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1 year ago ::
Feb 22, 2012 - 7:03PM
#41
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Date Joined:
Mar 24, 2006
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Stun Gun Implant (PL 6/7) The stun gun implant is installed in your hand, with proper shielding to protect you from the stun gun effects when its discharged. The stun gun can be primed at will, then discharged on contact. The shielding does not render the user immune to stun guns. It only prevents the user from being stunned from any possible feedback from their own stun gun. Two versions of the stun gun implant are available. The first is one that has a small battery that must be recharged, but allows for more stored energy for multiple discharges before it needs to be recharged. This version requires more cybernetic space in the hand for the battery, although it can be easily installed in a full cybernetic hand replacement. The second version uses the user's own bioelectric field to power the capacitors for the stun gun. This negates the need to recharge or replace batteries, but is more expensive and has a smaller payload. Stun Gun Battery (PL6) Benefit: User has a stun gun/taser in their hand that is discharged through their fingers. 1d3 electrical damage, Fort save DC 15 paralyzed 1d6 rounds, 10 discharges before battery is drained. Type: Internal Location: Hand Hardness/Hit Points: -/1 Base Purchase DC: 10 Restriction: Lic (+1) Stun Gun Biopowered (Late PL6/PL7) This version is powered by the user's bioelectric field. Benefit: User has a stun gun that is discharged through their fingers. 1d3 electric, Fort save DC 15, paralyzed 1d6 rounds, 6 discharges before recharging at a rate of 1 discharge per 10 minutes of non strenuous activity. Type: Interal Location: Hand Hardness/Hit Points: -/1 Base Purchase DC: 11 Restriction: Lic (+1)
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1 year ago ::
Feb 25, 2012 - 9:41PM
#42
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Date Joined:
Mar 24, 2006
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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
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1 year ago ::
Mar 07, 2012 - 4:17PM
#43
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Date Joined:
Mar 24, 2006
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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)
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1 year ago ::
May 22, 2012 - 1:18AM
#44
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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 IThe player can get an upgrade by doing the mission "Defibrillator Upgrade" which will add another defib chance. Upgrade IIThe 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
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13 months ago ::
May 24, 2012 - 6:50PM
#45
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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
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13 months ago ::
May 25, 2012 - 5:48AM
#46
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Date Joined:
Mar 24, 2006
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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.
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13 months ago ::
May 26, 2012 - 12:34AM
#47
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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
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13 months ago ::
May 26, 2012 - 11:36PM
#48
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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.
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13 months ago ::
May 29, 2012 - 2:44AM
#49
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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
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13 months ago ::
May 30, 2012 - 1:52AM
#50
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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
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