| | Equipment and Services | |
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Better Alex
Posts : 91 Join date : 2011-09-30
| Subject: Equipment and Services Tue Jul 18, 2017 2:13 am | |
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Last edited by Better Alex on Wed May 15, 2019 3:07 pm; edited 4 times in total | |
| | | Better Alex
Posts : 91 Join date : 2011-09-30
| Subject: Re: Equipment and Services Thu Aug 17, 2017 12:14 am | |
| CyberneticsCybernetic 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. AttunementSome 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. - Spoiler:
Ability enhancement requires attunement, rare Ability enhancing cybernetics take various forms, but includes synthetic micro-fibres woven into muscles for Strength, enhanced organs for Constitution, memory repair and synaptic boosters in the brain for Intelligence or Wisdom, or neurochemical regulators for Charisma. Regardless of the exact form, these enhancers allow you to increase one Ability score by 2, to a maximum of 20.
Ability perfection requires attunement, very rare Ability enhancements, when pushed to their limits, can create an artificial semblance of perfection. This can take many forms, such as motorized drivers in your limbs for Strength, immuno-boosters for Constitution, or backup data modules for Intelligence. Regardless of the exact form, these enhancers make it such that one Ability score of your choice is 19. This has no effect if you ability score is 19 or higher without this.
Adrenaline module requires attunement, rare Adrenaline caplets are strategically placed to catalyze quick reactions. This implant has 3 charges, and it regains all expended charges when you finish a long rest. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.
Anchor Legs uncommon These heavy prosthetic legs have magnets and pneumatically-impelled pitons that clamp down onto a hard surface to anchor you in place. You can use an action to activate the anchors, which fix you place. Until you deactivate the anchors, your legs do not move, even if it is defying gravity. The anchors can hold up to 8,000 pounds of weight. More weight causes the anchors to deactivate as a fail-safe to prevent breaking. A creature can use an action to make a DC 30 Strength check to move you up to 10 feet on a success.
Antivenom module rare Small caplets of antivenom are distributed around your body, along with other chemicals that automatically trigger when you are subjected to some toxin. Poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.
Armor skin requires attunement, uncommon A set of small, fibrous plates woven to the subdermal layer, acting as a flexible armor between the epidermis and the fat layers of the body. When not wearing armor, your Armor Class is equal to 10 + your Dexterity modifier + your Constitution modifier.
Auto-aim module requires attunement, uncommon Micro-servos actuate your hands, synchronized to targeting software to help you aim better. You are considered proficient with all ranged weapons, and you add twice your proficiency bonus to attack rolls made with ranged weapons. You gain a +2 bonus to damage rolls on ranged attacks made with such weapons.
Biosurger requires attunement, very rare A biosurger implant is a set of chemical-dispersal nodes in the bloodstream that boosts a person's response time and muscle movement. However, the boost it provides is only temporary. You gain an additional action on each of your turns for 1 minute. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. After that minute, the biosurger goes into a failsafe mode that prevents it from being used until you finish a long rest.
Blaster requires attunement, rare You integrate a laser weapon into the palm of a prosthetic arm. As an action, you can project a laser beam at a target within 120 feet. Make a ranged attack against the target. On a hit, the target takes 1d10 radiant damage. The weapon creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Burning hands requires attunement, rare Thermal-conductive wires are woven into a prosthetic hand, and can heat up like an electric stove's burner. As an action, heat radiates from your hand to burn a creature you try to touch. Make a melee attack against the target. You have advantage on the attack roll if the target is wearing no armor. On a hit, the target takes 1d8 fire damage. The weapon's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Chameleonic skin requires attunement, uncommon This skin implants chromatophores. Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as your skin's color shifts to camouflage you. Chameleonic skin does not count towards your maximum number of cybernetics.
Charming optics requires attunement, uncommon These artificial eyes are tailor-made to make them alluring and inviting, and synchronize with a database of facial-analysis software to enhance your ability to charm them. These optics have three charges. As an action, you can attempt to charm a humanoid within 30 feet of you, provided you and the target can see each other. The target makes a Wisdom saving throw (save DC 13). If the target fails, they are charmed by you for 1 hour or until your or your companions do anything harmful to it. The optics regain all expended charges after you finish a long rest. Charming optics doesn't count towards your maximum cybernetics.
Chevalier system requires attunement, legendary This complex of cybernetic implants replaces the lower extremities with a quadrupedal, horse-shaped lower body, giving you the appearance of a centaur. This cybernetic takes up up 4 cybernetic implants. Your walking speed becomes 40 feet. Your weight doubles. You become as Large sized creature. As you are a four-legged creature, you can pull or drag weight as if a horse. You require barding to be properly armored. You have hooves as natural weapons, with which you are proficient, that deal 1d6 + Strength modifier bludgeoning damage.
Combat computer requires attunement, rare A small chip that stores millions of battle sequences and constantly compares them to the situation the recipient is facing, giving advance warning and taking minute actions to help the recipient place accurate blows and to avoid incoming strikes. Your AC increases by 1 and you gain a +1 bonus to all attack rolls.
Competence chip requires attunement, uncommon This implant amps up your awareness of your surroundings, and enhances your base of knowledge with quick-access RAM storage. You gain a +1 bonus to ability checks and saving throws.
Data archive module requires attunement, rare This places a microcomputer at the base of the skull, bonded to the cerebrospinal system. Using a holographic memory chip, it stores a great deal of information, which can be accessed instantly through a closed-loop neural interface. You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Defense chip requires attunement, rare A memory chip pre-loaded with various martial arts techniques helps you be mindful of you own defense. You gain a +2 bonus to AC if you are wearing no armor and using no shield.
Deflector palms requires attunement, uncommon High-powered, directed kinetic barriers deflect, in some cases brake, incoming projectiles. When a ranged weapon attack hits you, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand and isn't a firearm round or an explosive.
Disease control module uncommon This implant boosts your natural immune system and inoculates you against pathogens. You are immune to contracting any disease. If you are already infected with a disease, the effects of the disease are suppressed.
Eagle optics requires attunement, uncommon These artificial eyes enhance your long-range vision. You have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
Electrolaser Your arm is transformed into a concealed energy weapon, integrated into the limb, which projects electrical discharges along a laser beam. This weapon has 7 charges. You can use an action to expend 1 or more of its charges to project a bolt of electricity forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw (DC 15). A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area. You can increase the damage by 1d6 for each additional charge you expend. The weapon regains all expended charges when you finish a short or long rest, during which you must recharge the weapon.
Feat implant requires attunement, very rare Using a small computer chip implanted to the brain, with similar technology as the data archive module, this implant allows the recipient to access special knowledge for some particular ability. You gain a bonus feat, so long as you fit the requirements for that feat.
Firebolt requires attunement, rare A small incendiary weapon is integrated into a prosthetic arm, launching fuel-air explosive pellets. As an action, you can lob a bolt of flame at a target within 120 feet. Make a ranged attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This weapon's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Frostbeam requires attunement, very rare An combined cooling laser and Bose-Einstein condensate projector are integrated into your arm, consuming your entire limb to form a powerful weapon. The weapon has 10 charges. You can use an action to expend 1 or more of its charges to produce one of the following effects; if they require a saving throw, the save DC is 8 + your proficiency bonus + your Dexterity modifier. You can expend 1 charge to rapidly cool a 20-foot radius sphere of air into a chilly fog centered on a point within 120 feet. The sphere spreads around corners and its area is heavily obscured. It lasts for 1 hour or until a wind of moderate or greater speed disperses it. You can expend 4 charges to blast a stream of condensate high into the air, chased by pulses of the cooling laser to snap-freeze the air in "chunks" that plummet. A hail of rock-hard ice pounds into the ground in a 20-foot radius, 40-foot high cylinder centered on a point within 300 feet. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much on a successful one. Hailstones turn the area of effect into difficult terrain until the end of your next turn. You can expend 4 charges to spray a liquid condensate on a solid surface, with a cooling laser chasing the rapidly-freezing vertical air column to form a wall of solid ice. You can form a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of up to ten 10-foot square panels. In any form, the wall is 1 foot thick and lasts for 10 minutes before it eventually melts or becomes unstable. If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save. The wall is an object that can be damaged and breaches. It has AC 12 and 30 hit points per 10-foot section, and is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space it occupied. A creature moving through the frigid air for the first time on its turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much on a successful one. You can expend 5 charges to spray a blast of supercooled condensate that snap-freezes whatever it comes into contact with. Each creature within a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much on a successful one. A creature killed by this effect becomes a frozen statue until it thaws. The weapon regains all expended charges at the end of a long rest, during which you must refuel the weapon.
Frost ray requires attunement, rare A tiny cooling laser weapon is integrated into a prosthetic arm, ionizing a path to direct supercooled Bose-Einstein particles at a target, snap-freezing on contact and causing disruptions to flesh and material. Make a ranged attack against the target within 60 feet. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The weapon's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Full body prosthesis requires attunement, legendary A full-bodied systemic cyberization, this replaces your skeleton and all internal organs other than the brain and spinal column system with artificial (and extremely durable) replacements. You gain the Cyborg template.
Full spectrum vision requires attunement, rare This network of body cameras, infrared detectors, and sensors give you full 360 degrees of highly acute thermal vision. The cameras lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight. You have darkvision out to a range of 120 feet. You can see invisible creatures and objects out to a range of 120 feet. Sudden exposure to any bright flash of light within 5 feet causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11) to end the blindness.
Gill module uncommon Artificial gills are installed, around your collarbone or neck, filtering water for oxygen. You can breathe normally underwater.
Hover legs requires attunement, rare This replaces your legs with magnetic vectors on your feet and mini-rockets in your calves, which enables limited hovering and aerial movement. If you weight 500 pounds or less, ou can use an action to rise vertically up to 20 feet, and remain suspended there for up to 10 minutes. You can move by pushing or pulling against objects, or you can orient the magnetic vectors to move with a flying speed of 15 feet.
HUD optics uncommon A digital display is projected in front of your field of vision. Every creature in a 20-foot cube within 60 feet is outlined in colored light. Any creature in the area when is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures seem to shed dim light in a 10-foot radius. You can share this display to allies that also have a neural link and any kind of cybernetic eyes. For 10 minutes, any attack roll against a highlighted creature or object has advantage if the attacker can see it, and the highlighted creature or object can't benefit from being invisible. This can be linked to a neural link implant, allowing you to browse the internet and send and receive telecommunications hands-free. HUD optics do not count towards the maximum number of cybernetic implants.
Incendiary shot requires attunement, rare A napalm pellet launcher is built into your arm, transforming it into a special, concealed weapon. This weapon has 7 charges. You can use an action to expend 1 or more of its charges to lob an incendiary blast to a point you choose within 150 feet, exploding into a roar of flame. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw (DC 15). A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners and ignites flammable objects in the area. You can increase the damage by 1d6 for each additional charge you expend. The weapon regains all expended charges when you finish a short or long rest, during which you must reload the weapon.
Initiative implant rare A system of wires are surgically implanted to the spinal column and have distributed nodes around the nervous system. Using fibre-optics, it stimulates the nerves to faster response times. You gain a +2 bonus to Initiative checks.
Integrated equipment uncommon Gear can be integrated into your body, from ears converted into a contact microphone to climbing rope with a grappling hook fired from your arm. Choose a piece of equipment that you already own. That equipment is integrated into your body and can be used at any time.
Integrated weapon rare A weapon can be integrated into your body, from a flip-out arm blade to a palm-firing gun. Choose a weapon that you already own. That weapon is integrated into your body and can be used at any time.
Kinetic barrier skin uncommon This sets kinetic barrier emitters into your skin, projecting a Foucault current that deflects serious blows. While activated, any critical hit against you becomes a normal hit.
Laser optics requires attunement, legendary The eyes are replaced with optical implants that scan with LADAR, and a set of power cells implanted through the skull that allow them to project coherent beams of light. You have truesight out to 120 feet, and your eyes can be used as a laser weapon. As an action, your eyes can project twin beams of collimated light at a target within 60 feet. Make a ranged attack against the target. On a hit, the target takes 2d4 radiant damage. The weapon's damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4). Laser optics do not count towards the maximum number of cybernetic implants.
Luminous skin uncommon This artificial skin is composed of synthetic chromatophores that can change color and luminosity, creating strange and abrupt color changes and even dazzling patterns. In its simplest form, the implant is used to raise or lower the brightness of skin pigmentation. The implant includes a special he battery has 50 charges. As an action, you can shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to tone down the brightness. You can expend 1 charge and fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can expend 5 charges and project blinding light in a 30-foot cone originating from your hands. Each creature in the cone must make a saving throw as if struck by the above-mentioned light beam. Luminous skin does not count towards the maximum number of cybernetic implants.
Lung filter requires attunement, uncommon This implant filters your lungs from poisonous gas, and contains a small supply of appropriate air. You can breathe normally in any atmosphere, and you have advantage on saving throws made against harmful gases and vapors.
MAGIC missile requires attunement, rare You arm contains a magazine of Magnetically-propelled Auto-acquiring Guided Incendiary Combat missiles, or MAGIC missiles, a kind of smart-targeting submunition you can launch from a port in your palm. This weapon has 7 charges. You can use an action to expend 1 or more of its charges to fire three homing explosive darts. Each dart hits a creature of your choice that you can see within 120 feet. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. You can fire one additional dart on the same action for each additional charge you expend. The weapon regains all expended charges when you finish a short or long rest, during which you must reload the weapon.
Magnetic vector requires attunement, rare An experimental palm-mounted magnetic repulsor node, built like an oversize kinetic barrier emitter, which projects outward in a single direction. As an action you can project a beam of magnetic force on a target within 120 feet. Make a ranged attack against the target. On a hit, the target takes 1d12 force damage. The weapon's damage increases by 1d8 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Mermaid system requires attunement, legendary This set of cybernetic grafts replace the lower extremities in favor of an aquatic motion system, composed of waterproof electronics, an artificial gill system, synthetic fins, and a silicone sheath for a finned dolphin-, fish-, or eel-like tail. You gain a swim speed of 60 feet, but cannot walk while docked to your mermaid tail. Your weight increases by 200 pounds. While in water, you have a slam attack as a natural weapon, which deals 1d6 + Strength modifier bludgeoning damage. You can breathe both air and water.
Microscope optics uncommon The eyes are replaced with ocular devices that are able to zoom and pinpoint on close-in targets and objects. This allows fine-detail scanning and analysis. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within 5 feet. You also have advantage on checks made to craft or repair small or finely-detailed objects or to perform surgery, if your are proficient with the appropriate tool set. Optic implants do not count towards the maximum number of cybernetic implants.
Morphic disguise skin requires attunement, uncommon This implant modifies your skin and face with nanites that can rearrange at will to morph certain features. You can use an action to make your face and body appear different, disguising your appearance and making identification difficult. To discern that you are disguised, a creature can use an action to inspect your appearance and must succeed on an Intelligence (Investigation) checks with a DC equal to 8 + your proficiency bonus + your Charisma modifier.
Napalm thrower requires attunement, very rare A large flamethrower is integrated into your arm, consuming your entire limb to form a powerful weapon. The weapon has 10 charges. You can use an action to expend 1 or more of its charges to produce one of the following effects; if they require a saving throw, the save DC is 8 + your proficiency bonus + your Dexterity modifier. You can expend 1 charge to spray a thin sheet of flame; each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignotes flammable objects. You can expend 3 charges to lob an incendiary blast to a point you choose within 150 feet, exploding into a roar of flame. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners and ignites flammable objects in the area. You can expend 4 charges to spray a gout of napalm onto a solid object within 120 feet, which forms a wall of flame. You can make the wall up to 60 feet long, 20 feet high, and 1 foot wide, or a circle up to 20 feet in diameter with the same height and thickness. The wall lasts for 1 minute. When the wall is ignited, each creature within its area must make a Dexterity saving throw. On a failed save, the creature takes 5d8 fire damage, or half as much damage on a successful one. Any creature that enters the wall for the first time on a turn or ends its turn there, or ends its turn within 10 feet or inside the wall, takes the same damage. The weapon regains all expended charges at the end of a long rest, during which you must refuel the weapon.
Neural hardening requires attunement, rare This hardens your neural link against hacking attempts with a suite of antivirus software and resilient electronics. You have advantage on saving throws against mindhacking.
Neural link common One of the greatest developments of the cybernetic age, and one that has been continually improved upon. A neural link essentially integrates a datapad directly to the brain, enabling the brain to interface with both wired and wireless networks and electronic devices to the ultimate goal of sending, recording, and receiving audio, data, and video as if it were a datapad. When linked to a display screen or a HUD, you can browse the web hands-free. A neural link does not count towards your maximum number of cybernetic implants.
Night vision optics uncommon The eyes are replaced with optical implants designed for night vision. You have Darkvision out to 60 feet. If you already have darkvision, this increases the range by 60 feet. Night vision optics do not count towards your maximum number of cybernetic implants.
Nutrition Tank requires attunement, rare This internal tank of nutrients directly feeds your body all it needs to survive. You do not have to eat or drink, so long as your nutrient tank is refilled when you finish a long rest.
Paralysis beam A stunning laser is integrated into your body, usually in the hand, as a dazzler weapon that paralyzes but does not kill. This weapon has 7 charges. While holding it, you can use an action to expend 1 of its charges to fire a thin blue ray of low-voltage electricity toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success. The weapon regains all expended charges when you finish a short or long rest, during which you must recharge the weapon.
Prodigy Chip requires attunement, legendary This implant amplifies response time and mental acuity to increase your mastery of new and known subjects. You proficiency bonus increases by 1.
Prosthetic limb common A fully prosthetic arm or leg, using synthetic bone, artificial muscle, and electronic motors to provide accuracy and stability in limb movement. A prosthetic limb does not count towards the maximum number of cybernetic implants.
Reflex wires requires attunement, legendary These artificial nerves replace the majority of the recipient’s nervous system. Reflex wires can carry more information, more quickly, allowing the recipient to act with surprising quickness and efficiency. You have advantage on Initiative checks, advantage on Dexterity saving throws, and may make one additional reaction during a round.
Resistant skin requires attunement, rare Your skin is inlaid with protective materials that are specially-designed to resist a specific type of destructive force. You have resistance to one type of damage. Resistant skin does not count towards your maximum number of cybernetics.
Robotic arms requires attunement, uncommon These differ from artificial limbs in that they are not replacements, but mechanical limbs added onto a user via a control system in the spinal column and shoulders, linked to a neural control chip. You have two robotic limbs grafted to your body. Each functions as an additional arm. It can grapple and hold objects as if it had a Strength score of 14.
Sensory awareness chip requires attunement, rare This implant amplifies your sensory perception and spatial awareness. You cannot be surprised.
Shocking grasp requires attunement, rare An array of electrodes are woven into a prosthetic hand that discharges a shock. As an action, electricity springs from your hand to deliver a shock to a creature you try to touch. Make a melee attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn. The weapon's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Skill implant requires attunement, rare A small neural implant that stimulates neurons in certain areas of the brain, allowing the recipient to use certain skills more adroitly without the use of drugs. You gain proficiency in one skill, tool, musical instrument, gaming set, or vehicle type of your choice.
Sonic Blaster rare You can use an action to emit a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.
Speed-enhanced limbs requires attunement, rare Your legs are enhanced with artificial neural wires for agility and speed. You can use a bonus action to double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. This effect lasts for 10 minutes, and can't be used until you finish a long rest.
Stabilization weave requires attunement, uncommon Chemicals that catalyze shock resistance and accelerate healing are synchronized to a health monitor chip. You stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
Steel skin requires attunement, legendary You skin is implanted with small retractable plates. As a bonus action, you can deploy these armored scutes. You have resistance to all damage while they are in use. Additionally, you can use an action to make yourself immune to all damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again for 24 hours.
Storm fists requires attunement, very rare This implant replaces your arms with electromagnetic coils and mechanical fists that grant a +2 bonus to attack and damage rolls made with it. This weapon has 10 charges. You can use an action to produce one of the following effects; if they require a saving throw, the save DC is 8 + your proficiency bonus + your Dexterity modifier. You can expend 2 charges to electrify your unarmed strikes. When you hit with a melee attack using the fists, you can cause the target to take an extra 2d6 lightning damage. You can expend 2 charges to emit a sonic boom when you strike. When you hit with a melee attack using the fists, you can cause the fists to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a Constitution saving throw or become stunned until the end of your next turn. You can expend 4 charges to projct a bolt of lightning from an electrolaser in your hand in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one. You can expend 4 charges to cause the fist to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened. You can expend five charges to use the above two effects at the same time. The fists regain all expended charges when you finish a long rest, during which you must recharge its capacitors.
Striking fists requires attunement, very rare This implant replaces your arms with heavy, magnetically-impelled fists and hydraulic mechanical arms that grant a +3 bonus to melee attack and damage rolls made with it. The fists have 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The fists regain all expended charges at the end of a long rest.
Thermoptic skin requires attunement, legendary This implant modifies your skin to have photoreactive cells that can reflect the ambient light, rendering you unable to be seen. As a bonus action, you can activate this and become invisible. Deduct the time you are invisible, in increments of 1 minute, from the battery's maximum duration of 3 hours. The battery recharges after 24 hours. Thermoptic skin does not count towards your maximum number of cybernetics.
Translator implant uncommon A combination of a subdermal microcomputer, visual scanning software, and artificial earpieces allows you to have seamless, real-time translation of other languages, so long as language glossaries and rule-books are kept up-to-date. You can understand any spoken, written, or signed language.
X-Ray Optics requires attunement, rare Medical-grade x-ray imagers replace your eyes, allowing you to briefly see through solid surfaces. You can use an action to activate the x-ray effects. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. You can use this once, and must succeed on a DC 15 Constitution saving throw to use it again until you finish a long rest.
Last edited by Better Alex on Sat May 25, 2019 3:42 pm; edited 53 times in total | |
| | | Better Alex
Posts : 91 Join date : 2011-09-30
| Subject: Re: Equipment and Services Sat Aug 19, 2017 1:58 pm | |
| HousingIt 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.Housing | Value | Small condo | 20 | Large condo | 22 | Small house | 24 | Medium house | 26 | Large house | 28 | Mansion | 30 | Condominiums and HousesSmall 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. MansionsMansions 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. PropertiesBeyond 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. Property | Value | Commercial | 28 | Farm | 32 | Industrial | 30 | Plantation | 42 | Castle | 44 | Commercial propertiesCommercial 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 PlantationsFarms 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 propertiesIndustrial 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. CastlesWhether 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. | |
| | | Better Alex
Posts : 91 Join date : 2011-09-30
| Subject: Re: Equipment and Services Sat Jun 29, 2019 5:19 pm | |
| Genetic EngineeringThe 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 TemplatesGenetic 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- Spoiler:
Bioluminescence *uncommon* You grow specialized skin nodes with light-emitting enzymes. When activated, you shed bright light in a 20 foot radius, and dim light for an additional 20 feet.
Detect Poison and Disease *uncommon* You are altered to have sharper olfactory senses, allowing you to suss out the presence of toxic substances or poisonous animals, as well as instinctually recognizing the signs of disease or carriers of disease.
You can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
This sense can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Thermal Vision *rare* You grow pit organs and the requisite sensory nerves, like those of vipers, enabling you to sense infrared heat. You see invisible creatures and objects as if they were visible.
Stone Skin *rare* You shed and regrow your skin into a thick, leathery hide and then grow hard, bony scutes. You have resistance to bludgeoning, piercing, and slashing damage.
Vampiric Bite *rare* Your body can safely ingest blood, and you can regain some vitality when you drink fresh blood from wounds. To facilitate this, you grow sharp fangs to enable wounding bites. As an action you can make a melee attack against a creature within your reach. On a hit, the target takes 1 + your Strength modifier piercing damage plus 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt.
Whip Tendril *uncommon* You grow a long, vine-like whip covered in lacerating barbs that you can lash toward a creature within 30 feet. Make a melee attack against the target. If the attack hits, the creature takes 1d6 + your Dexterity modifier piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
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