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<blockquote data-quote="kronos182" data-source="post: 6867613" data-attributes="member: 6668634"><p>Gills (PL 7)</p><p>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.</p><p>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).</p><p>Type: Internal.</p><p>Hardness/Hit Points: –/8.</p><p>Base Purchase DC: 22.</p><p>Restriction: None.</p><p></p><p>Gills can be combined with Aquatic Cybernetic package, allowing the user to survive 2 hours underwater without requiring an external air supply. </p><p></p><p>[HR][/HR]</p><p></p><p>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. </p><p></p><p>Light Ballistic Gun Arm</p><p>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.</p><p>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. </p><p>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.</p><p>Type: Internal</p><p>Location: Hand and arm</p><p>Hardness/Hit Point: 2/9</p><p>Purchase DC: 7 + PDC of weapon to mount. (Res +2 to Mil +3)</p><p></p><p>Light Energy Weapon Arm</p><p>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.</p><p>Models installed on full conversion or higher partial conversion cyborgs can tie into the cyborg's power source for greater or unlimited power.</p><p>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.</p><p>Type: Internal</p><p>Location: Hand and arm</p><p>Hardness/Hit Points: 2/10</p><p>Purchase DC: 8 + PDC of weapon to mount. (Res +2 to Mil +3)</p><p></p><p>Grenade Weapon Arm</p><p>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.</p><p>Benefit: A 40mm or mini grenade launcher is installed in the recipient's cybernetic arm. Damage varies by grenade type.</p><p>Type: Internal</p><p>Location: Hand and arm</p><p>Hardness/Hit Points: 2/9</p><p>Purchase DC: 26 (Mil +3)</p><p></p><p>[HR][/HR]</p><p></p><p>Buoyancy Bladders (PL 5)</p><p>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.</p><p>Benefit: The cyborg receives a +10 equipment bonus to Swim checks.</p><p>Type: External</p><p>Hardness/Hit Points: -/1</p><p>Base Purchase DC: 12</p><p>Restriction: None.</p><p></p><p>[HR][/HR]</p><p></p><p>Cartilage Skeletal Replacement (PL 7)</p><p>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</p><p>in impossible ways, and dramatically improves the cyborg’s agility.</p><p>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</p><p>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</p><p>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.</p><p>Drawback: The cyborg is physically debilitated by the invasive surgery, and suffers a –2 penalty on Strength and Constitution.</p><p>Type: Internal</p><p>Hardness/Hit Points: -/- This implant ceases to function when the cyborg is killed.</p><p>Base Purchase DC: 32</p><p>Restriction: Military (+3)</p><p></p><p>[HR][/HR]</p><p></p><p>G-Force Stabilizer (PL 6)</p><p>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,</p><p>the cyborg can now withstand extreme g-forces that would kill an ordinary pilot.</p><p>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.</p><p>Type: Internal</p><p>Hardness/Hit Points: -/- This implant ceases to function when the cyborg is killed.</p><p>Base Purchase DC: 28</p><p>Restriction: Restricted (+2)</p></blockquote><p></p>
[QUOTE="kronos182, post: 6867613, member: 6668634"] 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. [HR][/HR] 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) [HR][/HR] 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. [HR][/HR] 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) [HR][/HR] 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) [/QUOTE]
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