tag:blogger.com,1999:blog-2638993969706011706.post4367378955879897852..comments2024-03-28T22:00:35.840-07:00Comments on Playing D&D With Porn Stars: Gigacrawler: AlterationsZak Sabbathhttp://www.blogger.com/profile/08812410680077034917noreply@blogger.comBlogger109125tag:blogger.com,1999:blog-2638993969706011706.post-48708597888886014022011-06-26T21:02:03.601-07:002011-06-26T21:02:03.601-07:00Modular- There are actually two forms of this adap...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).<br /><br />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.Daniel Deanhttps://www.blogger.com/profile/07427676807959516142noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-58862916539236836562011-05-15T12:48:02.583-07:002011-05-15T12:48:02.583-07:00That last post by me was actually from C'nor.That last post by me was actually from C'nor.Zak Sabbathhttps://www.blogger.com/profile/08812410680077034917noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-36640077221647273552011-05-15T12:47:29.320-07:002011-05-15T12:47:29.320-07:00Please note that these alterations are mostly inte...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.<br /><br />Anyhow, without further ado:<br /><br />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.<br /><br />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.<br /><br />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.<br /><br />Injector unit, combat, foot, paralytic/toxin/hallucinogen: As Injector unit, combat, hand, paralytic/toxin/hallucinogen above, but martials arts moves must be a kick.<br /><br />Injector unit, combat, foot, digestive: As above, with the exception that it uses a digestive - See Injector unit, combat, hand, digestive.Zak Sabbathhttps://www.blogger.com/profile/08812410680077034917noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-22429220915023519062011-04-09T19:43:51.453-07:002011-04-09T19:43:51.453-07:00"Addicted to lies <---- maybe they have to..."Addicted to lies <---- maybe they have to believe the lie." <br /><br />Yes! They have to believe the lie.C'nor (Outermost_Toe)https://www.blogger.com/profile/01580315916281876117noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-89310882432183445802011-02-21T13:45:33.582-08:002011-02-21T13:45:33.582-08:00102. Bio-Textile Matrix-
Any clothing or armor yo...102. Bio-Textile Matrix-<br /><br />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.<br /><br />103. Opossum Adaptation<br /><br />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.<br /><br />104. Tenth Gland<br /><br />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)<br /><br />105. Pachycephallic<br /><br />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.Daniel Deanhttps://www.blogger.com/profile/07427676807959516142noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-20050761204648014342011-02-04T11:12:20.512-08:002011-02-04T11:12:20.512-08:00Hmmm......99 should read that while excretable, th...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...Mangehttps://www.blogger.com/profile/01616674233659975494noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-81456382496477188432011-02-03T22:11:13.058-08:002011-02-03T22:11:13.058-08:0096. Infectious bite - At some point in the past, t...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. <br /><br /> 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. <br /><br />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).<br /><br />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...).<br /><br />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.<br /><br />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.<br /><br /> 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.Mangehttps://www.blogger.com/profile/01616674233659975494noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-16044290544080538072011-02-03T14:12:28.138-08:002011-02-03T14:12:28.138-08:0095. Psychotropic:
The Psychotropic induce halluci...95. Psychotropic:<br /><br />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<br /><br />Delivery method must be chosen.<br />-adjacent to target<br />- touch recipient +1 power level<br />-gas/spore (successful ranged attack) - power level normal<br />- eye contact -1<br />- verbal command -1dyleariumhttps://www.blogger.com/profile/14800783955358744964noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-55991741299068325242011-02-03T14:10:02.558-08:002011-02-03T14:10:02.558-08:0094. Bone Headed
Character may permanently swap In...94. Bone Headed<br /><br />Character may permanently swap Intelligence Points for Armor bonuses on a 1 to 1 ratio. Minimum Int is 3 with DM's discretion.dyleariumhttps://www.blogger.com/profile/14800783955358744964noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-9720327880090985572011-02-03T14:06:53.957-08:002011-02-03T14:06:53.957-08:0093. Antennae:
Antennae act as highly efficient no...93. Antennae: <br />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.<br /><br />Antennae are usually very sensitive, easily damaged and difficult to armor while remaining effective.dyleariumhttps://www.blogger.com/profile/14800783955358744964noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-88403834374342430062011-02-03T14:04:23.333-08:002011-02-03T14:04:23.333-08:0092, Hypnotic Screensaver
Hypnotic Screensaver is ...92, Hypnotic Screensaver<br /><br />Hypnotic Screensaver is the Robotic/Electronic equivalent of Hypnotic Gaze and only works against artificial intelligences.<br /><br />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.dyleariumhttps://www.blogger.com/profile/14800783955358744964noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-34355265162091600592011-02-03T14:03:29.350-08:002011-02-03T14:03:29.350-08:0091. Hypnotic Gaze
Only works again organics. Subje...91. Hypnotic Gaze<br />Only works again organics. Subject must make a save vs. Will or be placed into a passive state.<br /><br />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.<br /><br />T%his maneuver may only be employed outside of, or instead of combat/self-defense.dyleariumhttps://www.blogger.com/profile/14800783955358744964noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-51635785406160143592011-02-03T14:02:28.845-08:002011-02-03T14:02:28.845-08:0090. Ferrous Lass/Lad-Excellent sense of direction
...90. Ferrous Lass/Lad-Excellent sense of direction<br /><br />-doesn't drop metal weapons on fumble<br /><br />-can stick to metal surfaces<br /><br />-with concentration, the Ferous can attempt to magnetically influence small objects up to 25' away. (think weak telekinesis, not repelling bullets)<br /><br />negs: double damage from electric based attacks.dyleariumhttps://www.blogger.com/profile/14800783955358744964noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-70426669780656070032011-02-03T14:00:23.906-08:002011-02-03T14:00:23.906-08:0089. Foul Stench: The Foul Stanky emit a powerful o...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.dyleariumhttps://www.blogger.com/profile/14800783955358744964noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-31103569035412909122011-02-03T13:59:21.576-08:002011-02-03T13:59:21.576-08:00(got some great ideas from Blood Bowl)
88. Very Lo...(got some great ideas from Blood Bowl)<br />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.dyleariumhttps://www.blogger.com/profile/14800783955358744964noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-74930718999274740212011-02-02T18:52:06.521-08:002011-02-02T18:52:06.521-08:0086. Book lungs: At some point in the past, geneti...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.<br /> 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), <br /> 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.<br /><br />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).<br /><br /> Interestingly, Alistair Reynolds is a great source of body mods for a sci-fi setting.Mangehttps://www.blogger.com/profile/01616674233659975494noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-52510184111789412792011-02-01T21:46:46.545-08:002011-02-01T21:46:46.545-08:0085.susceptible
You are inherently susceptible to ...85.susceptible<br /><br />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.Cameronhttps://www.blogger.com/profile/09334399185661409364noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-13063010347059451592011-01-27T02:54:14.815-08:002011-01-27T02:54:14.815-08:0084.Electrolysis
PC has built-in or natural system...84.Electrolysis<br /><br />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.)Cameronhttps://www.blogger.com/profile/09334399185661409364noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-50291774088676338312011-01-27T02:34:52.523-08:002011-01-27T02:34:52.523-08:0081.Lesser Liquid Limb
This limb will change its s...81.Lesser Liquid Limb<br /><br />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. <br />This limb does not change temperature when it changes state of matter(unless this is required by the state transforming impulse).<br /><br />82.Greater Liquid Limb(requires liquid limb)<br /><br />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)<br />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!)<br /><br />83.Godlike Liquid Limb(requires greater liquid limb)<br /><br />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.)<br />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.)Cameronhttps://www.blogger.com/profile/09334399185661409364noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-46952544273374291232011-01-27T01:27:54.419-08:002011-01-27T01:27:54.419-08:0080. External Digestion
Your digestive system is p...80. External Digestion<br /><br />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.Seanhttps://www.blogger.com/profile/09794745370996948973noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-86633550860629147232011-01-25T01:42:46.346-08:002011-01-25T01:42:46.346-08:0079. Faulty Device Drivers
Your robotic parts/cyb...79. Faulty Device Drivers<br /><br /><br />Your robotic parts/cyborg implants aren't quite the right ones, you've <i>had</i> 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.Mikehttps://www.blogger.com/profile/02112589703613958246noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-18241776208420159182011-01-25T01:08:25.539-08:002011-01-25T01:08:25.539-08:0078. Removable Recording EyE.
This is a removable...78. Removable Recording EyE.<br /><br /><br />This is a removable eye/camera.<br /><br />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).<br /><br /><br />The EyE can see in the dark, but only 30 feet.<br /><br /><br />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).<br /><br /><br />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.Mikehttps://www.blogger.com/profile/02112589703613958246noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-8339969807643437372011-01-25T00:43:42.721-08:002011-01-25T00:43:42.721-08:0077. Webbed Appendages/liquid adaption
You have we...77. Webbed Appendages/liquid adaption<br /><br />You have webbed hands and feet/are uniquely adapted for movement through liquid, you move at double speed (60 feet) through liquids.Mikehttps://www.blogger.com/profile/02112589703613958246noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-85581520746824470602011-01-25T00:34:33.895-08:002011-01-25T00:34:33.895-08:00^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
And one fairly ubiq...^^^^^^^^^^^^^^^^^^^^^^^^^^^^^<br /><br />And one fairly ubiquitous material, also determined at Character creation, also subject to GM approval.Mikehttps://www.blogger.com/profile/02112589703613958246noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-7554059649740206572011-01-25T00:31:02.742-08:002011-01-25T00:31:02.742-08:0076. Acid Stream
You can shoot out a stream of aci...76. Acid Stream<br /><br />You can shoot out a stream of acid up to 10 feet which can melt through most objects/people, takes one round.<br /><br />Notable Exceptions: Glass, Diamond, Ice, Turquoise, Magicly Protected Items, and some strange random thing determined at character creation(subject to GM approval).<br /><br /><br /><br />Acid takes 24 hours to regenerate.Mikehttps://www.blogger.com/profile/02112589703613958246noreply@blogger.com