D20 cyberscape pdf download
Our filtering technology ensures that. The book presented a number of campaign models, which provided a framework for building a full campaign setting but did not include a full-scale setting. Campaign models introduced include:.
It adds more Cybernetics to accompany those found in d20 Future , as well as alternate forms of cybernetics, such as cybernetics in fantasy. It also includes a cyberpunk campaign model called CyberRave , in which the world has become a collection of corporation-owned and run countries.
Of course, a and anyone with an initial attitude of unfriendly has it shepherd chip can be made to not broadcast information in worsened to hostile. Type: Internal. Benefit: In addition to basic identification information, Location: None. Businesses love this because Restriction: None.
Additionally, at PL 6 Identity chips, more advanced versions of shepherd chips, and higher, shepherd chips can be linked to computers provide identification without requiring visual recognition— particularly neural implants so that more information a high-tech ID that functions even when the wearer is than just identification can be transferred between two unrecognizable. The recipient can make Wealth checks Some governments use shepherd chips occasionally even when separated from his funds.
Any Computer the opponents of the shepherd chip fear. Location: None. Base Purchase DC: 5. According to your shepherd, you are Artificial Muscle Fiber Mr. In fiber that is much stronger and more resilient than flesh. This is full-blown body Restriction: None. Those who find themselves liking Location: One per limb, and one torso. Cyberport PL 7 A cyberport is an interface that can be used to easily attach other cybernetic devices.
Benefit: By itself a cyberport does nothing; however, special cybernetic devices can be jacked into a cyberport as a full-round action, requiring no surgery or skill check. A cybernetic device designed to be jacked into a cyberport has its purchase DC increased by 1, and is raised to PL 7 if normally PL 6 or lower. If the cyberport is set in a limb, it replaces G the existing flesh limb, so a character without a cybernetic device in that limb has no arm.
In addition to the dermal cyberport, so a character with a cyberport in his arm can motors, the system includes tiny reserves of pigment, use his arm normally when any cybernetic device is jacked allowing the recipient to change skin color as well.
So what you have to speed of 60 with good maneuverability. It provdes up to ask yourself is, do you feel lucky? Type: External. They can pull or push the skin, Base Purchase DC: Benefit: An antigrav system allows the recipient to fly at a speed of 40 with perfect maneuverability. Location: One torso, one in each leg. Limb Enhancements The following enhancements are specific to limbs and are in addition to the enhancements found in Chapter Eleven of d20 Future.
Enhancements are given in order of PL from lowest to highest. Climbing Claws PL 6 The recipient has small, sharp spikes that can slide from hands, wrists, elbows, knees and feet. This makes climbing much easier and allows melee attacks when otherwise unarmed. If the recipient beats the DC of a Climb check by 5 or more, he is not considered flat- footed. Additionally, the climbing claws act as spurs, though they deal damage as a creature two size categories smaller than Internal and external tool and weapon mounts the recipient see Spurs, below.
Type: Internal external in use. Reflex wires can carry more Base Purchase DC: The attacks gained piece of equipment of his size category or smaller attached from the reflex wire stack with attacks of opportunity to a prosthetic arm. Attempts to disarm the recipient of granted by the feat. Location: One head. Location: One arm. Additionally, the recipient can Base Purchase DC: The recipient can squeeze through a tight space in half the Spurs PL 6 time normally required. The recipient has a retractable set of blades normally 2 or A character cannot have both flexible joints and locking 3 blades built into his forearm or foot.
The weapon extends joints see below. Benefit: A spur is a specific kind of internal weapon Location: None.
The spur deals an Base Purchase DC: Extending or retracting the weapon is a free bonus on Jump checks. The recipient takes no penalty on action. Tiny 1d3 Base Purchase DC: Small 1d4 Restriction: None. Medium-size 1d6 Large 1d8 Locking Joints PL 6 Huge 2d6 The joints of both arms are designed to lock in place, Gargantuan 2d8 holding one position as long as the recipient wishes.
Colossal 4d6 Benefit: Locking joints can only be added to existing cyberlimbs, and both arms must be cybernetic devices for Type: Internal external in use. Location: One per limb installed into.
Once locked, the joint stays in the position Base Purchase DC: For example, a character with locking joints that falls off the Telescoping Limbs PL 6 These cyberlimbs are capable of telescoping a considerable side of a building and grabs a windowsill can hold it for as distance while continuing to function. The joints of one or long as she wishes. However, having extremely long legs is Restriction: None. Internal Tool Mount Extending or retracting a limb is a free action that can be PL 7 taken once each round.
The recipient has a subcutaneous piece of equipment or Type: External. Often, a tool kit is designed so that Base Purchase DC: Benefit: Attempts to disarm the recipient of the Built-in gyroscopes and flywheels allow the recipient to Game. This adjustment is treated as an equipment bonus.
As Base Purchase DC: 17 not including the equipment or with any effect that increases speed, this power affects the tool kit. In many cases, the additional This adjustment is treated as a circumstance recipient uses a cyberport to allow her to switch between bonus.
Benefit: When using the mermaid system, the recipient Location: One in each leg. When the character is Restriction: None. In many cases, the breathe underwater or survive unusual extremes of cold or recipient uses a cyberport to allow him to switch between pressure, though it is often combined with other cybernetic normal replacement legs and a destrier system. The hefty devices that do. Benefit: When using a destrier system, the recipient is Location: All leg slots.
The system grants the recipient a speed of 50, Base Purchase DC: Pickpocket PL 7 A destrier system has room for one torso and four leg A pickpocket is a tiny, prehensile metal tentacle with a fiber- enhancements of its own.
The though it has a maximum of a 2-foot range and only a 1 cognitive probe can be inserted directly into the brain of Strength. The fiber-optic round action that provokes attacks of opportunity.
The target must be restrained. If the observer and the target. The target is allowed a Type: Internal external in use. DC 13 Will save to negate the effects of the probe. Once a Location: One arm. Each round the target is allowed forearms. Each wire has a tiny touch sensor, allowing the another Will save, and if successful, the target is not recipient to feel with them and distinguish extremely fine required to answer the question; however, making a save details on any surface.
Benefit: A recipient with tactile touch wires can make The cyberware recipient poses the questions mentally a Search check in a foot-byfoot area, or on a volume and the answers are imparted directly to his mind. He can of goods 10 feet on a side, as a single action. Additionally, the Wisdom modifier. The Type: Internal external in use. This implant is attached to a melee weapon placed in an Base Purchase DC: The reservoir holds up to four stronger.
The recipient must coat the Benefit: If attached to a prosthetic leg, a prosthetic weapon as a free action prior to making an attack roll. In poison remains effective for only 1 round. There is no chance addition, any unarmed attack made with an enhanced of the recipient poisoning himself with his viper fang. If attached to a prosthetic arm, a prosthetic booster Location: One limb. Ruless, page 7. Benefit: The cyberware recipient can cause Type: Internal.
Any Base Purchase DC: This allows her to communicate with other See cyberware recipient directs. The hands have a maximum or HINet. Location: One arm per hand. Enhancements are given in order of PL wired directly to his inner ear. You can also retrace your steps along this sonar array, allowing the cyberware recipient to more path automatically, even through a maze, without resorting easily listen to sounds on the far side of barriers. The to a using a map.
A solid door provides a —15 map such as a microcomputer , a character knows his exact penalty on Listen checks made through it. Benefit: The recipient gains low-light vision.
It has 24 hours of memory. The recipient can or finely detailed objects. A small Type: Internal. The cyberware recipient can turn Restriction: None. Nasal Filter PL 6 It requires successful DC 30 Computer Use and Forgery A nasal filter is a microfilter built into both the nose and checks to make a change to an existing sensory recorder throat, filtering out toxins and impurities in the air the memory, or to create one from whole cloth. Even when recipient breathes. A nasal filter does not count against Type: Internal.
The mind of the pilot directly Benefit: Parabolic audio implants lessen the range links to the vessel, melding her consciousness with it. The penalty for Listen checks to —1 for every 30 feet of distance pilot maneuvers the vessel with thoughts, cutting out the instead of —1 for every 10 feet.
An unfortunate drawback to this link between pilot and Restriction: None. Whenever a control- These implants are large, obvious additional eyes and jacked vessel takes damage that affects the computer cameras that allow the cyberware recipient to look in all systems, the jacked-in pilot must make a DC 13 Will save or directions at once.
They qualify as two additional eyes and take 1d4 points of Wisdom damage. Thus, flanking opponents Restriction: None. Concurrently, he Benefit: Deafening effects produced by loud noises takes a —4 penalty on saves against all gaze attacks. PL 7 Restriction: None. A computer interface is placed between the cyberware Benefit: The cyberware recipient gains the scent ability.
Additionally, she can make a DC 15 Wisdom check to Benefit: The cyberware recipient has an extra 5 blocks identify common chemicals and organic compounds.
A of program memory available for his avatar. For more DC 20 Wisdom check allows the cyberware recipient to information on avatars, see Chapter Three. Biofunction Regulator Restriction: None. PL 7 This brain implant regulates the autonomous functions of Daredevil PL 7 the body, such as breathing, heart rate, gag reflex, fever, and This brain implant clamps down on the center of the brain response to foreign materials.
Additionally, since the body Benefit: The cyberware recipient is immune to the responds rationally to all drains on its internal resources, cowering, panicked, and shaken conditions. This allows memories to be more easily accessed and gives the recipient greater willpower by easing the strain on the remaining brain matter. Additionally, Autohypnosis. Kata Cal- culator, Defensive PL 7 A defensive kata calculator is a small chip that store millions of battle sequences and constantly compares them to the situation the cyberware recipient is cur- rently facing, giving advance warning and taking minute actions to help defend him from common and prob- able attacks.
She can choose the type of sound the within 30 feet. Talking, singing, shouting, walking, Location: One head. A horde of rats running and squeaking is about Even location. While suspended, Location: One head. Though on a slower Base Purchase DC: Tailgunner PL 7 If the cyberware recipient takes any damage, he comes A tailgunner is a microcomputer wired to the cyberware out of the trance 4 rounds later. Otherwise, the trance can also be ended by a body and acting semiautonomously under the guidance of successful DC 20 Treat Injury check.
Each part functions in complete Base Purchase DC: The cyberware Restriction: None. Because a him to perceive small objects more easily.
Assigning or unassigning a tailgunner to a limb is a object or structure and analyze it for weaknesses. The move action that can be taken once a round. The recipient results are displayed as a targeting signal to the cyberware cannot use a limb for normal actions while it is assigned to recipient. If the recipient takes a full-round action to make a tailgunner.
Thus, a tailgunner cannot act more often than once. For or dead. It can act in concert with the recipient, carefully more information on avatars, see Chapter Three. If Location: None. It is possible to have more than one tailgunner installed,. All PL 8 tailgunners in a single recipient must act in concert, taking A defensive kata computer is a small chip that store millions the same action, though with two limbs the range of of battle sequences and constantly compares them to the possible actions increases.
A tailgunner can be assigned to a situation the recipient is facing, giving advance warning and robotic arm if the recipient has one. If caught in Base Purchase DC: Defense, this bonus to Defense and saving throws does not apply. Benefit: The cyberware recipient gains the ability to Type: Internal. Thicker substances or a thin sheet of lead block the Base Purchase DC: Micro-Aural Type: Internal.
Communicator PL 6 Location: One head. A small node placed on the inside of the throat allows Neural Network Jack, the user to broadcast while speaking no louder than a Wireless PL 8 whisper. Listen check and cannot be heard by any normal means. Additionally, a wireless neural network jack with the Type: Internal. If a neural computer link is the basic means Base Purchase DC: The most advanced form of computer interface in the Energy or Computer Use limitations.
A wireless neural network jack Age, a neural computer link connects the brain and a computer is useless unless the user also has a neural computer link. It eliminates the need for a physical interface. Instead, Type: Internal. Output Location: None.
In all other ways a neural computer link allows the user to access the computer as if used conventionally. A Neuron Boosters PL 8 neural computer link connects to a computer system through Neuron boosters are tiny electrical generators specifically a network jack built into the base of the skull. A neural computer link can be connected, by means of Restriction: None.
Essentially, this means that any two characters with suppresses personality traits in the recipient that are shepherd chips and neural computer links can instantly normally considered unpleasant dullness, self-centeredness, know one another simply by shaking hands. As in the case of piloting- and attitudes within the brain. The result is a more outgoing, driving-assisting nanites, these nanites interface directly with personable, likable recipient.
Of course, it also tends to the neural link and allow the character to give commands create someone who smiles and speaks in an even tone even simply by thinking them, eliminating the need for a nanite when very angry or when committing an act of violence.
A proverb chip is an extremely advanced microcomputer Restriction: None. The chip does not contain memories, just Torso Enhancements intuitive truths of the sort normally gained through life The following enhancements are specific to the torso and experience. The information is instinctively available to the are in addition to the enhancements found in Chapter cyberware recipient, allowing her to make better decisions, Eleven of d20 Future.
Enhancements are given in order of PL analyze her available information more intuitively, and draw from lowest to highest. Benefit: The recipient can go without food and water Location: One head. Location: One torso. A synapse remapper grows along the nervous system of the recipient, making Antistun Implant PL 7 changes throughout the body and even altering ingrained This implant, embedded near the spine, shields the skills.
Benefit: When this cybernetic device is implanted, Benefit: The recipient cannot be stunned. The strain placed on the surger prevents it do so before it is installed. The recipient must abide by the from working continuously. A bio-surger can be used twice every 24 and thus costs the recipient 50 XP to reformat choices hours. For each additional Type: Internal. Body Repair Weave PL 7 Once new choices have been made, destroying the A delicate weave of subdermal biowires stimulates and synaptic remapper has no effect.
Benefit: The recipient heals naturally at twice the Location: One head. This the more critical and fragile organic systems. Enviro-Skin PL 7 Oxygenator PL 7 Each of the five different forms of enviro-skin is designed This implant is a reservoir of compressed oxygen that is to be resilient against one damaging energy type.
The released directly into the bloodstream when oxygen levels skin is made of materials that resist the effects of acid, are too low. Each skin type Benefit: The recipient can do without air for 10 minutes also includes the necessary filters for breathing and eye before having to hold her breath.
Once the minute coverings to keep the recipient protected against the reservoir is exhausted, the implant cannot be used again for energy type selected. The Type: Internal. Survival checks made to avoid damage from hot or cold Restriction: None. A recipient with enviro-skin resistant to sonic attacks cannot also have sonar skin see Redundant Organs PL 7 page 35 and takes a —4 penalty on Listen checks. These backups allow the Location: One torso.
Benefit: Redundant organs give the cyberware recipient Restriction: None. If no straight path exists through Robotic arms are different from replacement limbs, because the ground from her to the target she is sensing, the range they are additional arms connected to the shoulders and defines the maximum distance of the shortest indirect path.
This generally gives the recipient She must be in contact with the ground, and the target four limbs she can use at once, though often with some must be moving.
As long as the target is taking physical reduction in skill. Each limb has room for one cybernetic Base Purchase DC: Restriction: Res. If the recipient wishes, she can use the robotic limbs to attack.
If making a single attack, the recipient takes a —2 Sonar Skin PL 7. If taking a full attack action, the Sonar skin generates a subtle field of sound waves well recipient can make two additional attacks one with each below the normal hearing range of any creature, and robotic arm. This sonar system allows the attacks are at a —4 penalty. At will, the recipient can cause the web does not need to make Spot or Listen checks to notice to carry a strong electric shock to dissuade those attacking creatures; he can detect and pinpoint all creatures in line of him or to aid in damaging a foe.
Benefit: When active, a shock net deals 1d6 points Type: External. Activating or deactivating a shock net is a free action that can be taken once a round. The net only deals damage once Total Organ Replacement each round to the first legitimate target—it takes a full PL 7 round for it to build up another charge.
Benefit: The recipient no longer heals damage naturally and must receive a Repair check to be healed a DC 20 Skeletal Seismograph Repair check takes 10 minutes and restores 1d8 points of PL 7 damage. She is immune to moving. If combined with a fortified skeleton see page size characters , and she is considered armed when making of d20 Future , the two systems together provide damage unarmed attacks.
Location: Two torso, one for each limb. Total organ replacement the recipient. Everything from trackers to cortex bombs, remote controls, and personality transplants can be placed in a character against his will to hinder or control him.
Devices of this kind are always restricted or illegal, and many are banned by international treaties. This does not, however, stop them from being available on black markets and even occasionally used by immoral governments. Except for function, limiting cybernetic devices are the same as enhancing ones, and follow the same rules regarding implantation, acquisition, and maximum number of implant slots and total implants.
Gimper PL 7 A gimper is a cutoff system built into the nervous and adrenal systems of the recipient as well as emotional centers of the brain. It limits his strength, agility, and ability to feel intense emotions. Effect: The recipient of a gimper takes a permanent —4 penalty to Strength and Dexterity and gains only half the benefit of morale bonuses.
Any bonus to Strength or Dexterity gained from cybernetic implants is negated. A recipient with the rage ability from any source cannot employ it. Location: One head and one torso. Fair Med 5 lb. Before it is Amazing Med 5 lb. The computer donor loses XP in the process. If the donor has not Sensory transmitter Small 1 lb.
During this time, the with the virtual objects of the VRNet. The recipient does not have any of the or resisting programs. VRNet rig to gain their benefits. You also have the option to opt-out of these cookies. But opting out of some of these cookies may have an effect on your browsing experience.
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Privacy Overview. Want to Read saving…. This last and largest chapter includes a general campaign skeleton, in much the same fashion as those campaign skeleton chapters in d20 Past and d20 Apocalypse. Reset Fields Log in. Kyle Wilson rated it liked it Nov 12, There are no discussion topics on this book yet.
Computer Use, rather than Strength, controls a Bull Rush. Thomas Cyberscappe rated it it was amazing Sep 15, While d20 Future also sorted cybergear by PL, the separation into category makes finding a particular piece of cybergear more difficult, especially with the lack of an index, or even a list of the cybergear included in each category.
The Necro-tech gives you the powers of undead creatures from DnD. Shopbop Designer Fashion Brands. Everything on a corporate grid is connected to an encoded short range WiFi network; allowing a decker to help out during the adventure by hacking open securities doors, deactivating security systems and so forth.
The feats give people the ability craft cyberware, get extra cybernetic gear and lower the chance that their cyber gear will be hit by someone targeting it. And all the old cybernetic devices needed an update to show how they work cybedscape the new rules, so your guess there is as good as mine.
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