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=== SPELLWARE (CYBERNETIC) === In DragonStar, bio- and cyber-ware are called Spellware[https://www.pinterest.com/pin/13229392646640950/] due to its magical nature. It includes magically enhanced implanted glands or tissue graphs, golem (cyber-limb)-replacements, runic bone etching, crystal enhancer implants, mythical tattoo graphs, embedded rune-stones, etc. Living creatures can only handle so much ware within their bodies before it starts having an inverse effect on them. Each piece or level of ware has a '''Strain''' count. Creatures can have a maximum amount of Strain equal to the '''''lower''''' of their Constitution or Charisma score. For every 2 points of Strain over (round up) the creature suffers 1 level of persistent Exhaustions. They cannot recover from this exhaustion until ware is removed or their Constitution and/or Charisma increases (or the New Feat Cyborg).</br> A cloned replacement hand or foot or minor organ (a kidney) cost 500 credits and takes about a week to grow and surgically reattach or implant into the user. A replacement arm or leg or major organ (a lung or heart) is 1,500 credits and takes about one month to grow and surgically reattach or implant to the user. These have no in game affects but prices include surgery cost.</br> A simple golem prosthetic replacement (cybernetic) hand or foot or minor organ costs 750 credits and takes an hour surgical operation. A complex golem prosthetic replacement for an arm or leg or heart (but could also include replacing the bone of the skull or the skeletal frame of the chest area) costs 2,500 credits and a four hour surgical operation. Basic Golem prosthetics count as 1 Strain add +2 to the characters maximum HP each, while complex replacements count as 2 Strain add +5 to the characters maximum HP each. These extra hit points can’t heal naturally, instead requiring a 30 minutes of work with a Wisdom (Medicine) check with a Surgery kit or Intelligence (Repair kit) skill check and Repair kit DC15 to restore 1d8 + Wisdom or Intelligence modifier.</br> All spellware requires one hour surgery[https://www.pinterest.com/pin/8303580548514725/] per Strain to install. Most surgeons will charge 500 credits per hour of ‘work’ at a major hospitals.</br> Dispel can affect any one piece of spellware at a time, just as advanced gear, as if it had a B powercell (see Gear), but the subject always has advantage on these save.</br></br> '''Adrenal Gland Rune-Enhancement''' (1 level): this rune is implanted into the base of the subject’s spine and replaces part of their adrenal gland. It takes a bonus action to active this rune. Once activated, for 10 rounds afterwards (1 minute), the subject can take one extra action, bonus action and reaction a round. At the end of the duration the subject takes one level of exhaustion. The subject must complete a short or long rest to regain (and recharge) the rune to use it again. Cost 50,000 credits, Strain 4.</br> '''Agility Crystal Implant''' (3 level): a set of bio-crystals are implanted along the subject’s spinal cord that greatly enhances the user’s hand-eye-coordination and dexterity. A level I crystal implants grants the subject 19 Dexterity. It does not have any affect if the subject has a Dexterity of 19 or higher. Cost 25,000 credits, Strain 4. Level II crystal implants grant the subject 21 Dexterity, but again have no affect if the subject has a higher score. Cost 150,000 credits and Strain 8. Level III crystal implants grant the subject a 23 Dexterity. Cost 500,000 credits and Strain 12.</br> '''Aquatic Gill Graft''' (1 level): these grafts are added to each side of the subject’s neck and allow them to breathe underwater as if they were a fish. The subject cannot drowned and gains a Swim speed of its base speed in feet a round and advantage on Athletic checks to swim. Cost 750 credits, Strain 1.</br> '''Auspex Gland Implant''' (1 level): a specialized vat-grown gland implanted in an arm that acts like a hand scanner auspex suite (see Hand Scanner) but is powered by the subject’s essence for up to one hour of use before it must be recharge for one hour of nonuse. Cost 15,000 credits, Strain 3.</br> '''Breathe Bio-Gland Implant''' (1 level): this gland is implanted in the base of both lungs and allows the subject to breath without air for one hour (this only includes breathing, no other environmental protection is provided). Subject requires a rest to recharge the implant. Cost 750 credits, Strain 2.</br> '''Combat Rune Implant'' (1 level): this rune is implanted behind one of the subject’s eyes and allows for better striking ability in both ranged and melee combat. It adds +2 damage to all of the subject’s attack checks (both melee and ranged). Does not stack with laser sights. Cost 1,500 credits, Strain 2.</br> '''Dermal Rune-Armor Plating''' (6 levels): this is obvious, liquid metal and bio-plastic runic armor that has been grafted onto and replacements part of the subject’s dermal and subdermal layers of skin and grants natural armor class (that does not stack with normal armor). Level I grants a base AC 12 + your dexterity modifier. It costs 1,000 credits, 5lbs of encumbrance and has a Strain of 2. Level II grants a base AC 13 + your dexterity modifier, costs 2,000 credits, 10lbs of encumbrance and has a Strain of 3. Level I and II are considered Light armor and do not affect your stealth. Level III grants an AC of 15 + your dexterity modifier (max +2) and costs 4,000 credits, 15lbs of encumbrance and has a Strain of 4. It does not affect you stealth checks. Level IV grants AC 16 + your dexterity modifier (max +2), costs 6,000 credits, 20lbs of encumbrance and has a Strain of 5. It imposes disadvantage on your stealth checks. Both III and IV are considered medium armor. Level V grants a base AC of 18, costs 10,000 credits, 25lbs of encumbrance and has a Strain of 7. Level VI grants a base AC of 20, 30lbs of encumbrance and costs 18,000 credits with a Strain of 9. Both V and IV are considered heavy armor and impose disadvantage on stealth.</br> '''Doppelganger Gland Implant''' (1 level): this specialized gland is implanted near the top of the subject’s skull and grants it the Polymorph spell but only onto itself (can’t cast it onto another subject) and only into a small, medium or large humanoid creature that it has seen. Its statistics, other than its size, are the same in each form. Any equipment that subject is wearing or carrying are not transformed (and so if changing size will no longer fit). The subject reverts to its true form if knocked to 0 Hit Points or if it dies. There is no duration for maintaining this form, although it requires some minor concentration and the subject cannot maintain the form during a long rest. Cost 50,000 credits, Strain 3.</br> '''Dragon’s Breath Gland''' (4 levels): this gland is installed in the subject’s throat granting the user a breath attack. The ‘color’ of the gland produce different damage types and the age inflict greater damage. All grant saves for ½ damage against a DC8 + subject’s proficiency bonus + subject’s Charisma modifier. Black Glands deals acid damage with a Charisma save, Blue Glands deal lightning damage with an Intelligence save, Green Glands deal poison damage with Constitution save, Red Glands deal fire damage with Dexterity save, and White Glands produce cold damage with Constitution save. Level I is a Wyrmling gland that deals 2d8 damage in a 15 foot cone, Cost 3,000 credits, Strain 2. Level II is a Young gland that deals 3d8 damage in a 20 foot cone, Cost 15,000 credits and Strain 4. Level III is an Adult gland that deals 4d8 damage in a 30 foot cone, Cost 75,000 credits and Strain 6. Level IV is an Ancient gland that deals 5d8 damage in a 40 foot cone, Cost 250, 000 credits and Strain 8. Each gland can be used three times and then require the subject to take a short or long rest to recharge it. Subject must be able to ‘breath’ in order to use these glands (i.e. you can’t be in the void).</br> '''Ether-Eye Runic Implants''' (1 level)[https://www.pinterest.com/pin/101471797845198896/]: these specialized transparent rune plates are implanted into the subject’s eyes. The grant the subject the same features as Ether-Eye goggles (see gear) but requires no powercell, instead running on the subject’s essence. Drow and other sunlight sensitive species with such an implant also ignore the penalties due to sunlight and brightness. Cost 30,000 credits, Strain 2.</br> '''Excortex Implant''' (3 levels): this implant is grafted to the subject’s brain steam acts as a Golem Control Rig within a 5 mile range. Level II, as a Bonus action each round on your turn you designate one target that you can see. Your excortex processor feeds you telemetry, vulnerabilities, and combat tactics granting you advantage on your next attack rolls against the target (but only first attack if you have multiple attacks in a round). Level III allows you to share this feature with one drone you are in communication with and control of (it can pick its own separate target each round). Level I: Cost 10,000 credits, Strain 2; Level II: Cost 45,000 credits, Strain 5; Level III Cost 75,000: credits, Strain 7.</br> '''Frame Reinforcement Tattoos''' (2 level): these runic tattoos enhanced the subject’s ability to carry additional weight. For level I treat the subject’s size by one higher for determine encumbrance, pushing, pulling weights. For level II treat it as two sized greater. Level I: Cost 500 credits, Strain 1l; Level II: Cost 1,000cr, Strain 2.</br> '''Flesh Pockets''' (3 or 5 levels; depending on subject's Size): specialized voids are opened within the subject’s body cavities allowing small (4-5lbs) items to hidden within. Items placed within are hard to detect (disadvantage with Hand scanner). Advanced version incorporate the same magical process for the creation of bags of holding, that hold up to 500 pounds (15lbs encumbrance) but not exceeding a volume of 64 cubic feet. Basic models Cost 500 credits and Strain 1; Advanced models Cost 10,000 credits and Strain 4. A medium sized creature can have up to 5 pockets while small sized creatures can only fit 3.</br> '''Flight Gland''' (1 level): this specialized gland is implanted under the skin of the subject’s back and legs. When activated (which takes an action to active or deactivate) it grants the user a Fly speed of 60 feet a round. This gland will maintain a subject in the air for 30 rounds before it battery runs dry. These rounds don’t have to be consecutive. The subject regains all rounds (no matter how many where used) after a long rest. Cost 75,000 credits, Strain 4.</br> '''Healer’s Graft''' (1 level): this graft replaces part of the subject’s kidneys and works to supercharge the blood cells ability to naturally heal. The subject regains all of its Hit Dice after a long rest and gains its level/challenge rating as bonus Hit Points healed back during a short or long rest. Finally when reduced to 0 hit points the subject is instead set to 1 HP. The subject must complete a long rest to regain (and recharge the graft) the use this last ability again. Cost 10,000 credits, Strain 2.</br> '''Implant Comlink''' (1 level): a small rune is place under the skin and behind the subject’s ear. Allows the subject to communicate via a radio up to ten miles. The subject can text messages and sub-vocally ‘talk’ for private conversions with no powercell required. Cost 500 credits, Strain 1.</br> '''Implant Dataslate''' (varies): a magical gland implanted into the hosts brain and acts as a standard dataslate running off the target’s essence instead of a powercell. Each additional level will add one level of Advisor attribute boost and/or Library skill proficiency. Cost 1,000 credits per level, base Strain 1; +1 Strain for each additional level past 1.</br> '''Golem Arm Graft''' (2 levels): a third arm made of metal and bioplastics is placed along the chest cavity of the subject just below one of their normal arms. At level two adds another arm on the opposite side of the body for four arms total. You may interact with one additional object or feature of the environment for free during your turn. You can carry an additional one-handed weapon using each of these extra arms, and you can use the Versatile property of weapons carried in these extra arms. Or you could use these extra arms to initiate grapples. These hands can be used for other tasks, such as opening doors, carrying torches, using tools, or performing the somatic components of spells, without difficulty when they are not holding weapons. Add +5 HP to subject total (as golem limb replacements, see above). Cost 15,000 credits each level, Strain 4 each.</br> '''Muscle Crystal Implant''' (3 levels): a set of bio-crystals are grafted along the subject’s muscle groups and greatly enhances overall strength. A level I crystal implants grants the subject 19 Strength. It does not have any affect if the subject has a Strength of 19 or higher. Cost 15,000 credits, Strain 2. Level II crystal implants grant the subject 21 Strength, but again have no affect if the subject has a higher score. Cost 100,000 credits and Strain 4. Level III crystal implants grant the subject a 23 Strength. Cost 250,000 credits and Strain 6.</br> '''Polyhand Graft''' (3 levels): these grafts require at least a golem hand-limb replacement. They act as any one type of the following gears – any one type of Hand Scanner (except the Auspex Scanner), Forgery Kit, Fusion Lantern, Hackers Kit, Hypospray Syringe (takes an action to reload the syringe), Repair Kit, Security Kit or Thieves Tools. Each level is a separate tool or hand scanner implant and no matter how many the subject has it can only access one at a time. It takes an action to unlock the tool kit and another to hide it back within the golem limb. Cost 10,000 credits each, Strain 2 each.</br> '''Skill Port''' (3 levels): This ports are implanted into the subject’s brain. Cost 5,000 credits, Strain 2 each level. Each port can handle one skill or language-soft rune crystal. These special rune-etched crystals grant the subject proficiency with one Skill or Language (they have no affect if the subject already has proficiency with said skill or language). Each crystal cost 8,000 credits for a Skill and 1,000 credits for each Language. It takes an action to change a skill crystal and an action to activate one. If the subject has more than one skill port it can access all of them at the same time.</br> '''Speed Tattoos''' (3 levels): silver laced tattoos are ‘etched’ onto the subject’s legs and lower spine, greatly enhanced their ground speed. Each level adds +10 feet to base speed of the creature. The subject can also take a Dash action as a bonus action. Level I Cost 5,000 credits, Strain 2; level II Cost 15,000 credits, Strain 4; level III Cost 30,000 credits, Strain 6. Spider Gland Implant (1 level): a generically grown gland is implanted into the subject spin near the shoulder blades on its back. When activated as a bonus action, the subject has a Climb speed of its normal movement. Cost 8,000 credits, Strain 2.</br> '''Subdermal Mithril Skeletal Etching '''(3 levels): a complex system of mithril laced runes are etched onto the subject’s entire skeletal structure to enhance its ability to absorb damage. There are three basic etchings available, each grants the subject Resistance to one type of nonmagical (or AP) weapon damage – bludgeoning, piercing or slashing. Each level costs 10,000 credits and Strain of 3.</br> '''Synergizing Symbiote''' (1 level): one of the oldest forms of spellware, these tiny, biovat grown tadpole like creatures wrap themselves around the spinal cord near the base of the brain. They greatly enhance the body’s and spirit’s ability to absorb damage, increasing the subject’s maximum Hit Point total by +20. These hit points heal as normal. Cost 10,000 credits, Strain 1.</br> '''Targeting Eye Implant''' (1 level): this implant replaces one of the target’s eyes. While still allowing full visual range, this implant allows the user to ignore disadvantage due to long range with any attack when he takes the Aim maneuver. Cost 1,500 credits, Strain 2.</br> '''Touch Rune''' (1 level): these specialized runes are implanted into the subject’s hands. They allow the subject to control any advanced device or computer, etc. by touch alone. This could speed up some tasks, like typing commands on a computer, etc. but does not remove the need for a tool kit. Cost 5,000 credits, Strain 2.</br> '''Troll Gland Implant''' (3 level): a specialized grand replaces one of the subject’s kidneys that produces synthetized troll blood greatly enhancing its ability to heal from damage. This process also “fixes” the trolls vulnerabilities to fire and acid. They are rated by ‘age’ of the troll. Level I (Juvenile) allows the subject to regain 1d6 Hit Points every four hours so long as you have at least 1 Hit Point. If the subject loses a body part, it will regrow and return to full function in 3d6+3 day if you have at least 1 Hit Point the whole time. Cost 10,000 credits and Strain 2. Level II (Adult) allows the subject to regain 1d6 Hit Points every 15 minutes, provided that they have at least 1 Hit Point. If the subject loses a body part, it will regrow and return to full function in 1d6+1 day if you have at least 1 Hit Point the whole time. Cost 75,000 credits, Strain 4. Level III (Bull) grants the subject true regeneration, healing it 1d6 Hit Points at the start of its turn so long as it has at least 1 Hit Point. If the subject loses a body part, it will regrow and return to full function in 1d6+1 hours if you have at least 1 Hit Point the whole time. Cost 500,000 credits, Strain 8.</br> '''Vehicle Enhanced Control-Etching''' (10 levels): these specialized runic etchings are drawn on the subjects’ hand bones along them greater control with a specific type of vehicle. They grant a +3 bonus to skill checks and to that vehicle’s saving throws when controlling it. This etching can be taken multiple levels, each level it applies to a different Vehicle and Skill type (they do not stack). Types – Aerocraft, Coppers, Filtters, Landcraft, Skimmer, Tracked, Walkers, Watercraft, Starship and Capital Starships. Cost 6,000 level, Strain 2 a level.</br> '''Venom Bite''' (1 level): Implanted fang teeth and a venom sack in the throat. Whenever you hit an enemy with a melee attack on your turn, as a bonus action you can make a melee attack against the same enemy. On a hit, the target takes 1d6 + Strength modifier as piercing damage and they must make a DC15 Constitution save or gained the Poisoned condition. At the end of the target gets a new Constitution save. Success ends the condition. You are always considered proficient with this bonus attack. The venom sack has enough for six bites before it is empty (you can still make bite attacks but it does not impose the poisoned continue). It requires a long rest to recharge the venom. Cost 10,000 credits, Strain 3.</br> '''Vigor Crystal Implant''' (3 levels): a set of bio-crystals are implanted along the subject’s skeletal frame that greatly enhances the user’s health and overall toughness. A level I crystal implants grants the subject 19 Constitution. It does not have any affect if the subject has a Constitution of 19 or higher. Cost 20,000 credits, Strain 4. Level II crystal implants grant the subject 21 Constitution, but again have no affect if the subject has a higher score. Cost 125,000 credits and Strain 8. Level III crystal implants grant the subject a 23 Constitution. Cost 350,000 credits and Strain 12. This spellware implant increase does not affect the subject’s maximum Strain level for additional implants.</br> '''Void Symbiote''' (1 level): these microscopic ‘virus’-like creatures live within the subject’s blood system and throughout the entire body and allow the user to survive in the vacuum conditions for up to one hour without need of a skinsuit (they provide the same benefits as a skinsuit). After that the symobiotes require the subject to take a short or long rest to recharge. Cost 10,000 credits, Strain 3.</br> '''Weapon Implant''' (2 levels): a small, hand-held weapon is implanted into the subject’s body or golem limb replacement. Something the size of a dagger or autoloader pistol Costs 5,000 credits and Strain 2 to be placed within a limb (or 2,000 credits and no strain within a golem limb replacement). Something the size of a shortsword or handcannon would Cost 10,000 credits and Strain 4 to be placed within a limb (or 5,000 credits and Strain 1 within a golem limb replacement). A longsword or Submachinegun would Cost 15,000 credits and Strain 6 (or 7,000 credits and Strain 3 within a golem arm replacement). These weapons are totally hidden within the subject body when not in use and are ‘drawn’ as a normal weapon would be drawn and readied for use. The weapon must be ‘out’ in order to reload it if it requires a powercell or ammunition. Generally a subject cannot have more than two weapons implanted in this way. </br> '''Wildwise''' (1 level): implanted enhanced fungus that attaches to subject’s spin. Grants the subject proficiency with Animal Handling and Survival skills. If the subject already has these skills, double the proficiency bonus with them. The subject gains advantage with passive perception in rural or wilderness settings and a special type of animal empathy with wild beasts. When dealing with normal domesticated animals and beasts the user has advantage on its’ Animal Handling skill checks. Cost 15,000 credits, Strain 3.
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