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[SWd20] D20 Future Cybernetics reworked for Star Wars
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<blockquote data-quote="DnDChick" data-source="post: 2308411" data-attributes="member: 54"><p>I took some of the most suitable cybernetics from d20 Future and scaled them back a little (or a lot in some cases), and revised them to work with the cybernetic rules from the Star Wars d20 Hero's Guide.</p><p></p><p>What do you think of these?</p><p></p><p></p><p></p><p>Artificial Organ</p><p>An artificial organ fully replaces a defective or destroyed biological organ, such as a heart, lung, kidney, or liver.</p><p>Effect: The artificial organ duplicates the function of its biological counterpart. It provides no special game benefits.</p><p>Install DC: 14</p><p>Common Side Effects: Physical disability; Minor malfunctions in the artificial organ cause shortness of breath, heart palpitations, nausea, or other minor physical ailments. The character suffers 1d4 points of Constitution damage. This damage cannot be recovered until the cybernetic component is removed.</p><p>DR/Wounds: 0/2</p><p>Price: 5,000 credits (surgery: 10,000 credits)</p><p></p><p>Artificial Organ Upgrade </p><p>This upgraded version of the artificial organ not only replaces a defective or destroyed biological organ but is also more resilient than its technological predecessor. </p><p>Effect: The artificial organ upgrade duplicates the function of its biological counterpart and provides a +1 bonus on Fortitude saves.</p><p>Install DC: 14</p><p>Common Side Effects: Physical disability; Minor malfunctions in the artificial organ cause shortness of breath, heart palpitations, nausea, or other minor physical ailments. The character suffers 1d6 points of Constitution damage. This damage cannot be recovered until the cybernetic component is removed.</p><p>DR/Wounds: 0/2</p><p>Price: 7,500 credits (surgery: 12,000 credits)</p><p></p><p>Anti-Stun Implant </p><p>This implant, embedded near the spine, shields the character’s nervous system against stunning attacks.</p><p>Effect: The character gains a +2 equipment bonus to Fortitude saves to resist stun attacks.</p><p>Install DC: 15</p><p>Common Side Effects: Spinal nerve damage; Improper installation of the implant causes damage to the spinal cord (or its equivalent in alien species) resulting in nervous twitches and decreased sensation in the extremities. The character suffers 1d6 points of Dexterity damage. This damage cannot be recovered until the cybernetic component is removed.</p><p>DR/Wounds: 0/4</p><p>Price: 10,000 credits (surgery: 25,000 credits)</p><p></p><p>Body Repair Weave </p><p>A delicate weave of subdermal biowires stimulates and repairs the body’s damaged tissue.</p><p>Effect: The character naturally heals lost Vitality and Wound points at twice the normal rate.</p><p>Install DC: 30</p><p>Common Side Effects: Overabundance of scar tissue; An improperly installed body repair weave can over stimulate the character’s skin and cause excess scar tissue. The character suffers 1d4 points of Dexterity damage as his skin thickens and stiffens. This damage cannot be recovered even if the implant is removed. The changes made to the character’s skin are permanent.</p><p>DR/Wounds: 0/4</p><p>Price: 20,000 credits (surgery: 60,000 credits)</p><p></p><p>Data Archive </p><p>A data archive is a microcomputer implanted in the character’s skull. It contains skill-related information stored on a series of biological data chips, or biochips.</p><p>Effect: The character gains access to an information database that grants a +4 equipment bonus on a single Knowledge skill. If the character has no ranks in the Knowledge skill contained on the biochip, she can use the skill untrained but does not add her Intelligence bonus to the check. The data archive implant can only hold one biochip, and each biochip contains data on only one Knowledge skill.</p><p>Accessing the information on a biochip is a move action. Changing biochips is a full-round action.</p><p>Install DC: 20</p><p>Common Side Effects: Distraction; When the data archive is used, information floods the character’s brain and she is stunned for 1 round as she tries to sort it all out. If the character has at least 1 rank in the Knowledge skill contained on the chip, she can avoid being stunned with a successful DC 20 Willpower test with a bonus equal to her ranks in the skill.</p><p>DR/Wounds: 0/2</p><p>Price: 20,000 credits (surgery: 30,000 credits)</p><p></p><p>Initiative Implant </p><p>The initiative implant consists of a series of wires threaded around the character’s spinal cord and attached to the character’s nervous system. The implant stimulates faster response times.</p><p>Effect: The character gains a +2 equipment bonus on initiative checks.</p><p>Install DC: 25</p><p>Common Side Effects: Fatigue; A malfunctioning initiative implant causes the character’s body to overreact to the stimulation. When the initiative implant is used, the character must make a DC 20 Fortitude save or become fatigued. </p><p>DR/Wounds: 0/5</p><p>Price: 15,000 credits (surgery: 20,000 credits)</p><p></p><p>Internal Micro-Medpac </p><p>This unit, attached the character’s forearm or thigh, incorporates a very basic medical computer and a miniature medpac.</p><p>Effect: As a free action during his turn, the character can contract his muscles activate the implant, which performs like a medpac (see the Star Wars d20 Core Rulebook). The medical computer has a Treat Injury skill of +0.</p><p>An internal micro-medpac can be used once before its internal medicine storage capsules must be replaced.</p><p>Install DC: 25</p><p>Common Side Effects: Computer failure; The computer in the micro-medpac suffers a programming glitch. When the IMM is used, there is a 75% chance that the computer miscalculates the dosage and causes more harm than good. If the computer succeeds on its Treat Injury check the character suffers 1 Wound point and is nauseated for 1d6 rounds. If the computer fails the Treat Injury check, the effects are doubled.</p><p>DR/Wounds: 2/5.</p><p>Price: 15,000 credits (surgery: 15,000 credits). Medicines capsules must be purchased separately, and have the same cost as a medpac (100 credits).</p><p></p><p>Laser Optics </p><p>The character’s eyes are replaced with ocular implants capable of firing thin laser beams.</p><p>Effect: Using laser optics is an attack action that does not provoke attacks of opportunity. A “laser eye” deals 1d6 points of fire damage, threatens a critical hit on a natural 20, and has a range increment of 6 meters. Each additional eye adds +2 to the damage roll (thus, a pair of laser eyes would deal 1d6+2 points of fire damage).</p><p>A creature equipped with multiple laser eyes must fire them simultaneously at the same target.</p><p>Install DC: 15</p><p>Common Side Effects: Overheating; An improperly installed and aligned laser optic eye can cause minor burns to the character’s eye socket each time the laser is fired. The character suffers 1 point of Wound damage each time he uses the laser.</p><p>DR/Wounds: 0/2 (per eye).</p><p>Price: 5,000 credits (surgery: 10,000 credits).</p><p></p><p>Luminous Skin </p><p>Special skin grafts create luminous displays on the character’s flesh. Most characters use it purely for decoration, but the same technology can provide a built-in chronometer.</p><p>Effect: The character can control the brightness of the luminescence as a free action, negating it entirely if desired. As it’s most intense, luminous skin can illuminate squares occupied by or adjacent to the character. The chronometer serves the same function as a wristwatch, including date, time, and alarm functions.</p><p>Install DC: 10</p><p>Common Side Effects: Uncontrolled luminosity; The character has no control over the brightness of her skin or the patterns it creates. The character has a −4 penalty to Hide checks and suffers 1d4points of Charisma damage as others find it hard to interact with her because of the bizarre patterns and colors. The Hide penalty and the Charisma damage cannot be restored until the cybernetic component is removed.</p><p>DR/Wounds: 0/– (luminous skin ceases to function when the character is killed).</p><p>Price: 500 credits (surgery: 1,0000 credits)</p><p></p><p>Rage Implant </p><p>This brain implant dramatically increases the amount of adrenaline and testosterone the character’s body produces, temporarily boosting his strength and durability.</p><p>Effect: The character can activate the implant as a free action once per day. Upon doing so, he temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Defense.</p><p>The increase in Constitution increases the character’s Vitality points by 2 per level, but these points go away at the end of the rage when his Constitution score drops back to normal. While raging, the character cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Drive, Escape Artist, Intimidate, Pilot, or Ride), any abilities that require patience and concentration (including Force skills), or any items that must be activated to function. </p><p>The rage lasts for a number of rounds equal to 3 + the character’s (newly acquired) Constitution modifier. The character may prematurely end his rage.</p><p>At the end of the rage, the character loses the rage modifiers and restrictions and becomes fatigued for the remaining duration of the current encounter.</p><p>Install DC: 25</p><p>Common Side Effects: Uncontrolled rage; The character is not able to easily enter or voluntarily leave the enraged state, and loses the ability to tell friend from foe. To initiate a rage, the character must succeed on a DC 15 Will save. Once enraged, he must range for the entire duration stated above. During a rage, the character attacks any opponent in range and targets those physically closest to him first — including his allies.</p><p>DR/Wounds: 0/3.</p><p>Price: 8,000 credits (surgery: 10,000 credits)</p><p></p><p>Stabilizer </p><p>A stabilizer releases chemical coagulants into a dying character’s bloodstream to prevent excess blood loss, effectively stabilizing him. A stabilizer is usually installed near the character’s heart. </p><p>Effect: If reduced to negative Wound points, the character’s chance of stabilizing is 20%.</p><p>Install DC: 25</p><p>Common Side Effects: Heart palpitations; Miscued messages from the stabilizer unit cause the character’s heart (or its equivalent in alien species) to palpitate. The character suffers 1d6 points of Constitution damage. This damage cannot be restored until the cybernetic component is removed.</p><p>DR/Wounds: 0/3.</p><p>Price: 15,000 credits (surgery: 20,000 credits).</p></blockquote><p></p>
[QUOTE="DnDChick, post: 2308411, member: 54"] I took some of the most suitable cybernetics from d20 Future and scaled them back a little (or a lot in some cases), and revised them to work with the cybernetic rules from the Star Wars d20 Hero's Guide. What do you think of these? Artificial Organ An artificial organ fully replaces a defective or destroyed biological organ, such as a heart, lung, kidney, or liver. Effect: The artificial organ duplicates the function of its biological counterpart. It provides no special game benefits. Install DC: 14 Common Side Effects: Physical disability; Minor malfunctions in the artificial organ cause shortness of breath, heart palpitations, nausea, or other minor physical ailments. The character suffers 1d4 points of Constitution damage. This damage cannot be recovered until the cybernetic component is removed. DR/Wounds: 0/2 Price: 5,000 credits (surgery: 10,000 credits) Artificial Organ Upgrade This upgraded version of the artificial organ not only replaces a defective or destroyed biological organ but is also more resilient than its technological predecessor. Effect: The artificial organ upgrade duplicates the function of its biological counterpart and provides a +1 bonus on Fortitude saves. Install DC: 14 Common Side Effects: Physical disability; Minor malfunctions in the artificial organ cause shortness of breath, heart palpitations, nausea, or other minor physical ailments. The character suffers 1d6 points of Constitution damage. This damage cannot be recovered until the cybernetic component is removed. DR/Wounds: 0/2 Price: 7,500 credits (surgery: 12,000 credits) Anti-Stun Implant This implant, embedded near the spine, shields the character’s nervous system against stunning attacks. Effect: The character gains a +2 equipment bonus to Fortitude saves to resist stun attacks. Install DC: 15 Common Side Effects: Spinal nerve damage; Improper installation of the implant causes damage to the spinal cord (or its equivalent in alien species) resulting in nervous twitches and decreased sensation in the extremities. The character suffers 1d6 points of Dexterity damage. This damage cannot be recovered until the cybernetic component is removed. DR/Wounds: 0/4 Price: 10,000 credits (surgery: 25,000 credits) Body Repair Weave A delicate weave of subdermal biowires stimulates and repairs the body’s damaged tissue. Effect: The character naturally heals lost Vitality and Wound points at twice the normal rate. Install DC: 30 Common Side Effects: Overabundance of scar tissue; An improperly installed body repair weave can over stimulate the character’s skin and cause excess scar tissue. The character suffers 1d4 points of Dexterity damage as his skin thickens and stiffens. This damage cannot be recovered even if the implant is removed. The changes made to the character’s skin are permanent. DR/Wounds: 0/4 Price: 20,000 credits (surgery: 60,000 credits) Data Archive A data archive is a microcomputer implanted in the character’s skull. It contains skill-related information stored on a series of biological data chips, or biochips. Effect: The character gains access to an information database that grants a +4 equipment bonus on a single Knowledge skill. If the character has no ranks in the Knowledge skill contained on the biochip, she can use the skill untrained but does not add her Intelligence bonus to the check. The data archive implant can only hold one biochip, and each biochip contains data on only one Knowledge skill. Accessing the information on a biochip is a move action. Changing biochips is a full-round action. Install DC: 20 Common Side Effects: Distraction; When the data archive is used, information floods the character’s brain and she is stunned for 1 round as she tries to sort it all out. If the character has at least 1 rank in the Knowledge skill contained on the chip, she can avoid being stunned with a successful DC 20 Willpower test with a bonus equal to her ranks in the skill. DR/Wounds: 0/2 Price: 20,000 credits (surgery: 30,000 credits) Initiative Implant The initiative implant consists of a series of wires threaded around the character’s spinal cord and attached to the character’s nervous system. The implant stimulates faster response times. Effect: The character gains a +2 equipment bonus on initiative checks. Install DC: 25 Common Side Effects: Fatigue; A malfunctioning initiative implant causes the character’s body to overreact to the stimulation. When the initiative implant is used, the character must make a DC 20 Fortitude save or become fatigued. DR/Wounds: 0/5 Price: 15,000 credits (surgery: 20,000 credits) Internal Micro-Medpac This unit, attached the character’s forearm or thigh, incorporates a very basic medical computer and a miniature medpac. Effect: As a free action during his turn, the character can contract his muscles activate the implant, which performs like a medpac (see the Star Wars d20 Core Rulebook). The medical computer has a Treat Injury skill of +0. An internal micro-medpac can be used once before its internal medicine storage capsules must be replaced. Install DC: 25 Common Side Effects: Computer failure; The computer in the micro-medpac suffers a programming glitch. When the IMM is used, there is a 75% chance that the computer miscalculates the dosage and causes more harm than good. If the computer succeeds on its Treat Injury check the character suffers 1 Wound point and is nauseated for 1d6 rounds. If the computer fails the Treat Injury check, the effects are doubled. DR/Wounds: 2/5. Price: 15,000 credits (surgery: 15,000 credits). Medicines capsules must be purchased separately, and have the same cost as a medpac (100 credits). Laser Optics The character’s eyes are replaced with ocular implants capable of firing thin laser beams. Effect: Using laser optics is an attack action that does not provoke attacks of opportunity. A “laser eye” deals 1d6 points of fire damage, threatens a critical hit on a natural 20, and has a range increment of 6 meters. Each additional eye adds +2 to the damage roll (thus, a pair of laser eyes would deal 1d6+2 points of fire damage). A creature equipped with multiple laser eyes must fire them simultaneously at the same target. Install DC: 15 Common Side Effects: Overheating; An improperly installed and aligned laser optic eye can cause minor burns to the character’s eye socket each time the laser is fired. The character suffers 1 point of Wound damage each time he uses the laser. DR/Wounds: 0/2 (per eye). Price: 5,000 credits (surgery: 10,000 credits). Luminous Skin Special skin grafts create luminous displays on the character’s flesh. Most characters use it purely for decoration, but the same technology can provide a built-in chronometer. Effect: The character can control the brightness of the luminescence as a free action, negating it entirely if desired. As it’s most intense, luminous skin can illuminate squares occupied by or adjacent to the character. The chronometer serves the same function as a wristwatch, including date, time, and alarm functions. Install DC: 10 Common Side Effects: Uncontrolled luminosity; The character has no control over the brightness of her skin or the patterns it creates. The character has a −4 penalty to Hide checks and suffers 1d4points of Charisma damage as others find it hard to interact with her because of the bizarre patterns and colors. The Hide penalty and the Charisma damage cannot be restored until the cybernetic component is removed. DR/Wounds: 0/– (luminous skin ceases to function when the character is killed). Price: 500 credits (surgery: 1,0000 credits) Rage Implant This brain implant dramatically increases the amount of adrenaline and testosterone the character’s body produces, temporarily boosting his strength and durability. Effect: The character can activate the implant as a free action once per day. Upon doing so, he temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Defense. The increase in Constitution increases the character’s Vitality points by 2 per level, but these points go away at the end of the rage when his Constitution score drops back to normal. While raging, the character cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Drive, Escape Artist, Intimidate, Pilot, or Ride), any abilities that require patience and concentration (including Force skills), or any items that must be activated to function. The rage lasts for a number of rounds equal to 3 + the character’s (newly acquired) Constitution modifier. The character may prematurely end his rage. At the end of the rage, the character loses the rage modifiers and restrictions and becomes fatigued for the remaining duration of the current encounter. Install DC: 25 Common Side Effects: Uncontrolled rage; The character is not able to easily enter or voluntarily leave the enraged state, and loses the ability to tell friend from foe. To initiate a rage, the character must succeed on a DC 15 Will save. Once enraged, he must range for the entire duration stated above. During a rage, the character attacks any opponent in range and targets those physically closest to him first — including his allies. DR/Wounds: 0/3. Price: 8,000 credits (surgery: 10,000 credits) Stabilizer A stabilizer releases chemical coagulants into a dying character’s bloodstream to prevent excess blood loss, effectively stabilizing him. A stabilizer is usually installed near the character’s heart. Effect: If reduced to negative Wound points, the character’s chance of stabilizing is 20%. Install DC: 25 Common Side Effects: Heart palpitations; Miscued messages from the stabilizer unit cause the character’s heart (or its equivalent in alien species) to palpitate. The character suffers 1d6 points of Constitution damage. This damage cannot be restored until the cybernetic component is removed. DR/Wounds: 0/3. Price: 15,000 credits (surgery: 20,000 credits). [/QUOTE]
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