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<blockquote data-quote="kronos182" data-source="post: 6857187" data-attributes="member: 6668634"><p>Finger Camera</p><p></p><p>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.</p><p>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. </p><p>Type: Internal/External (finger replacement)</p><p>Hardness/Hit Points: -/5</p><p>Base Purchase DC: 14</p><p>Restriction: None </p><p></p><p>[HR][/HR]</p><p></p><p>Full Conversion Frames</p><p></p><p>A full conversion cyborg frame is similar to a robot chassis. As such they can use some robotic devices. </p><p> • 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. </p><p> • 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.</p><p> • All cyborg frames are subject to critical hits unless otherwise noted. </p><p> • 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. </p><p> • 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.</p><p> • 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.</p><p> • 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.</p><p> • Rejuvenation Cycle: Use the same rules as Robots as Heroes in d20 Future.</p><p></p><p></p><p>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. </p><p></p><p></p><p>Civ 1 Frame</p><p></p><p>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. </p><p></p><p>Civ 1 Frame (PL 6)</p><p>Type: Living Construct</p><p>Size: Medium</p><p>Hit Points: 1D10</p><p>Speed: 30</p><p>Defense: +0</p><p>Abilities: Str 11, Dex 10, Con -</p><p>Locomotion: Paired Legs</p><p>Manipulators: Hands</p><p>Senses: Equal to a human's (can use robot sensors rules, which would be about a Class IV)</p><p>Accessories: Life support system, identity chip, subcutaneous cell phone, gyro compass, clock calendar, data link, HUD link, head jack</p><p>PDC: 25</p><p>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.</p><p></p><p>[HR][/HR]</p><p></p><p>Medical Hand (PL6)</p><p>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.</p><p>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.</p><p>Type: Internal/External</p><p>Location: Hand</p><p>Hardness/Hit Points: 2/6</p><p>Base Purchase DC: 25</p><p>Restriction: None</p><p>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</p><p></p><p>[HR][/HR]</p><p></p><p>IR/UV Optics (PL6)</p><p></p><p>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.</p><p>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.</p><p>Type: Internal</p><p>Location: One Head (eyes)</p><p>Hardness/Hit Points: -/2</p><p>Base Purchase DC: 17</p><p>Restriction: None</p></blockquote><p></p>
[QUOTE="kronos182, post: 6857187, member: 6668634"] 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 [HR][/HR] 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. [HR][/HR] 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 [HR][/HR] 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 [/QUOTE]
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