Each cybernetic enhancement takes a toll on your body. You can only have as many cybernetics as you have Body slots, but you can replace any existing body part to gain a new slot.
1d20 - CYBERNETIC ENHANCEMENTS:
1. Bionic Arm
+4 Strength Score. With a successful melee attack, can sunder weapons by crushing them.
2. Prosthetic Limb
Replaces a lost limb.
3. Optical Bioscanner
You can see the vital signals of visible creatures and assess their level of threat (HP values and number of Hit Dice).
4. Robotics Blueprint Database
You can sometimes detect weaknesses in Robots. Save allowed.
1d4 - Robot Weakness
1 Flawed locomotion design. Limbs can be disabled if hit in the right spot.
2 Facial recognition dependent targeting. High contrast face paint or masks can confuse the robots sensors. Weapons won’t target anyone wearing these.
3 Poorly insulated processor. An electrical charge to a certain hard-to-hit spot will deactivate the robot.
4 Faulty power supply. If you are able to open the access panel, the robot’s power supply can be rewired to self-destruct.
5. Optical Thermoscanner
You can see heat. Useful for tracking organics but ineffective against robots.
6. Nocturnal Optics
At night you can see perfectly in the dark and gain +2 to all attacks.
7. Revenant Wiring
Your body will keep fighting for 3 rounds even after you’re dead with full temporary hit points.
8. Emergency Stabilizer
Injects a healing serum as soon as you reach a programmable HP level (default 0), serum heals 4 damage.
9. Gecko Anchors
You can climb sheer surfaces.
10. Dermal Armor
Permanent +4 Armor.
11. Embedded Weapon
Retractable and hidden version of a random weapon. 75% chance lo-tech, 25% chance hi-tech.
12. Hyper-Elastic Ankle Tendons
Double move speed (60’), deal 4 damage with kicks.
13. Arm-Lock Actuator
+2 ranged attacks.
14. Pneumatic Pentaceps
Jump triple your height.
15. Vampyric Mandible
Metal-fanged bite deals 4 damage and heals you for 4 points.
16. Phase Harmonic Modulator
1/day move through solids, become immaterial for 1 round.
17. Satellite Linked Nav-Overlay
You can always tell where you are on the hex map, and you can detect mass heat-signals (cities and other populated areas) anywhere within your hex.
18. Laser Vision
You can shoot lasers from your eyes which deal 6 damage.
19. Retractable Mechanist Devices
You can repair and modify machinery and robots without any tools. You still need materials and parts.
20. Brain Jar
Your brain is held in a glass-domed jar of brightly colored fluid. You can detach the jar from its socket between your shoulders and connect it to a robot’s chassis to take control of that robot. Your body can only endure this for up to 1 hour/day and is incapacitated and very vulnerable during this time.
Showing posts with label sci fi backgrounds. Show all posts
Showing posts with label sci fi backgrounds. Show all posts
Wednesday, July 8, 2020
psychics
Psychics have a number of Psi-Dice (d6s) that work like magic dice, except whenever you use a Psychic power you have to use all of them at once.
L indicates the level of the Psychic/number of psi dice used
Unless otherwise noted, all spells with ongoing effects last up to L×10 minutes, and have a range of up to 40 feet. If a spell directly affects another creature, the creature may make a save to avoid it (as described previously). Success reduces or negates the spell’s effects.
1d20 - PSYCHIC POWERS:
1. Telekinesis
R: 10’xL T: 1 D: 0
mage hand, precise telekinesis, throwing small objects as projectiles, unarmed attacks at ranged.
2. Stunning Force
R: 10’xL T: 1 D: 0
imprecise telekinesis, concussive blast, force push.
3. Pyrokinesis
R: 10’xL T: 1 D: 0
flame manipulation, fireball, no firebolt, hard to control area destruction, requires fire source.
4. Cryokinesis R: 10’xL T: 1 D: 0
Ice manipulation, cryoblast, ice spear, requires water source.
5. Sunder Mind R: 10’xL T: 1 D: 0
Precise mental attack. Exploding dice -> exploding heads.
6. Suspend Animation R: 10’xL T: 1 D: 10xL minutes
Target becomes cryogenically frozen, unharm-able and paralyzed. On self, can last any duration.
7. Precognition R: 10’xL T: 1 D: [sum]
Play [sum] rounds into the future and then revert back to when you used this power (ask what if, get a do-over).
8. Invisibility R: Self T: 1 D: 10xL minutes.
Can’t be seen, except by heat-sensors.
9. Teleportation R: 10’xL T: 1 D: 0
Instantly jump to a visible or near location. Can be activated as reaction to dodge an attack. ]
10. Levitation R: 10’xL T: 1 D: 10xL minutes.
Float self or object 10xL’ feet into the air. Move at normal speed.
11. Bio-psionics R: 10’xL T: 1 D: 0
Heal [sum points] or warp flesh [sum damage].
12. Mind-control R: 10’xL T: 1 D: 10xL minutes
Create illusions, cause enemies to flee in fear, turn on their allies, surrender, etc. Save allowed, cannot force enemies to directly harm themselves.
13. Telepathy R: 100’x[sum] T: 1 D: LxHours
Mind reading. Save allowed. Can also be used for silent communication at range.
14. Light-Control R: 10’xL T: 1 D: 0
Can be cast as reaction, bend/redirect lasers and beams. Blinding attack. Requires light source.
15. Force Field R: 10’xL T: Self D: [L] rounds
Can be activated as reaction, blocks Lx10 damage and then breaks.
16. Empath R: Touch T: 1 D: 0
Target feels what you feel and vice versa. You deal as much damage as the HP you currently have lost.
17. Phase R: 0 T: self D: [L] Rounds
Move through solids, become immaterial
18. Death-Field R: 10’xL T: area D: 0
Knocks the Psychic unconscious for [sum] hours, everyone else in range is reduced to 1HP.
19. Warp Space* R: 10’xL T: area D: [sum] rounds
Opens a 10’xL wide vortex which sucks in objects and people and leads to a random point in time. Extremely dangerous.
1d4 - Portal Destination
1 Random location within sight.
2 Random location within current hex.
3 Random location on hex-map/planet.
4 Random location in star system (99% chance its just empty vacuum space).
20. Warp Time* R: 10’xL T: area D: [sum] rounds
Opens a 10’xL wide vortex which sucks in objects and people and leads to a random point in time. Extremely dangerous.
2d8 - Portal Destination
2-3 Random time 1d10 years in the past.
4-5 Random time 1d10 days in the past.
6-7 Random time 1d10 hours in the past.
8-10 Random time 1d10 minutes in the past.
11-12 Random time 1d10 minutes in the future.
13-14 Random time 1d10 hours in the future.
15 Random time 1d10 days in the future.
16 Random time 1d10 years in the future.
*These powers are potentially hard to deal with at the table/without extra preparation, GMs discretion if they are allowed.
L indicates the level of the Psychic/number of psi dice used
Unless otherwise noted, all spells with ongoing effects last up to L×10 minutes, and have a range of up to 40 feet. If a spell directly affects another creature, the creature may make a save to avoid it (as described previously). Success reduces or negates the spell’s effects.
1d20 - PSYCHIC POWERS:
1. Telekinesis
R: 10’xL T: 1 D: 0
mage hand, precise telekinesis, throwing small objects as projectiles, unarmed attacks at ranged.
2. Stunning Force
R: 10’xL T: 1 D: 0
imprecise telekinesis, concussive blast, force push.
3. Pyrokinesis
R: 10’xL T: 1 D: 0
flame manipulation, fireball, no firebolt, hard to control area destruction, requires fire source.
4. Cryokinesis R: 10’xL T: 1 D: 0
Ice manipulation, cryoblast, ice spear, requires water source.
5. Sunder Mind R: 10’xL T: 1 D: 0
Precise mental attack. Exploding dice -> exploding heads.
6. Suspend Animation R: 10’xL T: 1 D: 10xL minutes
Target becomes cryogenically frozen, unharm-able and paralyzed. On self, can last any duration.
7. Precognition R: 10’xL T: 1 D: [sum]
Play [sum] rounds into the future and then revert back to when you used this power (ask what if, get a do-over).
8. Invisibility R: Self T: 1 D: 10xL minutes.
Can’t be seen, except by heat-sensors.
9. Teleportation R: 10’xL T: 1 D: 0
Instantly jump to a visible or near location. Can be activated as reaction to dodge an attack. ]
10. Levitation R: 10’xL T: 1 D: 10xL minutes.
Float self or object 10xL’ feet into the air. Move at normal speed.
11. Bio-psionics R: 10’xL T: 1 D: 0
Heal [sum points] or warp flesh [sum damage].
12. Mind-control R: 10’xL T: 1 D: 10xL minutes
Create illusions, cause enemies to flee in fear, turn on their allies, surrender, etc. Save allowed, cannot force enemies to directly harm themselves.
13. Telepathy R: 100’x[sum] T: 1 D: LxHours
Mind reading. Save allowed. Can also be used for silent communication at range.
14. Light-Control R: 10’xL T: 1 D: 0
Can be cast as reaction, bend/redirect lasers and beams. Blinding attack. Requires light source.
15. Force Field R: 10’xL T: Self D: [L] rounds
Can be activated as reaction, blocks Lx10 damage and then breaks.
16. Empath R: Touch T: 1 D: 0
Target feels what you feel and vice versa. You deal as much damage as the HP you currently have lost.
17. Phase R: 0 T: self D: [L] Rounds
Move through solids, become immaterial
18. Death-Field R: 10’xL T: area D: 0
Knocks the Psychic unconscious for [sum] hours, everyone else in range is reduced to 1HP.
19. Warp Space* R: 10’xL T: area D: [sum] rounds
Opens a 10’xL wide vortex which sucks in objects and people and leads to a random point in time. Extremely dangerous.
1d4 - Portal Destination
1 Random location within sight.
2 Random location within current hex.
3 Random location on hex-map/planet.
4 Random location in star system (99% chance its just empty vacuum space).
20. Warp Time* R: 10’xL T: area D: [sum] rounds
Opens a 10’xL wide vortex which sucks in objects and people and leads to a random point in time. Extremely dangerous.
2d8 - Portal Destination
2-3 Random time 1d10 years in the past.
4-5 Random time 1d10 days in the past.
6-7 Random time 1d10 hours in the past.
8-10 Random time 1d10 minutes in the past.
11-12 Random time 1d10 minutes in the future.
13-14 Random time 1d10 hours in the future.
15 Random time 1d10 days in the future.
16 Random time 1d10 years in the future.
*These powers are potentially hard to deal with at the table/without extra preparation, GMs discretion if they are allowed.
mutants
MUTATIONS
Mutants gain one of the following mutations upon character creation and more can develop through play. Whenever you're in an irradiated zone
1d20 - mutations
1. Multiple Arms
+1 attack per round.
2. Multiple Legs
Move twice as far in a round (60’).
3. Carapace / Protective Skin
Permanent +4 Armor. Once a day you must shed your skin like a snake and you are vulnerable during this process.
4. Extra/Segmented Eyes
+2 to all ranged attacks.
5. Heightened Vision
1d4
1 Heat Vision
2 Detect Psychic Wavelength
3 Detect Electronic Activity
4 X-Ray Vision, see through walls
6. Photosynthetic Skin
You can go without food as long as you spend time (1 hour/day) basking in the sun.
7. Regeneration
Every round regain 1 HP.
8. Amphibious
Must consume water through your skin and generally keep yourself damp. Can breathe underwater and swim at run speed.
9. Chameleon Skin
If you don’t move for 1 round you can blend into your environment. As long as no one inspects you too closely you will be unnoticed.
10. Heightened Hearing
Roll under WISDOM to detect movement within 100’.
11. Enhanced Strength/Agility
+4 to Strength or Agility Score, choose.
12. Electrical Skin
Like an eel, generate electric shocks by touch. Can also be used to sabotage electronics (save or paralyze robot for 1d6 rounds).
13. Gas Generation
Large holes in your body can release a gas cloud (20’ area) with one of the following effects, chosen at character creation:
1d4
1 Poison - 4 damage.
2 Smoke - Impairs vision.
3 Healing - Heals 4 damage.
4 Flammable - 6 damage when ignited.
14. Frog-Like Poisonous Secretion
Inflict via touch. Can be used for arrow-tips or melee weapons, you secrete enough for 1 dose/day. Deals 4 damage.
15. Flammable venom
Spit a gout of flammable venom. Range: 20’, covers a 10’ area. 6 damage when ignited.
16. Grasshopper Legs
You can jump 20’ into the air and survive falls of 40’ without taking any damage.
17. Tunneling Claws
Your hands deal 2 damage and you can use them to move through dirt and other materials at 1/4 your normal speed (5’).
18. Face-Changing
You can assume the appearance of any human you’ve previously seen.
19. Fleshy/Insectoid Wings
You can fly at normal speed for 3 rounds before becoming exhausted.
20. Bone Spear/Crab/Tentacle Arm
Your arm deals 4 damage but can’t use normal weapons.
Mutants gain one of the following mutations upon character creation and more can develop through play. Whenever you're in an irradiated zone
1d20 - mutations
1. Multiple Arms
+1 attack per round.
2. Multiple Legs
Move twice as far in a round (60’).
3. Carapace / Protective Skin
Permanent +4 Armor. Once a day you must shed your skin like a snake and you are vulnerable during this process.
4. Extra/Segmented Eyes
+2 to all ranged attacks.
5. Heightened Vision
1d4
1 Heat Vision
2 Detect Psychic Wavelength
3 Detect Electronic Activity
4 X-Ray Vision, see through walls
6. Photosynthetic Skin
You can go without food as long as you spend time (1 hour/day) basking in the sun.
7. Regeneration
Every round regain 1 HP.
8. Amphibious
Must consume water through your skin and generally keep yourself damp. Can breathe underwater and swim at run speed.
9. Chameleon Skin
If you don’t move for 1 round you can blend into your environment. As long as no one inspects you too closely you will be unnoticed.
10. Heightened Hearing
Roll under WISDOM to detect movement within 100’.
11. Enhanced Strength/Agility
+4 to Strength or Agility Score, choose.
12. Electrical Skin
Like an eel, generate electric shocks by touch. Can also be used to sabotage electronics (save or paralyze robot for 1d6 rounds).
13. Gas Generation
Large holes in your body can release a gas cloud (20’ area) with one of the following effects, chosen at character creation:
1d4
1 Poison - 4 damage.
2 Smoke - Impairs vision.
3 Healing - Heals 4 damage.
4 Flammable - 6 damage when ignited.
14. Frog-Like Poisonous Secretion
Inflict via touch. Can be used for arrow-tips or melee weapons, you secrete enough for 1 dose/day. Deals 4 damage.
15. Flammable venom
Spit a gout of flammable venom. Range: 20’, covers a 10’ area. 6 damage when ignited.
16. Grasshopper Legs
You can jump 20’ into the air and survive falls of 40’ without taking any damage.
17. Tunneling Claws
Your hands deal 2 damage and you can use them to move through dirt and other materials at 1/4 your normal speed (5’).
18. Face-Changing
You can assume the appearance of any human you’ve previously seen.
19. Fleshy/Insectoid Wings
You can fly at normal speed for 3 rounds before becoming exhausted.
20. Bone Spear/Crab/Tentacle Arm
Your arm deals 4 damage but can’t use normal weapons.
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