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<blockquote data-quote="kronos182" data-source="post: 6857219" data-attributes="member: 6668634"><p>Eye Spy (PL 7)</p><p>The eye spy is a removable optical implant that can be used as a remote camera.</p><p>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.</p><p>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.</p><p>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.</p><p>Type: Internal.</p><p>Location: Eye (only 1)</p><p>Hardness/Hit Points: –/2.</p><p>Base Purchase DC: 26.</p><p>Restriction: Licensed (+1).</p><p>Note: Can be combined with other cybernetic eye devices, especially optic plexus.</p><p></p><p>[HR][/HR]</p><p></p><p>Olfactory Augmentation (PL 6)</p><p>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.</p><p>Benefit: A character with olfactory augmentation gains the Scent ability.</p><p>Type: Internal.</p><p>Location: Head (nose)</p><p>Hardness/Hit Points: –/2.</p><p>Base Purchase DC: 16.</p><p>Restriction: None.</p><p></p><p>[HR][/HR]</p><p></p><p>Optic Plexus (PL 7)</p><p>The optic plexus, which consists of two advanced cyberoptic implants, allows multiple optical implants to function together as a single cybernetic attachment.</p><p>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.</p><p>Type: Internal.</p><p>Location: Head (2 eyes)</p><p>Hardness/Hit Points: –/4 (per eye).</p><p>Base Purchase DC: 22 (does not include optical enhancements).</p><p>Restriction: None.</p><p></p><p>[HR][/HR]</p><p></p><p>Opposition Vulnerability Processor (PL 8)</p><p>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.</p><p>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.</p><p>The Purchase DC to modify a ranged weapon with a FAM-compatible link is equal to the weapon’s Purchase DC –4.</p><p>Type: External.</p><p>Location: Head </p><p>Hardness/Hit Points: –/4.</p><p>Base Purchase DC: 28.</p><p>Restriction: Military (+3).</p><p></p><p>[HR][/HR]</p><p></p><p>Pedexterous Feet (PL 6)</p><p>The pedexterous feet module consists of two broad, mechanical hands, which are much like the feet of a primate.</p><p>This enhancement replaces the recipient’s feet. It can be attached to either cybernetic prosthetics, or can instead be used to replace organic feet.</p><p>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.</p><p>Type: External.</p><p>Location: Feet (2, 1 per foot)</p><p>Hardness/Hit Points: 2/4 (per foot).</p><p>Base Purchase DC: 16.</p><p>Restriction: None</p><p></p><p>[HR][/HR]</p><p></p><p>Sensory Boost (PL 7)</p><p>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.</p><p>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.</p><p>Type: Internal.</p><p>Location: 1 head</p><p>Hardness/Hit Points: –/4.</p><p>Base Purchase DC: 28.</p><p>Restriction: None</p><p></p><p>[HR][/HR]</p><p></p><p>Sleep Regulator Implant (PL 7)</p><p>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.</p><p>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.</p><p>Type: Internal.</p><p>Location: 1 head</p><p>Hardness/Hit Points: –/2.</p><p>Base Purchase DC: 18.</p><p>Restriction: None.</p><p></p><p>[HR][/HR]</p><p></p><p>Stealth Foot Module (PL 7)</p><p>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.</p><p>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.</p><p>Type: External.</p><p>Location: 2, 1 per foot </p><p>Hardness/Hit Points: 2/6 (per foot).</p><p>Base Purchase DC: 25.</p><p>Restriction: Licensed (+1).</p><p></p><p>[HR][/HR]</p><p></p><p>Utility Hand (PL 6)</p><p>This otherwise ordinary-looking cybernetic hand contains multiple small tools and attachments that aid in a specific task, craft, or profession.</p><p>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.</p><p>Any of the following skills can be specified, but only one skill can receive a bonus from any type of utility hand.</p><p>Craft (choose one), Demolitions, Disable Device, Forgery, Repair, or Treat Injury.</p><p>Type: External.</p><p>Location: Hand</p><p>Hardness/Hit Points: 1/4 (per hand).</p><p>Base Purchase DC: 16 (per hand).</p><p>Restriction: None</p></blockquote><p></p>
[QUOTE="kronos182, post: 6857219, member: 6668634"] 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. [HR][/HR] 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. [HR][/HR] 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. [HR][/HR] 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). [HR][/HR] 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 [HR][/HR] 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 [HR][/HR] 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. [HR][/HR] 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). [HR][/HR] 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 [/QUOTE]
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