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<blockquote data-quote="QuietBrowser" data-source="post: 6936437" data-attributes="member: 6855057"><p>Ah, what the hell, can't hurt... plus, it lets me finally get things out of my head. Now, let's see what I can dig up...</p><p></p><p></p><p>Technological Damage Types:</p><p>Alhough the classic elemental damage types exist for a reason, in a science fantasy or magitek campaign, alternate "technological" damage types may exist as well. Although most associated with science fiction settings, this does not have to be so; a magi order focused on investigating the stars and drawing power from them may well have magical items or even spells that can inflict "starlight" (Plasma) and "void" (Gravity) damage, whilst Radiation damage may exist as some kind of arcane pollutant or black magic energy; Pathfinder's Blightburn and Forgotten Realms' Sickstone are examples of "fantasy radiation elements".</p><p></p><p>When using technological damage types in 5e, a DM must consider the matter of damage resistance and immunity. All technological elements refer to a "base combination" of canonical elemental damage types they can be considered to emulate, which gives the DM extra options on how to handle this matter.</p><p></p><p>Tech-Damage Stands Alone: Under this system, only creatures explicitly established as Resistant or Immune to Plasma, Radiation and Gravity Damage have any protection against it. This can make these damage types overpowered, and to counteract that requires a lot of work on the DM's part, as they must individually assign appropriate Resistances and Immunities to creatures.</p><p></p><p>Weak Elemental Affinity: Under this system, creatures with access to Resistance or Immunity to either of the component elements of technological damage are shielded from technological damage. However, to represent the inferiority such defenses give, only the weaker of the defenses count - for example, a creature Immune to Poison but Resistant to Fire would only be Resistant to Radiation.</p><p></p><p>Strong Elemental Affinity: Under this system, creatures with access to Resistance or Immunity to either of the component elements of technological damage are shielded from technological damage. In this system, the stronger defense counts, so creatures immune to Fire or Electricity would be immune to Plasma damage.</p><p></p><p>Plasma Damage is a combination of Fire and Electricity damage.</p><p></p><p>Gravity Damage is a combination of Force and Necrotic damage.</p><p></p><p>Radiation Damage is a combination of either Fire/Poison, Radiant/Poison, Fire/Necrotic or Radiant/Necrotic. DMs must decide which combination makes the most sense to them.</p><p></p><p></p><p>Body-Modding:</p><p>Augmentations, the ability to install new components into a body or to replace existing parts of a body, are a big part of science fiction, and although not quite so common in science fantasy, they're not entirely unfitting. Half-Golems, for example, are simply a D&Dification of the Cyborg concept; mortals with artificial limbs, simply fueled by magic rather than science.</p><p></p><p>Of course, a body can only take so much replacement and implantation. For this reason, the following systems are used to govern body mods:</p><p></p><p>Limb Replacement: These are a distinctive classification of modifiers, and held seperately to the others. At a basic level, a character can have two arm replacements and one leg replacement - this is because leg replacements are always done in pairs, as no benefit is gained from simply replacing one leg at a time.</p><p></p><p>Body Implants: Modifications that replace or add to the existing physiology of an individual are considered body implants. This governs mods like extra hearts, armored skin, hyper-efficient immune systems, artificial breath weapons, attached jetpacks, etcetera. A body can only suffer so many implants before it's physically incapable of taking more; a character can only have Body Implants equal to their Constitution modifier.</p><p></p><p>Mind Implants: Modifications that are based on alterations to the brain and nervous system are considered mind implants. Expanded processors that boost intelligence or recall, datajacks, hyper-reactive nervous systems, etc. Again, the brain can only physically be replaced so far before there's nothing left and the victim becomes a drooling vegetable; a character only have Mind Implants equal to their Intelligence modifier.</p><p></p><p>Certain modifications may use up both Body Implant Slots and Mind Implant Slots simultaneously.</p></blockquote><p></p>
[QUOTE="QuietBrowser, post: 6936437, member: 6855057"] Ah, what the hell, can't hurt... plus, it lets me finally get things out of my head. Now, let's see what I can dig up... Technological Damage Types: Alhough the classic elemental damage types exist for a reason, in a science fantasy or magitek campaign, alternate "technological" damage types may exist as well. Although most associated with science fiction settings, this does not have to be so; a magi order focused on investigating the stars and drawing power from them may well have magical items or even spells that can inflict "starlight" (Plasma) and "void" (Gravity) damage, whilst Radiation damage may exist as some kind of arcane pollutant or black magic energy; Pathfinder's Blightburn and Forgotten Realms' Sickstone are examples of "fantasy radiation elements". When using technological damage types in 5e, a DM must consider the matter of damage resistance and immunity. All technological elements refer to a "base combination" of canonical elemental damage types they can be considered to emulate, which gives the DM extra options on how to handle this matter. Tech-Damage Stands Alone: Under this system, only creatures explicitly established as Resistant or Immune to Plasma, Radiation and Gravity Damage have any protection against it. This can make these damage types overpowered, and to counteract that requires a lot of work on the DM's part, as they must individually assign appropriate Resistances and Immunities to creatures. Weak Elemental Affinity: Under this system, creatures with access to Resistance or Immunity to either of the component elements of technological damage are shielded from technological damage. However, to represent the inferiority such defenses give, only the weaker of the defenses count - for example, a creature Immune to Poison but Resistant to Fire would only be Resistant to Radiation. Strong Elemental Affinity: Under this system, creatures with access to Resistance or Immunity to either of the component elements of technological damage are shielded from technological damage. In this system, the stronger defense counts, so creatures immune to Fire or Electricity would be immune to Plasma damage. Plasma Damage is a combination of Fire and Electricity damage. Gravity Damage is a combination of Force and Necrotic damage. Radiation Damage is a combination of either Fire/Poison, Radiant/Poison, Fire/Necrotic or Radiant/Necrotic. DMs must decide which combination makes the most sense to them. Body-Modding: Augmentations, the ability to install new components into a body or to replace existing parts of a body, are a big part of science fiction, and although not quite so common in science fantasy, they're not entirely unfitting. Half-Golems, for example, are simply a D&Dification of the Cyborg concept; mortals with artificial limbs, simply fueled by magic rather than science. Of course, a body can only take so much replacement and implantation. For this reason, the following systems are used to govern body mods: Limb Replacement: These are a distinctive classification of modifiers, and held seperately to the others. At a basic level, a character can have two arm replacements and one leg replacement - this is because leg replacements are always done in pairs, as no benefit is gained from simply replacing one leg at a time. Body Implants: Modifications that replace or add to the existing physiology of an individual are considered body implants. This governs mods like extra hearts, armored skin, hyper-efficient immune systems, artificial breath weapons, attached jetpacks, etcetera. A body can only suffer so many implants before it's physically incapable of taking more; a character can only have Body Implants equal to their Constitution modifier. Mind Implants: Modifications that are based on alterations to the brain and nervous system are considered mind implants. Expanded processors that boost intelligence or recall, datajacks, hyper-reactive nervous systems, etc. Again, the brain can only physically be replaced so far before there's nothing left and the victim becomes a drooling vegetable; a character only have Mind Implants equal to their Intelligence modifier. Certain modifications may use up both Body Implant Slots and Mind Implant Slots simultaneously. [/QUOTE]
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