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Post by ScrapyardDragon on Mar 5, 2022 17:52:37 GMT -6
New Mechadendrite:
Manual mechadendrite (Mythic rare) While most mechadendrites are built for a specific function with integrated equipment, the Manual Mechadendrite is simply an additional limb with a hand on the end. Oft referred to simply as a tertiary arm, the manual mechadendrite may be used to manipulate objects, wield weapons, or anything else someone may do with their regular arms.
Because sometimes you just want to play Grievous without having to commit to being a shiva. Also the utility mechadendrite is super vague with "It may be used to manipulate fine objects with great precision", and not everyone will agree on if it can hold a weapon/punch someone or not.
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Post by insertnamehere on Apr 17, 2022 23:46:33 GMT -6
B.E.A.R (Mythic Rare)
The Battle Emotion Adaptive Regulator, or B.E.A.R, is a cybernetic implant that replaces a large portion of the users frontal lobe that regulate and suppress the feeling of intense emotion's, including battle fatigue and PTSD, during and after combat. Officially, it is illegal to have this implant installed because it turn's its user's into unfeeling psychopaths the more they use it but, if rumor's are to be believed, the elite units of multiple militaries still make use of this cybernetic Effects: The user gains In The Zone feat and can enter the zone as a free action. You also gain the Fearless feat while in the zone due to the fear response being greatly suppressed by the B.E.A.R. However, you gain the Apathy Hindrance and every time you activate the In The Zone feat you gain 1 Insanity point due to your emotions being more and more suppressed over time. You cannot have the B.E.A.R installed if you already have one of the following; Butchers Nails, Quantum Cortex, Spellbinder, or Voxal Cords. Brain Bio-chip (Very Rare)Despite its size this coin sized hexagonal chip is capable of all the functions of an organic brain. Placed within the nape of the neck, this chip activates at the point of brain death effectively allowing the user to survive due to the chip having copied the users memories and personality. Though it doesn't prevent death via Blood Loss or other constant effects and if the entire head was lost then the user would have permanent Blindness and Deafness until replacements are acquired. For Promethean's and similar entities, they instead don't go unconscious if their Head is destroyed. Poor quality Bio-chips can do little more than restore some function to a corpse, making them a kind of cyber-zombie. The user takes -1 to Intelligence and Fellowship should the Bio-chip activate. Good quality Bio-chips work in tandem with the users brain, allowing the user to use the Aid Another action on themselves as a Reaction Action. Should the users original brain be destroyed or removed then they lose this benefit unless they replace their now missing brain with a Cortex Implant. Best quality functions as Good quality but allow the self Aid Another action to be used on a Free Action. Butchers Nails (Mythic Rare)
Having more resemblance to a lobotomy then an cybernetic implant, large amounts of nails trailed with cables which resemble dreadlocks are inserted through the skull and into the brain to amplify the anger and rage of the subject. The implant is usually implanted onto gladiators or soldiers (often against their will) and is considered illegal in most parts of the Wheel due to the Butchers Nails often driving the user murderously insane. Effects: The user gains the Frenzy feat and can enter frenzy as a free action. You also gain the Fearless feat while frenzied due to the flight in "fight or flight" being replaced with more fight. However, you gain the Hair Trigger Hindrance and every time you activate the Frenzy feat you gain 1 Insanity point due to becoming more and more mentally unstable. You cannot have the Butchers Nails installed if you already have one of the following; B.E.A.R, Quantum Cortex, Spellbinder, or Voxal Cords.
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Post by insertnamehere on Jul 23, 2022 17:13:56 GMT -6
Bionic Jaw (Uncommon)
This cybernetic is often used to repair damage and in cosmetic surgery to give the soft chin or herculean jaw line you always wanted or in the case of Ork's give you a terrifying metal maw that can take a beating. Effects: User gains a +1k0 to either Charm or Intimidation so long as people can see the users face. Good quality gives +1 AP to the Head. Best quality gives the Iron Jaw feat. Magnetic Bionics (Mythic Rare)
The majority of the users body is replaced with segmented cybernetics that are connected by powerful magnetic generators and shielded wireless receivers to allow the users to manipulate their body even when parts are detached. Effects: The users Arms, Legs, and Body count as being their bionic equivalent and while Magnetic Bionics are installed the user cant install cybernetics that would replace those area's of the body. User gains the Ferric Lure feat, all dodge and falling rolls gain a free raise, your melee attacks gain the Reach property, and your limbs can extend a number of meters equal to your Willpower. However, should the user ever be Stunned they immediately fall prone as their body literally falls into pieces. Magnetic Bionics of Good or higher quality gain the same benefits as bionic Arms, Body, & Locomotion of equivalent quality. Weapon Clamp (Rare)
The hand is replaced with a bionic one with a small but strong metal clamp installed into the wrist that allows two melee weapons to be held in the same hand effectively turning the weapon into a giant pair of scissors or clamps. This can only be used with a matching set of either Ordinary, Parrying, Fencing, and Chain weapons that do not have the Two-Handed property. Effects: Users can attach/detach a weapon as a Half Action. Main weapon gains +1k1 damage and the Unwieldy property. If both the main and attached weapon have the Scissor property, the main weapon gain the benefits of pairing scissor weapons in one hand. If both weapons have the Trigger property, only the main weapon can use its trigger effects. If both weapons don't have the same quality, use the lower quality of the two weapons. Good quality Clamps allows the user to attach/detach as a Reaction Action. Best quality replace Unwieldy property with Unbalanced and allow the user to attach/detach as a Free Action which can be done before or after an Attack or Parry.
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Post by berserkx33 on Aug 4, 2022 11:48:13 GMT -6
Essence DamageAs an additional consequence to filling your body with cyberware, all of those metal parts make it harder to do magic. Cyberware harms the soul, and weighs you down when you're trying to do all of those wacky dance motions. For every point of Strain they have, a spellcaster takes a -1k0 penalty to all focus power tests. That might not matter to you unless you're a spellcaster, but now you know why those old men in the pointy hats avoid cyberware like the plague. As for how magical cyberware interacts with this rule, talk to your SM. Mithril and Wraithbone might not interfere with your spellcasting, but Necrodermis sure as hell will. Let it be your SM's headache to figure out, not mine. I was reminded recently that Arcanum exists, and I was thinking that since Techpriests are a thing in DtD, it doesn't make much sense to use the classical Essence Damage rules from regular cyberpunk, because people who will literally tech the fuck up are well known as priests and there are even spellcasters that are tech based, and like, The Omnissiah is literally a Tech God, so it is kind of strange to have both be true, so maybe we could change the rule to use the fluff from Arcanum. Since magic in this setting is less "from your soul" and more "from tapping into the warp", we could change the fluff around a bit. Make it so Magic while tecked is harder because Tech depends on reality working properly, whily magic breaks reality to work. Similar to Arcanum. So see if this would make sense as a replacement rule for Essence Damage: MagiTeck ContradictionTechnology depends on the understanding of the rules of reality. Magic depends on breaking those rules. The 2 tend to not jell well together, and as such one takes away from the other when coexisting. Spellcasters with Cyberware installed on their body will have a harder time casting spells, reflected in the follwing manners: Fethered: When casting Fethered, the Spellcaster takes a -1k0 penalty to Focus tests for every level of Strain above their Willpower. Unfethered: When casting Unfethered, the Spellcaster has to roll a save using Tech Use+Willpower against a TN of 5 * Strain. If they fail, all of the Cyberware on their body malfunctions and stops working for a turn until it stabilizes. Pushed: When Pushing a Spell, the Spellcaster takes self inflicted damage equal to their Strain - Constitution, and have to roll a save using Tech Use+Willpower against a TN of 5 * Strain. If they fail, all of the Cyberware on their body malfunctions and stops working for a turn until it stabilizes. If your Spellcaster has Cyber Life Support/Vital Organs when they fail the save, they get stunned on top of the rest of the effects.
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chippo
Full Member
<Insert dead meme>
Posts: 211
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Post by chippo on Aug 23, 2022 10:47:42 GMT -6
GatorTooth (Very Rare) (Strain: 2) A bionic both simple in concept, yet sophisticated in design, the GatorTooth is a bionic arm like any other, save that it has a certain defining feature. With a simple gesture of the arm the Gator Tooth is able to deploy a revving chainblade from its forearm assembly, providing users an effective, and intimidating, weapon when caught in a bind. Many Blessed Order aligned spheres have elected to outlaw ownership of the GatorTooth, citing deleterious psychological effects and that such an implant would only be of use in illicit activities. All representatives have thus far refused to comment on the the use of the GatorTooth among law and military personnel. The GatorTooth functions as a standard bionic arm for all purposes, except that weaponless unarmed attacks using this arm use the profile of a Chainsword of the same quality. Poor quality versions of the GatorTooth lose all function of the corresponding hand, as they lack the mechanisms to retract the blade.
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Post by insertnamehere on Mar 24, 2023 15:16:34 GMT -6
Advanced Knee Replacement (Rare)
This cybernetic consists of prostheses that partially replaces the knee and a prolonged, flexible, curved piece of metal jutting out of the users calve going under the heel which act as springs allowing falls from great heights without serious injury. The user takes two fewer wounds instead of one after passing the falling test (does not affect raises). On a failure the user suffers one less wound, so long as they land on their feet. Poor quality Knee Replacements are heavy and are difficult to move with any degree of subtlety, giving a check to all Stealth rolls. Good quality have more robust springs giving the user better jumping capabilities. Treat Strength as one dot higher when jumping and gain the Gravitational Ignorance feat. Best quality forgoes the spring and instead use sophisticated anti-gravity emitters that both improve jumping ability and lessen the impact of falls much more effectively. Also has the added benefit of appearing more inconspicuous due to now longer having large pieces of metal sticking out of the legs. Treat Strength as two dots higher when jumping and raises on falling tests reduce wounds by two. Bionic Spine (Uncommon)
A not uncommon sight in the Wheel due to many getting them to compensate for injury or old age. Each vertebrae of the users spine (or equivalent) is reinforced with interlocking braces supported by rubbery paddings along side the discs. Gain a +1k0 to any rolls involving heavy lifting or carrying and reduce the penalty for not bracing heavy weapons to -2k0. Poor quality bionic spines are less a cybernetic implant and more a long piece of metal bolted to the users back. Using the Stand action takes a Full Action. Good quality bionic spines also reinforce the users ribcage providing better protection to the vital organs. Gain 1 AP to the Body. Best quality bionic spines replace the original spine entirely with a fully cybernetic one with additional support in the lower spine and shoulders, allowing for better weight distribution. The Max Dex for any armor worn over the Body is increased by 1. Exploration Mechadendrite (Very Rare)
This mechadendrite is designed for collecting, storing, and analyzing organic and inorganic material, liquids, and gases to assist in investigation and research. Samples are fed through a series of filters and processes all within specially built chambers, allowing for full analysis of its properties and composition, giving a +2k0 in any skill tests to identify the sample. Up to five separate samples can be stored at a time, which can be ejected into a sealed vial for safe disposal and data of any samples currently stored can be transferred over to other electronic devices (i.e. dataslate). Lastly, this mechadendrite has a built-in auspex, compass, & torch. Gastral Bionics (Uncommon)This replaces the stomach and intestinal tract with a mechanized digestive system, allowing the user to digest almost any organic material so long as there are nutrients to be found. Good quality gastral bionics have a small "pre-stomach" before the main one that filter dangerous poisons and harmful bio-motes effectively allowing the user to ignore the effects of any ingested toxic foodstuffs or poisons (doesn't make you immune to the Toxic property though). Best quality implants allow the user to survive by eating anything, even non-organic materials although they may not enjoy doing so, as the bionics do not protect against flavors, textures, spines, spikes, or splinters. Spellbinder (Mythic Rare)
Highly forbidden both for its effects on its user and how its made, the spellbinder is a series of micro orgone antenna, made from the bones of sorcerers, attached to thick wires that connect from the upper back to the back of the skull. These antenna act as warp conduits that greatly improve the potency of the users sorcerous abilities by drawing in warp energy directly into the users body. This has the side effect of driving the user insane as they slowly become unable to comprehend reality. Effects: The user gains the Spellfury feat and can enter spellfury as a free action. You also gain the Fearless feat during spellfury due to the contradictory nature of the warp overwhelming any rational thoughts. Gain the Night Terrors Hindrance and every time you activate the Spellfury feat you gain 1 Insanity point as it becomes more and more difficult to tell what's real and what's not. You cannot have the Spellbinder installed if you already have one of the following; B.E.A.R, Butchers Nails, Quantum Cortex, or Voxal Cords.
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Post by insertnamehere on Mar 24, 2023 20:34:21 GMT -6
Quantum Cortex (Mythic Rare)The majority of the cerebral cortex of the users brain is replaced with a extremely sophisticated database utilizing quantum computing, allowing entire libraries of knowledge to be stored within the comparably small device. However, a mind was never designed to handle such quantities of information resulting in the user being unable to focus due to their thoughts quickly changing from one topic to another eventually reaching to a comatose like state. Effects: The user gains the Brainstorm feat and can enter brainstorm as a free action. You also gain the Fearless feat during brainstorm because of the vast amounts of knowledge overloading any survival instincts. Gain the Distractible Hindrance and every time you activate the Brainstorm feat you gain 1 Insanity point because of your thought process being overloaded with random facts and trivia. You cannot have the Quantum Cortex installed if you already have one of the following; B.E.A.R, Butchers Nails, Spellbinder, or Voxal Cords. Voxal Cords (Mythic Rare)The Voxal Cord implant is twofold, first is a brain implant that block feelings of embarrassment and anxiety and second is a powerful speaker system that is inserted into the users throat. The throat implant has a direct connection to the brain which allows the user to speak near instantly and with extreme clarity but the more the Voxal Cords are used the more the user becomes unaware or uncaring towards social faux pas and what is deemed "proper behavior". Effects: The user gains the Tirade feat and can enter a tirade as a free action. You also gain the Fearless feat during a tirade because your domineering demeanor overrides any fear response. Gain the Explosive Personality Hindrance and every time you activate the Tirade feat you gain 1 Insanity point because the lack of social inhabitations makes you unable to read subtle social cues or any at all for that matter. You cannot have Voxal Cords installed if you already have one of the following; B.E.A.R, Butchers Nails, Quantum Cortex, or Spellbinder.
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Post by insertnamehere on Jun 15, 2023 14:45:21 GMT -6
Speedware Some berks just gotta go fast. Installed in the atlas of the spine, Speedware are relatively small cybernetics that overcharge the users nervous system to allow quicker movements and improve reaction time. Speedware comes in two flavors; Kerenzikov and Sandevistan. The Kerenzikov provides a reduced but constant increase to the users reaction time with better quality versions making the user faster. Sandevistan, however, must to be manually activated and needs to be recharged after use but provide greater feats of speed when compared to the Kerenzikov. You can only have one type of speedware at a time.
Kerenzikov (Common) Grants the user a +2 bonus to initiative. Good quality provides a +3. Best gives +4 to Initiative and +1 to Speed
Sandevistan (Common) When rolling for initiative, or at the top of the turn order, you can spend a Reaction to treat your initiative as 3 higher and gain a +1 bonus to Speed until the end of the round. Adding or removing the initiative bonus alters your place in the turn order. Good quality versions treat initiative as 4 higher and grant a +2 bonus to Speed for the duration. Best quality versions treat initiative as 5 higher, grant a +3 bonus to Speed and a +1k0 to Dodge and Parries for the duration, and can be activated as a Free Action. Regardless of quality you may not activate the Sandevistan if you used it in the last round.
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Post by Amalvi on Mar 25, 2024 14:21:36 GMT -6
Bionic tail (Rare)Usually attached by removing the coccyx at the end of the spine, this powerful metallic tail is a natural weapon (1k1 I; Brawling, Flexible). If the race of the user has a natural tail this bionic one replaces it, obviously Poor quality tails are bulky and cumbersome, putting a -1k0 penalty to acrobatics tests. Good and best quality tails are the opposite, nimble and thin, which allows the tail to carry small items. Other type of good quality bionic tails are built with the opposite intention, being stronger and with armor plates, gaining the Armoured quality that applies to the legs location. In all cases modify the weapon profile accrding to the quality
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Post by Amalvi on Apr 26, 2024 3:04:14 GMT -6
Prosthetic leg (Common)
Its a prosthetic leg. They replace a lost leg or foot so that the only penalty the character suffers is a -1k0 to Skill Tests that rely on mobility Poor quality ones are peglegs that look ugly and reduce speed by 1. They are made in many different materials, albeit wood ones are ironically very classy and even stylish for old fashioned pirate crews. Many people state they feel more comfortable than elaborate prosthetics Good quality ones completely eliminate any penalties. Best quality prosthetics look very nice and life-like Weaponized Prosthetic leg (varies)You can adquire a weaponized prosthetic leg with its base rarity being one step higher than the weapon in question (minimun Uncommon). Two-Hands melee weapons and Ranged Heavy weapons cannot be integrated in prosthetic legs. Also, you can integrate a weapon to a prosthetic leg yourself with a Craft test equal to the weapon's availability TN. In any case, the resulting weapon now has Arm Mounted Attacks with a leg weapon are done with a -1k0 penalty, and parries with a -2k0. If you have a brawling specialty that uses lots of kicks (e.g. taekwondo, capoeira, kickboxing...) you can use Brawl instead of weaponry with a stunt. Ranged attacks with a leg weapon requires you to drop prone, unless you have specialty in ballistics (leg gun) or in acrobatics (standing on one leg). They also take double time to reload. If you use a thrown weapon integrated on your prosthetic leg you loose your foot until you re-attach the weapon. They also look very silly. Well, depends on who you ask
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