UAV

The Shadow UAV is a surveillance UAV used by several major governments for many years before being replaced by more advanced models. It's primary purpose is surveillance, target acquisition, battle damage assessment, and even search and rescue operations. Powered by a pusher propeller engine, able to use standard gasoline with a total flight time of 6 hours with a range of 70 miles, a maximum speed of 125 mph, equipped with several video cameras, electro-optical/infrared cameras and laser designator. The Shadow requires about 200 feet of relatively smooth ground for landing.
Originally Shadow UAV's required around 20 people to operate, upgrades and better automation has reduced this down to a mere 4, although extra crew can speed up deployment and recovery times greatly. Shadow UAVs require a launching platform, which is a pneumatic catapult mounted on a trailer. The parent vehicle is a mid-sized truck with the back cargo section containing the control systems for a single Shadow UAV. The onboard systems allows the Shadow to navigate a simple flight plan without supervision and will notify its controller once approximately 5 minutes from its destination.
The shadow weighs about 186 lbs unloaded, wingspan of 14 feet, and a length of 11 feet (2 squares long by 3 squares wide).

Shadow UAV (Mid-Late PL5
Crew: 1 (Pilot from Ground Control Station)
Passengers: -
Cargo: 100 lbs
Init: -2
Maneuver: -1
Top Speed: 220 (22)
Defense: 9
Hardness: 3
Hit Points: 8
Size: Large (going by body length, not wingspan).
Purchase DC: 32 for Shadow UAV, 41 for UAV and GCS plus enough parts to repair UAV 5 times.
Restriction: Restricted (+2)
Accessories: Electro-optical zoom, video/still cameras, GPS receiver, control transceiver, laser painter, auto-pilot, GCS.
Notes: Requires Ground Control Station which is a separate vehicle. Launched from a pneumatic catapult mounted on a trailer pulled by the GCS vehicle. 6 hours of flight time, range of 68 miles, maximum height 15,000 ft.
While on autopilot, has a Pilot and Navigate skills of +2 each for avoiding obstacles and staying on course. Will notify controller when 5 minutes from destination via GPS system.




GCS Vehicle
This truck is about the size of a moving truck, with a cab that can hold 4 people. The back section contains all the equipment to operate the Shadow UAV, plus contains enough fuel to refuel the Shadow 3 times, plus equipment and tools for making minor repairs to the UAV. There is some storage room as well for supplies for the crew, such as survival gear and food. The trailer mounts the pneumatic launcher and the crane to place it back into the launcher after the UAV has landed. The trailer contains enough fuel to refuel the shadow twice and carries tools and parts to make repairs to the UAV.
The GCS vehicle is two squares wide, five squares long, providing three-quarter cover to those in the cab, complete in the cargo section. The cab has 3 doors, plus a double door for the cargo/control second.. The trailer is two squares wide by two squares long. It takes a crew of 3 to physically set up the launcher 5 rounds, plus the pilot/controller in the GCS, and launch it. 3 to reload the UAV into the launcher.

GSC Vehicle
Crew: 1
Passengers: 3
Cargo: 1000 lbs
Init: -4
Maneuver: -4
Top Speed: 165 (16)
Defense: 6
Hardness: 6
Hit Points: 45
Size: G
Purchase DC:
Restriction: Restricted (+2)
Accessories: GSC, refuel pump for Shadow UAV, mechanical and electrical kits, enough spare parts to repair UAV 5 times (up to 7 HP per repair. If Shadow is reduced to 0 HP, it is destroyed and can not be repaired), 3 reloads of fuel for Shadow UAV.
Notes: Control system for the Shadow UAV

Shadow UAV Launch Trailer
This is the trailer mounting the pneumatic launcher for the Shadow UAV and crane for reloading it, as well as fuel for refueling.
Crew: 0
Passengers: 0
Cargo: 600 lb
Init: -
Maneuver: -
Top Speed: -
Defense: 8
Hardness: 5
Hit Points: 30
Size: Huge
Purchase DC: -
Restriction: -
Accessories: Pneumatic UAV Launcher, crane, refuel pump, electrical and mechanical kits, 2 refuels, repair parts (enough parts to repair twice (14 hp worth).




Loki Security Robot

The Loki is a bipedal humanoid security robot designed for security detail and guard duty in locations where manpower is an issue or where the use of organics for "around the clock" shifts is unfeasible. Used initially for colony guard duty, it has been used in numerous civilian and military sector units after severe loses in battle. These robots have also found use in mercenary groups such as Eclipse for added manpower, as expendable assault units.

An inexpensive and relatively basic design, it does have a few interesting features Their joints are sealed, rendering the risk of shorting out in waterlogged environments moot. A basic personality suite is installed and are easily programmed for various security tasks, and can be equipped with any of numerous weapon systems, both lethal and non-lethal, as circumstances dictate. The Loki is given a female voice for issuing warnings in a calm, soothing voice, equipped with an IFF system, and are networked, allowing for groups to work together, although with very simple tactics (move forward to the target, shoot or use other equipped weapons until target is neutralized, move onto next target, hedge pedestrians out of restricted areas, etc), which makes giving orders to groups of them very quick and easily.

Fairly cheap to produce, making them well liked in many corporate sectors as they can purchase mass quantities and use weight of numbers to repel intruders, but lightly armoured. They are equipped with a shock system for close combat, able to stun or even kill most humanoids, and a self destruct system. When used in combat roles, a badly damaged Loki will move at best speed close to a target and initiate its self destruct. Otherwise, upon heavy damage that cripples the Loki, the self destruct triggers.
Lokis are usually armed with M-3 Predator heavy pistol or M-4 Shuriken machine pistol.

Loki (PL6)
CR: 1
Size: Medium
Hit Points: 20 (1d10+10)
Init: +0
Speed: 30
Defense: 13 (10 base, +3 armour)
Hardness:
BAB/Grp: +0
Attack: +2 melee unarmed 1d3 non-lethal, +2 melee Shock emitter (damage varies by setting), +0 ranged equipped weapon. Usually a M-3 Predator or M-4 Shuriken.
FS/Reach: 5 ft/5 ft
Special Attacks: Shock Emitter, Kamikaze
Special Qualities: Network, Sealed
Saves: Fort +0, Reflex +0, Will +0
Abilities: Str 14, Dex 10, Con -, Int --, Wis 10, Cha 1
Skills: Listen +2, Search +2, Spot +2
Feats: Personal Firearms Proficiency

Frame: Biomorph
Locomotion: Legs (pair)
Manipulators: Hands (2)
Armour: Duraplastic
Superstructure:
Sensors: Class III
Skill Software: Skill chips Listen +2, Search +2, Spot +2
Feat Software: Feat progit: Personal Firearms Proficiency
Accessories: AV Recorder, AV transmitter, self-destruct (2d6, Reflex DC 11), Shock Emitter, IFF, sealed joints, holster, ammunition storage (4 magazines).
PDC: 27

Kamikaze: If the Loki is reduced to 5 or less hit points, it will move to the closest target and initiate its self destruct in melee reach of the Loki.

Network: When grouped with other Lokis, they become more efficient. For every five Lokis within 300 feet and in radio contact, they gain +1 Initiative, +1 Listen, +1 Search and +1 Spot. If one Loki in the group is aware of a target, they all are. If more than one Loki is attacking the same target and are within 50 feet of each other, they gain a +1 to attack. Lokis can be programmed very quickly, granting a +2 to Computer Use checks to change programming and give orders.

Sealed: The Loki is sealed to protect its joints and internal systems from water and weather. It can not be shorted out by being submerged in water. Able to tolerate depths of up to 200 feet. Can not swim, but move at bottom of the water at half speed.

Shock Emitter
This is a short baton-like device the extends from the left hand that is used to shock targets, usually set to stun, but in military programmed Lokis, it can be set for more lethal settings.
Damage: 1d3 nonlethal +stun, 1d4 +stun, 1d4 bludgeoning +1d6 electrical
Critical: 20x2
Damage Type: Electrical
Stun: On a successful melee strike with the first two settings, the target must make a Fort save DC 13 (first setting), or DC 15 (second setting) or be stunned for 1d4+2 rounds. With the second setting, a successful save instead paralyzes the target for 1 round.

M-3 Predator
A heavy pistol using mass acceleration technology, able to propel a 10mm sized slug a good range.

M-3 Predator (PL6)
Damage: 2d8
Critical: 20x2
Damage Type: ballistic
Range Increment: 50 ft
Rate of Fire: S
Size: Small
Weight: 5 lbs
Ammo: 12
Purchase DC: 19 (Lic +1)
Ammunition: Same price as 9mm.

M-4 Shuriken
A machine pistol that fires a smaller round than the M-3 Predator, but is designed to carry a slight electric charge that aids in damaging shields, but over damage is lower. This type of ammunition has be tested on other mass acceleration weapons, but doesn't seem to carried over. A unique feature that hasn't been duplicated in many weapons. Has a three round burst setting, and a pulse mode for a higher rate of fire, but reduces accuracy.

M-4 Shuriken (PL6)
Damage: 2d8
Critical: 20x2
Damage Type: ballistic
Range Increment: 50
Rate of Fire: S, A
Size: Medium
Weight: 8 lbs
Ammo: 24
Purchase DC: 24 (Res +2)
Notes: 3 round burst mode, pulse mode, anti-shield
Can make an autofire attack using 3 rounds if the user has the Burst Fire feat.
Pulse: The user can increase the number of bullets fired in autofire or when using the Double Tap or Burst Fire feats. When using double tap, uses 4 bullets to increase damage by an additional die, Burst Fire uses 5 bullets (overriding the 3 round burst fire mode) to deal an extra die of damage, and autofire uses 15 bullets to deal an extra die of damage, and increases the autofire Reflex DC to 17. Engaging Pulse mode is a free action that can be done once per round.
Anti-Shield: Due to the design of the ammunition combined with how the Shuriken fires and imparts a charge to the ammunition by its mass acceleration system, against energy shields it deals +50% more damage. Against systems that grant a deflection against ballistic weapons (magnetic fields, etc), the penalty to attack is reduced by half, or any Deflection bonus added by these systems is halved against attacks from this weapon.
Ammunition: PDC 12 (Res +2) for 50 rounds.
 

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Cybernetics, the blending of flesh and machine. There are many things in RAW that mostly work for cybernetics and others that don't. For instance the rules for how many cybernetics one can have in d20 Future. Now d20 Cyberscape has rules for unlimited cybernetics on page 8. For the most part, I like this, however I don't like how many slots it lists on page 9 in table 1-4. 
Personally, if you're going to have a campaign where you can have someone do a full conversion or as the book calls it "total organ replacement", the amount of slots should be higher. 

So I propose to increase the number of slots. Like the head, should have say... 3 for sensory implants, and maybe 2 for general head implants. This would be 5 in total, but of course some of those slots are very specific. 1 slot for eyes, one for ears and another for nose or mouth as part of respritory or something like chemical or gas release through the mouth (spitting poison or acid maybe). The other two for the head can be something like skill, feat or rage implants or something like that. This would allow someone to get cybernetic eyes, but still have room for a couple of skill or feat implants or some other combination.

The torso I'd increase to 4 or 5 at most. This isn't counting any that are just replacements for standard organs. 
So let's say someone is born with bad lungs, gets cybernetic replacements, standard lung replacement ones. These won't count against torso slots, but if they add an oxygen storage cell, this would add one.

Arms I'd probably leave at 3 each. But also give the hands 1 each. The arm I would count as being from midway from the forearm up to shoulder, while hand would be from finger tips to midway to forearm, approximately, depending on how extensive the hand replacement is. An arm could hold up to a medium sized object. So a laser pistol or sword can be implanted in the arm, and the user can still have their real hand. Or can have whole arm replaced and have a laser rifle installed instead with built in power source and a small tool hand, just off the top of my head.

Legs would leave at 3 slots, but also add in 1 for each foot.  Again, medium sized objects can be put in legs, like a sword or gun.

The total organ replacement... Just don't like it. I mean isn't a total organ replacement basically turning you into a type of robot?  So I'm thinking a series of template chassises or something that someone can use. So for basic models, for people who've been in serious accidents. These chassis would allow the person to function in society completely normally, without people needing to worry about accidental damage or injuries to all normal people nearby. There would be limiters and the like to make them feel safe.
Then there'd be basic versions for construction, medical and police/combat chassises. Of course some robotic features won't work with cybernetic bodies. Will work that out later.

Some terminology.. 
Cyber-enhanced - Cyber-enhanced people are those with only a few cybernetic devices, usually only 1 to 4. These can be just straight replacement devices, or ones that add some minor enhancement, like telescopic eyes, or skill implant.

Partial Conversion - Partial conversion is where a person has had at least several limbs or organs replaced with cybernetic ones, either with just replacements or enhancements. Those in construction, police or soldiers are more likely to be partial conversion cyborgs, or those who've had serious injuries. Some governments may require licencing and limiters that prevent improper use when not on the job.

Full Conversion, Cyborgs - These are people who've had more than 50% of their bodies replaced with cybernetic devices. Basically their brain and central nervous system is put into a robot like body. 

Nanites
Nanites are different from cybernetics. Nanites are generally designed to enhance organic tissue, and specially designed ones can be used in conjunction with cybernetic devices, depending on the purpose of the nanites and the cybernetic device. Nanites can be used to full  conversion cyborgs in the form of repair units, if such devices exist in your campaigns. 

A basic unit of repair nanites would allow a cyborg to 'heal' like a normal human, although they might need a source of raw material, like 'consuming' several pounds of metal. More advanced versions could be a several time per day use that repairs a larger amount quickly, but then needs materials to recharge or to even start the repairs. Some versions might even be a mechanical version of fast healing. 

Some thoughts on full conversion cyborgs.

In PL 6, most of the senses can be simulated, but not completely in full conversion cyborgs. For instance taste and smell would only be 50 to 75% of what a normal person would normally experience, and then only be broken down to fairly simple terms.  The cyborg would know what something smells and tastes like from sensors checking the chemical composition of the object in question, but that's about it. 
In later PLs the technology to make scent and tastes the same as a human will be perfected. 

It kind of itches, doc.
A cyborg's sense of touch would be greatly reduced, although with the advances in sensors, they can still perform very delicate work, but it wouldn't feel quite the same. Basic information would be related, such as pressure, heat and the like through the casing or even synthetic skin or any real skin attached to the frame. So a PL6 full conversion cyborg would register a person's hand on their arm, but it just wouldn't feel the same. They'd detect the pressure, shape of the hand, heat radiating off it, and probably texture, but it wouldn't feel quite like a real hand. PL7 is where the sensor's sensitivity and translation of data would make it feel as it would on flesh.

You gonna finish that?
Yeah, even full conversion cyborgs need to eat, but no where near as much as partial cyborgs or normal people. Since the brain and central nervous system is still organic, it needs to be fed still. The cyborg needs about 1 to 2 litres of a nutrient and vitamin right paste every week. This paste would run about PDC 5. This paste can be consumed like food, or placed in a port that goes into a stomach like cybernetic device which stores and distributes the paste to the brain and nervous system as needed. 
Some cyborgs, especially when the technology is developed to completely simulate the sense of taste and smell at 100% to that of a human, would get an advanced stomach cybernetic device which would allow them to eat food like a normal person. This device would be far  more efficent in extracting all the good stuff the cyborg will need, and store the waste to be ejected at a later time. So yes.. a cyborg could have a system that would allow them to simulate going to the bathroom to make them feel more human, or to appear more human if they don't want people to know they are cybernetically enhanced.

Birthday Suit
Depending on the reasons for a person to become a full conversion cyborg, they can use their original skin for the face and arms for civilian model bodies especially in PL 6, and usually just the face for other services. The skin is grafted on and sensors fed through to allow for the senses to work with the skin.  If the person's skin was too badly damaged before conversion, new skin could be cloned and grafted on as well. In PL 7 and up, cloned skin can be used to cover the whole cyborg's body if the user so desired. The cyborg can also opt to have synthetic skin, which is stronger, and fairly life like feeling, but won't bleed when cut, and will feel cooler than normal skin in PL6, but can seem very life like in PL7 and up.
Real skin can heal itself to an extent when grafted to the cyborg's body. Minor cuts, bruises and scratches will heal, but if the cyborg takes more than 10 points of damage, the skin is too badly damaged and new skin will have to be cloned and grafted on. If the cyborg has a nanite repair system, it can also repair the skin to the point. If the user has taken more than 30 points of damage, the nanites won't be able to fix the skin, but it will seal edges of tears and cuts, clot the blood to keep it from getting infected and aid in joining new grafted skin.
A cyborg with skin will need to consume 50% more of the nutrient paste to help keep the skin alive.
Synthetic skin, being tougher than normal skin easily accepts nanite repair systems if the cyborg has one installed. Depending on how much of the cyborg is covered in synthetic skin will determine bonus hit points. 25% or less only adds 2 hit points, up to 50% adds 5 hit points, 75% adds 8, and 100% adds 12 bonus hit points. This is for medium and smaller sized cyborgs. Large cyborgs have hit points increased by 25% rounding up for each percentage of covering.  




Scientific Eyes (PL7/8)
 
The recipient's eyes are replaced with these enhanced cybernetic eyes.  These eyes combine microscopic optics, light amplification optics and telescopic systems. These eyes are popular with scientists and even military marksmen. 

Benefit: The recipient gains low light vision, a +3 circumstance bonus on Search checks as well as +2 circumstance bonus on Disable Device or Repair checks made in regard to small or finely detailed objects, +3 circumstance bonus to Spot checks, +10 feet to Spot and weapon ranges and +1 bonus to attack rolls with ranged weapons.
Type: Internal
Location: One head (eyes counts as a set)
Hardness/Hit Points: -/2 (per eye)
Base Purchase DC: 18
Restriction: None




Adrenaline Boost (PL6)

This small device, implanted into the user, and upon command, will force the body to produce and release a large dose of adrenaline into the body. After installation, the device will start to collect adrenaline from the body and store it. When activated it releases the collected adrenaline and also stimulates the necessary glands to get the body to produce even more adrenaline to keep the flow high during it's activation. After use, the implant slowly collects adrenaline again for future uses.
Benefit: When activated as a free action, the adrenaline boost implant grants the user +4 Strength, +2 to Reflex saves and 10 feet to their movement. The effects last for 1 minute (10 rounds), after which the user is fatigued for an hour. The implant can be used Con modifier +1 times per day (even if the user has a negative Con modifier, it can be used once).
Type: Internal
Location: Torso
Hardness/Hit Points: -/2
Base Purchase DC: 20
Restriction: Restricted (+2)




Hydraulic Lifters PL6/7

Designed for sheer lifting capacity, this cybernetic attachment increases the wearer’s ability to move or lift heavy objects. Several versions are available for different levels of lifting capacity.
Benefit: Hydraulic lifters increase the user's weight carrying capacity and grant a bonus to Strength checks. The mk1 grants +4 str checks and +20 lbs to carrying capacity; mk 2 grants +8 str checks and +40 lbs carrying capacity; mk 3 grants +12 to str checks and +60 lbs to carrying capacity. The strength bonus can also be used in grapple checks.
Type: Internal
Location: One each arm and torso
Hardness/Hit Points: -/5 (per location)
Base Purchase DC: 19 (mk 1), 27 (mk 2), 34 (mk 3)
Restriction: None




Sensor Hand (PL6)

This cybernetic hand and forearm contains a collection of sensors which can aid a person. Although not as powerful as dedicated versions, but nonetheless quite useful. It can be either covered in real or synthetic flesh. The sensor hand includes a digital thermometer, short ranged motion detector, radiation detector, radar detection, a gyro-compass and a clock calendar. The information can be transmitted to an ear receiver implant, or a display on the wrist, which is an LCD screen with audio output.
Benefit: User can tell the temperature of the air around him, of objects within 1 foot of the hand, and can with 1 round of holding a hand against an object like a wall or door, can tell the ambient temperature on the other side. Gains blind sight with a range of 20 ft, can determine the level of radiation in the area, will always know which direction is North as well as up and down, providing a +1 bonus to Navigate. The radar detector will notify the user if there are active radars within 100 ft, and also if the user has been actively targeted by a radar. The clock calendar continuously keeps track of the time, down to a 100th of a second, and the calender day. Also includes basic functions of a watch, including alarm and a simple event calendar. 
Type: Internal/External (replaces hand)
Hardness/Hit Points: 2/6 
Base Purchase DC: 24
Restriction: None 

For each PL above 6, so 7 and above, increase the range of the sensors by 50%, and bonuses by +1. Can also add in one extra sensory device per PL above 6.
 

Finger Camera

This artificial finger contains a digital camera.  In early versions it can only take a few still images, and had limited or no movement. Later versions can hold far more pictures and even take videos even with audio. In PL8 they can even take full 3D images for holographic playback. If the user also has HUD Link, or cybernetic eyes, the data the finger camera records can be replayed easily, otherwise it will have to be uploaded to a computer via wireless transmission, or by a backup wire plug that comes out of the segment closest to the hand.
Benefit: A digital camera is built into the the finger. PL 5 version can hold 500 images, PL6 can hold 2000 images and up to 3 hours of video. In higher PL versions double the number of images and time of video. If a holographic, take the number of images or time for video and half it for full 3d images and video. 
Type: Internal/External (finger replacement)
Hardness/Hit Points: -/5
Base Purchase DC: 14
Restriction: None   




Full Conversion Frames

A full conversion cyborg frame is similar to a robot chassis. As such they can use some robotic devices. 
• Cyborg frames have fixed physical stats. They have Str, Dex but no Con. The cyborg uses the recipient's Int, Wis and Cha. Some frames might grant bonuses to these states. The physical stats can only be upgraded with cybernetic or robotic devices or enhancements, while Int, Wis and Cha can be upgraded through leveling or other normal means. 
• For purposes of Fort saves, most cybernetic frames make the recipient immune to biological forces that force a Fort save. For effects that affect inanimate objects, use a base Con modifier of +0, with some frames and other devices granting bonuses or penalties.
• All cyborg frames are subject to critical hits unless otherwise noted. 
• Cyborg frames gain bonus hit points based on size similar to robots of the same size. Some might even get more bonus hit points depending construction materials or if they are covered in synthetic skin. 
• Full conversion cyborgs are considered ageless and do not age like normal people. In theory, as long as the cyborg body is kept in working order, the cyborg could live indefinitely.
• When a person is put into a cyborg frame, their hit points is replaced with that of the frame. When the cyborg levels up, their hit dice are changed to d10s regardless of class and added to the frame. Unfortunately, if a high level character is implanted into a cyborg frame, they lose all their hit points, but gain all the benefits of the cyborg frame. They do get their character level x 3 in bonus hit points (this is a concession to high level characters being forced into a weak cyborg body as a means to resurrect the character if their brain and nervous system can be placed in statis shortly after death.
• Cyborgs do not heal normally, so they need to be repaired, with a Repair check DC 20 (I made this lower as in worlds where there are lots of cyborgs, the ability to repair standard frames is much easier) and an hours worth of work will repair 1d10 points of damage.
• Rejuvenation Cycle: Use the same rules as Robots as Heroes in d20 Future.


I think this list of basic rules for cyborg frames should suffice, as some are similar to Robots as Heroes rules with a few changes or additions. 


Civ 1 Frame

Due to a serious accident, or illness, a person can have their brain and nervous system implanted into a cybernetic frame. The Civ 1 is a fairly basic and easy to adjust to. Civ 1s usually have as much of the recipient's real flesh as possible, or new flesh is grown and grafted to the frame. In most cases, many people don't even know the recipient is even a cyborg. It comes with a built in identity chip, subcutaneous cell phone, gyro compass, clock calendar, data link and HUD link. The cell phone is programmed that if the cyborg's body is heavily damaged to automatically call emergency services while the life support system will keep the recipient alive for up to 36 hours after the main body has failed. The data link allows for updates to the identity chip when the recipient is first implanted, and uploading/downloading emails and events on their calendar to other devices. All data from the clock calendar, compass and messages through the cell phone appear in the HUD built into the cyborg's eyes. In case of a violent crime against the cyborg, and it's damaged, the last five minutes of visual and audio memories are recorded and saved in a protected blackbox for police to identify the attacker. 

Civ 1 Frame (PL 6)
Type: Living Construct
Size: Medium
Hit Points: 1D10
Speed: 30
Defense: +0
Abilities: Str 11, Dex 10, Con -
Locomotion: Paired Legs
Manipulators: Hands
Senses: Equal to a human's (can use robot sensors rules, which would be about a Class IV)
Accessories: Life support system, identity chip, subcutaneous cell phone, gyro compass, clock calendar, data link, HUD link, head jack
PDC: 25
Note: The accessories included in the frame do not count in the number of cybernetic devices the recipient can have. The power systems and other components of the Civ 1 are designed purposely limited so that without proper licensing, powerful upgrades, such as weapons or flight systems, will not work without extensive work. The Civ 1 is designed to look as human as possible so the cyborg can function in society just as they did before getting the cyborg frame.




Medical Hand (PL6)
This cybernetic hand and forearm has a number of medical diagnostic devices and tools to aid any doctor or paramedic in the field. Comes with blood analysis/toxin screens diagnostics, able to easily detect 60 common toxins and blood anomalies. An epidermic analyzer, which can identify and measure salt, sugars powerful enzymes and chemicals, and temperature. A laser scalpel is installed in either index or middle finger, and can measure pulse and blood pressure. The user merely has to place their hand on the skin of the target to begin analyzing. The laser scalpel has about a 20 minute charge before it needs to recharge.
Benefit: Aids in diagnosing patients, granting a +4 equipment bonus to Treat Injury checks. The laser scalpel can be used as a weapon in melee dealing only 1d4 fire damage.
Type: Internal/External
Location: Hand
Hardness/Hit Points: 2/6
Base Purchase DC: 25
Restriction: None
For each PL above 6, so 7 and above, increase the range of the sensors by 1 ft, and bonuses by +1. Can also add in one extra sensory device per PL above 6




IR/UV Optics (PL6)

These cybernetic eyes allow the user to see in infrared and ultraviolet light frequencies. The eyes have slightly larger pupils than normal. Although not as good as nightvision optics, they do allow the user to detect temperature variances, and can see in the dark but at shorter range than nightvision optics. The user can even see through fogs and smoke using IR and UV sources instead, ignoring concealment. They can detect heat sources through most materials as long as they are not more than 2 feet thick.
Benefit: Gains darkvision out to 30 feet, lessens concealment by one step, gain +2 to search and spot when taking heat signatures into account. Able to see through most materials up to 2 feet thick (except metal at only 1 foot) for heat signatures up to 20 ft on the other side.
Type: Internal
Location: One Head (eyes)
Hardness/Hit Points: -/2
Base Purchase DC: 17
Restriction: None
 

Claws(PL6)

Implantedinto the fingers are a set of metal and high impact polymers claws. The fingersare also reinforced to allow the user to make raking like attacks with theirfingers. For a slightly higher price, the claws can be made retractable, makingit extremely difficult to notice them.
Benefit:Claws are a specific kind of internal weapon mount (small blades shaped likecat claws mounted in the fingers). Damage is done based on size; this damagecan be added to an unarmed attack using the limb made by the recipient. Theclaws are of diminutive size, and attempts to disarm the recipient of the clawsautomatically fail. If retractable claws are installed, retracting or extendingthe claws is a free action.
Type:Internal
Location:One set per hand
Hardness/HitPoints: 5/5
BasePurchase DC: 21, retractible 22
Restriction:Res (+2)
For higherPLs, other weapon gadgets could be added, such as high frequency or beam/energyblades. Change damage according to weapon enhancements.

[TABLE="width: 1"] [TR] [TD] Recipient Size
[/TD] [TD] Claw Damage
[/TD] [/TR] [TR] [TD] Tiny
[/TD] [TD] 1d2
[/TD] [/TR] [TR] [TD] Small
[/TD] [TD] 1d3
[/TD] [/TR] [TR] [TD] Medium
[/TD] [TD] 1d4
[/TD] [/TR] [TR] [TD] Large
[/TD] [TD] 1d6
[/TD] [/TR] [TR] [TD] Huge
[/TD] [TD] 1d8
[/TD] [/TR] [TR] [TD] Gargantuan
[/TD] [TD] 2d6
[/TD] [/TR] [TR] [TD] Colossal
[/TD] [TD] 2d8
[/TD] [/TR][/TABLE]



Aqua Cybernetic Package (PL6)

Thiscybernetic package is a number of cybernetic devices to augment a person toallow them operate underwater longer than normal, but not to the extend of afull naval cyborg. The package includes retractable webbing for the hands andfeet, an internal oxygen tank with 1 hour supply, depth gauge, gyro-compass,anti decompression sickness nanites and lenses for the eyes. The lenses actlike an extra pair of eyelids, similar to some aquatic animals to protect theireyes and help eliminate the distortion caused by water. The recipient's depth,oxygen supply, direction are also displayed on a HUD on the lenses. The naniteshelp prevent the formation of bubbles in the bloodstream which causesdecompression sickness, and also help to reinforce and keep internal pressureas the diver goes deeper.
Benefit:Retractable webbing between fingers and toes, grants a +5 bonus to Swim checks,1 hour oxygen supply without external tanks, +2 bonus to Navigate checks,reduces any spot or search check penalties while under water, can survivedouble the normal depth tolerable for humans and prevents decompressionsickness.
Type:Internal and External
Location:1 each hand and foot, 1 torso, 1 head (eyes)
Hardness/HitPoints: 2/8
BasePurchase DC: 21
Restriction:Lic (+1)





CyberneticShock Emitters
These arethe cybernetic version of GE's shock gloves. They function exactly the same,releasing an electrical charge with each unarmed strike. There is a modifiedversion for full conversion cyborgs which can be more powerful. In the fullconversion version, extra crystals that collect energy are built into the feet,which build up a charge to enhance the discharge even more.
StandardImplant
Benefit:Adds 1d4 electrical damage to unarmed strikes
Type:Internal
Location:One set per hand
Hardness/HitPoints: 4/5
BasePurchase DC: 14
Restriction:Res (+2)

FullConversion Version
Benefit:Adds 1d4 electrical damage to unarmed strikes. If the cyborg moves at least 10ft in the round before attacking, adds an additional 1d4 electrical damage forevery 10 ft.
Type:Internal
Location:One set per hand, one foot
Hardness/HitPoints: 5/6
BasePurchase DC: 16
Restriction:Res (+2)
Note: Onlyavailable on full conversion cyborg.





CyberShield (PL6)
Implantedinto the arm of the wielder is a housing for a shield. The arm opens anddeploys a shield made of meta and memory materials, which through extending andlocking plates and expansion through an electrical charge, based on the sameprinciples of collapsible blades. Usually when installed the user must decidewhich type of shield is created, light or heavy shield. The user will sufferthe normal penalties for attacking with the arm that the shield is mounted on,but if the user is not proficient in shields, only suffers half the penaltiesas the shield is apart of them. The implant can be made so that the shield typeand size can be altered, but this is more expensive.
Benefit:Creates a shield that is deployed from the arm, based on shield type, light (+1Def), heavy (+2 Def). Considered steel versions, but weighing half the weight.These can be used in shield bash attacks,
Type:External deployed, stored internally
Location:1 arm
Hardness/HitPoints: 6 / 10
BasePurchase DC: 20 for light, 21 for heavy, 22 for a version that will switchbetween light and large.
Restriction:None






Head Jack(PL6)
The headjack is a simple device that is implanted into the back of the user's head, atthe base of the skull. This cybernetic device is imply just a means of allowingthe user to connect devices to their cybernetic systems, such as a smartweapon's scope or video scope to their HUD built into their eyes, or uploadaudio data to their ears without others hearing it. Even connecting to acomputer for any of their other cybernetic devices to communicate with, such assensor hands, or allow doctors and cybernetic technicians to connect theirdiagnostic equipment to the user for testing.
Benefit:Allows a physical connection between outside hardware to communicate withuser's cybernetic systems. Does not include any software except basiccommunications protocols between cybernetics & outside software/wetware.
Type:Internal
Location:Head, but does not count against user's number of cybernetic devices.
Hardness/HitPoints: -/1
BasePurchase DC: 8
Restriction:None

Note: Allfull conversion cyborgs come standard with a head jack.





AmplifiedHearing Module (PL 6)
Originallydesigned to cure deafness in children, the amplified hearing module is an auralimplant that improves and enhances its recipient’s inner ear. This increaseshis auditory sensitivity, and allows him to pick up on faint sounds that hemight not otherwise notice.
Benefit:This enhancement grants the recipient a +1 bonus to Listen checks.
Type:Internal.
Location:Head (ear)
Hardness/HitPoints: –/2.
BasePurchase DC: 14.
Restriction:None.



AuralPlexus (PL 7)
Thisimplant, which replaces the recipient’s hearing organs, allows multiple auralimplants to function as a single cybernetic attachment.
Benefit:The recipient may have up to four aural implants attached to an aural plexus,and together they are treated as a single cybernetic attachment. However, ifthe aural plexus is destroyed, all of the attached aural implants are destroyedas well. Specific aural implants include the amplified hearing module, enhancedresonance module, radio link module, sound editor module, and voice stressanalyzer.
Type:Internal.
Location:Head (ear)
Hardness/HitPoints: –/4.
BasePurchase DC: 22 (does not include aural implants).
Restriction:None.


CyberneticVoice Box (PL 7)
Thecybernetic voice box is a digital sound system that replaces a character’slarynx.
It can beused to reproduce any sound imaginable, including individual voices.
Benefit:When used to impersonate another character, the recipient of a cybernetic voicebox gains a +4 equipment bonus to relevant Bluff and Disguise checks. Inconjunction with a voice stress analyzer enhancement, the recipient of acybernetic voice box can subtly alter the tone of his voice in order tobetter influence others. When used in this manner, the voice box provides a +1equipment bonus to Bluff, Diplomacy, or Intimidate checks.
Type:Internal.
Location:Throat
Hardness/HitPoints: –/2.
BasePurchase DC: 24.
Restriction:Licensed (+1).

EnhancedResonance Module (PL 6)
Theenhanced resonance module, or ERM, increases the sensitivity of the recipient’sauditory system, allowing him to detect ultrasonic frequencies.
Benefit:The recipient can detect ultrasonic frequencies, such as the sounds of dogwhistles, bats, and certain electronic devices. This allows the recipient tomake Listen checks to detect sounds that are normally beyond the audible humanrange.
Type:Internal.
Location:Head (ear)
Hardness/HitPoints: –/2.
BasePurchase DC: 10.
Restriction:None.
 

Eye Spy (PL 7)
The eye spy is a removable optical implant that can be used as a remote camera.
Benefit: The eye spy can be removed from the recipient’s eye socket as a move action and placed elsewhere as a remote surveillance camera, while the receiver unit remains in the user.
Once in position, the eye spy cannot relocate itself, though it can swivel to increase its viewable area. Pictures from the eye spy are broadcast to the recipient, who can maintain a constant vigil through his remote oculus up to a maximum range of one mile. The eye spy can be shut off remotely.
While the recipient is without his eye, he suffers a –2 penalty to ranged attacks and vision-related Search and Spot checks. This penalty is halved if the recipient possesses the Blind-fight feat.
Type: Internal.
Location: Eye (only 1)
Hardness/Hit Points: –/2.
Base Purchase DC: 26.
Restriction: Licensed (+1).
Note: Can be combined with other cybernetic eye devices, especially optic plexus.




Olfactory Augmentation (PL 6)
An olfactory augmentation implant, which is installed inside the nose and in the back of the throat, sharpens a recipient’s sense of smell to an unprecedented degree.
Benefit: A character with olfactory augmentation gains the Scent ability.
Type: Internal.
Location: Head (nose)
Hardness/Hit Points: –/2.
Base Purchase DC: 16.
Restriction: None.




Optic Plexus (PL 7)
The optic plexus, which consists of two advanced cyberoptic implants, allows multiple optical implants to function together as a single cybernetic attachment.
Benefit: The recipient may have up to four optical implants attached to an optic plexus, and together they are treated as a single cybernetic attachment. However, if the optic plexus is destroyed, all of the attached optical implants are destroyed as well. Specific optical implants include anti-flare implants, enhanced imaging optics, the eye spy, laser optics, micro-optics, nightvision optics, targeting optics, and telescopic optics.
Type: Internal.
Location: Head (2 eyes)
Hardness/Hit Points: –/4 (per eye).
Base Purchase DC: 22 (does not include optical enhancements).
Restriction: None.




Opposition Vulnerability Processor (PL 8)
The OVP is a small computer that is tied into the recipient’s weapon link or strategic computation unit. It allows splitsecond analysis of a target’s weaknesses, allowing for deadly accuracy when using a FAM-equipped firearm.
Benefit: The OVP, when tied to a weapon link or an SCU, increases the threat range of a ranged weapon by 1. (See the entries on the firearm accuracy module or strategic computation unit for details.) The ranged weapon must be weapon link compatible.
The Purchase DC to modify a ranged weapon with a FAM-compatible link is equal to the weapon’s Purchase DC –4.
Type: External.
Location: Head 
Hardness/Hit Points: –/4.
Base Purchase DC: 28.
Restriction: Military (+3).




Pedexterous Feet (PL 6)
The pedexterous feet module consists of two broad, mechanical hands, which are much like the feet of a primate.
This enhancement replaces the recipient’s feet. It can be attached to either cybernetic prosthetics, or can instead be used to replace organic feet.
Benefit: By using his feet to aid in physical maneuvers, such as climbing, the recipient of a pedexterous foot module gains a +4 bonus to Climb checks, as well as a +2 bonus to Escape Artist checks. Furthermore, he can manipulate objects with his feet as if they were hands, but attacks made with melee or ranged weapons suffer the usual off-hand penalty.
Type: External.
Location: Feet (2, 1 per foot)
Hardness/Hit Points: 2/4 (per foot).
Base Purchase DC: 16.
Restriction: None




Sensory Boost (PL 7)
This neural enhancement is installed deep within the brain and artificially boosts the recipient’s perceptions to unprecedented levels by limiting input from all other sources.
Benefit: The sensory boost enhancement will only affect a single sense (hearing, sight, smell, taste, or touch) at a time. While the sensory boost is active, all Listen, Search, or Spot checks that may reasonably be affected by that sense receive a +2 equipment bonus, while all Listen, Search, or Spot checks made using the other four senses suffer a –4 penalty. For example, a character who is using his sense of touch to locate a hidden panel on a wall can boost his tactile sensations to add a +2 equipment bonus to his Search check, but all other Listen, Search, or Spot checks that he makes that involve his other four senses while the sensory boost is active suffer a –4 penalty.
Type: Internal.
Location: 1 head
Hardness/Hit Points: –/4.
Base Purchase DC: 28.
Restriction: None




Sleep Regulator Implant (PL 7)
A sleep regulator implant, which is installed at the base of the skull, allows its recipient to regulate when he will sleep, how long he will sleep for, and under what circumstances he will awaken.
Benefit: Because a sleep regulator can stimulate immediate deep sleep, the recipient of the implant requires only half as much rest or sleep as normal to negate the effects of fatigue and exhaustion. Additionally, the sleep regulator can be programmed to awaken the recipient at a predetermined time, or under a predetermined set of circumstances.
Type: Internal.
Location: 1 head
Hardness/Hit Points: –/2.
Base Purchase DC: 18.
Restriction: None.




Stealth Foot Module (PL 7)
The recipient of a stealth module has his feet modified to increase his stealth while moving. Installation requires the replacement of both feet, as well as significant modification of the recipient’s lower legs.
Benefit: When barefoot and moving at half speed, the recipient of a stealth foot module enhancement gains a +4 equipment bonus to Move Silently checks.
Type: External.
Location: 2, 1 per foot 
Hardness/Hit Points: 2/6 (per foot).
Base Purchase DC: 25.
Restriction: Licensed (+1).




Utility Hand (PL 6)
This otherwise ordinary-looking cybernetic hand contains multiple small tools and attachments that aid in a specific task, craft, or profession.
Benefit: A utility hand, when installed as the manipulator for a prosthetic arm, provides a +1 equipment bonus to skill checks involving a specific Craft (or other skill). If the character has two identical hands, the equipment bonus increases to +2.
Any of the following skills can be specified, but only one skill can receive a bonus from any type of utility hand.
Craft (choose one), Demolitions, Disable Device, Forgery, Repair, or Treat Injury.
Type: External.
Location: Hand
Hardness/Hit Points: 1/4 (per hand).
Base Purchase DC: 16 (per hand).
Restriction: None
 

Light Combat Frame 1

The light combat frame is a lightly armoured frame built for light combat. Many are used by police forces or as scouts in various militaries. They feature enhanced strength and mobility over civilian cyborg frames, and also stronger materials to withstand the rigors of combat. These frames come standard with a mount on the primary arm for a medium to heavy weapon, and usually one light concealed weapon in the other arm. They also have one or two internal compartments for storing various items from handcuffs to grenades. They also usually have better sensors and other systems not found on civilian models. They are also better designed for modifications for different mission profiles. Most users keep their flesh face and upper torso so they appear more human, especially those in law enforcement roles. These frames stand about 6 feet tall and have a fairly muscular build to them, for both male and females.

Light Combat Frame 1 (PL6 Cyborg Body)
Type: Living Construct
Size: Medium
Hit Points: 2D10
Speed: 30
Defense: +2
Abilities: Str 15, Dex 14, Con -
Locomotion: Paired Legs
Manipulators: Hands
Senses: Equal to a human's (can use robot sensors rules, which would be about a Class IV)
Accessories: Life support system, identity chip, subcutaneous cell phone, gyro compass, clock calendar, data link, HUD link, light subcutaneous body armour, sensory recorder, head jack, IR/UV eyes, 2 internal storage compartments, external weapon mount right arm, internal weapon mount for light (medium or smaller) weapon left arm, military/police radio system, satellite datalink, targeting HUD software, nasal filter, parabolic audio
PDC: 29
Note: The accessories included in the frame do not count in the number of cybernetic devices the recipient can have. The LCF1 has enough power to support more enhancements, including tying a laser rifle into its internal power systems, but the weapon must be made part of the cyborg's body. The frame is sturdy enough to support two large weapons mounted on the arms (one each arm), but if one is added to the left arm, the internal weapon mount must be removed. Alternatively, the external mount on the right arm can be modified to support a huge weapon, but the cyborg will need to use the other hand to help support it. It does support connections to a backpack jet pack or other utility backpack units with power hook up, these types accessories are usually only military issued or special task forces in elite law  enforcement agencies.




Combat Frame 2

The combat frame is considered the 'standard' in military cyborgs, used in most militaries and SWAT forces in some police agencies. Featuring slightly heavier armour and physical abilities over the light combat frame, it is otherwise the same. These frames come standard with a mount on the primary arm for a medium to heavy weapon, and usually one light concealed weapon in the other arm. They also have two or three internal compartments for storing various items from handcuffs to grenades. They also usually have better sensors and other systems not found on civilian models. They are also better designed for modifications for different mission profiles. Most users keep their flesh face and upper so they appear more human, especially those in law enforcement roles. These frames stand about 6 feet tall and have a fairly muscular build to them, for both male and females.

Combat Frame 2 (PL6 Cyborg Body)
Type: Living Construct
Size: Medium
Hit Points: 2D10+10
Speed: 30
Defense: +3
Abilities: Str 16, Dex 15, Con -
Locomotion: Paired Legs
Manipulators: Hands
Senses: Equal to a human's (can use robot sensors rules, which would be about a Class IV)
Accessories: Life support system, identity chip, subcutaneous cell phone, gyro compass, clock calendar, data link, HUD link, light subcutaneous body armour, sensory recorder, head jack, IR/UV eyes, 2 internal storage compartments, external weapon mount right arm, internal weapon mount for light (medium or smaller) weapon left arm, military/police radio system, satellite datalink, targeting HUD software, nasal filter, parabolic audio
PDC: 30
Note: The accessories included in the frame do not count in the number of cybernetic devices the recipient can have. The CF2 has enough power to support more enhancements, including tying a laser rifle into its internal power systems, but the weapon must be made part of the cyborg's body. The frame is sturdy enough to support two large weapons mounted on the arms (one each arm), but if one is added to the left arm, the internal weapon mount must be removed. Alternatively, the external mount on the right arm can be modified to support a huge weapon, but the cyborg will need to use the other hand to help support it. It does support connections to a backpack jet pack or other utility backpack units with power hook up, these types of accessories are usually only military issued or special task forces in elite law  enforcement agencies.




Heavy Combat Frame 3

The heavy combat frame is well armoured for heavy combat. Used for assaults and as heavy weapon specialists due to the greater strength and heavy armour they carry. These frames come standard with a mount on both arms for up to large weapons, treating them as one handed weapons with no penalties due to the stabilizers and gyros in the arms. A huge weapon can be mounted on the primary arm, with the off hand supporting it, reducing penalties for autofire. They also have one internal compartments for storing various items from handcuffs to grenades. They also usually have better sensors and other systems not found on civilian models. They are also better designed for modifications for different mission profiles. Most users keep their flesh face and upper torso so they appear more human, especially those in law enforcement roles. These frames stand about 6.5 feet tall and have a heavily muscular build to them, for both male and females. Many also have removable faceplates to protect their flesh faces. Others do away with the flesh face and go for a more robot looking head, or skull-like head.

Heavy Combat Frame 3 (PL6 Cyborg Body)
Type: Living Construct
Size: Medium
Hit Points: 4D10+10
Speed: 30
Defense: +5
Abilities: Str 18, Dex 13, Con -
Locomotion: Paired Legs
Manipulators: Hands
Senses: Equal to a human's (can use robot sensors rules, which would be about a Class IV)
Accessories: Life support system, identity chip, subcutaneous cell phone, gyro compass, clock calendar, data link, HUD link, medium subcutaneous body armour, sensory recorder, head jack, IR/UV eyes, 2 internal storage compartments, external weapon mount both arms, military/police radio system, satellite datalink, targeting HUD software, nasal filter, parabolic audio, targeting optics (+1 ranged attack)
PDC: 31

Note: The accessories included in the frame do not count in the number of cybernetic devices the recipient can have. The LCF1 has enough power to support more enhancements, including tying a laser rifle into its internal power systems, but the weapon must be made part of the cyborg's body. The frame is sturdy enough to support two large weapons mounted on the arms (one each arm), but if one is added to the left arm, the internal weapon mount must be removed. Alternatively, the external mount on the right arm can be modified to support a huge weapon, but the cyborg will need to use the other hand to help support it. It does support connections to a backpack jet pack or other utility backpack units with power hook up, these types accessories are usually only military issued or special task forces in elite law  enforcement agencies. The back can also mount huge weapon system.
Gyros and stabilizers in the arms reduce penalties for autofire by half. If the cyborg uses a weapon that normally a medium sized creature needs to remain stationary to use, the cyborg can move at half speed while suffering only a -2 penalty to attacks.
Grounded: The cyborg gains a +2 bonus to remain standing while on solid ground. This bonus is applied to trip attempts or Balance checks in cases of earthquakes or similar conditions that would knock the cyborg over. Also the cyborg isn't considered encumbered by heavy loads, treating them as medium loads, not suffering speed penalties.




Flex Cyborg Frame

The flex cyborg frame goes in a slightly different direction from normal cyborg frames. Instead of enhancing strength, the flex increases the user's ability to bend and twist. Using extensive use of flat linear truss motors and myomers, soft plastics and memory alloys, gives the flex incredible flexibility and lightweight. Although the flex isn't agile enough to tie itself in knots, it has incredible degree of movement, and thanks to the softer, more flexible plastic plating, a greater tactile sense than other cyborgs.
Another advantage is it can dislocate its own joints and squeeze through incredible narrow spaces, making the frame particularly attractive for spelunking, tunnel-crawling and maneuvering in tight spaces like ruins and amongst heavy machinery. Unfortunately, the truss motors and plastic armour aren't as strong or as tough as more conventional cyborg systems, making the flex somewhat of a weakling amongst other cyborgs. The small, narrow body frame also limits the number of additional systems that can be added to the cyborg. However, a well trained and skilled operative and be a graceful and dangerous opponent, its thin, attenuated form hard to hit and moving like a striking snake.
The flex frame can not make use of cyborg armour as it interferes with the flexibility of the frame. Most users use more fabric style armours to allow the use of the high flexibility, but even then, they might restrict it somewhat.

Flex Cyborg Frame (PL6 Cyborg Body)
Type: Living Construct
Size: Medium
Hit Points: 2D10
Speed: 40
Defense: +1
Abilities: Str 12, Dex 20, Con -
Locomotion: Paired Legs
Manipulators: Hands
Senses: Equal to a human's (can use robot sensors rules, which would be about a Class IV) plus motion detection 100 ft
Accessories: Life support system, identity chip, subcutaneous cell phone, gyro compass, clock calendar, data link, HUD link, sensory recorder, head jack, IR/UV eyes, 1 small internal storage compartment, satellite datalink, targeting HUD software, nasal filter, parabolic audio, cartilage skeletal replacement
PDC: 34
Bonuses: +2 Dexterity based skills, 10 ft reach, +8 bonus to Grapple checks and Escape Artist checks (not counting bonus to Dexterity skills), +2 Reflex saves, slam attack (1d6+2), +2 Spot and Search checks
Notes:
Omni-jointed: The flex cyborg frame is able to bend its arms and legs at any point, in virtually any direction. This means the flex can twist its arms behind it to work behind its back without any trouble at all. Grants a +2 equipment bonus to any Dexterity based skills. This also allows the cyborg to easily manipulate things around corners or in tight spaces.
Extensor Links: The flex can actually stretch its arms and legs without sacrificing strength or durability. The arms and legs can stretch up to 5 additional feet, and the torso can expand about 8 inches. This grants the flex a reach of 10 feet.
Advanced Rotator Cuffs: The spine and main body joints have been substantially rebuilt to allow incredible flexibility. The waist can turn a full 360 degrees, the neck is almost as flexible, able to turn 340 degrees. This allows the user to quickly turn to face targets in almost any direction. Grants a +2 bonus to Reflex saves.
Power Flexors: Rather than amplify strength, or reinforce the joints, this feature allows the cyborg to concentrate, gathering up tension in his link-limbs, like compressing a spring and let up with a vicious, blindingly fast kick or punch. This gives the cyborg a slam attack dealing 1d6+2 damage.
Integral Motion Detector: The flex cyborg frame's body is perforated by thousands of micro-fine pores that can detect approaching objects by the air currents they push around them. This gives the flex an intimate, tactile sense/image of their immediate environment. This bonus is negated if the cyborg wears armour that covers more than 50% of the body. Grants +2 bonus to Spot and Search checks.
The accessories included in the frame do not count in the number of cybernetic devices the recipient can have. The thin build of the flex and design of the limbs limits the type of additional cybernetic devices that can be added. No arm or leg mounted weapons can be added without seriously hampering the flexibility of the frame, but hand or foot devices can be added. Likewise, additional torso cybernetic devices are also limited.
 

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.
 


Gills (PL 7)
Mechanical gills, installed along the sides and back of the recipient’s neck, allow the cyborg to breathe underwater for a limited span of time. The gills seal shut when not in use, but tell-tale lines still remain.
Benefit: The recipient of a gill enhancement can breathe underwater for up to an hour. After an hour has elapsed, his gill implants must be flushed with air for ten minutes. Failing this, the character will begin to drown unless he can hold his breath long enough to flush his implants (see Suffocation and Drowning in Chapter Seven: Gamemastering of the d20 Modern Roleplaying Game).
Type: Internal.
Hardness/Hit Points: –/8.
Base Purchase DC: 22.
Restriction: None.

Gills can be combined with Aquatic Cybernetic package, allowing the user to survive 2 hours underwater without requiring an external air supply. 




These cybernetic arms replace the hand and most of the arm with cybernetic ones that have a basic weapon system that is retractable so as not to interfere with normal hand usage.

Light Ballistic Gun Arm
The arm and hand are replaced with cybernetic versions and contains a light ballistic gun in the arm, usually a submachine gun. The arm can look like an obvious cybernetic device or can be covered in synthetic flesh. The arm contains stabilizers and gyros to allow it to be used on full auto with one hand without suffering much muzzle climb and loss of accuracy. Early or cheaper models are deployed by specific muscle movements or a concealed button, while higher quality or newer models lets the user deploy and fire the weapon with a mental command.
To use, the use must lift their hand up so the palm faces out, which then splits open and a small barrel extends. The arm splits on either side to reveal magazine port on the inner side of the arm and cartridge ejection port on the outer arm.
Benefit: The recipient has a concealed, until deployed, ballistic weapon built into their arm, replacing hand and arm up to the elbow. Damage depends on the type of the weapon used, such as 2d6 for a 9mm submachine gun. Range is usually the same for similar type of weapon. Magazine will be same size as the equivalent weapon. Reduce automatic and burst fire penalties to attack by -1.
Type: Internal
Location: Hand and arm
Hardness/Hit Point: 2/9
Purchase DC: 7 + PDC of weapon to mount. (Res +2 to Mil +3)

Light Energy Weapon Arm
The arm and hand are replaced with cybernetic versions of an energy weapon (laser, plasma, electrical, etc). This is similar to the light ballistic gun arm, only it uses an energy weapon instead. Instead of a magazine for physical ammunition, a power pack is used, and there is no casing ejection port. Upgraded models have a built in power pack with a 25 shot magazine which recharges at a rate of 1 shot per 5 minutes of inactivity, but also allow a power pack to still be used for continued use. Weapons used are usually pistol versions or carbines so that they fit in the arm.
Models installed on full conversion or higher partial conversion cyborgs can tie into the cyborg's power source for greater or unlimited power.
Benefit: The recipient has a concealed, until deployed, replacing the hand and arm up to the elbow. Damage depends on the type of weapon. Range and damage is the same as the pistol version of the weapon. Reduce automatic and burst fire penalties to attack by -1.
Type: Internal
Location: Hand and arm
Hardness/Hit Points: 2/10
Purchase DC: 8 + PDC of weapon to mount. (Res +2 to Mil +3)

Grenade Weapon Arm
This cybernetic weapon arm has a concealed grenade launcher. Comes in either older 40mm or mini grenade size. The 40mm size has only a magazine of 3 internal in a metal storm style tube, while the mini grenade version has a magazine of 7 mini grenades. Firing the grenade is similar to the other weapon arms, only the whole palm opens up. To reload, the upper part of the arm pops up more on an angle to reveal the breach to slide new grenades. Takes a move action or reload a single grenade, while a speed loader allows all to be reloaded in a full round.
Benefit: A 40mm or mini grenade launcher is installed in the recipient's cybernetic arm. Damage varies by grenade type.
Type: Internal
Location: Hand and arm
Hardness/Hit Points: 2/9
Purchase DC: 26 (Mil +3)




Buoyancy Bladders (PL 5)
Most heavy cyborgs are just that- heavy. Swimming becomes a life-threatening hazard; some cyborgs can drown in only a few feet of water because their weapons and built in armor become deadly anchors. Small round equipment pods built into the cyborg’s back or abdomen open to release inflatable air bladders when the cyborg hits water. These inflatable bladders retract back into the storage pods when not in use.
Benefit: The cyborg receives a +10 equipment bonus to Swim checks.
Type: External
Hardness/Hit Points: -/1
Base Purchase DC: 12
Restriction: None.




Cartilage Skeletal Replacement (PL 7)
A year long series of agonizing operations replaces 85% of the cyborg’s bone structure with shark-cartilage analogues. The cyborg’s incredibly flexible skeleton can be contorted
in impossible ways, and dramatically improves the cyborg’s agility.
Benefit: The cyborg receives a +2 bonus to Dexterity and a +8 bonus to Grapple checks and Escape Artist checks due to the extremes that character can deform their body. The
cyborg’s flexible skeleton increases their natural reach by 5 ft. In addition, the cyborg can use the Escape Artist skill to squeeze through any tight space that is large enough for
their skull to pass through; an opening has to be smaller than 1 ft x 1 ft to prevent a humanoid cyborg with this enhancement from passing through it.
Drawback: The cyborg is physically debilitated by the invasive surgery, and suffers a –2 penalty on Strength and Constitution.
Type: Internal
Hardness/Hit Points: -/- This implant ceases to function when the cyborg is killed.
Base Purchase DC: 32
Restriction: Military (+3)




G-Force Stabilizer (PL 6)
One way valves are installed in the cyborg’s major arteries, and miles of artificial vascular tissue are implanted. In conjunction with lung and central nervous system modification,
the cyborg can now withstand extreme g-forces that would kill an ordinary pilot.
Benefit: The cyborg can withstand incredible g-stress, allowing her to remain conscious during maneuvers that would knock out or kill ordinary pilots. As a result, the cyborg receives a +8 equipment bonus to all Pilot checks. The cyborg receives a +4 equipment bonus on all FORT saves made to resist high-gravity environments.
Type: Internal
Hardness/Hit Points: -/- This implant ceases to function when the cyborg is killed.
Base Purchase DC: 28
Restriction: Restricted (+2)
 

Kevlar Replacement Muscle Groups (PL 7)
Many of the cyborg’s most vital muscle groups are replaced with elastic Kevlar fiber, which allows the muscles to flex and contract to a greater than normal degree. This modification vastly increases the cyborg’s strength and speed.
Benefit: The cyborg receives a +4 bonus to Strength and has his or her base speed increased by 10 ft. The cyborg receives a +2 equipment bonus on Balance, Climb, and
Jump checks due to their incredible flexibility and strength.
Type: Internal
Hardness/Hit Points: -/- This implant ceases to function when the cyborg is killed.
Base Purchase DC: 34




Lactic Acid Scrubbers (PL 6)
Nano-factories located in every major muscle group and at the junction of major arteries help the cyborg process lactic acid, a fatigue toxin produced by normal muscle activity.
The cyborg fatigues less often, and can push her body past human limits with ease.
Benefit: The cyborg gains a +2 inherent bonus to Strength. Also, the cyborg gains the Endurance feat simply because her muscles operate with peak efficiency.
Type: Internal
Hardness/Hit Points: -/- This implant ceases to function when the cyborg is killed.
Base Purchase DC: 28
Restriction: Restricted (+2)




Redundant Organs (PL 7 or PL 8 for Type III Redundant Organs)
Artificial organs are disbursed throughout the cyborg’s body, meaning that the cyborg suffers a reduced chance of death when one of his vital organs is damaged or destroyed. Redundant organs are usually smaller, more efficient and durable than typical medical prosthesis; some cyborgs have dozens of miniaturized hearts running the
length of their bodies, for example.
Benefit: The cyborg gains immunity to some or all critical hits. Type I redundant organs give the cyborg light fortification-immunity to 25% of all critical hits. Type II organs
give the cyborg heavy fortification- immunity to 50% of all critical hits. Type III organs grant the cyborg immunity to critical hits.
Type: Internal
Hardness/Hit Points: -/5
Base Purchase DC: Type I 24; Type II 28; Type III 35
Restriction: Type I Licensed (+1), Type II and Type III Military (+3)




Retractable Fins (PL 6)
Upon the cyborg’s mental command, long thin polymer sheets extend from between her fingers, from between her toes, and from her abdomen, dramatically increasing her underwater speed and agility. Some cyborgs favor organic look translucent fins, while others favor brilliantly colored, highly decorative fins.
Benefit: The cyborg gains a Swim speed of 30 ft. The cyborg can use the charge action when swimming provided she swims in a straight line. The cyborgs fins and flippers can grow or retract as a standard action.
Type: Internal
Hardness/Hit Points: -/1
Base Purchase DC: 16
Restriction: None




Vixen Pheromone Emitter (PL 6)
Concealed spray emitters (usually disguised as small warts or skin imperfections) in the armpits, inner thighs, the palms of the hands, and around the genitals emit a powerful, psychoactive chemical spray that makes the cyborg more desirable and appealing.
Benefit: The cyborg receives a +4 equipment bonus on Bluff, Diplomacy and Gather Information checks made against anyone who would normally be sexually attracted to the cyborg. This bonus is increased to +6 if the cyborg makes skin to skin contact with the subject; this additional bonus lasts for 2 hours after the exposure ends. This effect is useless against anyone wearing a gas mask or CBR gear.
Drawback: Anyone using the Track feat to track the cyborg by scent receives a +4 circumstance bonus to do so, due to the cyborg’s powerful and distinct odor.
Type: Internal
Hardness/Hit Points: -/- This implant ceases to function when the cyborg is killed.
Base Purchase DC: 25
Restriction: Restricted (+2)




Optic Flares (PL 7)
Powerful nanofilament lights are built directly into the lenses of the cyborg eyes. These tiny spotlights can project illumination more intense than most commercial floods.
Benefit: The cyborg can project a blinding radiance from his eyes that is so bright anyone looking directly into the cyborg’s eyes must make a FORT save (DC 18) or be
dazzled for 1d6 rounds. The cyborg can project this intense light for up to 10 rounds before her eyes enter a 1 minute ‘cool down period’, while projecting this intense light, the
cyborg suffers a –8 penalty on Spot checks. The cyborg’s eyes project light equal to a battery flood, which is a beam of intense light 100 ft long and 50 ft across.
Type: Internal
Hardness/Hit Points: -/1
Base Purchase DC: 14
Restriction: None
 

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