Thursday, April 19, 2012

Sample NPCS from Frontlines of Choice (Upcoming)


I've been working on generating NPCs for the Frontlines of Choice sourcebook- a mix of first level characters suitable as pre-gen and mroe experienced NPCs. These guys are mostly clinic defenders and midwives, and here are two of the characters that'll be in the new sourcebook for Otherverse America. 

CHRIS
Flashy Choicer Powered: Amymone Guerra (CR 1)
Medium Human Powered Hero 1 (psionic)

            “You see that one over there- yeah, I know you do. Naked girl, Mohawk, how the fuck could you miss her, right? She looks like a Meshporn slut, but she can fight, man. She’s got speed and I’ve seen her shrug off bullets before. She’s some kind of superhuman. She’s here, we don’t hit this aborturary today, okay? We go see Terry, check what kinda heavy weapons he’s got for us, come back and do this thing right.”
            -ATF surveillance audio file. Speaker identified as Keith “Babydog” Waynewright, November 11, 2106.

Appearance
            Amymone Guerra is a tiny Hispanic post-human who stands barely 5 ft tall, and remains seemingly childlike well into her twenties. She goes into battle bare-breasted, proudly displaying the nanoactive tattoos encircling each breast and running down her shoulders. The intricately interconnected runes inscribed on her flesh slowly move and shift like a LSD-laced jig saw puzzle. She never wears armor, trusting her speed and the subdermal armor implanted beneath her skin to keep her alive. Amymone does not consider the implantation scars to be a flaw, but as another form of body art.

            She shaves her head clean except for a short Mohawk that she dyes in neon, rainbow colors. At clinic defenses, she wears a pair of ballistic plastic gauntlets in eye-popping orange. Her left gauntlet proclaims her CHOICER and the right bears the slogan TRUST GIRLS.

Campaign Use
           
            Fast, agile and blessed with an immature talent for time manipulation that expresses itself as limited superspeed, Amymone is a quintessential Choicer heroine. She’s nimble but lightly armored, fast but fragile. She makes a perfect starting character for Choicer superhumans. Her stat block can be converted for any number of Choicer super humans, especially ones with an offensive bent, or could become a faster than average APEX recruit.

XP 400
Init +3 Senses Darkvision 60 ft 
Allegiances The Eleusinian Mysteries, the Covenant

Defense
AC 18 (+3 DEX, +5 natural)
HP 1d10+1 (11 HP)
FORT +1 REF +3 WILL +4

Offense
Spd 30 ft
Melee combat baton +1 (1d6 bludgeoning)
Ranged Uzi submachine gun +4 (2d6 ballistic, 40 ft range increment, semi-auto, 20 round magazine)

Statistics
Str 11 Dex 17 Con 13 Int 11Wis 10 Cha 13
Base Atk +1 CMB +1 CMD 14
Starting Occupation Clinic Defender
Starting Talent RAINBOW Markers (+2 to Diplomacy and Gather Information checks against non-heterosexual Choicer characters)
Feats Iron Will, Combat Reflexes, Personal Firearms Proficiency, Dodge
Skills Bluff +3, Intimidate +4, Jump +4, Knowledge (tactics) +3, (theology & philosophy) +4
Talents Time Manipulator I
Languages English, Spanish
Gear decorative gauntlets, Uzi and 6x clips, personal gear.
Cyber Implants and Smartlights smartlight palmtop (acts as cellphone and PDA), Medium Subcutaneous Body Armor (armored skin), Nightvision Optics (darkvision 60 ft)

Special Abilities

Time Manip I: Amymone has the ability to greatly accelerate her personal time field. She can act as hasted for up to 11 rounds per day Amymone may activate this ability as a free action on her turn, and maintain the hasted state in one round increments. These rounds need not be consecutive. 

Superstrong Clinic Defender: Ken “Formor” O’Rielly (CR 5)
Large Human Powered Hero 5

            “This is it, the last fuckin’ song of the night, and all you motherfuckas know how we like to end it! So Blessed Motherfuckin’ Be, you band of jolly fucks!”
            -Formor, addressing the crowd at Kate’s Barndoor, before launching into a 12 minute long extended version of “Fuck Artemis Twice As Hard”. January 3, 2107.

Appearance

            In his birth body, Ken O’Rielly is a muscular, tattooed Irishman with auburn hair buzzed close to the skull. He dresses in rugged leathers covered in band patches and cheaply printed Choicer buttons. He knows his faith and politics make him a target in Boston, and has no interest in concealing who he is and what he believes. Sarcastic, mouthy and angry, O’Rielly is often scraped and bruised after brawls with local Lifer thugs. O’Rielly is more than capable of defending himself, even in human form, and will only shift to his warform against the toughest foes, or when he wants to make a point: don’t screw with Chociers.

As Formor, he is a hideous giant with elephantine grey skin that changes to a deep, brick red tone around his face and swollen hands. Formor’s proportions are inhuman, and the giant superhuman moves with an ape-like crouch. One eye is swollen to nearly three times the size of its mate. Unlike many Choicers, he carries a massive, double-bladed battle axe made from blue-black buckysteel and decorated with silvery Celtic knot work, not the expected athame. Despite his size and ferocity, Formor remains a brawler and not a killer. He prefers to fight with his fists, rather than switching to lethal attacks with his axe.

Campaign Use
            Formor is basically a cyberpunk, neo-pagan version of the Dropkick Murphies, a tough, streetwise brawler who makes his living playing in local punk clubs. His clinic defense is something he does when he needs to, and his real passion is music. He’s one of the most physically powerful Choicer superhumans in Lifer-dominated Boston.
Formor is a street level vigilante. He protects his neighborhood’s Choicers (especially the girls), and likes nothing better than beating on drug dealer and wife beaters, regardless of politics. Formor holds a special contempt for Choicer street criminals, believing that as pagans they should be better than that.

            As a musician and activist, Formor makes an interesting rival for Baby Nightstalker, the Lifer cyber-hacker and rapper. As a Choicer resident of Boston, he knows Dr. Julie Riddle well, and has protected her more than once, en route to her clinic. Both these NPCs are fully statted out in the Otherverse America Game Master’s Guide.

XP 1,600
Init +1
Allegiances traditional Celtic Wicca, the doctors and patients he protects, chaos

Defense
AC 16 (+1 DEX, +2 class, -1 size, +4 natural, +1 equipment)
HP 5d10+15 (43 HP)
FORT +7 REF +2 WILL +1
Special Luck Bonus +2 on all saves against effects generated by other Powered Heroes
Weaknesses Medics attempting to use the Treat Injury skill to aid a Powered Hero suffer a -4 penalty on the check result, unless they possess the Xeno-Medic feat.
Caloric Requirements (See below).

Offense
Spd 40 ft
Melee unarmed brawling +13 (1d8+7 subdual, automatic critical hit)
            Combat axe +12 (1d12+7 slashing)
Statistics
Str 24 Dex 12 Con 17 Int 13 Wis 10 Cha 13
Base Atk +5 CMB +13 CMD 24
Starting Occupation Creative
Starting Talent Local Hero (+1 to spot in poor and Choicer Boston neighborhoods, reputation bonus is doubled there; +4 there, +2 elsewhere)

Feats Simple Weapons Proficiency, Deceptive, Powered Plus, Brawl, Knockout Punch
Talents Warform I, Warform II, Changeform, Peak Human I, Dynamic
Skills Bluff +11, Climb +9, Disguise +3, Drive +4, Hide +5, Jump +9, Knowledge (streetwise) +9, Knowledge (theology & philosophy) +5,  Move Silently +5, Perform (sing) +7, Perform (bagpipes) +5, Repair +4
Languages English, Gaelic
Gear combat axe, heavy leather duster, steel toe boots, 24 pack of cheap beer
Cyber Implants and Smartlights smartlight palmtop (acts as cellphone and PDA), Kevlar Replacement Muscle Groups (augments strength and speed), Integral Knuckledusters (implanted brass knuckles) 

Special Abilities

            Ability Push (EX): Formor can take a full round action to initiate a bio-feedback loop which increases his STR score by +2, and his DEX score by +1 for one hour. He can use this ability twice per day.

            Dynamic (EX): Any time Formor spends an action point for any reason, his place in the initiative order is improved by +1d6.

            Warform (EX): Formor is a gigantic mutant dressed like a Boston street punk, in addition to his great size and natural armor, in his Warform, his lifting and carrying limits are double those of a Medium humanoid. He can switch between normal and superhuman forms as a move equivalent action.

Caloric Requirements (EX): Formor can only go without food or water for 4 hours before needing to make FORT Saves to resist starvation and thirst. If Formor uses superhuman abilities for three or more consecutive rounds, he is sickened from the heightened metabolic demands, until he eats the equivalent of 1d4 days rations.


There you go, two new Choicer NPCs for your Otherverse America Campaigns.
Blessed Be,
CHRIS

Tuesday, April 17, 2012

Stop This NOW: Marvel Comics Lotto Tickets!

While I was at HEB today picking up some groceries, I saw this: Avengers themed lotto tickets. I'll let the letter I sent to Marvel Comics speak for me.

Dear Marvel Comics Licensing Department:

My name is Chris A. Field, and while shopping at an HEB Grocery Store in Texas, I saw a Marvel Comics point of purchase display.... advertising Avengers themed Texas Lottery Tickets. What kind of logic tells you that this is an appropriate licensing opportunity for Marvel Comics?

If I had to guess I’d say “socially irresponsible, sociopathic and profit-mongering” logic. Using children’s comic book heroes to advertise gambling is sickening and baffling. As a long time reader of Marvel Comics, I’m nauseated that you’re using superheroes I’ve loved since I was a kid myself to glamorize addiction, desperation and financial irresponsibility. Not only do a release of Avengers themed lotto tickets run counter to the values the best Marvel Comics espouse, such an action runs counter to every ethical business practice I’ve ever heard of. Cigarette companies can no longer use cartoon mascots, such as Joe Camel, to advertise their products. So why is Marvel Comics using Captain America to sell another kind of addictive and socially valueless product?

Even worse, these particular lotto tickets are ‘scratch offs’. Less than five feet from the point of purchase display, there is a vending machine that sells various brands of scratch off tickets. This machine is unsupervised, and there’s absolutely nothing stopping any kid in the store from slipping a dollar into the slot and getting an official Marvel brand lotto ticket with Iron Man’s face on it.

So what do I want done about this? Personally, I want everyone involved in this illogical and morally bankrupt decision to suffer.

1. I want to generate enough public and corporate pressure that the State of Texas pulls these lottery tickets from circulation.

2. I want the Marvel licensing agent (s) who authorized these tickets fired.

3. I want the Texas Lottery Commission official (s) who authorized the sale of these tickets fired.

4. I want Marvel Comics to lose so much money and public good-will on this idiotic deal that they never consider anything this ill-conceived again.

To ensure these things happen, I’m forwarding copies of this letter to every major comic book news/culture website that I can think of: Comics Alliance, Comic Book Resources, Geekologie, Newsarama, and Topless Robot, among others. I’m also sending copies to Disney, Marvel Comics’ corporate parent, posting this to my blog, forwarding it to every friend in my email account’s address book, and sending a copy to Time Warner Communications, DC Comics’ parent company, in the hopes they will take the opportunity to do some creative attack advertising.

Finally, I’m doing something I thought I’d never do. I’m not buying one single thing from Marvel Comics ever again. As a lifelong comics fan who came aboard during the Claremont/Silvestri run on Uncanny X-Men, that last action hurts the most.

Good Bye,

CHRIS A. FIELD

Black Tokyo Crossover?

Just an idea I had while at work today..... what do you think of a sourcebook that's all about crossing over Black Tokyo content with my other three campaign worlds?

I think the format would either be one large book, broken into 3 chapters, or three smaller PDFs. In any event, the three chapters would lay out as
Black Psi (Psi-Watch + Black Tokyo)
Black Galaxy (Galaxy Command + Black Tokyo) and
Black Otherverse (Otherverse America + Black Tokyo).

Of them all, I think it would be easiest to integrate BT and Otherverse America, because both focus so heavily on sexuality, though in different ways. They're both satire, but one takes a shock value hentai approach, the other is like military sci-fi. Still, I could see some cross over there, and a variant, non-metaplot version of Otherverse America where demons and magic actually exist.

Psi-Watch and Black Tokyo makes me immediately think of Cybernary, over to the right, as well as Spawn, Guyver,things like that. Extreme violence, lots of style and a sorta transgressive, guro mentality.

Mixing B.T. with Galaxy Command would be the hardest fit, since I've intentionally kept that world pretty G-rated, but it could be done. Add some more violence, freaky alien sex- think Barbarella or Robert Hienlan or Piers Anthony..... could be a fun variant campaign for that one too.

Anyway, let me know what you think. I'm also going to be doing something for Louis- he just hasn't told me exactly what yet, and I'm still working on Frontlines of Choice and the cyborg book. I'll post some character profiles/NPCs from Frontlines in a couple of days, give you a taste.

ERRATA
Also, I noticed some errata in Powered Hero Evolution. Namely, none of the Enhancement Protocols give the player access to the Transmuter Talent Tree. Oops. I'll tinker with it, and have a revised PDF up in a day or two, maybe make a few other changes while I'm at it.
For right now, if you're using PH Evolution, just give the Transmuter tree to the following:
Cosmic Justicebringer, Genetic Enhancement, Hereditary, Galactic Legionnaire, and Techno-Pagan Uplift enhancement protocols.

Blessed Be,
CHRIS

Monday, April 16, 2012

Update: Races of the Tatakama is OUT!


Races of the Tatakama was just released for the Pathfinder RPG- at nearly 100 pages, this book takes the best (and most freaky shit) from Black Tokyo and converts it to a fantasy context.

Over on the right, an absolutely amazing piece by Amanda Webb. Though less explicitly erotic than I originally planned on the cover being, I liked this image so much I used it as the cover to the sourcebook.

As the sales of Races of the Tatakama continue to roll in, I'm getting ready to release the Sky Sailor core class, which is designed for Pirates of the Bronze Sky, but usable in any Pathfinder setting with airships.

I'm also still working on Frontlines of Choice, which will be a 90-100 page sourcebook on the life and operation of a Choicer abortion clinic, for Otherverse America. Expect tons of world info, and lots of additional options tagged for players with Neo-Witch Midwife and Clinic Defender player characters. It'll be pretty kickass, even if it only sells something like 5 units.

I'm also putting together an updated 'cyberpunk' sourcebook, consolidating the info from Cybernetics Armory and D7 Tech Update Cybernetics books, as well as the now defunct rules from D20 Future, and modernizing them a bit. It's multi-campaign, useful for Otherverse America, Psi-Watch or any cyberpunk or post-human setting. It's going to be heavily influenced by things like Ghost in the Shell, Altered Carbon, Neuromancer, and even the old editions of Cyberpunk and Shadowrun. Here's some sample text from it.....I've only been working it for a few hours now, so everything is still kinda basic, but this should give you a framework of what I'm going for, and how I'll lay things out. It'll have, in addition to what you see here, Full Conversion Cyborg and Light Cyborg races, alternate racial traits for each race, starting talents, feats and starting occupations for a cyberpunk campaign.

BEGIN EXCERPT-------

Skin wasn’t good enough.

You needed steel. Chrome and composite.

Bullet proof ceramic-composite skin. Camera lens eyes that can pick out facial details from 10 miles away. Piloting links that merge driver and vehicle into a single bio-mechanical organiansm of incredible efficency. Neural chips that boost your intellect into the high genius range. Targeting arrays that make every shot a kill. Muscle group stimulators that increase strength and speed. Sexual implants that are open the host to an incredible new world of pleasure. Who wouldn’t want to be a cyborg?

The Ultimate Cyborg is the definitive sourcebook for building cyborg heroes and villains. It builds upon two earlier sourcebooks: Dept 7 Tech Update: Cybernetics (Skortched Urf Studios, 2006) and State of the Otherverse: The Cybernetics Armory (Otherverse Games, 2010). This sourcebook consolidates and updates the material in both books, as well as the cybernetics described in the D20 Future Core Rulebook and several other sources, creating a definitive catalogue of cyber-implants.

Though designed with D20 Modern cyberpunk in mind, The Ultimate Cyborg is fully compatible with the Pathfinder Roleplaying Game. In addition to high tech cybernetics, you’ll find advice on converting Purchase DCs to hard currency costs, suggestions on integrating cybernetics into your fantasy campaign, either as recovered artifacts or steampunk or magi-tech innovations, new spells and starting talents for fantasy cyborgs.

New Uses for Skills

The Computer Use, Treat Injury and Repair skills take on new importance in any campaign where cyborgs play a major role.

Cyber-Surgery

Performing cyber-surgery requires both the Treat Injury and Repair skills, depending on the exact task to be performed. The difficulty of implantation surgery or repair are determined by the implant’s category. Implanting a cybernetic system is always considered surgery, meaning the cyber-physician takes a -4 penalty on the associated Treat Injury check unless he possesses the Surgery feat.

The Cyber Surgery feat is modified slightly from D20 Future, as described in the feats section. Rather than reducing the penalty to perform cybernetic augmentation, this feat now allows a cyber-physician to substitute a Treat Injury check rather than a Repair check to repair damaged implants or perform routine cyber-maintenance.

Cybernetic Implant Category

Treat Injury DC to Install

Repair DC to Repair

Sensors

DC 18

DC 20

Defenses

DC 15

DC 15

Life Support

DC 22

DC 20

Electronic Warfare

DC 16

DC 20

Physical Enhancement

DC 18

DC 16

Cyber-Gadgets

DC 15

DC 15

Cyber-Weapons

DC 12

DC 14

Full Cybernetic Reconstruction Surgery

DC 34

Not Applicable

Light Cybernetic Reconstruction Surgery

DC 28

Not Applicable

FCB Monthly Maintenance

Not Applicable

DC 32

Cyber-Hacking

Cyborgs whose implants interface directly with their brain or central nervous system may have their minds and souls attacked by computer viruses and hackers. An enemy hacker can attack the cyborg by using the Computer Use skill to hack the cyborg as he could with any other system. Rather than a static Computer Use DC, this is an opposed check against the target cyborg.

A cyborg that is being hacked opposes the hacker’s Computer Use check with a WILL Saving Throw, and may add her ranks in Computer Use as a bonus on the check. If the cyber-hacker is successful, in addition to the normal tasks listed in the Computer Use skill description, he can take the following actions against the target cyborg.

Change Allegiance: By re-writing the target cyborg’s personality, the hacker can change the cyborg’s ethics and outlook. The cyber-hacker can add, delete or change any of the target cyborg’s secondary or tertiary allegiances. Attempting to change the target cyborg’s primary allegiance (her core personality) is more difficult, providing the cyborg with a +5 bonus on her WILL Save to resist the tampering. This change is temporary, and the cyborg’s true personality reemerges on its own in a number of days equal to the cyber-hacker’s ranks in Computer Use.

Change Alignment: More difficult than merely changing allegiance, the cyber-hacker can attempt to temporarily alter a cyborg’s mystic alignment. Each alignment step away from the norm provides the target cyborg with a +5 bonus on her WILL Save to resist the tampering. As with the alteration of allegiance, this hack is temporary. The target cyborg’s original alignment returns automatically in a number of hours equal to the cyber-hacker’s ranks in Computer Use.

Review Sense Memory: The cyber-hacker can download recent sensory impulses from the cyborg’s memory banks, which may be visual, audio (or both), or with the proper computer equipment, even tactile, olfactory or taste data. The cyber-hacker can download sensememories up to 72 hours old, plus 24 hours per five point his check beats the target cyborg’s WILL Save by.

Delete Memory Files: The cyber-hacker can delete experiences and memories from the target cyborg’s neural net, exactly like deleting files from a computer system. Each check allows the cyber-hacker to delete up to 24 hours worth of recent memories, plus an additional 24 hours (or portion of) for every five points the hacker beats the target cyborg’s check by. Experience gained during wiped periods of memory is lost; the game master otherwise determines how a cyborg suddenly missing several days of recent memory reacts to her sudden amnesia, or if she even consciously notices. Wiped memories are un-recoverable.


Install New Memory Files:
The cyber-hacker can create new false memories for a target cyborg. With a successful check, the hacker can install up to 24 hours worth of false memories, which are almost indistinguishable from reality. The cyber-hacker can install an additional 24 hours (or portion of) worth of false memories for every five points the hacker beats the target cyborg’s check by.

The cyborg receives a +5 bonus on her check if the newly installed false memories are especially surreal, nonsensical or directly contradict other memories or memory implants. The game master determines how a cyborg reacts to several days worth of implanted memories. False memories degrade; every 72 hours after implantation, the cyborg can attempt a new check to ‘see through’ the false memories, opposed by the cyber-hacker’s original Computer Use check. If the new check succeeds, the cyborg realizes the memory implants are false.

Deactivate Cybernetics: With a successful check, the cyber-hacker can shut down a chosen cybernetic implant. If the implant’s loss would cause death or complete incapacitation (such as the sudden shutdown of a cybernetic heart or spinal nerve replacement), it is especially well firewalled, and the target cyborg receives a +5 bonus on the check to resist shutdown.

Suppress Talent, Feat or Skill: The cyberhacker can temporarily shutdown a natural feat or skill learned by the cyborg, by hacking their nervous system. With a successful check, the cyber-hacker can ‘turn off’ any single feat possessed by the cyborg, which also shuts down other feats which use the suppressed feat as a prerequisite. The cyber-hacker can also choose to impose a -10 penalty on checks with a particular skill on a successful check. Alternatively, the cyber-hacker can suppress any single class-based talent tree. The suppressed skill, talent tree or feat returns 24 hours after the cyber-hacking.

Drain

Most cybernetics are implanted in a human host without needing an external power supply. The host’s blood is filtered through microscopic turbines, a hydroelectric dam in minuture, that produces all the electricity needed to run the implant. Or a chemically reactive tap-line is run into the host’s bladder, and electricity is chemically generated from the host’s urine. Other implants simply draw from the body’s electromagnetic “Krillian” aura, asorbing minute amounts of energy from the energy of life itself. A cyborg can be implanted with dozens of low drain devices without ill effect, and many are: implanted clocks and cellphones, language translators built directly into the frontal lobe, swappable skill-chips, subcutaneous drug dispensers and the like.

Full cybernetic conversion and ‘high-drain’ weapons implantation is a different story, though. The power demands of military cybernetics ensure that the cyborg must have some form of onboard power supply, which depending on the setting might take the form of an onboard fusion reactor, high density storage battery, even a sputtering diesel engine..... or in some technomagical settings, something as odd as a glowing crystal skull imbued with arcane power and recharged by human sacrifice.

Each cyber-implant has a Drain rating, which ranges from zero (for extremely low drain, non invasive devices) to five or higher (for implants that require massive amounts of power, like an implanted jet pack or energy weapon). A cyborg can safely receive implants with a total Drain rating less than or equal to her Constitution (CON) score.

Thus a cyborg with a Constitution of 14 (+2 modifiers) could safely accept up to 2 points of drain, while a character with a Constitution of 10 (no modifier) could not safely have cybernetics implanted.

Some incredibly tough characters can survive having high-drain devices implanted directly into their bodies, without the need for expensive (and potentially) dangerous power supplies being implanted. Other cyborgs are fitted with a power supply, which increases the amount of Drain they can safely withstand. The one downside to having an onboard power supply, aside from the possibility of catastrophic containment failure, is that high-energy cyborgs are easier to track and detect than their low-drain counterparts.

A creature may be implanted with more (or higher-drain) cybernetics than its body can safely handle. When this happens, the cyborg receives one negative level for each additional point of Drain inflicted, or fraction of a point. For each negative level, the cyborg takes a –1 penalty on all skill and ability checks, attack rolls, and saving throws, and loses one effective level or HD whenever level is used in a die roll or calculation. If a character’s negative levels exceed it’s total Hit Dice, it dies.

This loss persists until the negative level is removed. Negative levels caused by exceeding the character’s Drain limitation remain until the offending attachments are removed.

Toughness and Cyber-Implants

Cyborgs who take the Toughness feat are better able to resist the strain of cyber-implantation. In addition to gaining bonus Hit Points, a character who takes Toughness can withstand an additional two (2) points of Drain. This feat would be highly sought after by military cyborgs and by cyborg spies, and is even more attractive to low Constitution cyborgs.

Implant Details

There are two basic types of cyber-system: internal and external devices.

Internal devices are integral computer systems, cybernetic organ replacements, subdermal body armor and the like. They are rarely detectable without a thorough medical examination or sensor scan. Internal devices have no Hardness or Hit Points of their own, anymore than a mundane organ does.

External devices are placed primarily outside the cyborg’s body, though most have some internal components as well. Cybernetic limbs, weapon implants, replacement eyes and exo-skeletal armor are all examples of external devices. External devices have their Hardness and Hit Points listed in the implant’s description, and may be targeted just as any weapon or worn item can be.

The implant’s Category describes what general category or purpose the cybernetic implant fits into, such as Defense, Sensory, or Physical Enhancement, among other categories.

Cybernetic implants may have one or more ‘tags’ which describe how they work. These tags are noted in each implant’s description. Finally, the base purchase DC and restriction rating of each implant are listed.

Implant Tags

If an implant has one of the following tags, it follows a specific rule detailed below.

Exclusive: Implants with this tag are extremely invasive and require the replacement of large amounts of organic tissue. If you select an implant with the exclusive tag, you cannot select other implants from that category.

Irremovable: The implant cannot be recycled or salvaged intact. Implants that need to be custom-built for the intended user, such as many varieties of neural-chip, are Irremovable.

Plug-In: The implant can be attached to an existing implant of the same type, rather than being installed separately. The cyborg just needs to pay the implant’s standard cost -2 and undergo a system upgrade. The cyber-medic receive a +4 bonus on the Treat Injury check to install the implant, as much of the work has already been done.

This tag is especially common among Sensors, such as a pair of cyber-eyes with both darkvision and telescopic features, for example. Implants with the plug-in tag are also available as ‘single’ implants- pay the normal cost and face the normal surgical difficulties. Given the way plug ins work, it makes sense to start with a cheap ‘base implant’ and add more expensive features as plug-ins to maximize your discount.

Security Risk: This implant has electronic warfare vulnerabilities, that a skilled cyber hacker can exploit. This tag is usually written as Security Risk -1 or Security Risk -5, or some other number. If you implant a device with this tag, you suffer a penalty on checks to resist cyber-hacking equal to the device’s security risk rating. The effects of

multiple implants with this tag are cumulative.

Sensors

Any cybernetic implant that provides a new or better way of perceiving the world is considered a sensor. Artificial eyes, augmented hearing, and integrated scientific scanners are all sensors. Most sensors are wired directly into the cyborg’s central nervous system.

Defenses

Defenses represent augmentations designed to keep the cyborg alive and functional in combat or designed to protect them from hostile environments. Many defenses are passive systems; once installed, they require minimal maintenance or thought.

Life Support

While Defenses protect cyborgs from injury, Life Support systems either allow him to recover more quickly, or maintain life function under adverse conditions. Life support implants range from artificial organs to dedicated nano-factories that allow near instant regeneration.

Electronic Warfare

Electronic Warfare systems protect the cyborg from hacking or electronic detection, or allow the cyborg to go on the offensive and hack other systems.

Physical Enhancement

Physical Enhancement implants augment the cyborg’s physical capabilities. Physical Enhancements include implants such as bionic limbs with superior strength, speed or flexibility, as well as more subtle augmentations such as muscle replacement and bone lacing.

Cyber-Gadgets

Cyber-Gadgets encompass a variety of useful implants common in industry, business and leisure. Many citizens of the future have several cyber-gadgets installed, from integrated cell phones, implanted computer systems and PDAs, contraceptive implants, onboard tools or even purely decorative cyber-systems like nano-tattoos.

Cyber-Weapons

Cyber-Weapons are onboard, military grade weapons systems concealed in the cyborg’s body. Cyber-Weapons can be obvious (a wrist mounted plasma cannon), or subtle (fingernail razors).

EXCERPT ENDS-------


Like what you see? I'll probably add more implant tags and cyberhacking possibilities as the draft progresses, as well as rules for cyberjacking/salvage. Finally, I leave you with an awesome Brett Booth image of the new Legion of Superheroes and Teen Titans. Fuck, Wildfire has never looked cooler, and he's actually made Tyroc somewhat bad ass. Enjoy,

CHRIS


Saturday, April 14, 2012

Computer's Back!

Computer's back from the repair shop...... They ended up having to reformat the harddrive and re-install everything. I've been reloading all the programs I used, and I should be up and back to work tonight.

I've got tons of ideas- being without a computer for a week has given me a bit of a back log. I'll start up with the Sky Sailor, since that's almost done, and continue on to Cities of the Tatakama, Frontlines of Choice and some other projects.
Talk to you later,
CHRIS

Tuesday, April 10, 2012

Computer Repair Time! YAY!

Okay, my computer is in the shop. Either I got a nasty virus that killed some necessary Windows files before I wiped it out, or my harddrive fried. Not sure which yet, and either way, it'll be costing me money and a few days without my computer. Best case scenario, I get the thing back Thursday or Friday....worst case I get it back early next week sometime.

The good news, however, is that I finished up Ghosts & Promises and it's up. I also finished up Races of the Tatakama the day before yesterday, and sent it to Mark to post. So my two big releases of the spring are out.

In answer to some of the comments on the last post:
Louis- I saw your post, and I was planning on releasing the Sky Sailor 20 level core class tonight, excerpting it from the Pirates of Bronze Sky draft and using some of the Storn Cook stock art you've put out. Unfortunately, that won't be happening this week. However, expect the Sky Sailor class when I get my computer back from the shop.

Curt- all good suggestions. I've had some ideas percolating in the back of my head for both Galaxy Command and Psi-Watch. Now that I think about it, I would to pull the Tal-Anons from Galaxy Command and include 'em in Pirates of the Bronze Sky. Maybe in addition to the Tocarra, maybe in place of the Tocarra....not really sure at this point.

A sourcebook about running Bubblegum Crisis style D20 Modern campaigns is something I've wanted to do for a while now, and it would be good both as a standalone release and for Otherverse America. I've been wanting to do a 'racial' sourcebook for Full Conversion Cyborgs for a while now, similar in scope to Never Born Again, which would include a ton of the content I think you're wanting.

As an aside, I picked up the 20th anniversary edition of Shadowrun last week, and I'm loving it. It makes me want to do a 'matrix/VR hacking' sourcebook of my own.... the reason I never did is that I've never liked the mini-game aspect of VR hacking in Shadowrun or D20 Modern- you have to basically build a second campaign world which only one or two players out of the group get to have meaningful experiences in. Plus, the whole 'you hack into the wrong file and your cyberdeck fries your brain' never seemed right to me- what company willingly builds a new telecommunications protocol that fries the brains of a good percentage of its users? Anyway, if I can find a way to create a 'matrix' mini-system that preserves the flavor of cyberpunk fiction, but is easier and more intuitive to run and play it, I'll do it.

Anyway, got to go,
CHRIS

Thursday, April 5, 2012

Update on Mom and Current Releases

First, good news on the personal front. My mom is recovering nicely from her accident, and gets her car back from the mechanic today. I stopped by earlier to do her lawn for her (hotter than fuck, by the way) and as soon as she gets the car back I'll go grocery shopping with her. She's doing okay- bored a bit because she can't be as active as normally nor work in her garden.

I just sent off Ghosts & Promises: the Secrets of Kodiak Island to Mark for publication, and that should be up in a couple of days. This is going to be one of THE definitive Lifer sourcebooks, a detailed look at the army, advice for running a military campaign, advice for running a Lifer campaign, some Lifer specific classes, feats, starting talents, powered armor templates which add fire power to Lifer characters, and new enemies to take out. As I was writing it, I kept Palladium Games' Coalition War Campaign sourcebook in mind. They're similar products: advice on running a fascistic, villainous sci-fi military as campaign protagonists. I hope I lived up to the standard C.W.C laid down, as far as bad-guy army books go.

I also put together an Otherverse America Free20. It's a 17 page collection of random details, system free encounter charts, and the like. Basically, any time in the last few months that I've wanted to write, but haven't had a clear idea of WHAT to write, I put together a random chart for Otherverse America.

Now that Ghosts & Promises is complete, I'm going to start laying out Races of the Tatakama. I've got an idea for some additional content, though, that I'm not sure if I'll put in the Races book or move to a standalone release, like I did with Fursona IV: Fur of the Yokai.

After that, a couple of days off and then I start work on whatever else catches my eye. After Races of the Tatakama, I might do some Galaxy Command stuff, or maybe work on the Witch Hero idea I had last year.

Blessed Be,
CHRIS