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<blockquote data-quote="kronos182" data-source="post: 6876534" data-attributes="member: 6668634"><p>Muscular Task Coordinator (PL 7)</p><p>A series of computer systems linked to an AI with animal level intellect runs the length of the cyborg’s spine. During combat, these computers take full control of the cyborg’s</p><p>musculature, allowing the ‘borg to react to the changing condition of the battlefield with incredible speed and ferocity.</p><p>Benefit: The cyborg acts as if hasted when engaged in combat. This ability activates automatically on the cyborg’s initiative count during the first round of the battle. The</p><p>cyborg receives a +1 bonus on attack rolls and a +1 dodge bonus to Defense, and increases the cyborg’s base land speed by 30 ft. When making a full attack action, the</p><p>cyborg makes one extra attack at his full base attack bonus. Once combat ends, regardless of how long the battle lasts, the cyborg is fatigued for a number of hours equal to the number of rounds the combat lasted; this implant will not activate again until the recovery period ends. A more advanced version of this implant also stores data</p><p>on the combat style of the cyborg’s opponents. Once the cyborg battles an opponent, he receives an additional +1 dodge bonus to Defense (total +2 bonus) against that</p><p>adversary due to the fact the cyborg’s combat computer can more easily predict that foe’s tactics. This additional dodge bonus is always active when facing a familiar opponent, even during the haste effect’s recovery period.</p><p>Type: Internal</p><p>Hardness/Hit Points: -/10</p><p>Base Purchase DC: 34 / 38 (advanced memory model)</p><p>Restriction: Military (+3)</p><p></p><p>[HR][/HR]</p><p></p><p>Nano-Acidic Secretions (PL 7)</p><p>The same fluids that sustain the cyborg’s life are lethal, highly acidic toxins. The same artificial white-cells that keep the cyborg healthy are deadly poisons then introduced</p><p>into an enemy’s body.</p><p>Benefit: All of the cyborg’s bodily fluids, including their saliva are lethal. The cyborg’s saliva is a potent acid, which does 1d6 points of damage per round of contact</p><p>and persists for 1d4 rounds. The cyborg can spit at a target by making a ranged touch attack with a 10 ft range. The cyborg’s other bodily fluids (blood, semen, urine, etc) are deadly toxins. These poisons are Ingestion based, and have a FORT save DC of 18. Initial and secondary damage is 1d6 points of Constitution.</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: Military (+3)</p><p></p><p>[HR][/HR]</p><p></p><p>Ophidian Style Jaw Array (PL 7)</p><p>The cyborg’s upper and lower jaw are replaced with metal and plastic analogue, and the tendons connecting the mandibles are replaced with Kevlar and synthetic silk</p><p>synthetics, allowing the jaw to exert incredible amounts of pressure. The cyborg can painlessly dislocate the jaw, enabling the cyborg to chew and swallow an object as large</p><p>as a grapefruit as a standard attack action.</p><p>Benefit: The cyborg gains a natural bite attack which inflicts 1d6 points of damage. If the cyborg already has a natural bite attack, this increased damage stacks with</p><p>existing damage. The cyborg can make a bite as a primary attack or as a secondary attack with a –5 penalty if fighting with the full attack action.</p><p>Type: Internal</p><p>Hardness/Hit Points: -/3</p><p>Base Purchase DC: 23</p><p>Restriction: Restricted (+2)</p><p></p><p>[HR][/HR]</p><p></p><p>Silvertongue Subvocalizer (PL 7)</p><p>Machine colonies are implanted among the cyborg’s vocal cords, increasing the cyborg’s vocal range and allowing the cyborg to emit simple subliminal commands layered</p><p>‘under’ their normal speaking voice.</p><p>Benefit: When the implant is activated it emits a subliminal command that affects anyone who can hear the cyborg’s voice. Upon hearing the subliminal command the subject</p><p>must make a Will Save (DC 10+ the cyborg’s Charisma modifier) or become post-hypnotically programmed. A programmed subject will attempt to carry out the command</p><p>to the best of his or her ability the next time an opportunity to do so occurs. Once the command is triggered, the affected subject will attempt to carry out the command for</p><p>1d4 rounds. Subjects must make a Will save every hour they engage in conversation with the cyborg, and there is no limit to the number of times a subject can fall victim to</p><p>the same command. </p><p>Commands are limited to short 3-5 word sentences that can be carried out quickly. Example commands might include: “Shoot your wife”, “Bring me the cell keys”, “Turn off the</p><p>cameras”. Commands that dramatically conflict with the subject’s alignment or affiliations grant the subject a +4 bonus on the Will save to resist. All those who hear the</p><p>cyborg’s voice hear and possibly obey the same command. The cyborg’s pre-programmed command can be changed at any time as a full round action.</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: Military (+3)</p><p></p><p>[HR][/HR]</p><p></p><p>Tongue Whip (pl 7)</p><p>The cyborg’s human tongue is removed and replaced with an artificial, shape memory substitute. The cyborg appendage can stretch incredible distances, move with</p><p>agility rivaling that of a human hand, and possesses a razor-sharp cutting edge.</p><p>Benefit: The cyborg’s tongue becomes a 10 ft reach weapon. This weapon inflicts 1d6 points of slashing damage, and threatens a critical hit on a natural 20. Attacks made with the tongue whip are considered to be off-hand attacks. The tongue whip grants the user a +4 circumstance bonus on trip and disarm attempts; however the cyborg</p><p>cannot drop the weapon to prevent himself from being tripped in turn on a failed attempt. The tongue whip can be used as a prehensile limb to pick up objects or perform</p><p>skills.</p><p>Drawback: The cyborg completely loses his sense of taste.</p><p>Type: Internal</p><p>Hardness/Hit Points: -/6</p><p>Base Purchase DC: 25</p><p>Restriction: Restricted (+2)</p><p></p><p>[HR][/HR]</p><p></p><p>Auto-Grapplers (PL 7)</p><p>Cable-like whips are implanted in the recipient’s back and arms where they remain retracted until activated. Once engaged, the whips snake out, attempting to latch onto whatever the recipient is holding onto.</p><p>Benefit: As a free action, at any point during a grapple check, the recipient may activate this cybernetic enhancement. The cable-like whips grant the recipient a +6 equipment bonus to grapple checks. The whips remain extended until they miss their target (the recipient loses the grapple check), whatever they are holding is released by the recipient’s hands, or the recipient orders them to retract (also a free action).</p><p>Type: Internal.</p><p>Hardness/Hit Points: 3/10.</p><p>Base Purchase DC: 32.</p><p>Restriction: Military (+3).</p><p></p><p>[HR][/HR]</p><p></p><p>Balance Enhancer (PL 6)</p><p>Balance enhancers modifies the inner ear's balance mechanism to provide an unparalleled sense of stability.</p><p>Benefit: Grants the user a constant +4 equipment bonus to Balance checks</p><p>Type: Internal</p><p>Location: 1 ear</p><p>Hardness/Hit Points: -/1</p><p>Base Purchase DC: 24</p><p>Restriction: None</p></blockquote><p></p>
[QUOTE="kronos182, post: 6876534, member: 6668634"] Muscular Task Coordinator (PL 7) A series of computer systems linked to an AI with animal level intellect runs the length of the cyborg’s spine. During combat, these computers take full control of the cyborg’s musculature, allowing the ‘borg to react to the changing condition of the battlefield with incredible speed and ferocity. Benefit: The cyborg acts as if hasted when engaged in combat. This ability activates automatically on the cyborg’s initiative count during the first round of the battle. The cyborg receives a +1 bonus on attack rolls and a +1 dodge bonus to Defense, and increases the cyborg’s base land speed by 30 ft. When making a full attack action, the cyborg makes one extra attack at his full base attack bonus. Once combat ends, regardless of how long the battle lasts, the cyborg is fatigued for a number of hours equal to the number of rounds the combat lasted; this implant will not activate again until the recovery period ends. A more advanced version of this implant also stores data on the combat style of the cyborg’s opponents. Once the cyborg battles an opponent, he receives an additional +1 dodge bonus to Defense (total +2 bonus) against that adversary due to the fact the cyborg’s combat computer can more easily predict that foe’s tactics. This additional dodge bonus is always active when facing a familiar opponent, even during the haste effect’s recovery period. Type: Internal Hardness/Hit Points: -/10 Base Purchase DC: 34 / 38 (advanced memory model) Restriction: Military (+3) [HR][/HR] Nano-Acidic Secretions (PL 7) The same fluids that sustain the cyborg’s life are lethal, highly acidic toxins. The same artificial white-cells that keep the cyborg healthy are deadly poisons then introduced into an enemy’s body. Benefit: All of the cyborg’s bodily fluids, including their saliva are lethal. The cyborg’s saliva is a potent acid, which does 1d6 points of damage per round of contact and persists for 1d4 rounds. The cyborg can spit at a target by making a ranged touch attack with a 10 ft range. The cyborg’s other bodily fluids (blood, semen, urine, etc) are deadly toxins. These poisons are Ingestion based, and have a FORT save DC of 18. Initial and secondary damage is 1d6 points of Constitution. Type: Internal Hardness/Hit Points: -/- This implant ceases to function when the cyborg is killed. Base Purchase DC: 28 Restriction: Military (+3) [HR][/HR] Ophidian Style Jaw Array (PL 7) The cyborg’s upper and lower jaw are replaced with metal and plastic analogue, and the tendons connecting the mandibles are replaced with Kevlar and synthetic silk synthetics, allowing the jaw to exert incredible amounts of pressure. The cyborg can painlessly dislocate the jaw, enabling the cyborg to chew and swallow an object as large as a grapefruit as a standard attack action. Benefit: The cyborg gains a natural bite attack which inflicts 1d6 points of damage. If the cyborg already has a natural bite attack, this increased damage stacks with existing damage. The cyborg can make a bite as a primary attack or as a secondary attack with a –5 penalty if fighting with the full attack action. Type: Internal Hardness/Hit Points: -/3 Base Purchase DC: 23 Restriction: Restricted (+2) [HR][/HR] Silvertongue Subvocalizer (PL 7) Machine colonies are implanted among the cyborg’s vocal cords, increasing the cyborg’s vocal range and allowing the cyborg to emit simple subliminal commands layered ‘under’ their normal speaking voice. Benefit: When the implant is activated it emits a subliminal command that affects anyone who can hear the cyborg’s voice. Upon hearing the subliminal command the subject must make a Will Save (DC 10+ the cyborg’s Charisma modifier) or become post-hypnotically programmed. A programmed subject will attempt to carry out the command to the best of his or her ability the next time an opportunity to do so occurs. Once the command is triggered, the affected subject will attempt to carry out the command for 1d4 rounds. Subjects must make a Will save every hour they engage in conversation with the cyborg, and there is no limit to the number of times a subject can fall victim to the same command. Commands are limited to short 3-5 word sentences that can be carried out quickly. Example commands might include: “Shoot your wife”, “Bring me the cell keys”, “Turn off the cameras”. Commands that dramatically conflict with the subject’s alignment or affiliations grant the subject a +4 bonus on the Will save to resist. All those who hear the cyborg’s voice hear and possibly obey the same command. The cyborg’s pre-programmed command can be changed at any time as a full round action. Type: Internal Hardness/Hit Points: -/- This implant ceases to function when the cyborg is killed. Base Purchase DC: 28 Restriction: Military (+3) [HR][/HR] Tongue Whip (pl 7) The cyborg’s human tongue is removed and replaced with an artificial, shape memory substitute. The cyborg appendage can stretch incredible distances, move with agility rivaling that of a human hand, and possesses a razor-sharp cutting edge. Benefit: The cyborg’s tongue becomes a 10 ft reach weapon. This weapon inflicts 1d6 points of slashing damage, and threatens a critical hit on a natural 20. Attacks made with the tongue whip are considered to be off-hand attacks. The tongue whip grants the user a +4 circumstance bonus on trip and disarm attempts; however the cyborg cannot drop the weapon to prevent himself from being tripped in turn on a failed attempt. The tongue whip can be used as a prehensile limb to pick up objects or perform skills. Drawback: The cyborg completely loses his sense of taste. Type: Internal Hardness/Hit Points: -/6 Base Purchase DC: 25 Restriction: Restricted (+2) [HR][/HR] Auto-Grapplers (PL 7) Cable-like whips are implanted in the recipient’s back and arms where they remain retracted until activated. Once engaged, the whips snake out, attempting to latch onto whatever the recipient is holding onto. Benefit: As a free action, at any point during a grapple check, the recipient may activate this cybernetic enhancement. The cable-like whips grant the recipient a +6 equipment bonus to grapple checks. The whips remain extended until they miss their target (the recipient loses the grapple check), whatever they are holding is released by the recipient’s hands, or the recipient orders them to retract (also a free action). Type: Internal. Hardness/Hit Points: 3/10. Base Purchase DC: 32. Restriction: Military (+3). [HR][/HR] Balance Enhancer (PL 6) Balance enhancers modifies the inner ear's balance mechanism to provide an unparalleled sense of stability. Benefit: Grants the user a constant +4 equipment bonus to Balance checks Type: Internal Location: 1 ear Hardness/Hit Points: -/1 Base Purchase DC: 24 Restriction: None [/QUOTE]
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