Fleshworks - Where steel meets flesh.

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#1

kronos182

Apr 07, 2011 23:33:25
Cybernetics, the blending of flesh and machine. There are many things in RAW that mostly work for cybernetics and others that don't. For instance the rules for how many cybernetics one can have in d20 Future. Now d20 Cyberscape has rules for unlimited cybernetics on page 8. For the most part, I like this, however I don't like how many slots it lists on page 9 in table 1-4. 
Personally, if you're going to have a campaign where you can have someone do a full conversion or as the book calls it "total organ replacement", the amount of slots should be higher.

So I propose to increase the number of slots. Like the head, should have say... 3 for sensory implants, and maybe 2 for general head implants. This would be 5 in total, but of course some of those slots are very specific. 1 slot for eyes, one for ears and another for nose or mouth as part of respritory or something like chemical or gas release through the mouth (spitting poison or acid maybe). The other two for the head can be something like skill, feat or rage implants or something like that. This would allow someone to get cybernetic eyes, but still have room for a couple of skill or feat implants or some other combination.

The torso I'd increase to 4 or 5 at most. This isn't counting any that are just replacements for standard organs.
So let's say someone is born with bad lungs, gets cybernetic replacements, standard lung replacement ones. These won't count against torso slots, but if they add an oxygen storage cell, this would add one.

Arms I'd probably leave at 3 each. But also give the hands 1 each. The arm I would count as being from midway from the forearm up to shoulder, while hand would be from finger tips to midway to forearm, approximately, depending on how extensive the hand replacement is. An arm could hold up to a medium sized object. So a laser pistol or sword can be implanted in the arm, and the user can still have their real hand. Or can have whole arm replaced and have a laser rifle installed instead with built in power source and a small tool hand, just off the top of my head.

Legs would leave at 3 slots, but also add in 1 for each foot.  Again, medium sized objects can be put in legs, like a sword or gun.

The total organ replacement... Just don't like it. I mean isn't a total organ replacement basically turning you into a type of robot?  So I'm thinking a series of template chassises or something that someone can use. So for basic models, for people who've been in serious accidents. These chassises would allow the person to function in society completely normally, without people needing to worry about accidental damage or injuries to all normal people nearby. There would be limiters and the like to make them feel safe.
Then there'd be basic versions for construction, medical and police/combat chassises. Of course some robotic features won't work with cybernetic bodies. Will work that out later.

Some terminology..
Cyber-enhanced - Cyber-enhanced people are those with only a few cybernetic devices, usually only 1 to 4. These can be just straight replacement devices, or ones that add some minor enhancement, like telescopic eyes, or skill implant.

Partial Conversion - Partial conversion is where a person has had at least several limbs or organs replaced with cybernetic ones, either with just replacements or enhancements. Those in construction, police or soldiers are more likely to be partial conversion cyborgs, or those who've had serious injuries. Some governments may require licencing and limiters that prevent improper use when not on the job.

Full Conversion, Cyborgs - These are people who've had more than 50% of their bodies replaced with cybernetic devices. Basically their brain and central nervous system is put into a robot like body. 

Nanites
Nanites are different from cybernetics. Nanites are generally designed to enhance organic tissue, and specially designed ones can be used in conjunction with cybernetic devices, depending on the purpose of the nanites and the cybernetic device. Nanites can be used to full conversion cyborgs in the form of repair units, if such devices exist in your campaigns.
A basic unit of repair nanites would allow a cyborg to 'heal' like a normal human, although they might need a source of raw material, like 'consuming' several pounds of metal. More advanced versions could be a several time per day use that repairs a larger amount quickly, but then needs materials to recharge or to even start the repairs. Some versions might even be a mechanical version of fast healing. 
#2

kronos182

Apr 08, 2011 0:22:02
Reposted from Chuck's Wondrous Emporium 

Scientific Eyes (PL7/8)
 
The recipient's eyes are replaced with these enhanced cybernetic eyes.  These eyes combine microscopic optics, light amplification optics and telescopic systems. These eyes are popular with scientists and even military marksmen. 

Benefit: The recipient gains low light vision, a +3 circumstance bonus on Search checks as well as +2 circumstance bonus on Disable Device or Repair checks made in regard to small or finely detailed objects, +3 circumstance bonus to Spot checks, +10 feet to Spot and weapon ranges and +1 bonus to attack rolls with ranged weapons.
Type: Internal
Location: One head (eyes counts as a set)
Hardness/Hit Points: -/2 (per eye)
Base Purchase DC: 18
Restriction: None

Adrenaline Boost (PL6)


This small device, implanted into the user, and upon command, will force the body to produce and release a large dose of adrenaline into the body. After installation, the device will start to collect adrenaline from the body and store it. When activated it releases the collected adrenaline and also stimulates the necessary glands to get the body to produce even more adrenaline to keep the flow high during it's activation. After use, the implant slowly collects adrenaline again for future uses.
Benefit: When activated as a free action, the adrenaline boost implant grants the user +4 Strength, +2 to Reflex saves and 10 feet to their movement. The effects last for 1 minute (10 rounds), after which the user is fatigued for an hour. The implant can be used Con modifier +1 times per day (even if the user has a negative Con modifier, it can be used once).
Type: Internal
Location: Torso
Hardness/Hit Points: -/2
Base Purchase DC: 20
Restriction: Restricted (+2)




Hydraulic Lifters PL6/7


Designed for sheer lifting capacity, this cybernetic attachment increases the wearer’s ability to move or lift heavy objects. Several versions are available for different levels of lifting capacity.
Benefit: Hydraulic lifters increase the user's weight carrying capacity and grant a bonus to Strength checks. The mk1 grants +4 str checks and +20 lbs to carrying capacity; mk 2 grants +8 str checks and +40 lbs carrying capacity; mk 3 grants +12 to str checks and +60 lbs to carrying capacity. The strength bonus can also be used in grapple checks.
Type: Internal
Location: One each arm and torso
Hardness/Hit Points: -/5 (per location)
Base Purchase DC: 19 (mk 1), 27 (mk 2), 34 (mk 3)
Restriction: None

#3

kronos182

Apr 08, 2011 22:46:16
Some thoughts on full conversion cyborgs.

In PL 6, most of the senses can be simulated, but not completely in full conversion cyborgs. For instance taste and smell would only be 50 to 75% of what a normal person would normally experience, and then only be broken down to fairly simple terms.  The cyborg would know what something smells and tastes like from sensors checking the chemical composition of the object in question, but that's about it. 
In later PLs the technology to make scent and tastes the same as a human will be perfected. 

It kind of itches, doc.
A cyborg's sense of touch would be greatly reduced, although with the advances in sensors, they can still perform very delicate work, but it wouldn't feel quite the same. Basic information would be related, such as pressure, heat and the like through the casing or even synthetic skin or any real skin attached to the frame. So a PL6 full conversion cyborg would register a person's hand on their arm, but it just wouldn't feel the same. They'd detect the pressure, shape of the hand, heat radiating off it, and probably texture, but it wouldn't feel quite like a real hand. PL7 is where the sensor's sensitivity and translation of data would make it feel as it would on flesh.

You gonna finish that?
Yeah, even full conversion cyborgs need to eat, but no where near as much as partial cyborgs or normal people. Since the brain and central nervous system is still organic, it needs to be fed still. The cyborg needs about 1 to 2 litres of a nutrient and vitamin right paste every week. This paste would run about PDC 5. This paste can be consumed like food, or placed in a port that goes into a stomach like cybernetic device which stores and distributes the paste to the brain and nervous system as needed.
Some cyborgs, especially when the technology is developed to completely simulate the sense of taste and smell at 100% to that of a human, would get an advanced stomach cybernetic device which would allow them to eat food like a normal person. This device would be far more efficent in extracting all the good stuff the cyborg will need, and store the waste to be ejected at a later time. So yes.. a cyborg could have a system that would allow them to simulate going to the bathroom to make them feel more human, or to appear more human if they don't want people to know they are cyberneticly enhanced.

Birthday Suit
Depending on the reasons for a person to become a full conversion cyborg, they can use their original skin for the face and arms for civilian model bodies especially in PL 6, and usually just the face for other services. The skin is grafted on and sensors fed through to allow for the senses to work with the skin.  If the person's skin was too badly damaged before conversion, new skin could be cloned and grafted on as well. In PL 7 and up, cloned skin can be used to cover the whole cyborg's body if the user so desired. The cyborg can also opt to have synthetic skin, which is stronger, and fairly life like feeling, but won't bleed when cut, and will feel cooler than normal skin in PL6, but can seem very life like in PL7 and up.
Real skin can heal itself to an extent when grafted to the cyborg's body. Minor cuts, bruises and scratches will heal, but if the cyborg takes more than 10 points of damage, the skin is too badly damaged and new skin will have to be cloned and grafted on. If the cyborg has a nanite repair system, it can also repair the skin to the point. If the user has taken more than 30 points of damage, the nanites won't be able to fix the skin, but it will seal edges of tears and cuts, clot the blood to keep it from getting infected and aid in joining new grafted skin.
A cyborg with skin will need to consume 50% more of the nutrient paste to help keep the skin alive.
Synthetic skin, being tougher than normal skin easily accepts nanite repair systems if the cyborg has one installed. Depending on how much of the cyborg is covered in synthetic skin will determine bonus hit points. 25% or less only adds 2 hit points, up to 50% adds 5 hit points, 75% adds 8, and 100% adds 12 bonus hit points. This is for medium and smaller sized cyborgs. Large cyborgs have hit points increased by 25% rounding up for each percentage of covering.
#4

kronos182

Apr 09, 2011 21:14:24
Sensor Hand (PL6)

This cybernetic hand and forearm contains a collection of sensors which can aid a person. Although not as powerful as dedicated versions, but nonetheless quite useful. It can be either covered in real or synthetic flesh. The sensor hand includes a digital thermometer, short ranged motion detector, radiation detector, radar detection, a gyro-compass and a clock calendar. The information can be transmitted to an ear receiver implant, or a display on the wrist, which is an LCD screen with audio output.
Benefit: User can tell the temperature of the air around him, of objects within 1 foot of the hand, and can with 1 round of holding a hand against an object like a wall or door, can tell the ambient temperature on the other side. Gains blind sight with a range of 20 ft, can determine the level of radiation in the area, will always know which direction is North as well as up and down, providing a +1 bonus to Navigate. The radar detector will notify the user if there are active radars within 100 ft, and also if the user has been actively targeted by a radar. The clock calendar continuously keeps track of the time, down to a 100th of a second, and the calender day. Also includes basic functions of a watch, including alarm and a simple event calendar. 
Type: Internal/External (replaces hand)
Hardness/Hit Points: 2/6 
Base Purchase DC: 24
Restriction: None 

For each PL above 6, so 7 and above, increase the range of the sensors by 50%, and bonuses by +1. Can also add in one extra sensory device per PL above 6. 
#5

kronos182

Apr 09, 2011 21:41:58
Finger Camera

This artificial finger contains a digital camera.  In early versions it can only take a few still images, and had limited or no movement. Later versions can hold far more pictures and even take videos even with audio. In PL8 they can even take full 3D images for holographic playback. If the user also has HUD Link, or cybernetic eyes, the data the finger camera records can be replayed easily, otherwise it will have to be uploaded to a computer via wireless transmission, or by a backup wire plug that comes out of the segment closest to the hand.
Benefit: A digital camera is built into the the finger. PL 5 version can hold 500 images, PL6 can hold 2000 images and up to 3 hours of video. In higher PL versions double the number of images and time of video. If a holographic, take the number of images or time for video and half it for full 3d images and video.
Type: Internal/External (finger replacement)
Hardness/Hit Points: -/5
Base Purchase DC: 14
Restriction: None 
#6

AnimeSniper

Apr 12, 2011 16:53:21
 

I am trying to work out the stats for the V.E.C. {Video Eye Camera} Optics  which is from the film Doomsday along with a few other bits from various sci-fi books.

#7

kronos182

Apr 12, 2011 21:45:54
There's the Sensory Recorder (PL6) in d20 Cyberscape that records all the senses for up to 24 hours, which costs PDC 25. Just a camera would be significantly cheaper, only question will be will it also have audio capabilities as well. Probably a good 26 or more hours to record for video. 

I'll be making up some full conversion cyborg frames in the next few days. Been busy with family stuff lately. 
#8

kronos182

Apr 13, 2011 0:02:35
Full Conversion Frames

A full conversion cyborg frame is similar to a robot chassis. As such they can use some robotic devices.



  • Cyborg frames have fixed physical stats. They have Str, Dex but no Con. The cyborg uses the recipient's Int, Wis and Cha. Some frames might grant bonuses to these states. The physical stats can only be upgraded with cybernetic or robotic devices or enhancements, while Int, Wis and Cha can be upgraded through leveling or other normal means. 

  • For purposes of Fort saves, most cybernetic frames make the recipient immune to biological forces that force a Fort save. For effects that affect inanimate objects, use a base Con modifier of +0, with some frames and other devices granting bonuses or penalties.

  • All cyborg frames are subject to critical hits unless otherwise noted. 

  • Cyborg frames gain bonus hit points based on size similar to robots of the same size. Some might even get more bonus hit points depending construction materials or if they are covered in synthetic skin. 

  • Full conversion cyborgs are considered ageless and do not age like normal people. In theory, as long as the cyborg body is kept in working order, the cyborg could live indefinitely.

  • When a person is put into a cyborg frame, their hit points is replaced with that of the frame. When the cyborg levels up, their hit dice are changed to d10s regardless of class and added to the frame. Unfortunately, if a high level character is implanted into a cyborg frame, they lose all their hit points, but gain all the benefits of the cyborg frame. They do get their character level x 3 in bonus hit points (this is a concession to high level characters being forced into a weak cyborg body as a means to resurrect the character if their brain and nervous system can be placed in statis shortly after death.

  • Cyborgs do not heal normally, so they need to be repaired, with a Repair check DC 20 (I made this lower as in worlds where there are lots of cyborgs, the ability to repair standard frames is much easier) and an hours worth of work will repair 1d10 points of damage.

  • Rejuvenation Cycle: Use the same rules as Robots as Heroes in d20 Future.




I think this list of basic rules for cyborg frames should suffice, as some are similar to Robots as Heroes rules with a few changes or additions. 


Civ 1 Frame

Due to a serious accident, or illness, a person can have their brain and nervous system implanted into a cybernetic frame. The Civ 1 is a fairly basic and easy to adjust to. Civ 1s usually have as much of the recipient's real flesh as possible, or new flesh is grown and grafted to the frame. In most cases, many people don't even know the recipient is even a cyborg. It comes with a built in identity chip, subcutaneous cell phone, gyro compass, clock calendar, data link and HUD link. The cell phone is programmed that if the cyborg's body is heavily damaged to automatically call emergency services while the life support system will keep the recipient alive for up to 36 hours after the main body has failed. The data link allows for updates to the identity chip when the recipient is first implanted, and uploading/downloading emails and events on their calendar to other devices. All data from the clock calendar, compass and messages through the cell phone appear in the HUD built into the cyborg's eyes. In case of a violent crime against the cyborg, and it's damaged, the last five minutes of visual and audio memories are recorded and saved in a protected blackbox for police to identify the attacker.

Civ 1 Frame (PL 6)
Type: Living Construct
Size: Medium
Hit Points: 1D10
Speed: 30
Defense: +0
Abilities: Str 11, Dex 10, Con -
Locomotion: Paired Legs
Manipulators: Hands
Senses: Equal to a human's (can use robot sensors rules, which would be about a Class IV)
Accessories: Life support system, identity chip, subcutaneous cell phone, gyro compass, clock calendar, data link, HUD link, head jack
PDC: 25
Note: The accessories included in the frame do not count in the number of cybernetic devices the recipient can have. The power systems and other components of the Civ 1 are designed purposely limited so that without proper licensing, powerful upgrades, such as weapons or flight systems, will not work without extensive work. The Civ 1 is designed to look as human as possible so the cyborg can function in society just as they did before getting the cyborg frame.

#9

Kira_Howler

Apr 15, 2011 1:18:43
sadly cronos that is what the total organ replacment cybernetic thing does form the cyberspace.... or atleast most of it .
#10

kronos182

Apr 15, 2011 8:27:43
The total organ replacement in RAW also gives +5 nat defense, DR 5/-, and several other immunities such as ability damage, blindness, mind affecting abilities. 

In campaigns with cyborgs, I want a bit more options when I build a cyborg character than what the RAW Total Organ Replacement grants. Also the TOR makes the character look definitely like a robot, which depending on your style of play, can make a person start to lose their connection to their humanity, as it specifically states it replaces the skin. The TOR character can't disguise themselves so they can blend in with a crowd, they stand out like a lightning rod in a group of glass tubes.

The nice thing about posting on the forums, people can offer more options, choices, suggestions for rule changes. That's what this is for.  If you feel these changes or options won't work for your campaign, don't use them, or change to fit your campaign. I'm just providing some alternates to RAW
#11

kronos182

Apr 22, 2011 15:50:04
Medical Hand (PL6)


This cybernetic hand and forearm has a number of medical diagnostic devices and tools to aid any doctor or paramedic in the field. Comes with blood analysis/toxin screens diagnostics, able to easily detect 60 common toxins and blood anomalies. An epidermic analyzer, which can identify and measure salt, sugars powerful enzymes and chemicals, and temperature. A laser scalpel is installed in either index or middle finger, and can measure pulse and blood pressure. The user merely has to place their hand on the skin of the target to begin analyzing. The laser scalpel has about a 20 minute charge before it needs to recharge.


Benefit: Aids in diagnosing patients, granting a +4 equipment bonus to Treat Injury checks. The laser scalpel can be used as a weapon in melee dealing only 1d4 fire damage.
Type: Internal/External
Location: Hand
Hardness/Hit Points: 2/6
Base Purchase DC: 25
Restriction: None


For each PL above 6, so 7 and above, increase the range of the sensors by 1 ft, and bonuses by +1. Can also add in one extra sensory device per PL above 6

#12

kronos182

Apr 22, 2011 16:28:16
IR/UV Optics (PL6)


These cybernetic eyes allow the user to see in infrared and ultraviolet light frequencies. The eyes have slightly larger pupils than normal. Although not as good as nightvision optics, they do allow the user to detect temperature variances, and can see in the dark but at shorter range than nightvision optics. The user can even see through fogs and smoke using IR and UV sources instead, ignoring concealment. They can detect heat sources through most materials as long as they are not more than 2 feet thick.
Benefit: Gains darkvision out to 30 feet, lessens concealment by one step, gain +2 to search and spot when taking heat signatures into account. Able to see through most materials up to 2 feet thick (except metal at only 1 foot) for heat signatures up to 20 ft on the other side.
Type: Internal
Location: One Head (eyes)
Hardness/Hit Points: -/2
Base Purchase DC: 17
Restriction: None


 
#42

kronos182

Feb 25, 2012 23:41:43

Digitigrade Legs
These cybernetic legs completely replace both legs from the hips down. About two weeks of training is required to become accustomed to the differences in balancing on digitigrade legs. Your entire body's center of gravity is shifted forward and weight is set on the balls of the feet and toes instead of the arches. This design, as well as the engineering of the legs themselves, aids in faster running speed and improved running-jump distances. Military versions have mechanically boosted actuators in the ankle, knee and hip joints to assist in achieving exceptionally longer running-jump distances.
Benefit: When running, you move six times your normal speed instead of the usual four times movement rate. A character with this enhancement also can jump twice as far or as high as indicated on his/her Jump check. The maximum jump distance is equal to your movement rate instead of equal to your total movement rate.
Military versions add +10 competence bonus to Jump checks, and the distance is no 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 

#43

kronos182

Mar 07, 2012 18:17:40
 A few nano colonies. Although d20 Future doesn't give prices for nano colonies, I've attempted to give some for these ones. Others I post might not have PDCs so use best judgement or use them as gifts/rewards for PCs


Disassembler Cloud (PL 8/9)


The character’s body is 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.
To attack, the character makes a ranged touch attack against an opponent. If it hits, the attack inflicts 4d6 damage. Against objects, the attack ignores the first 10 points of the hardness. After striking, the disassemblers keep tearing apart the target, inflicting 3d6 on the second round, 2d6 on the third round and 1d6 on the final round. Disassemblers from the cloud become inert after four rounds of activity.
The character can also use the disassembler cloud defensively, wrapping it around him or her to damage attacking objects. In this case, the cloud inflicts 2d6 damage (ignoring the first 10 points of hardness) to any weapon (including physical projectiles such as bullets and arrows) directed at the character. If the damage is sufficient to destroy the weapon or projectile, it disintegrates before hitting. Disassemblers are not inexhaustible; the colony must regenerate the supply. Therefore, a character can only use a disassembler cloud for a number of rounds equal to 3 + the character’s Constitution modifier (minimum 1).
Using the cloud to attack or defend is a full round action that requires concentration. Distractions force the character to make a standard Concentration check or be unable to use the attachment.
The character can house the nanites in his or her body when they are not in use. They can enter and exit through bodily orifices the size of a human skin pore or larger.
Purchase DC: 39
Restriction: Military (+3)/ Rare (+5)



Dynamic Adaptation (PL 8)


In 24 hours, this nanotech attachment can alters the character’s physiology to adapt to extreme conditions such as those found on alien worlds.
Benefit: The character gains the Planetary Adaptation feat, but every 24 hours he or she may change which set of benefits are gained. Note that this does not alter the character’s height the way the actual feat does, but it will change his or her appearance in minor ways, adding or removing bulk and subtly shifting facial features (but never enough to escape recognition).
Purchase DC: 28
Restriction: Restricted (+2)



Assembler Cloud (PL 8)


Lighter than air nanites surround the character’s body with a colored mist. They can solidify into objects at his or her mental command.
Benefit: The character can create any object that he or she knows how to build as long as it has no moving parts and does not rely on electrical or chemical processes to function. From Fine to Small, the character can assemble one size category per round. The character cannot create Medium-sized or larger objects. The character must make a Crafts check as if he or she were building the object conventionally, with the proper tools. Creating objects out of the assembler cloud requires a full round action for each required round of concentration. Distracted or damaged characters must make standard concentration checks to continue assembling objects. If they fail, the object dissolves and they must start over. Cloud-assembled objects last for one round per level. Furthermore, the character may instruct the cloud to obscure the character and hinder attacks with a semisolid shroud of nanites. This requires a single full round action and lasts for one round per level. The character gains a +4 bonus to Defense.
The character can house the nanites in his or her body when they are not in use, hiding them from view. They can enter and exit through bodily orifices the size of a human skin pore or larger.
Purchase DC: 35
Restriction: Military (+3) / Rare (+5)

#44

AnimeSniper

Apr 21, 2014 4:48:54

Just had an idea for ARC or Anti Robotics & Cybernetics Rounds and Explosives... basically each round or explosives contains nanite dissassemblers that upon hitting the target with the rounds or shrapnel from the explosive the damaged done slowly or rapidly begins breaking down the robots chassis or the full body cybernetic prosthetic

Also the nano-forge from the Red Faction Armaggedon game could basically use the Assembler clouds

Also, the

Defibrillator {RAGE}

 

The Defibrillator is an important piece of equipment in RAGE. It brings Nicholas Raine back to life when he has taken too much damage and is close to death. It can also shock any nearby enemies leaving him in a safe environment to wake up in.

 

 

Upgrade I

 

The player can get an upgrade by doing the mission "Defibrillator Upgrade" which will add another defib charge .

 

 

Upgrade II

 

The player can also receive another upgrade from the mission "Finding Feltrite" which speeds up the recharge time of the Defibrillator.


Give me some time and I may have something for here and the various other boards

 

#45

AnimeSniper

May 24, 2012 20:50:21
Still working on my Anti-SARC Combat Rounds  but I  was wondering if I should use the same stats of the Disassembler Cloud at 4d6, 3d6, 2d6, and 1d6 for the damage acrrued afterwards or tweak them for each from Handguns up to Tank Cannons, Artillery, and Missiles cause in a future with Synthetics, Androids, Robots, and Cybernetic Soldier on each side it is feasible to come up with munitions for the still soft squishy infantryman or woman to use....

EDIT 11:40PM- Okay so how is for the following whilst keeping the rolled 4 dice of the following ending with 1 dice unless the Disassembler are programed to not stop breaking everything down

Handguns d3
Rifles d4
Anti-Material Rifles d6
Artillery & Mortars d10
Tank Cannons d12
Missiles d20
Bombs d100
#46

kronos182

May 25, 2012 7:48:19
I do like how you have the damage low for the weapons, and still for artillery and mortars.. but what about instead of keeping it at 4 dice for stuff like bombs and artillery.. or lower the die type, allow the cloud to affect a larger area.  Like the bomb could be 4d20 like the missile, only it affects a 100 foot radius (or spherical in air or space or even water?) area? so not quite as deadly to a single target, although 80 points of damage in one round is enough to destroy most stuff, you can affect MORE, especially with it dealing damage for several rounds.

Although reading over the Dissembler cloud again.. I think there might need to be a save.. For artillery/motars/bombs there's the inital save for half (so half damage on first round, and I guess half for every round afterwards), but for especially for robot characters and cyborgs, give them a Fort save each round after the first to 'shake off' the nanites from continuing their nasty work? Like some form of minor autorepair system (keeps lubricants and such in balance, or what have you), but not a full repair system like any of the robot or cyborg repair systems.. although THOSE would give a nice bonus to resist the dissembler cloud before they can start repairing the robot or cyborg. 
#47

AnimeSniper

May 26, 2012 2:34:31
I forgot Shotguns at d2 since after so far out the spread disperses greatly and is more effective at close ranges out to three squares from the shooter/wielder so I will have to check my two books later on and my drive also for any houserules from here
#48

AnimeSniper

May 27, 2012 1:36:12
Heres a little something that I just need a little fleshing  out in detail

  Brain Case

The Brain Case is the pinnacle of self-contained devices that fully encapsulates a person’s brain and part of their spinal column.  This allows the humans organic brain to safely exist outside of its birth body or for those with access their Full Cybernetic Prosthetic Body during tune-ups or upgrades.  Each Brain Case is manufactured from high tensile strength plastics or molded Kevlar for military units.   
#49

AnimeSniper

May 29, 2012 4:44:40
Just had the idea for a military version of the Prehensile Appendage that would allow the miiltary user access to spikes, razor barbs, and etcetera for in combat... just imagine the look of the players when said soldier exits the stasis tank wearing a full cybernetic prosthetic body with all manner of nasty bits...

Also. Kronos 182 have you ever seen the anime Black Magic M-66... well in the anime short you basically have two opposing military forces both whom which utilize cybernetics and autonamous robots for battle.   Well during transport of their two recent model the transport is hit by a storm and crashes whilst losing its cargo of two robots who activate and then proceed to track down to kill the lead researchers granddaughter who is in the nearby megacity with friends all because the test data was left loaded in them

  Long story short each robot had some nasty gadgets built into them.... fluid like movements, martial arts including weapons, AP like claymores munitions built into the armor, toxic nerve gas or agent that releases as the robot breaks down, and a few other of which one was a laser in one eye

Battle Angel is another good anime, which I don't own, that though limited in what you see gives a little creative nudge
#50

AnimeSniper

May 30, 2012 3:52:06
Just had another idea hit that a player could have a harness like Dr. Otto Octavius or more commonly known as Dr. Octopus from the spiderman universe.... Now lets say a person with a full cybernetic prosthetic body gained access to such a harness with 4 pairs of such arms so ten arms total and lets say it a miltary grade FCPB with that harness and each arm has different abilities... lasers for one pair, and etcetera
#51

kronos182

May 30, 2012 19:58:36
Most full conversion cyborgs would already have something like a brain case.. how else keep brain from being damaged.. although a more powerful/stronger one could come in handy, just a matter of what wouldi t do.. reduce criticals?

I haven't seen blak magic m-66 or battle angel, but I have heard or battle angel though.

I have an item in Chuck's emporium that is an early version of doc ock's harness, and I have a few pics of different doc ocks or similar devices that I still have to stat up, but you can use that as a base to work from. 
#52

AnimeSniper

Jun 01, 2012 4:20:25
A few attachments for the RAW stats or your own homebrew rig Kronos 182 so give a little feedback  on them

EDIT 6:00 am-  Got to thinking of how the offensive melee based weapons with the addition of a Nanomolecular Memory Alloy could feasibly wield them all into combat... and roll a critical on a low NPC and most likely death will occur. 


  • Extension Reach- A unique addition that allows the appendage to extend and extra five feet in length by the incorporation of the Slinky Link.

  • Grenades- Single use reloadable micro-grenade launchers can be attached to the ends of appendages. 

  • Lasers- Modified beam emitters taken from Laser Rifles and Laser Pistols are wired to the ends of appendage dealing 2d8 Pistol and 3d8 Rifle with a wired energy port for the required cells

  • Lasers {Metal Blaster}-Modified by cannibalizing the Metal Blaster Emitters fire nine individual beams at the target causing 1d6x9 damage.

  • Lasers {Tri-Beam}- The Tri-Beam Laser emitters fire three individual beams at the target causing 2d12+1 per beam. 

  • Plasma- Cannibalized parts from either a Plasma Pistol or Plasma Rifle are attached to the appendage dealing 2d12+1 Pistol and 3d12+3d3 Rifle. 

  • Pneumatic Tail Spike- The Pneumatic Tail Spike latches onto the designated target before unleashing the contained  spike within.

  • Razor Wire Barbs-

  • Spikes-

  • Tail Barbs-

  • Tail Flail-

  • Tail Mace-

  • Tail Spike-

  • Tazer  Strike-

  • Whip Strike- Whip Strike is when the PAM strikes out at a designated target much like cowhide whip.

#53

kronos182

Jun 02, 2012 13:02:31
Not sure if I'd put a rifle (laser, plasma or the like) into the arms/tentacles.. Pistol definitely, although a higher tech level version could have damage in the rifle range.

Using memory alloys for the ends forming different melee weapons is a nice idea.. so instead of doing a slam, alter to a hammer for greater critical damage.. or slashing or piercing weapon for different damage type, and crit ranges/uses.

The metal blaster.. what is this exactly? A laser designed for welding/cutting metal?
Also tri-beam.. what makes this different than just three pistols fire-linked together? 
#54

AnimeSniper

Jun 03, 2012 4:07:00
Sorry for the unknowns as they both come from the Fallout 3 game as unique obtainable Laser Rifles when you buy the downloads... both have unique characteristics for their use and I can see your point in paragraph response line 3 

Tri-Beam are kind of like a shotgun laser so up close more damage and the Metal Blaster has nine beam so again like a shotgun laser and both are deadly like the shotgun at clos range

On memory alloys in use imagine an espionage/assassin model FCPBR or FCRPB that has a facial structure that can change, say a full round action unseen, into another face and then if you include nanite photo receptors similar to Becka Valentine from Andromeda to allow the asset to change their hair and lets not forget a way to change their eye color.

EDIT 12:15pm-  Okay so I was thinking about looks... on one side you have those people who have partial or the full FCPBR or FCRPB package that resembles their former organic facade and then those who at barely a glance you can tell that the limb is a replacement or whatnot like Briarios from the Appleseed anime whose body was more military styled and his head had five+ optical lenses

Here is what I got so far for tags....
 

Bulky


Streamline


Hodgepodge


Realistic

#55

kronos182

Feb 22, 2013 19:34:33

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.
Type: Internal
Hardness/Hit Points: -/2
Base Purchase DC: 24
Restriction: Military (+3)

#56

AnimeSniper

Mar 18, 2013 5:07:27
Hey Kronos so I was thinking recently, dangerous thinking that it would be possible that a person trained in the art of melding flesh with machinary that you would have someone who went the way of Jack the Ripper and started dicing up cybernetically enhanced humans and full cyborgs while also removing slash wiping any e-data or memory banks that they had... now in a post-apocalyptic setting you could have the whole scavenger who collects the cybernetics remains of those who died in the apocalypse or afterwards and then those savvy baddies who if cannibalistic who pawn the inedible remains in the next town or passing trader.

So what do you think... also was thinking of cybernetic implant that similar to a data jack or port the user could have it wear they can insert skill and feat chips into it for either a one time boost or reusable models that are infinite boosts but you have to swap out each time for another one that is relevant to your task at the time... 
#57

kronos182

Mar 18, 2013 7:42:36
For the skill/feat chips, I believe I already posted such a device, if I didn't submit it I have it on my comp and will post it soon.

Now.. as for your cyber Jack the Ripper.. would need feats/skills similar to a cyber doc (cybernetic surgery, skills in treat injury, surgery feat, knowledge: cybernetics and/or both knowledge: electronics/mechanical), and computer use for deleting any electronic memory systems.

So equipment he'd want would be built in vibro blades in one hand, built-in surgical tools in another hand.. maybe a built in EMP weapon of some sort.. stealth equipment.

For the Post-Apoc, yeah, that's part of the norm that'll happen. If you ever played the game Rifts from Palladium Books, they have a class or two for cybernetic snatching, cyber-docs.

Skill/feat chips I posted here earlier in the thread. Although I have them set to 4 ranks and feats with no or only 1 prerequisite feat, you can have higher ones by increasing their rarity and cost (similar to robot feat and skill chips/progits).
#58

AnimeSniper

Mar 19, 2013 4:27:57

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)




Okay so thats perfect but do you have a related one for the Chip Dock... also other companies wouldn't just use a wafer model as some could use a crystalline rod the same size that could be slid into a Data Port or Jack similar to the one of Seamus Harper from Andromeda.

Was there ever someting like the Data Port/Jack that Seamus Harper used... and I am working on a Neural Synaptic Link  based around the one for cyborg soldier in the Warzone 2100 game and the HALO games as reference points

 Actually came up with some good things when I went here  http://halo.wikia.com/wiki/index.php?search=Spartan+Neural+Interface&fulltext=Search
 
#59

kronos182

Mar 19, 2013 14:58:04

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)




Okay so thats perfect but do you have a related one for the Chip Dock... also other companies wouldn't just use a wafer model as some could use a crystalline rod the same size that could be slid into a Data Port or Jack similar to the one of Seamus Harper from Andromeda.

Was there ever someting like the Data Port/Jack that Seamus Harper used... and I am working on a Neural Synaptic Link  based around the one for cyborg soldier in the Warzone 2100 game and the HALO games as reference points

 Actually came up with some good things when I went here  http://halo.wikia.com/wiki/index.php?search=Spartan+Neural+Interface&fulltext=Search
 



You can change the skill chips to a thicker chip or crystal rod if you want. I just used wafer-like card  so you can load a bunch in, but have to mentally activate only a few at a time.

There is the Head Jack here which is a simple interface device that you can connect various devices to your body to allow for a connection. Such as with smartguns to transmit their sensor/scope and targeting info straight to a person's optic systems. Connect to a vehicle for driving it mentally, or armour if it has cybernetic connections to allow for faster response times or direct upload of suit system status and sensors.
#60

kronos182

Aug 04, 2013 17:33:05

Possible rules for magically or psionic characters and cybernetics.

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.

#61

AnimeSniper

Aug 05, 2013 9:30:19
Cool addition now the Psi-Operative, is there a class I can't remember, can both read the mind of those he passes while allowing for a head jack or whatnot like the Johnny Mneumonic film...  

What about a specially crafted metal alloy, maybe psi-runes etched in the finished product and using the psionics blood and powers to first activate it that gives a small bonus, + something to either damage or maybe the critical...

I also can't remember but I think in the Bablyon 5 series the Psi-Corps had some way of enhancing their abilities 

Sorry if I've rambled a bit with concepts... 
#62

kronos182

Aug 05, 2013 10:23:01
Cool addition now the Psi-Operative, is there a class I can't remember, can both read the mind of those he passes while allowing for a head jack or whatnot like the Johnny Mneumonic film...  

What about a specially crafted metal alloy, maybe psi-runes etched in the finished product and using the psionics blood and powers to first activate it that gives a small bonus, + something to either damage or maybe the critical...

I also can't remember but I think in the Bablyon 5 series the Psi-Corps had some way of enhancing their abilities 

Sorry if I've rambled a bit with concepts... 



I believe I have in a third party pdf a cybernetic psi operative.. but as far as I can tell, there's no penalties to psionic abilities when you have cybernetics. I just put that option available for those players who find it unfair that psionics aren't affected by cybernetics. 
In another RPG I've played, psionics aren't affected by cybernetics but magic is heavily penalized with a cybernetic device. One faction in the game, when they capture a magic user, will purposely implant cybernetics to limit the mages (either small devices or amputating an arm and replacing it with crude, basic cybernetic one).

In that same PDF there are also implants which grant low level psionic powers, which in theory can be used by non psionic characters, but can only be used a couple of times a day.

There's no reason not to find things that can enhance psionics, or using cybernetic devices to enhance them. I think D&D psionic books have metals that do so, and crystals, so if you incorporate those into psynet type devices, will definitely boost the powers. Hell.. in theory you could find a crystal that stores psionic power and turn that into a cybernetic device that acts as a 'back up' battery for your psionic powers, you'd have to spend some time putting power points into it, but it'll hold it for quite awhile so that if you end up using all your power points in combat, you've got some spare ones.

Now.. as to the Psi Corps.. they had training programs to make the most of each level of the telepathy to the most of their abilities. A P5 will still be a P5, but a well trained one will have some training bonuses to certain abilities, and have a well disiplined mind. There were some experiments to enhance telepaths, maybe try and turn them into telekinetics, through use of drugs, hypnosis, and other unexplained processes to enhance, but usually with unpredicable results. They may, on several subjects improve the subject 10 to 50% in mental abilities.. or might scramble their minds. Or create something like the case of Ironheart who basically became the first human equivalent of a Vorlon (evoled to a higher form/energy).

Now.. In the Babylon 5 universe, hyperspace enhances the range and strength of a telepath's abilities. Strength usually sees about a 10 to 40% boost, while range can range from 25 to 75% or even greater (in Leta Alexandra's case, even with the Vorlon enhancements, she enjoyed a 500% or more boost in range while in hyperspace). 
#63

kronos182

Oct 13, 2013 16:44:24

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)

#64

AnimeSniper

Apr 21, 2014 5:01:52

Been stating things from the Almost Human episodes that I wrote down while I watched them free through Fox OnDemand in my area and the show had some nifty cybertech amongst other... sadly I missed the last three episodes.

 

Nanophage

Developed by scientist Antonovich Stuporsky a member of the radical extremist terrorist group Earth Rebirth the Nanophage is capable of deconstructing both animate and inanimate materials into gelatinous pools of subatomical matter.   The first use of the Nanophage was as the Hong Kong Orbital Spaceport where travelers and personnel to the space habit Sun Tzu were exposed before the NBC protocols of the spaceport sealled the affected terminals and shuttles leaving behind gelatinous pools of biomatter and damaged infrastructure behind.

(Reply to #64)

kronos182

AnimeSniper wrote:
#66

AnimeSniper

Apr 25, 2014 3:20:30

True but remember I mentioned in the Black Magic M-66 anime where the one destroyed robot released a poisonous gas as it disentingrated whilst atop a HumVee... I can repost wherever you feel appropriate maybe weapons.  Still the Nanophage, it's a nifty yet nasty little thing...  Imagine dropping a batch on an uninhabited asteroid or lifeless planet to harvest the resources within and a coded signal morphs it all into your new starship/mecha/city or simple brick ingots and piles of jewels.

 

Addendum 6:20 am

 

Just got to thinking of two mods for the hands... one would be like the repulsors from Iron Man and another would be a laser hidden within the fingertip.

(Reply to #66)

kronos182

AnimeSniper wrote:
#68

kronos182

Apr 25, 2014 12:34:16

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)
 

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)

#69

kronos182

Aug 22, 2015 17:45:34

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)

#70

marcoasalazarm2

Aug 24, 2015 22:02:26

Dig the new stuff. NnoPhage looks NASTY.