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.
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
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.
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.
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
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.
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.
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