Thursday, January 13, 2011

Gigacrawler: Alterations

Here is a place where you can list alterations for starting PCs in Gigacrawler, the game we're making.

Since, unlike spells, devices and martial arts, PCs have the option to choose which (if any) of these alterations their PC has this list must be more balanced than the others. No option should be obviously way better or worse than the others.

If an alteration is a cyborg implant or robot part, it is presumed to have a tech level of 10 or a tech level equal to the PC's own, whichever is higher. The PC is presumed to be able to operate any modifications she starts with, however, and the tech level only comes into play in certain situations (someone attempts to modify it, Gigacrawler Alterations (adaptations, mutations, and modifications for nonhumans, mutants, robots, and cyborgs)someone throws a Coldbringer grenade, etc.). It is possible for characters to acquire implants with tech levels higher or lower than their own later in the game, and, even if they are higher, the PC will be able to use them.

A GM may opt to allow a PC to have extra alterations if the character chooses negative alterations that have a genuine practical effect (only one arm, blind, etc.). A wildly generous GM may allow a PC to have any other extra (a skill, or a randomly determined spell, martial art, or piece of equipment) in exchange for such a handicap. At some point we may make a separate page for such "negative alterations".

If you are creating a character with alterations, you can count the results here and use this to randomize which alterations your PC has or just pick ones you like.

1. Claws: Add 3 to the strength of unarmed attacks

2. Spikes or spurs on body: Successful unarmed strikes from a foe cause a weapon strength 4 attack back at that foe.

3. Can survive without food indefinitely. (Player must name alternate fuel source.)

4. Insect eyes/scanners: +1 to initiative for whole group. (Doesn't stack with other members of group.)

5. Eats metal. (No faster than a human eats meat.)

6. Can survive without water indefinitely. (Player must name alternate fuel source.)

7. Needs half as much food and water as a human.

8. Tough species/model: Add 2 to physique, subtract 1 from agility.

9. Nimble species/model: Add 2 to agility, subtract 1 from physique.

10. Thick hide: skin has 3 points of armor built in.

11. Antichaotic species/built-in reality stabilizer: Magic has 50% of failure within 5 feet of creature. PC's magic level must be 4 or less. Lost points may be added to tech level.

12. Detachable/throwable head. Flying bite attacks are possible. Can be thrown current physique +5 feet.

13. Detachable/throwable hand. A line of cartilage, filament or cord may connect the PC to the hand if desired or the hand may be completely "free", but the PC must decide during character generation. can be thrown physique x 2 feet.

14. Eats chaos: If any opposed roll by anyone at the table results in 1 and 10 being rolled simultaneously, the PC gains a re-roll to use whenever s/he likes.

15. Extra limb: PC is allowed one extra non-attack, non-spellcasting action per round if it can be
plausibly performed by the limb.

16. Two extra limbs: PC is allowed one extra action (including an attack but not including spellcasting) during combat if it can be plausibly performed with the extra limbs. However the extra limbs make the PC too unwieldy to effectively dodge ordinary combatants so s/he does not add his or her agility when rolling against an opponent's to-hit roll (other modifiers may still be applied, and the defender still gets to roll). The multi-limbed PC may dodge attacks made from more than 40 feet away normally, though the roll is made at -2.

17. Variable weapon mount. A successful tech check against a handheld weapon's tech level and a successful intelligence roll against it allows any hand-held weapon to be modified to fit this mount. The attached weapon can be used at a +3 to hit. Only available as a robot modification or cybernetic.

18. Chaintread. The PC has a narrow chainsaw-like blade installed in his/her lower arm, leaving an row of exposed teeth running from wrist to elbow on the outer forearm. It can be used to make a melee attack with weapon strength = current physique + 5 but the attack is awkward (- 3 to hit). The more common use is as a parrying device--if the PC rolls a 7 or above (and succeeds) when avoiding a melee attack, this is counted as a parry with the chaintread and whatever the attacker was trying to hit the PC with takes 8 points of damage (no roll--the attacker is effectively shoving his/her weapon or fist into a chainsaw.) Only available as a robot mod or cybernetic.

19. Unusual internal anatomy. Internal organs are wherever the player says they are. The PC should secretly write down where his her various organs are--especially his/her brain, and heart/power source are (though announce s/he has this alteration). Whenever the DM announces (or it is otherwise determined) that a particular body part is seriously wounded, the PC must reveal the locations.

20. Hovering. The PC hovers instead of walking. Speed is as walking.

109 comments:

C'nor (Outermost_Toe) said...

21. Internal weapon mount (Arm). Roll on random equipment table to determine type. Alternately you can simply give the players a list of applicable items and say "Pick one". This list will not include stats; the players must pick based on anything they remember about it and how good it sounds from the name. Does not include grenades, but does include any other weapon that the player can make a good case for. Comes with a loss of 2 physique, with more being possible at the GM's discretion.

Zak Sabbath said...

@C'nor
"Internal"--I'm assuming you mean "integral" or something, right?

Also--definitely roll rather than pick--otherwise this option is always better than just rolling a device. It already guarantees you get a weapon, which is better than most PCs.

C'nor (Outermost_Toe) said...

Oops. Meant to have that be cybernetic/robotic only. And no, I meant internal, as in you've got a gun in your arm, which is why the loss of physique. Did you mean the same thing by "Integral"?

Zak Sabbath said...

@C'nor

Yeah, I guess. Anyway "internal" sounds kinda like it's inside your stomach or whatever.

C'nor (Outermost_Toe) said...

Good point. Let's go with "Implanted" or "Integral".

C'nor (Outermost_Toe) said...

Acidic Blood/Hydraulic Fluid/Whatever It Is This Thing Runs On: Any melee weapon (including fists) not made of acid resistant materials takes d10 damage.

mordicai said...

Infojack. You have a hole in your head that is adaptable to a wide range of plugs, wires, & inputs-- this allows you to interface directly with higher tech level devices & raises you effect TL +1 whenever dealing with a TL 10 or better device.

mordicai said...

Kirlian nodule. You've grown a protrusion/tumor/organ capable of detecting magic. It's sweet pinging works like echolocation, giving you an colorful aura of magic within 30', in 360 degrees. It is not always functioning, but must instead by focused on, requiring an action.

mordicai said...

Pleasure species/model: Add 2 to Charisma, subtract 1 from Willpower.

Mentant modifications: Add 1 to Willpower, add 1 to Intelligence subtract 1 from Charisma.

mordicai said...

Digestive fangs.

Add 1 to the strength of unarmed attacks, & a successful attack grants you a days worth of food (maximum of one day per day). Whether this is from drinking blood, digestive acids like an insect, torn away chunks of flesh, etc is left to the player's imagination at creation.

Chris Lowrance said...

Moving this here from 'Devices'

Eye-Winch

This cybernetic eye doesn't actually see. However, at will the "iris" spirals open and a tiny spinning drill emerges. The drill can be launched 100 feet, trailing a microfilament. It will bore in on impact, then wind back into the eye socket. Useful for stealing anything that weighs less than a cinder-block. Weapon Strength 2.

Jeffrey Runokivi said...

Nanobots.

Double healing rate. Also give PC the limited ability to control others. On a successful hit, the PC's nanobots enter the foe's body and quickly work their way to the brain. Enemy much pass a will power check for five rounds/turns or be controlled.
Or something like that.

mordicai said...

Autoimmune Tolerance.

You can heal permanent damage to your physique (or other statistics). Doing so requires that you find an appropriate replacement that has not been dead for more than an hour-- living donors, willing or unwilling, being ideal. That is, if your hand is chopped off, you require a fresh hand, if you have organ damage, you need fresh organs. The DM determines if "odd" organs-- a pig, a gnoll, etc-- qualify.

The surgery to repair permanent statistical damage deals a number of points of temporary physique damage equal to the amount being repaired, & requires a TL 10 check.

Jasper Gein said...

Bite
Fangs, mandibles or reinforced jaws lets the PC make bite attacks. If the PC hits with an unarmed attack, s/he can pull the enemy in to make an additional attack. Treat this attack as another unarmed attack with half the normal physique plus any other appropriate bonuses. The PC can also make bite attacks at his usual physique in place of a normal attack (if he for instance has digestive fangs).

Hive, lesser
One part of the PC is a hive of poisonous bugs or other creatures. The player gains a +1 to resist poisons and diseases, and can poison an enemy with an unarmed attack. (are there rules for poisons yet?) Hive can't be selected as a robot part or a cybernetic.

Hive, greater
The PC must have lesser hive before selecting greater hive. The PCs whole body is a home to poisonous bugs or other critters, and he gains an additional +1 to resist poisons and diseases. Enemies who hit the PC with an unarmed attack risk being poisoned. Gain 1 physique and lose 1 charisma.
In cases where PCs gains random mutations, either result gives lesser hive first and greater hive second.

Targeting computer
+2 to hit with ranged weapons. Must be chosen as robot part or cybernetic.

Life-support/regeneration
In any incident which would result in the PCs death s/he may roll max physique vs. current damage taken. A success means the PC is at negative physique but alive.

Telescopic/retractable limbs
The PC has 5' longer reach with melee attacks and can pick up or manipulate 5' further away than normal.

Chris Lowrance said...

Hammer Toe

One lower leg is a single, solid hammer-shaped unit of metal or dense bone-like material. -3 Agility, but powerful servos/muscles inside the knee allow a kick at Weapon Strength = Physique +5.

Piston Arm

At the cost of a hand, one forearm is a blunt metal cylinder. After a successful punch, a piston concealed inside fires out another hand-length. Adds +3 to the overall strength of the punch. Only available as a robot mod or cybernetic.

Full Body Lockdown

All body orifices from eyes and mouths to genital openings clamp shut. Will also close any wound smaller than the PC's mouth. Will not stop internal bleeding and a PC needing air will begin to suffocate, but will keep microbes, parasites, fluids and gases out. This can be triggered at will, but will also initiate automatically if dangerous foreign substances are detected entering the body. Has a 10% chance of initiating accidentally while eating, during penetrative sex or if injured by piercing damage and anything caught in the way takes Strength 2 damage. Accidental or not, it takes a full round to disengage.

Chris Lowrance said...

Uncanny Valley

The PC was designed to be attractive to biological creatures, and is. Almost always. Except... no, forget I said anything. But have you ever looked at those eyes? Really looked at them?

Each time a charisma check is called for, roll d12-6, and add (or subtract) the result from the check. Sometimes your strange beauty helps, and sometimes it horrifies.

Chris Lowrance said...

(oh, robots and cyborgs only)

Chris Lowrance said...

Exoskeleton

Either chitinous or metallic. 5 points of armor, but Agility suffers -2 and Charisma -1.

Mark said...
This comment has been removed by the author.
Mark said...

Microhook Fingertips

+5 to any check that benefits from increased grip.
User has no physical sensation in fingertips.


(previous comment deleted to replace with this suggestion. previous comment is as follows: This setting is DARK and your art is CREEPY. Love it! :D)

Anonymous said...

19. THREE BOOBS. GET PRETY MUCH WHAT-EVER YOU WANTED FROM DRUNK GUYS. BRAS&BIKINIS COSTS MORE 50% PERCENT EXTRA.

Jasper Gein said...

Enhanced locomotion
Springloaded or elongated legs, extra limbs or jet engines help the PC propell itself along the ground faster. The PC can take an extra action to move 10' in addition to whatever other actions it takes each round.

Climber
The PC can move at half speed along some surfaces. The PC should choose what kind of surfaces this alteration applies to, claws help climb rough surfaces, suction cups stick to smooth ones, magnets stick to metal etc.

Scent/particle tracing
The PC can locate hidden creatures or follow tracks, either through smell or locating shedded fibres with specialized sensors. Add +1 to locate hidden enemies. The PC can track anything with a willpower roll vs. the targets agility, modified by environment and time factors.

Seth S. said...

Web Spinner-
The player creates 1d6 spider silk like strands within their body daily. The strands are 15-20ft long and can be launched as a projectile to blind or otherwise hinder foes. They can also be used to swing with (agility check), form tripwires, fashion small material objects such a sling or bandage.

The webs can be excreted from any area of the body of the player's choosing but must be chosen at character creation. The strands to not roll over from day to day as after a day old strands loose all usefulness.

-2 to physique, the player makes the strands out of their own biological material

Seth S. said...

Weatherbringer-

The player chooses on type of weather at character creation that can originate from their body once per day. This may be the only way the players are actually familiar with weather having grown up in a place with largely no atmosphere, but for cultures that have these types of alterations you could see how it would be incredibly useful.

Any alteration of this type gives -2 to physique since it is pretty stressful to have a weather system in one's body.

some examples are:

-fog or storm cloud: provides cover or concealment with 15 ft radius
-lightning bolt: target must make agility save or be shocked for 1d6 electrical damage and stunned for 1-2 rounds
-rain: summon up 1d6 gallons of water all at once anywhere within 15 ft, it has a 20% chance of being polluted with something
-snow: can be summoned as flurry to attack up to 15 ft away dealing 1d6 cold damage, can be collected and melted for water, only 1-2 gallons can be collected this way but has only a 10% chance of being polluted

Jamie said...

Eyedetic Memory
You have an extra eye, often located in a hand, finger or tongue that 'records' visual or textual information to an archival part of your brain. By taking a turn of concentration and closing your primary eyes, you can open the eyedetic one to record anything from dungeon layouts to book pages. However, your character is at -5 to perform any combat, evasive or otherwise reflexive actions in this concentrated state. If you are hit while your eyedetic memory is recording, you are racked with painful biofeedback, losing your next 1d3 turns.

Tank Treads
You've got tank treads instead of legs. You move at 25ft per round and ignore most difficult terrain, but your new lower half makes you weigh about 400 lbs. Hopefully your companions have a winch. Only available as a robot mod or cybernetic.

Seth S. said...

@Jasper and Jamie, I would totally combine tank treads and climber if I was a robot, that would be amazing

Pyrokinetic-
Through implantation or mutation you are a little bit psychic, but only in the realm of fire.

Once per day you can do something major and something minor related to your control of heat and flame.
Major being like through a fireball, melt an object etc.
minor would be cook, light a torch, whatever
These actions have a magic level of a similar spell (so throwing a fireball with this is just as tough as throwing a fireball with a spell formula) But instead of making a magic check you make a willpower check like Unstables do, failure means you like set something, even yourself, on fire, but it also means you incur insanity points like Unstables do but instead at a rate of 1d4

Seth S. said...

Waterbreathing-

Through gills, better lungs, oxygen producing machine or whatever, you can breath underwater and survive at extended depths
if your a robot you don't really need this but you might want...

Waterproof-
For robots and cybernetics only, all the circuitry and inerparts of your mechanisms will be unharmed when submerged, even completely, in water and most other liquids that wouldn't damage things in some other way like acid or lava

Roger G-S said...

Sticky Mitts

Your palms exude a powerful adhesive substance. You can slap someone or something with an open hand and it will stick, although someone with average strength (including yourself) can pull it away with a determined effort. Persons with below average strength and this mutation do not tend to live long.

If you grab something with a closed fist, the glue is more powerful and the thing sticks in your hand permanently until you have an episode of deep sleep, at which point antidote chemicals release the grip. On the plus side, you will never be disarmed. On the minus side, you are stuck with whatever weapons or tools you want to use for the day.

Jamie said...

Parasitic Twin
You have a malformed double growing out of you somewhere, or a cybernetic entity grafted to your body. This being has its own separate Intelligence, Willpower and Charisma stats rolled on 3d6, but both of you share your initial Agility and Physique. Your twin also comes with 6 Skills, 1d6 of which you can choose yourself. The rest are chosen by the GM.

Though your twin counts as an NPC, you may attempt to exert your influence over it by rolling an opposed Willpower check. If you are successful, your twin must help you with one action. If your twin is successful, it takes control of your body for 1d6 rounds and generally makes your life miserable. Remember, there are other ways to get your twin to help you out. Try bribing it occasionally.

mordicai said...

Dang, @Chris Lowrance, I am really picking up what you are putting down. Well played with Uncanny Valley.

Seth S. said...

Sonicide Vocal Cords-

This allows your voice to become another tool in your survivalist's arsenal. You can vocally mimic other sounds and voices almost perfectly. This gives you at least a +1 when pretending to be someone else, possibly more if you only need your voice (like over the phone or something)

It could also help out in other ways like scaring off, luring, or taming fauna. A bird might trust you more if you sound like it, and those psychic bats are only afraid sharkbears but thankfully you know how to sound like one that's roaring (Although you still need a ways to determine what sound would be useful and what it actually sounds like, you cant just sound like a sharkbear if you've never heard one before)

You can even use your voice as an attack like Black Canary or Banshee. This scream has a 15ft radius but only in the direction your facing, it deals 1d8 damage. However this scream has a 10% chance of snapping your vocal cords rendering you mute and the percentage increases by 10 for each scream made. The vocal cords can be very difficult to repair requiring surgery and new cybernetics.

Zak Sabbath said...

@mordicai

I am wary of allowing anyone (even monsters) to have an intelligence or charisma over 18 simply because whenever a person meets a being with "superhuman intelligence" in a story or movie, they manage to outwit it. Or try. This may be due to rampant humanocentrism and the fact that a human author is incapable of describing superhuman intelligence but either way I feel like the idea is better represented by having a higher tech level and/or magic level.

@jasper
good job on the bite mechanics--they are nice and balanced and don't overlap with digestive fangs


@seth
pyrokinetic just sounds like a psionic and so should just go under spells and is you're unstable, hey, you can use it. if you want to make it into a different class of power--like a possible flamethrower or species-trait, i feel like you should describe it in a little more mechanical detail.

@Jamie

I suggest the parasitic twin should also include "back up grafted" cybernetics and robots.

If the twin is combat capable, then it also needs the same amount of food/water/fuel as the PC all over again.

Zak Sabbath said...

@mordicai
@chris

the charisma max does not apply to the uncanny valley ability, which i do think is just perfect.

Zak Sabbath said...

Alien Intelligence

Your mind is so different from a human's that it is impossible for most species in the sectors you travel to comprehend.

Your magic level, tech level, charisma and intelligence are (from a human standpoint) effectively variable: every time a check for any of these traits is called for (in a new situation) re-roll the stat on 3d6 first--if this is a voluntary check--say, to cast a spell, the player may roll the stat first and then decide. Hostile attempts to read your mind or tap your datastream are at -6.

emon xie said...

Huge love for these illustrations, popped up on my reader and made my day!
e

Jamie said...

@Zak, those suggestions all sound good. If a twin is combat capable, should it roll for its own Agility score?

Zak Sabbath said...

@jamie

For shooting or manual dexterity purposes but not dodging or melee or anything else, I'd say.

mordicai said...

@zak re: "mega attributes" in Int & Cha, I normally use that as an excuse to "cheat," as a DM. Like "Oh, he has an Int of 25...so he can hear all of the table chatter, effectively."

That being said, giving them to a PC is tricky, but do you really think a +1 or +2 is enough to get out of "human manageable?" I'm just musing, but I feel like for a "high int" you could replicate it as just photographic memory, etc, & high Charisma...well, isn't Charisma usually something that you take into account when modifying NPC reactions?

I'm just musing. Let me try to recast those:

Pleasure species/model: 18 Charisma but reduce your character's Willpower by half.

Mentant modifications: You gain a Virtual Skill. Whenever you gain an experience award, you can choose to forget a skill & manifest a new skill in its place. This Virtual skill does NOT stack with any other skill, for any purpose.

C'nor (Outermost_Toe) said...

Addict (Lies):

You are addicted to lies. Not to lying, but rather hearing lies. You must hear at least one lie per day, or take the penalties of an Unstable. However, you have become very, very, good at telling when someone is telling the truth, and lying yourself if you need to (+5 on checks to conceal the truth, or to determine if someone is lying to you). Not allowed to robots.

Addict (Lies) Greater: You must have Addict (Lies) before you can take this Alteration. As you have gotten more and more heavily addicted (Must hear 5 or more lies a day or suffer the penalties above). However, you have now developed minor physic abilities. Whenever you hear an untrue statement that's not actually intended to be a lie, you get a quick flash of what will actually happen. For example: A bomb has gone off. You hear someone say "Everything's going to be all right.". You get a quick vision of another bomb going off.

Zak Sabbath said...

@mordicai

I feel like making it so the skill doesn't stack is too much of a fiddly bit to keep track of--the whole point of skill in this system is they do stack. I don't see any reason you can't just give the PC some kind of "floating skill". Ok, now I'm musing.

Mentant modifications:

The PC--via superior mental discipline or chaotech programming, has an extra "floating skill". It takes 8 hours of rest to reprogram or meditate long enough to wire it into a PC's brain. This can be any skill, and it functions normally until the PC decides to wire in a new skill. This alteration can be taken multiple times.

C'nor

Nice.

mordicai said...

@Zak fair enough; is there some kind of...I don't know, greater than less than chart for balance? Like Attributes > Tech/Magic Level > Alterations/Spells/Devices > Skills?

C'nor (Outermost_Toe) said...

@Zak:

Thanks.

Zak Sabbath said...

Taskmaster

The PC has "photographic reflexes". S/he has 1 slot where s/he may "hold" any action performed by any creature s/he sees. This allows the PC to precisely mimic the total bonus given by any series of skill bonuses (and skill bonuses only) that helped the creature perform that specific action as well as imitate that action (a bird call, saying a password, etc.).

Note that the PC does not gain the skills, only the total bonus stack the creature in question applied for that task.

The PC must announce his/her intention of recording the bonus as or immediately after the action is performed (s/he may wait for the effect if it is instantaneous or within the hour and had been observed).

The bonus allows the PC to do as the other has done only in the physical sense--

if the task is not EXACTLY the same: i.e. the PC is trying to imitate a surgeon but not performing exactly the same operation in exactly the same way on exactly the same wound in the same place on the same species or the PC is trying to imitate a dodge move, but the blow is not from the same location or weapon, then the PC must make a intelligence check against a level 18 difficulty to utilize the bonuses.

DiceChucker said...

I dig D&D and I really dig these illustrations, but _for me_ the hard mechanics dilute the raw power in the pics. If this ever gets published, I'm totally picking it up just for the art, like I did with Low Life for Savage Worlds. In the meantime, is there a website for Zak's art?

C'nor (Outermost_Toe) said...

Ghost in The Machine (Type 1):

You are animated by the spirit of a biological being, whether one that has died, or has simply been cut off from its body (Say, a failure on a See The Gigastructure spell). You can use magic and gain all of the abilities of that being (A hybrid robot for example), though your maximum starting ML is 10. However you are forever seeking your own body, though you no longer remember what it looks like, and have been for many centuries. Any time you come upon some creature sleeping, knocked out, etc. you must make a willpower save, or attempt to switch bodies, trapping them inside your robotic one, and leaving you with theirs. Does not apply to allies. If the person is of the opposite gender subtract 5 from the difficulty of the roll.

Ghost in The Machine (Type 2): A piece of cyberware you have is inhabited by the spirit of another biological being. You gain all skills with a relation to that limb or whatever it is that they had, but must make a willpower save whenever you try to use it for something that the original owner would not have approved of.

Zak Sabbath said...

@mordicai

Good question:

Single skills should be the weakest because they are mostly units of PC advancement rather than stuff to build the original PC with and the PC can choose them. They give a +1 to in certain situations, that's it.

Alterations can be a little more powerful than skills because although PCs can choose them, no PC class specializes in alterations (so you can't have more than 5 and getting them forces out skills, magic, etc.) and you can't buy more after the game starts.

Martial arts abilities and "easy" magic should be in the middle since they are randomly chosen but have no inherent downside.

Spells and powerful devices should be the most powerful since they are randomly selected and they can backfire and kill or injure the PC.

Zak Sabbath said...

@BeZurKur

Google, baby, it's the hip new thing.

C'nor (Outermost_Toe) said...

Oops. Type 1 is robot only, Type 2 is cyberware only.

Zak Sabbath said...

@mordicai
re: skills "PCs can choose them" during character creation or if they are a Crawler class.

A single point of an ability score--including tech & magic level--is probably less valuable than an alteration but more valuable than a skill.

Menace 3 Society said...

Pineal Eye: +2 Magic, -3 Charisma. Character can detect magic and very advanced technology at will, for free, but must close normal eyes while doing so and consequently can't see mundane things. V.A.T. refers to stuff like cloaking devices and wormholes that affect the very nature of space-time.

C'nor (Outermost_Toe) said...

Why the -3 charisma?

Chris Lowrance said...

@Mordicai, Zak RE: Uncanny Valley

Thanks. I literally ran to my computer when that one struck me.

Zak, would you see it as usurping if I made a temporary page on my site that directly linked to each of these threads? I made a character based on what we have so far, and what took the longest was bouncing between all the different posts. Once this is all cleaned up and compiled I know you'll make a hub of some sort, but in the mean time I don't mind doing it.

Zak Sabbath said...

@chris

knock yourself out.

i will now check your page out.

DiceChucker said...

@Zak S

Tried that Zak. Considering I didn't even have a full name and my first hit for zak s art was:
http://zaksartkids.com/Zaks_Art_Kids_Studio/Home.html

I figured it might be easier to ask. However, it turns out that Zak's art is under: http://fredericksfreisergallery.com/zaxart/

No worries, though. It's all worked out now.

C'nor (Outermost_Toe) said...

Okay Chris, where is it? I can't find it on your blog...

Seth S. said...

@Zak
I guess I was trying to make pyrokinesis a spell like ability mostly for flavor, and I tried to make it mechanically weaker but more reliable. I'll have to think through it a bit more I think

And taskmaster is awesome, I was going to post something similar called Muscle Mimic, but I think your mechanic works better anyway

@C'nor
As cool as addicted(lies) is, couldn't my allies just keep lying to me to keep me from going insane? Seems pretty easy to avoid the downside

C'nor (Outermost_Toe) said...

Good point... Maybe those that you travel with can't lie to you because you know them too well?

Chris Lowrance said...

Oh, haven't done it yet. I wanted to clear it with Zak first. Give me a sec.

C'nor (Outermost_Toe) said...

1 Mississippi... :D

Chris Lowrance said...

Okay, kids. Nothing special, just a list of links, and I'll try to keep it up to date.

http://believe-maker.blogspot.com/p/zak-smiths-gigacrawler.html

C'nor (Outermost_Toe) said...

Hmm. Will you be posting the character you made?

Chris Lowrance said...

@C'nor

"Hmm?" Were you hoping for a fancy Flash intro animation? :)

I dunno, maybe not until martial arts goes up (I didn't finish because I want some of those). I really only did it to try things out, but I do hope we can all do some Skype games or something when this is said and done.

Menace 3 Society said...

@C'Nor
It's an a third eye growing out of the forehead. I assume most people will find this at least somewhat revolting.

Chris Lowrance said...

Soft-Boned

Your entire bone structure is like hard rubber. and can give a bit. You get a +1 to attempts to escape bonds, can fit through spaces as narrow as 1 foot in diameter and take 2 less points of damage from blunt impacts. Your Physique may be no higher than 10, however.

The Cramp said...

I would modify Soft-Boned to be, you can wriggle threw any space you can fit your head in. In a universe of mutants, aliens, replicants and cyborgs one foot is sort of an arbitrary unit of measurement. "You head" is easier to rationalize, and way weirder to think about.

C'nor (Outermost_Toe) said...

Plus, it fits with the fact that that's the space ferrets can squeeze through.

C'nor (Outermost_Toe) said...

Does Mentat Modifications add to the points for tech/magic level?

Zak Sabbath said...

@C'nor

If you're talking about the final version--the one I posted--it just adds a skill.

C'nor (Outermost_Toe) said...

Whoops. Argh. So much for balancing pleasure model with it.

prfd said...

•Echo Location

You have a small implant (usually at the base of the neck) that gives off and receives sonar. You operate at no penalty in any amount of darkness, and you get a +1 to any dodge roll given your better grasp of spatial relations. It does not work underwater, and any type of sound-based attack does an extra d6 damage.

•Living Battery

You have small pistons in your heals which convert the energy of walking into a low electric current which is then stored in long cylindrical batteries (usually parallel to the shins). You generate enough electricity in one day to charge a small electric device for one use. The upper limit of your battery's storage is unclear – GM's discretion as to when it gets explodey.

Jasper Gein said...

AI disruptor array (modification only)

The PC has implanted transmitters and holo-arrays transmitting information undetectable to the human senses. These messages confuses inorganic opponents, convoluting their sensory input and provoking self-contradictory directives. The PC +1 to hit robotic enemies in melee and +1 to dodge agaist attacks from robots. Whenever he damages a robotic enemy in melee, these bonuses increase by 1(for that robot only) until end of combat.

These bonuses may also count against cyborgs depending on amount and nature of their implants, at the GMs discretion.

C'nor (Outermost_Toe) said...

@Prfd:

You do realize that submarines use sonar right? It's radar that won't work underwater.

C'nor (Outermost_Toe) said...

Please note that these alterations are mostly intended for characters that are playing as something I came up with for the "Gigacrawler: What Are These Things" post - the ALICE unit. As such they're a bit strange.

Anyhow, without further ado:

Injection unit, lower jaw, assistance: Allows the character to inject anti-allergens, vaccines, painkillers, sedatives, etc. into a non-resistant target. This alteration takes one round to deploy/retract and an additional round to inject up to five things. Beyond five it will take one round per extra necessary injection to clean the tube. If this round is not taken it is at the GM's discretion what the direct interaction of medicines does, though this ruling must be followed in the future for all of that race. It is a set of tubes which replace the lower jaw. It comes with a cosmetic/food-chewing replacement, which is shifted aside when deploy. -5 Cha when deployed, unless the other is known. Charisma is normal when retracted.

Injection unit, combat, hands, paralytic/toxin/hallucinogen: Whenever a target is punched, slapped, etc. (An unarmed attack is made or a martial arts move that specifically uses the hand is used) you can choose to inject them with a paralytic, toxin, or hallucinogen instead of the original effect. Paralytics or toxins are between the GM and the player, and include any that the player had a chance to use an analysis unit on. Hallucinogens have the following effects, in addition to any specific to the one used: All attack rolls are made at -2 to -10 to hit, depending on the strength and dosage. Effective AC = 1/2 - 1/8 of base, again depending on strength and dosage. Effects last for the appropriate length of time based on the injection and its dosage. Comes preloaded with one Paralytic/Toxin/Hallucinogen. Paralytic: Prinolafen (Pry-no-luh-fen). Paralyzes the affected individual for three turns. Requires a 10 or better on a d20 to resist. Physique modifies the save as normal. Toxin: Deutrinaline (Do-trin-a-lean). Deals 3d6 damage. Requires a 10 or better on a d20 to resist. Physique modifies the save as normal. Hallucinogen: Diproxinal (Di-prox-in-all). Halves AC, attack rolls are made at -2 to hit. Highly addictive - roll d20. If the result is 15 or better you are not addicted. Otherwise you must have at least one dose of of Diproxinal per week or go into withdrawal - -3 Phy, -2 Int, -2 Wil (-5 Wil, -5 Int, if presented with the opportunity to take another dose of Diproxinal). Long term users have a tendency to fly into violent rages (One insanity point per dose taken). 12 or better on a d20 to save. Physique does not modify the result. Cyborg only.

Injector unit, combat, hand, digestive: As above, but injects a digestive agent. Deals damage per the particular digestive used, exceptions being handled at GM's discretion. Comes preloaded with one general digestive agent, which deals 1d6 damage for 5 rounds, and is -1 to base Physique (1d6 months before you cantry to build up affected tissue again) because of the damage to muscles, bones, etc. Cyborg only.

Injector unit, combat, foot, paralytic/toxin/hallucinogen: As Injector unit, combat, hand, paralytic/toxin/hallucinogen above, but martials arts moves must be a kick.

Injector unit, combat, foot, digestive: As above, with the exception that it uses a digestive - See Injector unit, combat, hand, digestive.

C'nor (Outermost_Toe) said...

But it published! No!

Anonymous said...

DNA Parasite

The PC can use other people's DNA as a rudimentary computing device when they are not looking to calculate 1d6 social scenarios and outcomes favorably to the PC (though not always to NPCs).

-1 to physique. The plasticity of the PC's DNA gives them a slightly weak-looking build, hence they tend to end up in middling to low positions socially anyway. To become a politician or something this person would basically have to be born rich and spoiled from day one. Otherwise they just end up sort of trickstery and usually get what they want out of others without seeming like an ass.

Zanazaz said...

Body Pocket - A hidden storage space in the body of the PC. Size depends on the body type and /or race of the PC. An android or cyborg could have as much as a half a cubic foot of storage. A human perhaps only a few cubic inches. A strange alien race could perhaps have a larger space. Also called flesh pockets. There can also be body pockets that are only accessible via surgery.( I'm sure I got this from somewhere else, not an original idea. ) Robots can also have storage, but it's generally not well hidden.

Flash Eyes - The PCs eyes can give forth a burst of blinding light.

Mike said...

Addicted to lies <---- maybe they have to believe the lie.

migellito said...

Plant Body - The PC adds 3 pts of natural armor vs. blunt attacks, 1pt vs. all other attacks. Only 50% of usual food is required, but the PC needs 150% of normal water rations. Fire attacks do an extra d4-1 pts of damage, but electrical attacks do d4-1 less damage. Light deprivation costs 1 physique pt for every 2 days without light.

Zak Sabbath said...

Archaic--
Not so much an adaptation as a spiritual condition, the PC is native to a time before the Gigastructure. Add 2 to magic level for every 1 subtracted from tech level (minimums and maximums still apply). However, s/he yearns eternally for a glimpse of true sky--whether the swimming purple-black night of Carcosa, the inverted oceans over of Once Blue Earth, or the green and bulbous expanses enfolding Arch Grotesque. S/he will be fascinated to distraction near any lacunae and will suffer a -2 to everything near one and for 10 days afterward.

mordicai said...

Touched.

You have been made...different. Maybe your mother was a vampire, or your father a god. It could be that an angel put its awful fingers in your soul & fiddled. You are...different.

Whenever you gain a device or a spell, you can roll twice & select whichever result you prefer.

Mike said...

72. Wheels

You can move faster and faster every round you move in a straight line.

First Round - normal ( 30 feet)
Second Round - Double ( 60 feet)
Third Round - Quadruple (120 feet)
Fourth Round - Octuple (240 feet)

For every 45° you turn in a round you lose one level of speed.

Mike said...

73. Burrowing

You burrow into the surrounding gigastructure with Drill(s)/Claw(s)/whathaveyou(s).

Your speed depends on the composition of the surrounding gigastructure.

Dirt/wood/plastic - ( 10 feet )
Concrete - ( 5 feet )
Rock - ( 2 feet )
Metal - ( 1 foot per 2 rounds )
Reinforced steel - ( 1 foot per 3 rounds )
Plasteel - (1 foot per 4 rounds )
Magimetals - ( 1 foot per 5 rounds )

Reinforced steel and above cause 1 physique damage per round.

Mike said...

74. Vaccuum

You can suck in and expell things with an internally contained vaccuum.

Said things go into a pocket in your body, pockets larger than 5x5x5'' are obvious in humanoids.


Suck/Blow Range is 1.5 X Physique feet.

Damage done by expelled objects is dependant on the type of object


Soft (wad of paper, plastic bottle, garbage) - 1d4 - 2

Hard ( rock, paperweight, clock) - 1d6

Weaponized (canned food, cannonball, Lots of ball bearings) 2d4

Mike said...

75. Xcino Corps Perfectly Encrypted Data Storage Device.


This is a Data storage device, which can be connected to any of several types of computing devices, has a constantly alternating 400,000,000 char passcode, determined by a randomly oscilating equation mirrored in you Brain/Datamatrix/Electrobrain. This means that you and only you can access information stored on this device, which is why the Xcino Corps considered it perfect. It does have one flaw though, the requisit passcode to access the device is in your head/harddrive/memory crystal, so if someone where to remove said head/harddrive/memory crystal, they'd be able to access the device.

Mike said...

76. Acid Stream

You can shoot out a stream of acid up to 10 feet which can melt through most objects/people, takes one round.

Notable Exceptions: Glass, Diamond, Ice, Turquoise, Magicly Protected Items, and some strange random thing determined at character creation(subject to GM approval).



Acid takes 24 hours to regenerate.

Mike said...

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

And one fairly ubiquitous material, also determined at Character creation, also subject to GM approval.

Mike said...

77. Webbed Appendages/liquid adaption

You have webbed hands and feet/are uniquely adapted for movement through liquid, you move at double speed (60 feet) through liquids.

Mike said...

78. Removable Recording EyE.


This is a removable eye/camera.

When removed you can see what it sees from up to a 1/2 mile away. If it gets further away than that, or is activated to do so, it can record up to 1 hour of footage (unless you have some other storage device attached to it or your brain/proccessor/record chip).


The EyE can see in the dark, but only 30 feet.


Recorings from the eye can be transfered to other systems with an EyE-transfer station (Available at your local COOKES!) or other recording device with a tech: 12 check (check required for each new kind of device).


The EyE needs to be charged, which means it must be in its socket for a full sleep/recharge/fuel refill period, or will not function.

Mike said...

79. Faulty Device Drivers


Your robotic parts/cyborg implants aren't quite the right ones, you've had to "make it fit" checks involving them critically fail on a 2 as well as a 1. This does come with some benefits though, you've had to reprogram and retrofit most if not all of your tech, and as such are skilled in fitting unlike devices together. When interfacing unlike technologies you get +1, when attempting to attach some unusual tech to yourself you gain +3.

Sean said...

80. External Digestion

Your digestive system is partially ejected from your body, engulfing whatever you would like to consume. Whether it's from the mouth, the abdomen (if you have one), or elsewhere, affects whether it can be used as an unarmed attack. Mouth/abdomen-yes. Elsewhere, probably a bad idea, so no. You cannot move while consuming, until your target (food, item, NPC, etc.) is fully engulfed and your digestive organ is back in place (After 2 rounds, one for the prep to expel the organ and one for the resetting of it). Amount consumed can put PC over encumbrance limits, but beyond such limits, the PC can only stand still or sit. Can be combined with other digestive alterations.

Cameron said...

81.Lesser Liquid Limb

This limb will change its state of matter (solid, liquid, gas) due to an impulse of some kind, decided upon creation, and remain under users control. Any single limb can only have two states, decided upon creation.
This limb does not change temperature when it changes state of matter(unless this is required by the state transforming impulse).

82.Greater Liquid Limb(requires liquid limb)

This limb will change its state of matter drastically from a solid or a gas and into either a super-fluid or a plasma respectively, when exposed to a chosen impulse(this impulse must be rather large or exhausting to the PC.)This limb will change temperature when changing states (if becoming plasma it will gain heat, if becoming super-liquid it will lose heat)
The effect of a super-liquid is mainly how it's frictionless.(maybe used as a slick trap with frost damage?) and a plasmas effect would be like a lesser spell of fireball.(you can still control it!)

83.Godlike Liquid Limb(requires greater liquid limb)

This limb will change its state of matter to the absolute extremes from solid to super-solid, and from gas to Quark–gluon plasma, when exposed to chosen impulse(this impulse must be almost unobtainable by the PC.)
The effects of a super-solid is in effect a completely frictionless solid that also slows down any energy flowing through it.(effective as a shield perhaps?) and the effects of Quark–gluon plasma would be essentially a buffed up spell of fireball. (one that you could still control of course.)

Cameron said...

84.Electrolysis

PC has built-in or natural system that can separate one substance in small amounts into its base components/atomic substances.(a good substance to separate into atomic substances could be water, as a fuel or explosive.)

Cameron said...

85.susceptible

You are inherently susceptible to diseases, if you come into contact with diseases you are more likely to catch them, but due to your being effected by these situations all your life you heal from them twice as fast and are less adversely affected by them.

Mange said...

86. Book lungs: At some point in the past, genetic tampering was used for several situations in which normal human physiology was inadequate. While the origins of some alterations can be easily figured based on their benefits, this is one which seems to have sprung up without a clear-cut use.
The character breathes through the movement of atmosphere over a grouping of folded hemoglobin-filled membranes. This allows for saturation of the blood with oxygen, fueling the character's ability to move for extended periods of time at a greater speed or with greater strength (player must choose at time of character creation). The lungs, which reside in the body, are fed by a spiracle-like orifice on the body somewhere, usually near a joint (to create greater air circulation and double as a pumping mechanism for the hemoglobin) but covered to keep contaminants out (armpits are a common example, or the base of wings if the character is so equipped). If the character has been idle or moving at only a normal rate, s/he will be at -1 for speed or strength until their rate of speed increases to "hectic movement", at which point the character gains a +1 to speed OR to strength, based on which option was chosen at creation. This is while in constant motion only (which causes air to be pumped),
Mind you, in real life book lungs don't quite work thes way,but then they also don't have hemoglobin in them. Hemolymph would be the appropriate fluid, but we're using pseudoscience here, like all good '50s flavored sci-fi would. I highly doubt anyone would notice the difference.

87. Hard-Vacuum Resistant (HVR) physiology: The character is an organic lifeform, but has been modified to be resistant to the violent change in environment assiciated with expose to hard vacuum (open space). This will NOT allow the character to survive without oxygen for any long period of time, but does allow for the character to easily ignore the effects of temporary decompression (ruptured blood vessels, frostbite due to extreme cold).

Interestingly, Alistair Reynolds is a great source of body mods for a sci-fi setting.

dylearium said...

(got some great ideas from Blood Bowl)
88. Very Long Legged: The Very Long Legged are 1/3rd taller than usual. Add 1/3rd their Dex to their Movement rate. The Very Long Legged may jump 1/2 again as far as their usual jumping distance. Legs have neg 1 to armor and are 1 easier to hit on a called shot.

dylearium said...

89. Foul Stench: The Foul Stanky emit a powerful odor that is pungent and easily tracked from afar, and downright debilitating at close proximity. Anyone within 15' of the Foul Stanker receives a minus 1 to all rolls of skill until acclimated. Acclimation takes 1 day in close proximity.

dylearium said...

90. Ferrous Lass/Lad-Excellent sense of direction

-doesn't drop metal weapons on fumble

-can stick to metal surfaces

-with concentration, the Ferous can attempt to magnetically influence small objects up to 25' away. (think weak telekinesis, not repelling bullets)

negs: double damage from electric based attacks.

dylearium said...

91. Hypnotic Gaze
Only works again organics. Subject must make a save vs. Will or be placed into a passive state.

Hypnotic commands may be attempted incurring further rolls vs Will. Any failure snaps subject back to full consciousness. Orders will be followed however actions against the subject's basic nature will not be taken.

T%his maneuver may only be employed outside of, or instead of combat/self-defense.

dylearium said...

92, Hypnotic Screensaver

Hypnotic Screensaver is the Robotic/Electronic equivalent of Hypnotic Gaze and only works against artificial intelligences.

Hypnotic Screensavers can be employed in a variety of ways - e.g. radio signals, a visual display, an aural communique. Mode must be chosen when augmentation is acquired.

dylearium said...

93. Antennae:
Antennae act as highly efficient noses and add + 5 to scent and +3 to tracking. They also grant a bonus to Initiative of 1. They may be manipulated to convey messages through a type of semaphore. Mansects are known to enjoy cultivating their antennae into different shapes and configurations and it is suspected that healthy antennae are a sign of virility.

Antennae are usually very sensitive, easily damaged and difficult to armor while remaining effective.

dylearium said...

94. Bone Headed

Character may permanently swap Intelligence Points for Armor bonuses on a 1 to 1 ratio. Minimum Int is 3 with DM's discretion.

dylearium said...

95. Psychotropic:

The Psychotropic induce hallucinations in the mind of a chosen target. Influence over the hallucination requires a roll against power level. Power level is based on Will or Cha, whichever is higher. Target may save vs 1/2 Will

Delivery method must be chosen.
-adjacent to target
- touch recipient +1 power level
-gas/spore (successful ranged attack) - power level normal
- eye contact -1
- verbal command -1

Mange said...

96. Infectious bite - At some point in the past, this character was exposed to a bacteriological agent which, while usually rapacious in it's ability to infect new hosts, instead found a fertile breeding ground in the character's mouth. As such, the character is not at all affected by it, but can inflict 25% more damage by biting than normal. In addition, there is a 50% chance of the infection taking hold, after which another 10% of health will be lost per day until medical attention is received.

97. Inertia Suppression - The character is somehow able to alter the coefficient of inertia in his/her body for short periods of time. This gives a bonus of +1-3 on all speed-based feats and actions, which may be increased or decreased on a per turn basis, but is not cumulative. The downside is that the human body is designed for a certain ratio of mass to inertia, meaning that altering this formula will have detrimental effects on a person's physiology. For each round of use, subtract a number of points equal to the bonus from the character's stamina. If they stay above 25% stamina, they will recover in three rounds after returning to normal inertial quality, otherwise the healing time will be doubled.

98. Mini bio-plasma generator - This alteration was originally designed for hard vacuum welding, including repairs on the outside of teraforming vehicles and equipment. Character has an alteration to one of the fingertips which allows for generation of super-heated bio-plasma. While not terribly useful at any range, the plasma is hot enough to melt steel, and could burn out a lock cylinder (or holes in both chambers on one side of the heart).

99. Flammable excretion - Character has the ability to project a flammable substance from secondary orifices in the mouth (or anywhere else you REALLY want to put them...).

100. Radio Breaker - Character can give off radio waves in various wavelengths at will, effectively blocking communications in a 30' radius. This has no effect on coaxial, wired, or line-of-site lightbeam transmissions.

101. Magnetic personality - Individual can temporarily generate a strong magnetic field, enough to affect ferrous metals in quantities weighing less than 1/3 their biomass. The range is 10' per point put into it, at a cost of draining an equal number of points from stamina for each round held.

I'm digging this game setting a lot. I think this will be the next pick-up game I run when not all the D&D crew can be here on Sundays.

Mange said...

Hmmm......99 should read that while excretable, there's nothing on the body to ignite it, requiring a separate ignition source. Of course, using it with mini bio-plasma generator means you can blow someone a hell of a kiss...

Daniel Dean said...

102. Bio-Textile Matrix-

Any clothing or armor you wear can, with 1 day of adjustment, be threaded through with neuro-monofilaments and chemical pathways using specialized organs in your hair follicles. You can draw and use weapons in the same action and can sleep in even heavy armor as if it were cloth, however you also take damage equal to the difference between the target's physique and your physique (a minimum of 1 damage) from every successful or unsuccessful attack that hits or targets your clothing/armor.

103. Opossum Adaptation

You have a cardio-respiratory system that you can reroute to a redundant system, appearing to cease heart and lung function. Creatures and devices attempting to detect normal breathing or heartbeat will fail to detect these redundancies and must make a successful roll if looking for them, with the user utilizing Charisma to defend. A creature or device which detects the redundancies will not be fooled by them again in the same character. This can be sustained for up to a minute if the character remains active or for up to ten minutes if the character is static and feigns death. If the character fails to end the effect before time runs out, primary cardio-respiratory activity resumes and they fall unconscious.

104. Tenth Gland

When alien DNA finds its way into the body via injection or spontaneous mutation or ingestion, the aberrant chains are stored in this vestigial lymphatic mutation. These chains can be broken down and re-synthesized into a normal nucleus or can be extracted from this gland within 10 days of exposure. (The idea here is to avoid some negative alteration that would normally be imposed upon you (I know we don't have neg alts yet but in assuming we will....) once every ten days, and if a character in the party has some familiarity with bio-engineering they can then reverse-engineer and weaponize the effect themselves after harvest)

105. Pachycephallic

You have a thick skull with an abnormal bony growth of some kind. Unarmed attacks using your head are +2 and AC vs. attacks specifically targeting your head is +2.

C'nor (Outermost_Toe) said...

"Addicted to lies <---- maybe they have to believe the lie."

Yes! They have to believe the lie.

Zak Sabbath said...

Please note that these alterations are mostly intended for characters that are playing as something I came up with for the "Gigacrawler: What Are These Things" post - the ALICE unit. As such they're a bit strange.

Anyhow, without further ado:

Injection unit, lower jaw, assistance: Allows the character to inject anti-allergens, vaccines, painkillers, sedatives, etc. into a non-resistant target. This alteration takes one round to deploy/retract and an additional round to inject up to five things. Beyond five it will take one round per extra necessary injection to clean the tube. If this round is not taken it is at the GM's discretion what the direct interaction of medicines does, though this ruling must be followed in the future for all of that race. It is a set of tubes which replace the lower jaw. It comes with a cosmetic/food-chewing replacement, which is shifted aside when deploy. -5 Cha when deployed, unless the other is known. Charisma is normal when retracted.

Injection unit, combat, hands, paralytic/toxin/hallucinogen: Whenever a target is punched, slapped, etc. (An unarmed attack is made or a martial arts move that specifically uses the hand is used) you can choose to inject them with a paralytic, toxin, or hallucinogen instead of the original effect. Paralytics or toxins are between the GM and the player, and include any that the player had a chance to use an analysis unit on. Hallucinogens have the following effects, in addition to any specific to the one used: All attack rolls are made at -2 to -10 to hit, depending on the strength and dosage. Effective AC = 1/2 - 1/8 of base, again depending on strength and dosage. Effects last for the appropriate length of time based on the injection and its dosage. Comes preloaded with one Paralytic/Toxin/Hallucinogen. Paralytic: Prinolafen (Pry-no-luh-fen). Paralyzes the affected individual for three turns. Requires a 10 or better on a d20 to resist. Physique modifies the save as normal. Toxin: Deutrinaline (Do-trin-a-lean). Deals 3d6 damage. Requires a 10 or better on a d20 to resist. Physique modifies the save as normal. Hallucinogen: Diproxinal (Di-prox-in-all). Halves AC, attack rolls are made at -2 to hit. Highly addictive - roll d20. If the result is 15 or better you are not addicted. Otherwise you must have at least one dose of of Diproxinal per week or go into withdrawal - -3 Phy, -2 Int, -2 Wil (-5 Wil, -5 Int, if presented with the opportunity to take another dose of Diproxinal). Long term users have a tendency to fly into violent rages (One insanity point per dose taken). 12 or better on a d20 to save. Physique does not modify the result. Cyborg only.

Injector unit, combat, hand, digestive: As above, but injects a digestive agent. Deals damage per the particular digestive used, exceptions being handled at GM's discretion. Comes preloaded with one general digestive agent, which deals 1d6 damage for 5 rounds, and is -1 to base Physique (1d6 months before you cantry to build up affected tissue again) because of the damage to muscles, bones, etc. Cyborg only.

Injector unit, combat, foot, paralytic/toxin/hallucinogen: As Injector unit, combat, hand, paralytic/toxin/hallucinogen above, but martials arts moves must be a kick.

Injector unit, combat, foot, digestive: As above, with the exception that it uses a digestive - See Injector unit, combat, hand, digestive.

Zak Sabbath said...

That last post by me was actually from C'nor.

Daniel Dean said...

Modular- There are actually two forms of this adaptation. Your body splits into a series of independently mobile units that make up a whole. As long as one of these survives you can use available tech or bio matter to rebuild a component (1 per week (day?) devoted to only this task). You break into a series of component pieces equal to either your Physique (each unit has your normal stats but Physique 1) or Int (each unit has your normal stats but Int 1).

Mental modules are basically mute and brainless, working on auto-pilot. Physique-based modules are easily destroyed but can communicate and strategize like a normal PC.