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Better Alex




Posts : 91
Join date : 2011-09-30

Equipment and Services Empty
PostSubject: Equipment and Services   Equipment and Services EmptyTue Jul 18, 2017 2:13 am

Equipment

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Last edited by Better Alex on Wed May 15, 2019 3:07 pm; edited 4 times in total
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Better Alex




Posts : 91
Join date : 2011-09-30

Equipment and Services Empty
PostSubject: Re: Equipment and Services   Equipment and Services EmptyThu Aug 17, 2017 12:14 am

Cybernetics
Cybernetic implants and prosthetics have become a facet of daily life across thousands of worlds. Cyborgs make up a considerable portion of the human population, with as many as 5% of people considered fully cybernetic. Even the majority of people have some cybernetic enhancement, typically a neural link.

A creature can have a number of cybernetic implants equal to the creature's Proficiency bonus + their Constitution modifier. Some implants, such as most skin or optics implants, do not count towards the maximum number of cybernetics. If indicated as requiring attunement, they do still count towards the maximum number of cybernetics you can have attuned.

Attunement
Some cybernetic implants require a creature to carefully calibrate it and perform some preliminary setup before the implant's properties can be used. This process is called attunement, and certain implants have a prerequisite for it. Without becoming attuned to an implant that requires attunement, its special properties have no effect.

Attuning to an implant requires a creature to spend a short rest focusing on setting up the implant, usually wiring into it and performing firmware updates, calibrating its settings, and performing software setup. This is separate from the cybernetic surgery needed to install the implant.
If the short rest is interrupted, the attunement attempt fails and would have to be restarted. Otherwise, at the end of the short rest, the implant is attuned and the user can apply all of its features.

An implant can only be attuned to the user it is implanted in, and a creature can be attuned to no more than five implants at any one time.

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Last edited by Better Alex on Sat May 25, 2019 3:42 pm; edited 53 times in total
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Better Alex




Posts : 91
Join date : 2011-09-30

Equipment and Services Empty
PostSubject: Re: Equipment and Services   Equipment and Services EmptySat Aug 19, 2017 1:58 pm

Housing
It is assumed that a character lives in an apartment of some sort, given the densities of urban living. But home ownership is possible.
The value indicated covers the down payment, not the total cost of the home. A character buying a home does not have to worry about mortgage payments; it simply replaces rent, which is already accounted for in the Wealth score.

HousingValue
Small condo20
Large condo22
Small house24
Medium house26
Large house28
Mansion30


Condominiums and Houses
Small condominiums and houses are usually one to two bedroom homes, typically in a townhouse arrangement, connected to other units of a similar type as part of a larger block or row of homes, though free-standing small houses exist. Large condominiums and medium houses are three to four bedroom arrangements, generally with a detached carport or small garage. Large houses have four bedrooms, sometimes a basement, spacious living area, and an attached two-vehicle garage. The primary difference between a condominium and a house is the nature of the ownership of the surrounding area, and the rights of the holder in relation to a homeowner's association.

Mansions
Mansions have six to twelve bedrooms, a dining hall and parlor, spacious rooms throughout, and a multi-vehicle carport. These are large, free-standing houses with several acres of surrounding property. This land is usually not cultivated, but is for recreation like a private park.

Properties
Beyond housing, a person can own a variety of kinds of land, ripe for development or use in any number of ways. Not just acreage for farming, but plots used to develop a place of business, a factory or a mine, or to build a personal fortress.

PropertyValue
Commercial28
Farm32
Industrial30
Plantation42
Castle44


Commercial properties
Commercial properties are land and structures built and used for a business. This can include taverns, restaurants, shops, art galleries, brothels, and bars. Once owned, the property can provide income in the same manner as investing in a business, only this time, the Wealth check made is the Value of the property. This difference is that solely you own the property and are entitled to its proceeds, rather than being part of a consortium or co-operative business venture.

Farms and Plantations
Farms are large tracts of arable land, usually with a small or medium sized house appended for living quarters, and additional buildings for livestock and crop storage, and sometimes cottages for making finished products from the crops. The value given is for an average farm of around 200 acres. Additional acreage can be purchased, adding +1 to the Value (of the down payment) for every 25 acres, up to 500 acres.
A plantation is an enormous tract of land devoted, not to subsistence agriculture, but to the intensive cultivation on one or two main cash crops. These range up to two thousand acres in size, with at least a large house appended as living quarters, and usually with cottages for processing raw materials. Some have on-site housing for laborers, especially if they are enslaved aliens, typically between fifty and a hundred staff. The Value given is for an average plantation of 500 acres. Additional acreage can be purchased, adding +1 to the Value (of the down payment) for every 100 acres.

Industrial properties
Industrial properties are the land and structures built to produce something in a non-agricultural and non-commercial sector. This includes raw material extraction, such as a mine or lumber yard or oil well, or refining facilities such as packing plants, steel mills, and factories. An industrial property produces a type of good, much as how farms produce a type of consumable. For instance, a mining facility might produce gemstones, which sell at a certain Value per ton; or a factory might produce finished consumer goods, which also sell at a certain Value per ton.

Castles
Whether ancient fortresses and keeps held by a family since Earth's middle ages, or newer fortifications built by armed clans during the Terran Empire's feudal period, even recent properties gifted to aristocrats in the new Republic for their service to the state, castles hold a certain romantic allure. For some, it represents the ultimate independence: a person, walled off in their fortified house, unreachable unless they wish it so. For others it represents ancient duties and obligations, a reminder that their position is held as an honor due to a lifetime of service to a higher authority.
The average castle is a large fortified manor situated on a tract of up to 100 acres of land, and is composed of a keep and a curtain wall for fortification, with a gatehouse for entry and a pair of towers for defense and observation.. The keep has over a dozen rooms for housing guests, a main hall, a dining hall, and an assembly or reception chamber, as well as the castle holder's personal bedchamber, lodging for up to fifty staff and for a company of armed guards.
The Value given is the down payment for an average castle.
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Better Alex




Posts : 91
Join date : 2011-09-30

Equipment and Services Empty
PostSubject: Re: Equipment and Services   Equipment and Services EmptySat Jun 29, 2019 5:19 pm

Genetic Engineering
The cracking of a species' genetic code opens up numerous possibilities in modifying one's biology. Where cybernetics seeks to enhance an individual through artifice, genetic engineering changes the body's inherent properties, adding abilities and enhancing its existing capabilities. The exact science has become more refined as time has gone by, allowing fine-tuned transmutations of a creature's body.

Enhancements and Templates
Genetic engineering comes in two forms: enhancements and templates.

An enhancement is relatively simple: a singular application of retroviruses to generate some alteration in the gene code and elicit a specific change. A creature can have up to three enhancements at any given time.
Applying a gene enhancement requires a medical procedure that takes place over the course of a short rest, where retroviral injections are given to the character being modified. At the end of each Long Rest, the character must make a DC 11 Constitution saving throw.
On a failed save, the character takes 1 level of exhaustion. On a successful save, the character suffers no ill effects. After three successful saving throws, the gene mod takes effect. After three failed saving throws, the gene mod is rejected. The character must still take Long Rests to recover from Exhaustion, as normal.

Gene mod templates are a more extensive slate of enhancements, a total suite of genetic alterations that completely change the creature's genetic makeup. Applying a gene template requires a medical procedure that takes place over the course of a Long Rest. The process for the modification to take effect is the same as a gene enhancement, except that it requires five successful saving throws.
A creature can only have one gene template at any time.

Genetic Enhancements
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