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<blockquote data-quote="kronos182" data-source="post: 6876541" data-attributes="member: 6668634"><p>Chloroskin (PL 7)</p><p>Popular in areas of the world plagued by food shortages, or colonies, chloroskin enables the recipient to photosynthesize hydrocarbons, using them to cover part of his daily dietary needs. Its only drawback is the strange skin coloration.</p><p>Benefit: Provides the recipient with 25% of their daily food requirements, provided they bathed in sunlight for at least 6 hours.</p><p>Drawback: Person's skin takes on greenish tint.</p><p>Type: External</p><p>Location: 1 body</p><p>Hardness/Hit Points: 1/5</p><p>Base Purchase DC: 25</p><p>Restriction: None</p><p></p><p>[HR][/HR]</p><p></p><p>Coagulant Factory</p><p>This small implant produces improved blood coagulant factors which speed up the closure of wounds, boosting natural healing and possibly saving the recipient's life by quickly halting internal bleeding.</p><p>Benefit: Increases the recipient's natural healing rate by 4 hit points. For example, a 2nd level character will recover 6 hit points per evening of rest instead of only 2. Also provides a +3 bonus to Fortitude saves made to become stable while dying and saves against Massive Damage checks</p><p>Type: Internal</p><p>Location: 1 body</p><p>Hardness/Hit Points: -/1</p><p>Base Purchase DC: 21</p><p>Restriction: None</p><p></p><p>[HR][/HR]</p><p></p><p>Spring Motion (PL 6)</p><p>This cybernetic device rewires the legs' tendons so as to provide greater force. It dramatically increases the jumping capability, and trained users can better absorb the impact of a fall.</p><p>Benefit: Provides a +10 bonus to Jump checks, and +5 bonus to Tumble checks made to reduce damage from a fall. Also, when standing still, the character is considered to have moved 20 feet in terms of penalty to the Jump check (-6, instead of -18 (-6 per 10 feet below 30 feet)).</p><p>Type: Internal</p><p>Location: 2, 1 each leg</p><p>Hardness/Hit Points: -/2</p><p>Base Purchase DC: 22</p><p>Restriction: None</p><p></p><p>[HR][/HR]</p><p></p><p>Skill Chips</p><p>Skill chips are paper thin plastic circle about an inch around with circuitry throughout it. The chip is placed inside a chip dock which is implanted in the user's head. Multiple chips can be placed in the dock but only Intelligence Modifier plus 1 chips can be active at a time. Each skill chip contains information on a different skill, or feat, to allow the user to make use of that skill or feat even if not trained in it. However, the user can not learn beyond what the chip contains, unless the chip is removed and they learn the skill on their own. If they know the skill past what a chip contains, the chip overrides their own knowledge while in use. </p><p>Chips only contain 4 ranks of any given skill, with an average PDC of 17 each. Feat chips can only use feats that have no prerequisites or only 1 prerequisite, which the user needs to meet. They can use other chips to meet the prerequisites. A chip dock has a PDC of 23, and can hold a total of 8 chips. Installing or removing a chip is a move-equivalent action.</p><p>Benefit: Use of skill chips</p><p>Type: Internal</p><p>Location: Head</p><p>Hardness/Hit Points: -/1</p><p>Base Purchase DC: 23 for dock, varies by skill chip</p><p>Restriction: None</p><p></p><p>Examples</p><p>Repair 4 ranks skill chip PDC 16</p><p>Craft (Electronic) 4 ranks chip PDC 17</p><p>Personal Firearms Proficiency chip PDC 18 (Lic +1)</p><p>Knowledge (Chemistry) 4 ranks PDC 17</p><p>Pilot (Helicopter) 4 ranks PDC 18 (Lic +1)</p><p>[HR][/HR]</p><p></p><p>Magnetic Wings (Late PL6 / PL7)</p><p>These cutting edge cybernetic wings are a series of extending vanes bearing numerous electromagnetic vectored generators. Quite impressive looking when deployed, they fold against the back of the user like an oversized backpack when not in use. These vane vaguely resemble black panelled metal wings with gaps between the struts and angling thrusters at every major apex. </p><p>The flight granted by magnetic wings is very impressive, allowing a user to move at a rate of 150 feet per round (no run or faster thrust is possible) with the capacity to hover and power drive (for +4 to attack rolls and double damage on a charge attack). </p><p>Benefit: Fly speed of 150 feet, poor maneuverability. Only works on a planet with a magnetic field (which is virtually all planets).</p><p>Type: External</p><p>Location: Back (2 torso)</p><p>Hardness/Hit Points: 3/ 10</p><p>Base Purchase DC: 24</p><p>Restriction: Lic (+1)</p><p></p><p>[HR][/HR]</p><p></p><p>Flesh Stripper</p><p>This cybernetic device contains a large contingent of nanites. Many consider this device quite gruesome, but to someone who doesn't have access to a lot of medical facilities out in the field, it comes in handy. The primary device is implanted in the torso, with an access port built into the hand. By placing the hand with the access port on a corpse, the nanites are released and begin stripping the body and carrying the flesh back to the user as raw organic material, which other nanites still in the body use to heal the user. Once used on a body, the corpse shrivels and decomposes rapidly, leaving mostly a bare skeleton. Many governments and societies ban this cybernetic device as it defiles the dead to heal the living, but some mercenaries use them to help keep themselves alive in battles. After killing an opponent, strip them of all useful material, including their flesh.</p><p>Benefit: Uses nanites to strip a dead body with at least 50% of the flesh still on it, to heal the user of 1d6+6 hit points. Takes a full round that provokes an attack of opportunity. Usable 4 times a day.</p><p>Type: Internal</p><p>Location: Torso</p><p>Hardness/Hit Points: -/3</p><p>Base Purchase DC: 22</p><p>Restriction: Res (+2), considered illegal in many areas (+4)</p><p></p><p>[HR][/HR]</p><p></p><p>Data Reader (PL6)</p><p>The data reader is an implant in the hand, usually in the index and middle fingers of one hand, which is tied to a HUD implant or an implanted or external data storage device. The user places the two fingers on any electronic device that uses magnetic and/or electronic means to store data, such as floppy discs, hard drives, RAM or ROM chips, memory cards or jump drives, and even magnetic strips and tapes, and the implants allows the user to read the data stored on them on any HUD implant and/or internal/external data storage device. The device does not allow reading of optical storage devices such as CDs, DVDs, Blu-Ray or similar data storage devices that use light, lasers and other optic style recording methods. Although this device does not allow the user to alter the data, it allows the user to see and/or copy the data covertly, making it a favourite amongst corporate espionage agents and other spies.</p><p>Benefit: Allows the user to access any electronic and magnetic, but not optical, data storage devices. Requires some other means to actually see or store the data, and does not allow the user to alter the data in any way. Takes about 1d6 rounds to download up to 5 gigabytes of data +1 round for every 2 gigabytes afterwards.</p><p>Type: Internal</p><p>Location: Hand</p><p>Hardness/Hit Points: 0 / 1</p><p>Base Purchase DC: 25</p><p>Restriction: Res (+2)</p><p></p><p>Data Reader Mk2 (PL 7)</p><p>The upgraded version of the original data reader, which allows it to read optical data devices with a small, but powerful optical reader built into the fingers. The user only has to hold their index and middle finger above the data surface about an inch for the scanner to read it. The mk2 contains all the features of the original version for other storage types as well. The Mk2 still does not store or display any of the data read, requiring a storage or display device, and does not alter any of the data, only reads and copies data.</p><p>Benefit: Allows the user to access any electronic and magnetic, and optical, data storage devices. Requires some other means to actually see or store the data, and does not allow the user to alter the data in any way. Takes about 1d4 rounds to download up to 6 gigabytes of data +1 round for every 2 gigbytes afterwards.</p><p>Type: Internal</p><p>Location: Hand</p><p>Hardness/Hit Points: 0 / 1</p><p>Base Purchase DC: 26</p><p>Restriction: Res (+2)</p></blockquote><p></p>
[QUOTE="kronos182, post: 6876541, member: 6668634"] Chloroskin (PL 7) Popular in areas of the world plagued by food shortages, or colonies, chloroskin enables the recipient to photosynthesize hydrocarbons, using them to cover part of his daily dietary needs. Its only drawback is the strange skin coloration. Benefit: Provides the recipient with 25% of their daily food requirements, provided they bathed in sunlight for at least 6 hours. Drawback: Person's skin takes on greenish tint. Type: External Location: 1 body Hardness/Hit Points: 1/5 Base Purchase DC: 25 Restriction: None [HR][/HR] Coagulant Factory This small implant produces improved blood coagulant factors which speed up the closure of wounds, boosting natural healing and possibly saving the recipient's life by quickly halting internal bleeding. Benefit: Increases the recipient's natural healing rate by 4 hit points. For example, a 2nd level character will recover 6 hit points per evening of rest instead of only 2. Also provides a +3 bonus to Fortitude saves made to become stable while dying and saves against Massive Damage checks Type: Internal Location: 1 body Hardness/Hit Points: -/1 Base Purchase DC: 21 Restriction: None [HR][/HR] Spring Motion (PL 6) This cybernetic device rewires the legs' tendons so as to provide greater force. It dramatically increases the jumping capability, and trained users can better absorb the impact of a fall. Benefit: Provides a +10 bonus to Jump checks, and +5 bonus to Tumble checks made to reduce damage from a fall. Also, when standing still, the character is considered to have moved 20 feet in terms of penalty to the Jump check (-6, instead of -18 (-6 per 10 feet below 30 feet)). Type: Internal Location: 2, 1 each leg Hardness/Hit Points: -/2 Base Purchase DC: 22 Restriction: None [HR][/HR] Skill Chips Skill chips are paper thin plastic circle about an inch around with circuitry throughout it. The chip is placed inside a chip dock which is implanted in the user's head. Multiple chips can be placed in the dock but only Intelligence Modifier plus 1 chips can be active at a time. Each skill chip contains information on a different skill, or feat, to allow the user to make use of that skill or feat even if not trained in it. However, the user can not learn beyond what the chip contains, unless the chip is removed and they learn the skill on their own. If they know the skill past what a chip contains, the chip overrides their own knowledge while in use. Chips only contain 4 ranks of any given skill, with an average PDC of 17 each. Feat chips can only use feats that have no prerequisites or only 1 prerequisite, which the user needs to meet. They can use other chips to meet the prerequisites. A chip dock has a PDC of 23, and can hold a total of 8 chips. Installing or removing a chip is a move-equivalent action. Benefit: Use of skill chips Type: Internal Location: Head Hardness/Hit Points: -/1 Base Purchase DC: 23 for dock, varies by skill chip Restriction: None Examples Repair 4 ranks skill chip PDC 16 Craft (Electronic) 4 ranks chip PDC 17 Personal Firearms Proficiency chip PDC 18 (Lic +1) Knowledge (Chemistry) 4 ranks PDC 17 Pilot (Helicopter) 4 ranks PDC 18 (Lic +1) [HR][/HR] Magnetic Wings (Late PL6 / PL7) These cutting edge cybernetic wings are a series of extending vanes bearing numerous electromagnetic vectored generators. Quite impressive looking when deployed, they fold against the back of the user like an oversized backpack when not in use. These vane vaguely resemble black panelled metal wings with gaps between the struts and angling thrusters at every major apex. The flight granted by magnetic wings is very impressive, allowing a user to move at a rate of 150 feet per round (no run or faster thrust is possible) with the capacity to hover and power drive (for +4 to attack rolls and double damage on a charge attack). Benefit: Fly speed of 150 feet, poor maneuverability. Only works on a planet with a magnetic field (which is virtually all planets). Type: External Location: Back (2 torso) Hardness/Hit Points: 3/ 10 Base Purchase DC: 24 Restriction: Lic (+1) [HR][/HR] Flesh Stripper This cybernetic device contains a large contingent of nanites. Many consider this device quite gruesome, but to someone who doesn't have access to a lot of medical facilities out in the field, it comes in handy. The primary device is implanted in the torso, with an access port built into the hand. By placing the hand with the access port on a corpse, the nanites are released and begin stripping the body and carrying the flesh back to the user as raw organic material, which other nanites still in the body use to heal the user. Once used on a body, the corpse shrivels and decomposes rapidly, leaving mostly a bare skeleton. Many governments and societies ban this cybernetic device as it defiles the dead to heal the living, but some mercenaries use them to help keep themselves alive in battles. After killing an opponent, strip them of all useful material, including their flesh. Benefit: Uses nanites to strip a dead body with at least 50% of the flesh still on it, to heal the user of 1d6+6 hit points. Takes a full round that provokes an attack of opportunity. Usable 4 times a day. Type: Internal Location: Torso Hardness/Hit Points: -/3 Base Purchase DC: 22 Restriction: Res (+2), considered illegal in many areas (+4) [HR][/HR] Data Reader (PL6) The data reader is an implant in the hand, usually in the index and middle fingers of one hand, which is tied to a HUD implant or an implanted or external data storage device. The user places the two fingers on any electronic device that uses magnetic and/or electronic means to store data, such as floppy discs, hard drives, RAM or ROM chips, memory cards or jump drives, and even magnetic strips and tapes, and the implants allows the user to read the data stored on them on any HUD implant and/or internal/external data storage device. The device does not allow reading of optical storage devices such as CDs, DVDs, Blu-Ray or similar data storage devices that use light, lasers and other optic style recording methods. Although this device does not allow the user to alter the data, it allows the user to see and/or copy the data covertly, making it a favourite amongst corporate espionage agents and other spies. Benefit: Allows the user to access any electronic and magnetic, but not optical, data storage devices. Requires some other means to actually see or store the data, and does not allow the user to alter the data in any way. Takes about 1d6 rounds to download up to 5 gigabytes of data +1 round for every 2 gigabytes afterwards. Type: Internal Location: Hand Hardness/Hit Points: 0 / 1 Base Purchase DC: 25 Restriction: Res (+2) Data Reader Mk2 (PL 7) The upgraded version of the original data reader, which allows it to read optical data devices with a small, but powerful optical reader built into the fingers. The user only has to hold their index and middle finger above the data surface about an inch for the scanner to read it. The mk2 contains all the features of the original version for other storage types as well. The Mk2 still does not store or display any of the data read, requiring a storage or display device, and does not alter any of the data, only reads and copies data. Benefit: Allows the user to access any electronic and magnetic, and optical, data storage devices. Requires some other means to actually see or store the data, and does not allow the user to alter the data in any way. Takes about 1d4 rounds to download up to 6 gigabytes of data +1 round for every 2 gigbytes afterwards. Type: Internal Location: Hand Hardness/Hit Points: 0 / 1 Base Purchase DC: 26 Restriction: Res (+2) [/QUOTE]
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