Post by Spyder on Jun 21, 2007 21:12:16 GMT -5
Following items are cybernetic devices (mostly) exclusive to my campaign setting. Yay for a certain guardian angel on the wizards forums for coming up with the basics for a cyberbrain which I so graciously stole. Things will be added as I build them.
Cyberbrain (PL 7)
A cyberbrain is a highly advanced artificial brain used in robots, cyborgs and can even be implanted in humans. The cyberbrain greatly enhances the human brain far beyond what it could originally do. Those with cyberbrains think, learn and read faster than a typical human. The cyberbrain also enhances the memory of the character, they can use the cyberbrain to transfer data from a computer (with a cable, see benefits below) directly into their cyberbrain. Some attachments allow those with cyberbrains to connect wirelessly to the net and computers, and even have live video feeds played directly into the cyberbrain.
Benefit: Cyberbrains grant many benefits to those who have it. A person with a cyberbrain receives a +2 equipment bonus to intelligence.
In addition, each cyberbrain is connected to 8 external network jacks (which are included) that are situated on the back of the person’s neck. These slots allow the cyberbrain to be connected to other cyberbrains, computers, and other electronic equipment. These network jacks have internal cords that can extend to a maximum of 5ft when activated.
The cyberbrain projects information as an overlay in the user’s field of vision but doesn’t hamper with the user’s vision in anyway, eliminating the need for any sort of display device. One advantage this gives a character is the effect of a HUD link. Another is that information may be downloaded directly into the cyberbrain. The character’s own cyberbrain becomes a hard drive for basic information, granting the character direct knowledge of a particular subject almost instantaneously. Data transferred between a computer (or cyberbrain of a willing subject) and the cyberbrain is a free-action.
Also, each cyberbrain acts like an ID chip. It contains the users legal ID and can act as a credit card.
It is possible to transfer a cyberbrain to a new body (prosthetic or vat grown), as long as the cyberbrain is undamaged. Doing so requires a treat injury check (DC 25) to implant the cyberbrain into the new body. Those without a surgery kit receive a –4 penalty to this check. When a person dies the cyberbrain can survive for 2 days before it deactivates and dies. If the cyberbrain is retreived within time and put into a new body it is possible to “revive” that person, of course they would have to cope with the new body. It’s also possible to “copy” the cyberbrain data into another cyberbrain, and use that cyberbrain as a backup when the other one is destroyed. These procedures are quite expensive, so it’s not commonly practiced.
Type: Internal.
Location: One head.
Hardness/Hit Points: –/10.
Base Purchase DC: 28.
Restriction: Res (+2).
Cyberbrain Attachments:
Cyberbrain attachments are attachments that are connected to enhance the cyberbrains functions. Without a cyberbrain one cannot use these attachments. Since these attachments are connected to the cyberbrain, and are not separate cybernetics, they are not counted as cybernetic attachments before reaching their maximum allowed limit for cybernetic attachments. All cyberbrain attachments take up no space within the head location slot. Some attachments require other attachments before they can be used.
Internal Video Feed (PL 7)
An internal video feed is a small chip implanted in the cyberbrain and connected the eyes and ears. With an internal video feed one can send and receive live video feeds wirelessly (video feeds are like telephones but with video enhancements, it’s similar to a webcam). The internal video feed projects an overlay in the user’s field of vision but doesn’t hamper with the user’s vision in anyway. If need be the user can switch off the video and receive audio transmissions only.
Benefit: The recipient may carry on conversations using the internal video feed just by thinking what to say. Talking and receiving information is a free action, just like talking verbally. Others are not able to see or hear any of the conversation from both sides, unless they hack their video feed signals.
Type: Internal, Cyberbrain attachment.
Location: None (Requires Cyberbrain)
Hardness/Hit Points: –/1.
Base Purchase DC: 17.
Restriction: None.
Wireless Attachment (PL 7)
With the wireless attachment implanted into the cyberbrain it allows the user to wirelessly connect to any computer within a range.
Benefit: The character can connect to any computer wirelessly within the range of 100ft, provided the character has the computer in their line of sight. The character can use the computer wirelessly just by “thinking” the commands and can control the computer that way as if he was using the computer normally. The information is received into the cyberbrain (see cyberbrain above). Transferring data between the computer and the cyberbrain is a move-action instead of a free-action when accessed wirelessly. In addition to this, the character can connect to the Internet wirelessly.
Type: Internal, Cyberbrain attachment.
Location: None (Requires Cyberbrain)
Hardness/Hit Points: –/1.
Base Purchase DC: 14.
Restriction: None.
AI Helper (PL 7)
An AI helper is a specialized AI unit chip implanted into the cyberbrain, which performs simple tasks while the character’s attention is elsewhere.
Benefit: The character can have the AI helper perform simple tasks for the character while the character’s attention is elsewhere. The AI helper can perform only actions for the character that doesn’t require concentration. The AI helper cannot use these actions if the character would be counted as distracted. Some examples include, driving, moving the character (only one move action a round) and performing simply skill checks (using the characters ranks in that skill, other modifiers are not applied). The AI helper can’t take 10 or 20 on these skill checks and cannot use attack-actions for the character.
In effect, the AI helper controls the character’s body in a very limited fashion. The AI helper uses the character’s cyberbrain to attain information it needs to perform these actions, like using the character’s eyes and ears as guides. Also, when the AI helper us designated to drive, it receives the information where the character needs to go (or is going) and obeys the laws of the road accordingly.
When the character is designated as distracted or is required to use tasks requiring concentration the AI helper instantly shuts down and the character takes over. Skill checks automatically fail and whatever the character was doing before must be started over again when this event happens. Such an event can be disorientating and the character must make a Will save (DC 15) or be stunned for 1 round, which could have disastrous results.
For example: Leon needs to connect to his laptop to research a topic on the Internet about a secret organization, however he is driving and doesn’t have time to stop. He uses his AI helper to take control of his body to drive for him to his designated location, while Leon researches his topic on the Internet, using his cyberbrain. But the car gets hit and the car requires Leon’s attention to avoid going out of control, he is forcedly stopped from his research (which fails) to take matters at hand. Leon succeeds his Will save and is able to act normally.
Activating and deactivating the AI helper is a free-action.
Type: Internal, Cyberbrain attachment.
Location: None (Requires Cyberbrain)
Hardness/Hit Points: –/1.
Base Purchase DC: 21.
Restriction: None.
Cyberbrain (PL 7)
A cyberbrain is a highly advanced artificial brain used in robots, cyborgs and can even be implanted in humans. The cyberbrain greatly enhances the human brain far beyond what it could originally do. Those with cyberbrains think, learn and read faster than a typical human. The cyberbrain also enhances the memory of the character, they can use the cyberbrain to transfer data from a computer (with a cable, see benefits below) directly into their cyberbrain. Some attachments allow those with cyberbrains to connect wirelessly to the net and computers, and even have live video feeds played directly into the cyberbrain.
Benefit: Cyberbrains grant many benefits to those who have it. A person with a cyberbrain receives a +2 equipment bonus to intelligence.
In addition, each cyberbrain is connected to 8 external network jacks (which are included) that are situated on the back of the person’s neck. These slots allow the cyberbrain to be connected to other cyberbrains, computers, and other electronic equipment. These network jacks have internal cords that can extend to a maximum of 5ft when activated.
The cyberbrain projects information as an overlay in the user’s field of vision but doesn’t hamper with the user’s vision in anyway, eliminating the need for any sort of display device. One advantage this gives a character is the effect of a HUD link. Another is that information may be downloaded directly into the cyberbrain. The character’s own cyberbrain becomes a hard drive for basic information, granting the character direct knowledge of a particular subject almost instantaneously. Data transferred between a computer (or cyberbrain of a willing subject) and the cyberbrain is a free-action.
Also, each cyberbrain acts like an ID chip. It contains the users legal ID and can act as a credit card.
It is possible to transfer a cyberbrain to a new body (prosthetic or vat grown), as long as the cyberbrain is undamaged. Doing so requires a treat injury check (DC 25) to implant the cyberbrain into the new body. Those without a surgery kit receive a –4 penalty to this check. When a person dies the cyberbrain can survive for 2 days before it deactivates and dies. If the cyberbrain is retreived within time and put into a new body it is possible to “revive” that person, of course they would have to cope with the new body. It’s also possible to “copy” the cyberbrain data into another cyberbrain, and use that cyberbrain as a backup when the other one is destroyed. These procedures are quite expensive, so it’s not commonly practiced.
Type: Internal.
Location: One head.
Hardness/Hit Points: –/10.
Base Purchase DC: 28.
Restriction: Res (+2).
Cyberbrain Attachments:
Cyberbrain attachments are attachments that are connected to enhance the cyberbrains functions. Without a cyberbrain one cannot use these attachments. Since these attachments are connected to the cyberbrain, and are not separate cybernetics, they are not counted as cybernetic attachments before reaching their maximum allowed limit for cybernetic attachments. All cyberbrain attachments take up no space within the head location slot. Some attachments require other attachments before they can be used.
Internal Video Feed (PL 7)
An internal video feed is a small chip implanted in the cyberbrain and connected the eyes and ears. With an internal video feed one can send and receive live video feeds wirelessly (video feeds are like telephones but with video enhancements, it’s similar to a webcam). The internal video feed projects an overlay in the user’s field of vision but doesn’t hamper with the user’s vision in anyway. If need be the user can switch off the video and receive audio transmissions only.
Benefit: The recipient may carry on conversations using the internal video feed just by thinking what to say. Talking and receiving information is a free action, just like talking verbally. Others are not able to see or hear any of the conversation from both sides, unless they hack their video feed signals.
Type: Internal, Cyberbrain attachment.
Location: None (Requires Cyberbrain)
Hardness/Hit Points: –/1.
Base Purchase DC: 17.
Restriction: None.
Wireless Attachment (PL 7)
With the wireless attachment implanted into the cyberbrain it allows the user to wirelessly connect to any computer within a range.
Benefit: The character can connect to any computer wirelessly within the range of 100ft, provided the character has the computer in their line of sight. The character can use the computer wirelessly just by “thinking” the commands and can control the computer that way as if he was using the computer normally. The information is received into the cyberbrain (see cyberbrain above). Transferring data between the computer and the cyberbrain is a move-action instead of a free-action when accessed wirelessly. In addition to this, the character can connect to the Internet wirelessly.
Type: Internal, Cyberbrain attachment.
Location: None (Requires Cyberbrain)
Hardness/Hit Points: –/1.
Base Purchase DC: 14.
Restriction: None.
AI Helper (PL 7)
An AI helper is a specialized AI unit chip implanted into the cyberbrain, which performs simple tasks while the character’s attention is elsewhere.
Benefit: The character can have the AI helper perform simple tasks for the character while the character’s attention is elsewhere. The AI helper can perform only actions for the character that doesn’t require concentration. The AI helper cannot use these actions if the character would be counted as distracted. Some examples include, driving, moving the character (only one move action a round) and performing simply skill checks (using the characters ranks in that skill, other modifiers are not applied). The AI helper can’t take 10 or 20 on these skill checks and cannot use attack-actions for the character.
In effect, the AI helper controls the character’s body in a very limited fashion. The AI helper uses the character’s cyberbrain to attain information it needs to perform these actions, like using the character’s eyes and ears as guides. Also, when the AI helper us designated to drive, it receives the information where the character needs to go (or is going) and obeys the laws of the road accordingly.
When the character is designated as distracted or is required to use tasks requiring concentration the AI helper instantly shuts down and the character takes over. Skill checks automatically fail and whatever the character was doing before must be started over again when this event happens. Such an event can be disorientating and the character must make a Will save (DC 15) or be stunned for 1 round, which could have disastrous results.
For example: Leon needs to connect to his laptop to research a topic on the Internet about a secret organization, however he is driving and doesn’t have time to stop. He uses his AI helper to take control of his body to drive for him to his designated location, while Leon researches his topic on the Internet, using his cyberbrain. But the car gets hit and the car requires Leon’s attention to avoid going out of control, he is forcedly stopped from his research (which fails) to take matters at hand. Leon succeeds his Will save and is able to act normally.
Activating and deactivating the AI helper is a free-action.
Type: Internal, Cyberbrain attachment.
Location: None (Requires Cyberbrain)
Hardness/Hit Points: –/1.
Base Purchase DC: 21.
Restriction: None.