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Kronos's d20 Stuff
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<blockquote data-quote="kronos182" data-source="post: 6877040" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'">CyborgArmour</span></p><p><span style="font-family: 'Calibri'">Sometimes, even cyborgs need greater protection than their metal shellsprovide. A series of plates and armoured shells are mounted to the cyborg'sbody, similar to a suit of armour. Cyborg armour comes in three levels, eachwith increasing protection, but also movement penalties. Mounting cyborg armourtakes about 5 minutes and requires Armour Proficiency: Cyborg Armour to usewithout penalties. The Defense bonus stacks with cybernetic subcutaneousarmour. </span></p><p><span style="font-family: 'Calibri'">Heavy cyborg armour reduces speed by 10 feet.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p>[TABLE="width: 1"] [TR] [TD] <span style="font-family: 'Calibri'">Type</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">Def Bonus</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">NonProf Bonus</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">Penalty</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">Bonus HP</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">Weight</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">PDC/Res</span></p><p> [/TD] [/TR] [TR] [TD] <span style="font-family: 'Calibri'">Light</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">+2</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">+1</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">-2</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">+2</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">8 lb</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">14 (Mil +3)</span></p><p> [/TD] [/TR] [TR] [TD] <span style="font-family: 'Calibri'">Medium</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">+4</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">+2</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">-3</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">+5</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">17 lb</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">15 (Mil +3)</span></p><p> [/TD] [/TR] [TR] [TD] <span style="font-family: 'Calibri'">Heavy</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">+6</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">+3</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">-4</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">+10</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">22 lb</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">17 (Mil +3)</span></p><p> [/TD] [/TR][/TABLE]</p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Ablative Cyborg Armour</span></p><p><span style="font-family: 'Calibri'">Ablative cyborg armour is similar to normal cyborg armour, only instead ofdeflecting an attack, it's better at absorbing or resisting damage. However,overtime the armour gets worn away with each attack, reducing itseffectiveness, and has to be replaced more often than normal cyborgarmour.</span></p><p><span style="font-family: 'Calibri'">Ablative: Every time the armour is struck, and reduces damage, the DR isreduced by one. If the armour has DR 10, after the first hit, the next reducesit to 8, and so on. Once the DR has reached 0, the Defense bonus, penalties,weight and speed penalty are removed, as the ablative armour has been rendereduseless and the remaining bits are ejected from the cyborg's body. Attachingablative cyborg armour takes about 7 minutes for a trained user. Requires theArmour Proficiency: Cyborg Armour to use without penalties. Can be stacked ontop of cyborg armour, but takes penalties from both, but only uses the Defensebonus from the ablative armour on top until it has been worn away, then normalcyborg armour Defense bonus is used.</span></p><p>[TABLE="width: 1"] [TR] [TD] <span style="font-family: 'Calibri'">Type</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">Def Bonus</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">NonProf</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">Penalty</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">DR</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">Weight</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">PDC</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">Speed Penalty</span></p><p> [/TD] [/TR] [TR] [TD] <span style="font-family: 'Calibri'">Light</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">+1</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">+1</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">-3</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">8</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">11 lb</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">15 (Mil +3)</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">-5 ft</span></p><p> [/TD] [/TR] [TR] [TD] <span style="font-family: 'Calibri'">Medium</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">+2</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">+1</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">-4</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">12</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">20 lb</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">18 (Mil +3)</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">-10 ft</span></p><p> [/TD] [/TR] [TR] [TD] <span style="font-family: 'Calibri'">Heavy</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">+4</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">+2</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">-6</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">16</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">26 lb</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">19 (Mil +3)</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">-15 ft</span></p><p> [/TD] [/TR][/TABLE]</p><p></p><p>[HR][/HR]</p><p><span style="font-family: 'Calibri'">Sports Heart(PL6)</span></p><p><span style="font-family: 'Calibri'">This artificial heart replacement helps increase the efficiency of blow flowthrough your body without limitations of fatigue and damage that normal heartssuffer. The unit is self-cleaning, which helps keep the aortic and ventricularpassages clear and free of plaque buildup. The sports heart also has chemicalsensors so that-for example, in the case of increased adrenal activity-the unitresponds by increasing its rate of pumping, much as a normal heart woulddo.</span></p><p><span style="font-family: 'Calibri'">Benefit: You gain a +1 to all Fortitude saving throws. If exhausted or fatiguedand move at normal speed, only suffers an effective penalty of -4 to Strengthand Dexterity, and only -1 if fatigued.</span></p><p><span style="font-family: 'Calibri'">Type: Internal</span></p><p><span style="font-family: 'Calibri'">Location: Torso</span></p><p><span style="font-family: 'Calibri'">Hardness/Hit Points: 1/5</span></p><p><span style="font-family: 'Calibri'">Base Purchase DC: 22</span></p><p><span style="font-family: 'Calibri'">Restriction: </span></p><p><span style="font-family: 'Calibri'">Note: A military version of the sports heart is available, providing a +2 bonusto Fortitude saves, has 6 hit points and a PDC of 24 Mil (+3), and reduces theamount of time the recipient is fatigued by half on a Fort save of DC 16.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">Grapple HandModule</span></p><p><span style="font-family: 'Calibri'">The grapple module cybernetic expansion requires the replacement of the entirehand and arm. The fingers of the hand can be bent and locked into position, andthe hand can be detached as a grappling hook, which can support up to half aton. The arm contains a pneumatic launcher capable of projecting the grapplehand as far as 150 feet, a coil of 100 yards of two-ton test microcable, and amechanical winch with a quarter-ton pull. When the grapple module is not in use, the arm and hand can function atapproximately 40% of capacity of their natural counterparts. </span></p><p><span style="font-family: 'Calibri'">Benefit: Your hand can be used as a grappling hook. Your arm contains 100 yards(approx 300 ft) of two-ton test microcable and the housings can support up to1000 lbs, plus the weight of the character, before taking hit point damage.This grappling hook can also be used as a grapple attack with a +8 attackbonus. The cable has Defense 17, 15 hit points and a hardness of 8. Tasksrequiring fine manual manipulation suffer a -3 when this hand isused.</span></p><p><span style="font-family: 'Calibri'">Type: External</span></p><p><span style="font-family: 'Calibri'">Location: Arm</span></p><p><span style="font-family: 'Calibri'">Hardness/Hit Points: 5/15</span></p><p><span style="font-family: 'Calibri'">Base Purchase DC: 19</span></p><p><span style="font-family: 'Calibri'">Restriction: None</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">Motion DetectorImplant (PL6)</span></p><p><span style="font-family: 'Calibri'">Small antenna, designed to look like small braids or actual antenna, userpreference, allow the user to gain the benefits of a motion detector, but witha limited range of only 40 feet. Range is reduced by half if the user wears ahat, helmet or heavy hood.</span></p><p><span style="font-family: 'Calibri'">Benefit: Grants the user the benefits of a motion detector with a 40 footrange.</span></p><p><span style="font-family: 'Calibri'">Type: External</span></p><p><span style="font-family: 'Calibri'">Location: Head</span></p><p><span style="font-family: 'Calibri'">Hardness/Hit Points: -/2</span></p><p><span style="font-family: 'Calibri'">Base Purchase DC: 23</span></p><p><span style="font-family: 'Calibri'">Restriction: None</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">Stun Gun Implant (PL6/7)</span></p><p><span style="font-family: 'Calibri'">The stun gun implant is installed in your hand, with proper shielding toprotect you from the stun gun effects when its discharged. The stun gun can beprimed at will, then discharged on contact. The shielding does not render theuser immune to stun guns. It only prevents the user from being stunned from anypossible feedback from their own stun gun.</span></p><p><span style="font-family: 'Calibri'">Two versions of the stun gun implant are available. The first is one that has asmall battery that must be recharged, but allows for more stored energy formultiple discharges before it needs to be recharged. This version requires morecybernetic space in the hand for the battery, although it can be easilyinstalled in a full cybernetic hand replacement.</span></p><p><span style="font-family: 'Calibri'">The second version uses the user's own bioelectric field to power thecapacitors for the stun gun. This negates the need to recharge or replacebatteries, but is more expensive and has a smaller payload.</span></p><p><span style="font-family: 'Calibri'">Stun Gun Battery (PL6)</span></p><p><span style="font-family: 'Calibri'">Benefit: User has a stun gun/taser in their hand that is discharged throughtheir fingers. 1d3 electrical damage, Fort save DC 15 paralyzed 1d6 rounds, 10discharges before battery is drained.</span></p><p><span style="font-family: 'Calibri'">Type: Internal</span></p><p><span style="font-family: 'Calibri'">Location: Hand</span></p><p><span style="font-family: 'Calibri'">Hardness/Hit Points: -/1</span></p><p><span style="font-family: 'Calibri'">Base Purchase DC: 10</span></p><p><span style="font-family: 'Calibri'">Restriction: Lic (+1)</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Stun Gun Biopowered (Late PL6/PL7)</span></p><p><span style="font-family: 'Calibri'">This version is powered by the user's bioelectric field.</span></p><p><span style="font-family: 'Calibri'">Benefit: User has a stun gun that is discharged through their fingers. 1d3electric, Fort save DC 15, paralyzed 1d6 rounds, 6 discharges before rechargingat a rate of 1 discharge per 10 minutes of non strenuous activity.</span></p><p><span style="font-family: 'Calibri'">Type: Interal</span></p><p><span style="font-family: 'Calibri'">Location: Hand</span></p><p><span style="font-family: 'Calibri'">Hardness/Hit Points: -/1</span></p><p><span style="font-family: 'Calibri'">Base Purchase DC: 11</span></p><p><span style="font-family: 'Calibri'">Restriction: Lic (+1)</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">DigitigradeLegs</span></p><p><span style="font-family: 'Calibri'">These cybernetic legs completely replace both legs from the hips down. Abouttwo weeks of training is required to become accustomed to the differences inbalancing on digitigrade legs. Your entire body's center of gravity is shiftedforward and weight is set on the balls of the feet and toes instead of thearches. This design, as well as the engineering of the legs themselves, aids infaster running speed and improved running-jump distances. Military versionshave mechanically boosted actuators in the ankle, knee and hip joints to assistin achieving exceptionally longer running-jump distances.</span></p><p><span style="font-family: 'Calibri'">Benefit: When running, you move six times your normal speed instead of theusual four times movement rate. A character with this enhancement also can jumptwice as far or as high as indicated on his/her Jump check. The maximum jumpdistance is equal to your movement rate instead of equal to your total movementrate. </span></p><p><span style="font-family: 'Calibri'">Military versions add +10 competence bonus to Jump checks, and the distance isno longer limited by the character's height.</span></p><p><span style="font-family: 'Calibri'">Type: External</span></p><p><span style="font-family: 'Calibri'">Location: Legs (both)</span></p><p><span style="font-family: 'Calibri'">Hardness/Hit Points: 3/6</span></p><p><span style="font-family: 'Calibri'">Base Purchase DC: 21, Military 23</span></p><p><span style="font-family: 'Calibri'">Restriction: none</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">Disassembler Cloud(PL 8/9)</span></p><p><span style="font-family: 'Calibri'">The character’s bodyis host to a cloud of nanites that can tear objects apart molecule by molecule.</span></p><p><span style="font-family: 'Calibri'">Benefit: Characters may use the disassembler cloud to attack and defend.</span></p><p><span style="font-family: 'Calibri'">To attack, thecharacter makes a ranged touch attack against an opponent. If it hits, theattack inflicts 4d6 damage. Against objects, the attack ignores the first 10points of the hardness. After striking, the disassemblers keep tearing apartthe target, inflicting 3d6 on the second round, 2d6 on the third round and 1d6on the final round. Disassemblers from the cloud become inert after four roundsof activity.</span></p><p><span style="font-family: 'Calibri'">The character canalso use the disassembler cloud defensively, wrapping it around him or her todamage attacking objects. In this case, the cloud inflicts 2d6 damage (ignoringthe first 10 points of hardness) to any weapon (including physical projectilessuch as bullets and arrows) directed at the character. If the damage issufficient to destroy the weapon or</span></p><p><span style="font-family: 'Calibri'">projectile, itdisintegrates before hitting. Disassemblers are not inexhaustible; the colonymust regenerate the supply. Therefore, a character can only use a disassemblercloud for a number of rounds equal to 3 + the character’s Constitution modifier(minimum 1).</span></p><p><span style="font-family: 'Calibri'">Using the cloud toattack or defend is a full round action that requires concentration.Distractions force the character to make a standard Concentration check or beunable to use the attachment.</span></p><p><span style="font-family: 'Calibri'">The character canhouse the nanites in his or her body when they are not in use. They can enterand exit through bodily orifices the size of a human skin pore or larger.</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 39</span></p><p><span style="font-family: 'Calibri'">Restriction:Military (+3)/ Rare (+5)</span></p></blockquote><p></p>
[QUOTE="kronos182, post: 6877040, member: 6668634"] [FONT=Calibri]CyborgArmour Sometimes, even cyborgs need greater protection than their metal shellsprovide. A series of plates and armoured shells are mounted to the cyborg'sbody, similar to a suit of armour. Cyborg armour comes in three levels, eachwith increasing protection, but also movement penalties. Mounting cyborg armourtakes about 5 minutes and requires Armour Proficiency: Cyborg Armour to usewithout penalties. The Defense bonus stacks with cybernetic subcutaneousarmour. Heavy cyborg armour reduces speed by 10 feet. [/FONT] [TABLE="width: 1"] [TR] [TD] [FONT=Calibri]Type[/FONT] [/TD] [TD] [FONT=Calibri]Def Bonus[/FONT] [/TD] [TD] [FONT=Calibri]NonProf Bonus[/FONT] [/TD] [TD] [FONT=Calibri]Penalty[/FONT] [/TD] [TD] [FONT=Calibri]Bonus HP[/FONT] [/TD] [TD] [FONT=Calibri]Weight[/FONT] [/TD] [TD] [FONT=Calibri]PDC/Res[/FONT] [/TD] [/TR] [TR] [TD] [FONT=Calibri]Light[/FONT] [/TD] [TD] [FONT=Calibri]+2[/FONT] [/TD] [TD] [FONT=Calibri]+1[/FONT] [/TD] [TD] [FONT=Calibri]-2[/FONT] [/TD] [TD] [FONT=Calibri]+2[/FONT] [/TD] [TD] [FONT=Calibri]8 lb[/FONT] [/TD] [TD] [FONT=Calibri]14 (Mil +3)[/FONT] [/TD] [/TR] [TR] [TD] [FONT=Calibri]Medium[/FONT] [/TD] [TD] [FONT=Calibri]+4[/FONT] [/TD] [TD] [FONT=Calibri]+2[/FONT] [/TD] [TD] [FONT=Calibri]-3[/FONT] [/TD] [TD] [FONT=Calibri]+5[/FONT] [/TD] [TD] [FONT=Calibri]17 lb[/FONT] [/TD] [TD] [FONT=Calibri]15 (Mil +3)[/FONT] [/TD] [/TR] [TR] [TD] [FONT=Calibri]Heavy[/FONT] [/TD] [TD] [FONT=Calibri]+6[/FONT] [/TD] [TD] [FONT=Calibri]+3[/FONT] [/TD] [TD] [FONT=Calibri]-4[/FONT] [/TD] [TD] [FONT=Calibri]+10[/FONT] [/TD] [TD] [FONT=Calibri]22 lb[/FONT] [/TD] [TD] [FONT=Calibri]17 (Mil +3)[/FONT] [/TD] [/TR][/TABLE] [FONT=Calibri] Ablative Cyborg Armour Ablative cyborg armour is similar to normal cyborg armour, only instead ofdeflecting an attack, it's better at absorbing or resisting damage. However,overtime the armour gets worn away with each attack, reducing itseffectiveness, and has to be replaced more often than normal cyborgarmour. Ablative: Every time the armour is struck, and reduces damage, the DR isreduced by one. If the armour has DR 10, after the first hit, the next reducesit to 8, and so on. Once the DR has reached 0, the Defense bonus, penalties,weight and speed penalty are removed, as the ablative armour has been rendereduseless and the remaining bits are ejected from the cyborg's body. Attachingablative cyborg armour takes about 7 minutes for a trained user. Requires theArmour Proficiency: Cyborg Armour to use without penalties. Can be stacked ontop of cyborg armour, but takes penalties from both, but only uses the Defensebonus from the ablative armour on top until it has been worn away, then normalcyborg armour Defense bonus is used.[/FONT] [TABLE="width: 1"] [TR] [TD] [FONT=Calibri]Type[/FONT] [/TD] [TD] [FONT=Calibri]Def Bonus[/FONT] [/TD] [TD] [FONT=Calibri]NonProf[/FONT] [/TD] [TD] [FONT=Calibri]Penalty[/FONT] [/TD] [TD] [FONT=Calibri]DR[/FONT] [/TD] [TD] [FONT=Calibri]Weight[/FONT] [/TD] [TD] [FONT=Calibri]PDC[/FONT] [/TD] [TD] [FONT=Calibri]Speed Penalty[/FONT] [/TD] [/TR] [TR] [TD] [FONT=Calibri]Light[/FONT] [/TD] [TD] [FONT=Calibri]+1[/FONT] [/TD] [TD] [FONT=Calibri]+1[/FONT] [/TD] [TD] [FONT=Calibri]-3[/FONT] [/TD] [TD] [FONT=Calibri]8[/FONT] [/TD] [TD] [FONT=Calibri]11 lb[/FONT] [/TD] [TD] [FONT=Calibri]15 (Mil +3)[/FONT] [/TD] [TD] [FONT=Calibri]-5 ft[/FONT] [/TD] [/TR] [TR] [TD] [FONT=Calibri]Medium[/FONT] [/TD] [TD] [FONT=Calibri]+2[/FONT] [/TD] [TD] [FONT=Calibri]+1[/FONT] [/TD] [TD] [FONT=Calibri]-4[/FONT] [/TD] [TD] [FONT=Calibri]12[/FONT] [/TD] [TD] [FONT=Calibri]20 lb[/FONT] [/TD] [TD] [FONT=Calibri]18 (Mil +3)[/FONT] [/TD] [TD] [FONT=Calibri]-10 ft[/FONT] [/TD] [/TR] [TR] [TD] [FONT=Calibri]Heavy[/FONT] [/TD] [TD] [FONT=Calibri]+4[/FONT] [/TD] [TD] [FONT=Calibri]+2[/FONT] [/TD] [TD] [FONT=Calibri]-6[/FONT] [/TD] [TD] [FONT=Calibri]16[/FONT] [/TD] [TD] [FONT=Calibri]26 lb[/FONT] [/TD] [TD] [FONT=Calibri]19 (Mil +3)[/FONT] [/TD] [TD] [FONT=Calibri]-15 ft[/FONT] [/TD] [/TR][/TABLE] [HR][/HR] [FONT=Calibri]Sports Heart(PL6) This artificial heart replacement helps increase the efficiency of blow flowthrough your body without limitations of fatigue and damage that normal heartssuffer. The unit is self-cleaning, which helps keep the aortic and ventricularpassages clear and free of plaque buildup. The sports heart also has chemicalsensors so that-for example, in the case of increased adrenal activity-the unitresponds by increasing its rate of pumping, much as a normal heart woulddo. Benefit: You gain a +1 to all Fortitude saving throws. If exhausted or fatiguedand move at normal speed, only suffers an effective penalty of -4 to Strengthand Dexterity, and only -1 if fatigued. Type: Internal Location: Torso Hardness/Hit Points: 1/5 Base Purchase DC: 22 Restriction: Note: A military version of the sports heart is available, providing a +2 bonusto Fortitude saves, has 6 hit points and a PDC of 24 Mil (+3), and reduces theamount of time the recipient is fatigued by half on a Fort save of DC 16. [/FONT] [HR][/HR] [FONT=Calibri]Grapple HandModule The grapple module cybernetic expansion requires the replacement of the entirehand and arm. The fingers of the hand can be bent and locked into position, andthe hand can be detached as a grappling hook, which can support up to half aton. The arm contains a pneumatic launcher capable of projecting the grapplehand as far as 150 feet, a coil of 100 yards of two-ton test microcable, and amechanical winch with a quarter-ton pull. When the grapple module is not in use, the arm and hand can function atapproximately 40% of capacity of their natural counterparts. Benefit: Your hand can be used as a grappling hook. Your arm contains 100 yards(approx 300 ft) of two-ton test microcable and the housings can support up to1000 lbs, plus the weight of the character, before taking hit point damage.This grappling hook can also be used as a grapple attack with a +8 attackbonus. The cable has Defense 17, 15 hit points and a hardness of 8. Tasksrequiring fine manual manipulation suffer a -3 when this hand isused. Type: External Location: Arm Hardness/Hit Points: 5/15 Base Purchase DC: 19 Restriction: None [/FONT] [HR][/HR] [FONT=Calibri]Motion DetectorImplant (PL6) Small antenna, designed to look like small braids or actual antenna, userpreference, allow the user to gain the benefits of a motion detector, but witha limited range of only 40 feet. Range is reduced by half if the user wears ahat, helmet or heavy hood. Benefit: Grants the user the benefits of a motion detector with a 40 footrange. Type: External Location: Head Hardness/Hit Points: -/2 Base Purchase DC: 23 Restriction: None [/FONT] [HR][/HR] [FONT=Calibri]Stun Gun Implant (PL6/7) The stun gun implant is installed in your hand, with proper shielding toprotect you from the stun gun effects when its discharged. The stun gun can beprimed at will, then discharged on contact. The shielding does not render theuser immune to stun guns. It only prevents the user from being stunned from anypossible feedback from their own stun gun. Two versions of the stun gun implant are available. The first is one that has asmall battery that must be recharged, but allows for more stored energy formultiple discharges before it needs to be recharged. This version requires morecybernetic space in the hand for the battery, although it can be easilyinstalled in a full cybernetic hand replacement. The second version uses the user's own bioelectric field to power thecapacitors for the stun gun. This negates the need to recharge or replacebatteries, but is more expensive and has a smaller payload. Stun Gun Battery (PL6) Benefit: User has a stun gun/taser in their hand that is discharged throughtheir fingers. 1d3 electrical damage, Fort save DC 15 paralyzed 1d6 rounds, 10discharges before battery is drained. Type: Internal Location: Hand Hardness/Hit Points: -/1 Base Purchase DC: 10 Restriction: Lic (+1) Stun Gun Biopowered (Late PL6/PL7) This version is powered by the user's bioelectric field. Benefit: User has a stun gun that is discharged through their fingers. 1d3electric, Fort save DC 15, paralyzed 1d6 rounds, 6 discharges before rechargingat a rate of 1 discharge per 10 minutes of non strenuous activity. Type: Interal Location: Hand Hardness/Hit Points: -/1 Base Purchase DC: 11 Restriction: Lic (+1) [/FONT] [HR][/HR] [FONT=Calibri]DigitigradeLegs These cybernetic legs completely replace both legs from the hips down. Abouttwo weeks of training is required to become accustomed to the differences inbalancing on digitigrade legs. Your entire body's center of gravity is shiftedforward and weight is set on the balls of the feet and toes instead of thearches. This design, as well as the engineering of the legs themselves, aids infaster running speed and improved running-jump distances. Military versionshave mechanically boosted actuators in the ankle, knee and hip joints to assistin achieving exceptionally longer running-jump distances. Benefit: When running, you move six times your normal speed instead of theusual four times movement rate. A character with this enhancement also can jumptwice as far or as high as indicated on his/her Jump check. The maximum jumpdistance is equal to your movement rate instead of equal to your total movementrate. Military versions add +10 competence bonus to Jump checks, and the distance isno longer limited by the character's height. Type: External Location: Legs (both) Hardness/Hit Points: 3/6 Base Purchase DC: 21, Military 23 Restriction: none [/FONT] [HR][/HR] [FONT=Calibri]Disassembler Cloud(PL 8/9)[/FONT] [FONT=Calibri]The character’s bodyis host to a cloud of nanites that can tear objects apart molecule by molecule. Benefit: Characters may use the disassembler cloud to attack and defend.[/FONT] [FONT=Calibri]To attack, thecharacter makes a ranged touch attack against an opponent. If it hits, theattack inflicts 4d6 damage. Against objects, the attack ignores the first 10points of the hardness. After striking, the disassemblers keep tearing apartthe target, inflicting 3d6 on the second round, 2d6 on the third round and 1d6on the final round. Disassemblers from the cloud become inert after four roundsof activity.[/FONT] [FONT=Calibri]The character canalso use the disassembler cloud defensively, wrapping it around him or her todamage attacking objects. In this case, the cloud inflicts 2d6 damage (ignoringthe first 10 points of hardness) to any weapon (including physical projectilessuch as bullets and arrows) directed at the character. If the damage issufficient to destroy the weapon or[/FONT] [FONT=Calibri]projectile, itdisintegrates before hitting. Disassemblers are not inexhaustible; the colonymust regenerate the supply. Therefore, a character can only use a disassemblercloud for a number of rounds equal to 3 + the character’s Constitution modifier(minimum 1).[/FONT] [FONT=Calibri]Using the cloud toattack or defend is a full round action that requires concentration.Distractions force the character to make a standard Concentration check or beunable to use the attachment.[/FONT] [FONT=Calibri]The character canhouse the nanites in his or her body when they are not in use. They can enterand exit through bodily orifices the size of a human skin pore or larger.[/FONT] [FONT=Calibri]Purchase DC: 39[/FONT] [FONT=Calibri]Restriction:Military (+3)/ Rare (+5)[/FONT] [/QUOTE]
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