Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Kronos's d20 Stuff
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kronos182" data-source="post: 6877047" data-attributes="member: 6668634"><p>RAMMING PLATES (PL 6)</p><p>The recipient’s shoulders are heavily augmented, as steel and polycarbonite plates are implanted into the recipient’s body, granting him greater strength when charging opponents.</p><p>Benefit: The recipient inflicts 1d6 (plus his Strength modifier) bludgeoning damage on successful bull rush and charge attempts – this damage is in addition to any damage the character normally deals in such attacks.</p><p>Type: Internal.</p><p>Hardness/Hit Points: 5/10.</p><p>Base Purchase DC: 30.</p><p>Restriction: Illegal (+4).</p><p></p><p>[HR][/HR]</p><p>OMNI-JOINTS (PL 7)</p><p>The recipient’s neck,waist,and limb joints are replaced with mechanical components that grant the recipient greater flexibility.</p><p>Benefit: The recipient gains a +5 equipment bonus on all Escape and Tumble checks.</p><p>Type: Internal.</p><p>Hardness/Hit Points: –/2.</p><p>Base Purchase DC: 24.</p><p>Restriction: Licensed (+1). </p><p></p><p>[HR][/HR]</p><p>SOUND SUPPRESSION SYSTEM (PL 7)</p><p>This small implant, surgically installed into the recipient’s spine, envelops the recipient’s body in a sonic energy field when activated.</p><p>Benefit: As a free action,the recipient of this implant can activate a sonic energy field that cancels almost all sound the character produces. When activated the character gains a +10 equipment bonus to Move Silently checks.The implant carries enough power to function for 12 rounds after which point it must be shutdown and allowed to recharge, requiring one hour. The system is most frequently used by cyberops and infiltration specialists.</p><p>Type: Internal.</p><p>Hardness/Hit Points: –/5.</p><p>Base Purchase DC: 28.</p><p>Restriction: Military (+3). </p><p></p><p>[HR][/HR]</p><p></p><p>Privacy Field Generator (PL 6)</p><p>A tiny implant at the base of the cyborg’s spine generates a constant low level EM interference field that nullifies all communication devices, including most microphones, hidden bugs, and cell phones within the implant’s effective radius.</p><p>Benefit: All communication devices cease to function within a 30 ft radius of the cyborg, including any of the cyborg’s own onboard communications gear. This implant can be activated or deactivated as a free action. Devices specially modified to resist jamming, military equipment (with a +3 restriction or greater), or devices from a higher Progress Level gain a +2 to Computer Use checks to resist the jamming. For every PL above the Privacy Field Generator gain a further +1.</p><p>Drain: 2</p><p>Type: Internal</p><p>Hardness/Hit Points: -/2</p><p>Base Purchase DC: 24</p><p>Restriction: Military (+3)</p><p></p><p>[HR][/HR]</p><p></p><p>ARCANE SPELLS AND CYBERNETICS</p><p></p><p>While cybernetics are designed to enhance the abilities of a character they have an adverse effect on spellcasters; each cybernetic attachment a character takes interferes with the character’s spellcasting abilites, represented in game terms through arcane spell failure (see Arcane Spells and Armor in the basic SRD rules for information on arcane spell failure). The type of components of the spell being cast has no bearing on arcane spell failure and cybernetics – all spells are negatively affected by cybernetic attachments.</p><p>A particular cybernetic attachment has an arcane spell failure percentage equal to one-quarter the attachment’s Purchase DC + the PL of the attachment (round up).</p><p>Example: An acolyte with an advanced prosthetic leg has an arcane spell failure percentage of 8 (Purchase DC of 22 + PL of 7/4 = 7.25).</p><p>A character with multiple cybernetic attachments and/or armor adds all of the percentages together to determine the total arcane spell failure percentage.</p><p></p><p>New Feat: Cyberarcanist</p><p>You have melded your arcane abilities with your dependence on technology, decreasing the chance of failure when casting spells.</p><p>Benefit: When calculating the arcane spell failure percentage of any possessed cybernetic attachments you use the following formula: one-eighth the attachment’s Purchase DC + the PL of the attachment (round up).</p><p></p><p>An alternate version, if you do not wish to calculate spell chance failure for every cybernetic device a character has.</p><p>For every cybernetic device installed, the character has one less spell slot at the highest level they can cast. Every 5 implants installed gives an arcane chance failure of 5% that stacks with any other arcane spell failure, such as from armour.</p><p>For example, of a character has 4 implants, they would lose 4 spell slots of their highest levels. So if the character had 2 level 3 spell slots and 4 level 2, they would lose the 2 level 3 and 2 of the level 2, and have an arcane spell failure of 5%, in addition to any other sources, such as from armour.</p><p></p><p>Psionics</p><p>Psionic characters don't lose as much from cybernetic devices, except for those implanted directly in the brain.</p><p>As a possible consequence of having cybernetic devices, a psionic character loses 2 power points per cybernetic device. For devices installed directly in the brain, the psionic character loses 4 power points per cybernetic device.</p><p></p><p>[HR][/HR]</p><p></p><p>DenseBone</p><p></p><p>This implant is a highly dense cermet developed in orbital factories. It reinforces the skeleton, similar to the Fortified Skeleton implant, but not as well, but is also heavier, which aids in granting more force behind the user's unarmed attacks.</p><p>Benefit: The recipient gains damage reduction 2, unarmed strikes now deal lethal damage, damage is increased by one die size. The user's weight increases by 25%.</p><p>Type: Internal</p><p>Location: Torso</p><p>Hardness/Hit Points: -/varies. DenseBone has one-eighth the maximum hit points of the recipient. </p><p>Base Purchase DC: 31</p><p>Restriction: Res to Mil (+2 to +3)</p><p></p><p>[HR][/HR]</p><p></p><p>Finger Laser (Late PL6 - PL7)</p><p>This laser is concealed within the finger of a cybernetic hand. Although low powered and short ranged, it is quite useful as a back up weapon or as a cutter and welder. As a weapon it deals 1d4 fire damage with a range increment of 15 feet, with a 10 shot capacity before needing recharging (this can be done with a power cable or if the recipient has a power system for powering more cybernetic devices). As a cutter and welder, it has enough power for an hours work, with a range of a few inches, able to cut through up to 2 inches of steel in a round.</p><p>Benefit: Concealed laser, laser welder and cutter.</p><p>Type: Internal</p><p>Location: Hand (one finger)</p><p>Hardness/Hit Points: 0/1</p><p>Base Purchase DC: 21</p><p>Restriction: Licenced (+1)</p><p></p><p>[HR][/HR]</p><p></p><p>Eye Laser (PL6-7)</p><p>This cybernetic eye has a low powered laser, giving the user a stare of death. This cybernetic eye can only be combined with targeting optics and infrared vision enhancements in the same eye if combined with optic plexus. Due to the laser being in the eye, although low powered and short ranged, it is highly accurate.</p><p>Benefit: Laser 1d4 fire damage, 15 ft range increment, 10 shot capacity until recharged, +1 to attack roll with laser eye.</p><p>Type: Internal</p><p>Location: One eye</p><p>Hardness/Hit Points: 0/1</p><p>Base Purchase DC: 22 </p><p>Restriction: Restricted (+2)</p><p></p><p>[HR][/HR]</p><p></p><p>Octopus Arm</p><p>This cybernetic arm consists of a single large extending tentacle that during normal use remains retracted into a housing which mimics the human arm. When extended, however the arm can reach up to 20 feet past the wrist of the housing. To increase versatility, the arm comes with a large four clawed 'crane' style hand, allowing the user to not only pickup up large and heavy objects normally out of reach or too unwieldy for a standard hand, but also to clamp into even concrete and light metals, allowing the arm to act as a piton or grappling mechanism. The crane hand is mounted by a quick change mount, allowing the user to quickly change from the crane hand to a standard hand. However the quick change mount only allows for a standard hand and no other cybernetic equipment can be mounted in the hand. The Octopus arm has a PS of 20. A slam deals 1d6 damage, while a piercing strike with the claws closed deals 1d4, but deals x3 damage on a critical. All damage is lethal. When the claw is replaced by a normal hand, it deals non-lethal damage and used just like a normal hand. The claw suffers -8 to all tasks requiring fine manual dexterity and manipulation.</p><p></p><p>Benefit: Tentacle arm that can reach out to 20 feet.</p><p>Type: External</p><p>Location: Arm</p><p>Hardness/Hit Points: 3/7</p><p>Base Purchase DC: 28</p><p>Restriction: Lic (+1)</p></blockquote><p></p>
[QUOTE="kronos182, post: 6877047, member: 6668634"] RAMMING PLATES (PL 6) The recipient’s shoulders are heavily augmented, as steel and polycarbonite plates are implanted into the recipient’s body, granting him greater strength when charging opponents. Benefit: The recipient inflicts 1d6 (plus his Strength modifier) bludgeoning damage on successful bull rush and charge attempts – this damage is in addition to any damage the character normally deals in such attacks. Type: Internal. Hardness/Hit Points: 5/10. Base Purchase DC: 30. Restriction: Illegal (+4). [HR][/HR] OMNI-JOINTS (PL 7) The recipient’s neck,waist,and limb joints are replaced with mechanical components that grant the recipient greater flexibility. Benefit: The recipient gains a +5 equipment bonus on all Escape and Tumble checks. Type: Internal. Hardness/Hit Points: –/2. Base Purchase DC: 24. Restriction: Licensed (+1). [HR][/HR] SOUND SUPPRESSION SYSTEM (PL 7) This small implant, surgically installed into the recipient’s spine, envelops the recipient’s body in a sonic energy field when activated. Benefit: As a free action,the recipient of this implant can activate a sonic energy field that cancels almost all sound the character produces. When activated the character gains a +10 equipment bonus to Move Silently checks.The implant carries enough power to function for 12 rounds after which point it must be shutdown and allowed to recharge, requiring one hour. The system is most frequently used by cyberops and infiltration specialists. Type: Internal. Hardness/Hit Points: –/5. Base Purchase DC: 28. Restriction: Military (+3). [HR][/HR] Privacy Field Generator (PL 6) A tiny implant at the base of the cyborg’s spine generates a constant low level EM interference field that nullifies all communication devices, including most microphones, hidden bugs, and cell phones within the implant’s effective radius. Benefit: All communication devices cease to function within a 30 ft radius of the cyborg, including any of the cyborg’s own onboard communications gear. This implant can be activated or deactivated as a free action. Devices specially modified to resist jamming, military equipment (with a +3 restriction or greater), or devices from a higher Progress Level gain a +2 to Computer Use checks to resist the jamming. For every PL above the Privacy Field Generator gain a further +1. Drain: 2 Type: Internal Hardness/Hit Points: -/2 Base Purchase DC: 24 Restriction: Military (+3) [HR][/HR] ARCANE SPELLS AND CYBERNETICS While cybernetics are designed to enhance the abilities of a character they have an adverse effect on spellcasters; each cybernetic attachment a character takes interferes with the character’s spellcasting abilites, represented in game terms through arcane spell failure (see Arcane Spells and Armor in the basic SRD rules for information on arcane spell failure). The type of components of the spell being cast has no bearing on arcane spell failure and cybernetics – all spells are negatively affected by cybernetic attachments. A particular cybernetic attachment has an arcane spell failure percentage equal to one-quarter the attachment’s Purchase DC + the PL of the attachment (round up). Example: An acolyte with an advanced prosthetic leg has an arcane spell failure percentage of 8 (Purchase DC of 22 + PL of 7/4 = 7.25). A character with multiple cybernetic attachments and/or armor adds all of the percentages together to determine the total arcane spell failure percentage. New Feat: Cyberarcanist You have melded your arcane abilities with your dependence on technology, decreasing the chance of failure when casting spells. Benefit: When calculating the arcane spell failure percentage of any possessed cybernetic attachments you use the following formula: one-eighth the attachment’s Purchase DC + the PL of the attachment (round up). An alternate version, if you do not wish to calculate spell chance failure for every cybernetic device a character has. For every cybernetic device installed, the character has one less spell slot at the highest level they can cast. Every 5 implants installed gives an arcane chance failure of 5% that stacks with any other arcane spell failure, such as from armour. For example, of a character has 4 implants, they would lose 4 spell slots of their highest levels. So if the character had 2 level 3 spell slots and 4 level 2, they would lose the 2 level 3 and 2 of the level 2, and have an arcane spell failure of 5%, in addition to any other sources, such as from armour. Psionics Psionic characters don't lose as much from cybernetic devices, except for those implanted directly in the brain. As a possible consequence of having cybernetic devices, a psionic character loses 2 power points per cybernetic device. For devices installed directly in the brain, the psionic character loses 4 power points per cybernetic device. [HR][/HR] DenseBone This implant is a highly dense cermet developed in orbital factories. It reinforces the skeleton, similar to the Fortified Skeleton implant, but not as well, but is also heavier, which aids in granting more force behind the user's unarmed attacks. Benefit: The recipient gains damage reduction 2, unarmed strikes now deal lethal damage, damage is increased by one die size. The user's weight increases by 25%. Type: Internal Location: Torso Hardness/Hit Points: -/varies. DenseBone has one-eighth the maximum hit points of the recipient. Base Purchase DC: 31 Restriction: Res to Mil (+2 to +3) [HR][/HR] Finger Laser (Late PL6 - PL7) This laser is concealed within the finger of a cybernetic hand. Although low powered and short ranged, it is quite useful as a back up weapon or as a cutter and welder. As a weapon it deals 1d4 fire damage with a range increment of 15 feet, with a 10 shot capacity before needing recharging (this can be done with a power cable or if the recipient has a power system for powering more cybernetic devices). As a cutter and welder, it has enough power for an hours work, with a range of a few inches, able to cut through up to 2 inches of steel in a round. Benefit: Concealed laser, laser welder and cutter. Type: Internal Location: Hand (one finger) Hardness/Hit Points: 0/1 Base Purchase DC: 21 Restriction: Licenced (+1) [HR][/HR] Eye Laser (PL6-7) This cybernetic eye has a low powered laser, giving the user a stare of death. This cybernetic eye can only be combined with targeting optics and infrared vision enhancements in the same eye if combined with optic plexus. Due to the laser being in the eye, although low powered and short ranged, it is highly accurate. Benefit: Laser 1d4 fire damage, 15 ft range increment, 10 shot capacity until recharged, +1 to attack roll with laser eye. Type: Internal Location: One eye Hardness/Hit Points: 0/1 Base Purchase DC: 22 Restriction: Restricted (+2) [HR][/HR] Octopus Arm This cybernetic arm consists of a single large extending tentacle that during normal use remains retracted into a housing which mimics the human arm. When extended, however the arm can reach up to 20 feet past the wrist of the housing. To increase versatility, the arm comes with a large four clawed 'crane' style hand, allowing the user to not only pickup up large and heavy objects normally out of reach or too unwieldy for a standard hand, but also to clamp into even concrete and light metals, allowing the arm to act as a piton or grappling mechanism. The crane hand is mounted by a quick change mount, allowing the user to quickly change from the crane hand to a standard hand. However the quick change mount only allows for a standard hand and no other cybernetic equipment can be mounted in the hand. The Octopus arm has a PS of 20. A slam deals 1d6 damage, while a piercing strike with the claws closed deals 1d4, but deals x3 damage on a critical. All damage is lethal. When the claw is replaced by a normal hand, it deals non-lethal damage and used just like a normal hand. The claw suffers -8 to all tasks requiring fine manual dexterity and manipulation. Benefit: Tentacle arm that can reach out to 20 feet. Type: External Location: Arm Hardness/Hit Points: 3/7 Base Purchase DC: 28 Restriction: Lic (+1) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Kronos's d20 Stuff
Top