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Tactical Implant - The Definitive d20 Guide to Cyberpunk Combat Options
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Text:
Malcolm Sheppard
Graphics:
Gareth-Michael Skarka
Requires the use of the d20 Modern Roleplaying Game, published by Wizards of the Coast,
Inc. d20 Modern, and Wizards of the Coast are trademarks of Wizards of the Coast, Inc. in
the United States and other countries and are used with permission. ʻD20 Systemʼ and the
ʻD20 Systemʼ logo are Trademarks owned by Wizards of the Coast and are used according
to the terms of the D20 System License version 3.0. A copy of this License can be found at
www.wizards.com/d20.
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Introduction
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Welcome to Tactical Implant: The Definitive Guide
to Cyberpunk Combat Options . This book contains
a set of options you can use to customize Modern
SRD and Future SRD campaigns. All of these
optional rules are about one thing: Combat!
training to prepare for your specific
encounters.
Ablative Morale: For a grittier
edge, use ablative morale to
measure how much violence
your character can take before he
psychologically shuts down or flees
-- or until another character talks him back from he
edge of despair. Two new talent trees give Charismatic
and Dedicated heroes an edge under this system. New
feats toughen your characterʼs mind, let him inspire
an entire squad, or even design a meme to influence
millions.
Protagonists in cyberpunk fiction are often experts.
Combat between novices and experienced warriors
tend to be one-sided. Expert hackers arenʼt expected to
pick up a gun and go toe to toe as backup in a general
melee. Instead, professional fighters are supposed to
ensure that hackers, social operators and VIPs never
have to pull the trigger.
Violence is also relatively rare. Even though the
worlds of cyberpunk fiction deal with wretched
poverty and ruthless corporate plotters, violence in
actual stories tends to climactic and swift. Trained
cyborgs, genetically altered assassins and corporate
security forces take center stage, skilled enough to
decide a victory in minutes or seconds.
Cyborgs in Combat: Metal and flesh collide in new
rules that discuss how cybernetics influence grappling,
defense, speed and power. Two new talent trees give
Strong and Fast cyborgs the ability to hit harder
with artificial hands or evade gunfire with enhanced
reflexes.
Combat-oriented characters shouldnʼt feel left out
in the quiet times between firefights, though. Hired
muscle is not only intimidating, but high maintenance.
Like real bodyguards and soldiers, cyberpunk warriors
train for specific scenarios, running themselves ragged
through simulations and drills. Furthermore, electronic
and physical security often go hand in hand. Like
everything else combat adapts to the information age.
Weapon Mods and Gadgets: New gadgets and after-
market alterations let you customize your weapons and
ammo. Carry nanite payloads, give a blade a fractal
edge -- or make the whole sword out of wickedly
sharp, retractable wire.
Combat Frames: If youʼd rather be stronger without
losing an arm and a leg, use a combat frameʼs
exoskeleton to enhance a single limb, or piece them
together into a suit of powered armor. Improve your
purchase with gadgets like extra armor and defensive
nanotechnology.
Enough about the genre. Hereʼs what you get:
Variant Fighting Classes: Using the examples of the
Soldier and Bodyguard, we demonstrate how to tweak
standard Advanced Classes to serve a cyberpunk-genre
campaign.
Combat Nanotechnology: New, invisible threats
enter the field. Use gray goo, tracers and binders to
attack enemies, or employ defensive nanites to keep
these microscopic machines at bay. See how nanites
move and threaten the battle map and how characters
hack nanotech design to create their own nanotech
weapons.
Nonlethal Damage: Standard rules for nonlethal
damage donʼt always match the genreʼs penchant
for martial arts action and noirish knockouts. We
present a simple revamp of the Modern SRD ʼs rules
for nonlethal damage that finally allows low level,
unskilled combatants a chance to take each other out.
Scenario Training: Train your character the
professionals do: for the mission Use scenario
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Variant Fighting Classes
In the dynamic, brutal futures of cyberpunk-genre
games, warriors have evolved to meet the needs
imposed by urban poverty, corporate overlords and
new technologies. Therefore, itʼs time to revisit
Modern SRD and Future SRD character classes and
change them to better fit a cyberpunk future. You can
use the two variants below alongside the standard
classes -- or you can rule that theyʼve superceded the
“old school.” In all cases, any trait that isnʼt mentioned
in the following descriptions stay the same. Use the
model below to customize other classes to the needs of
your campaign.
Bodyguard Variant: Street Bodyguard
This variant of the Bodyguard advanced class protects
criminal middlemen between the corporate world
and the street. These upwardly mobile criminals need
protection from corporate killers and street dealers
eager to take their place. Street Bodyguards guard
these patrons with a combination of muscle, attitude
and hard-hitting technology.
Requirements: Replace Concentrate 6 ranks with
Gather Information 6 ranks. Replace Personal
Firearms Proficiency with Urban Tracking.
Class Skills: The Street Bodyguard loses Concentrate
and Disguise and gains Computer Use and Repair.
Bonus Feats: The Street Bodyguard adds Cybertaker
and Urban Tracking to the selection of bonus feats.
A Street Bodyguard does more than protect his or
her boss. The character also threatens the bossʼ more
distant enemies. When the character is actively
searching for someone, the targetʼs Bluff and Disguise
check DCs are all increased by the characterʼs
Intimidate ranks. Furthermore, the
Street Bodyguard gains a bonus to
Gather Information rolls equal to his
or her Reputation score whenever he
or she employs the Urban Tracking
feat. This Street Bodyguard is
frightening enough to make his or
her quarry make crucial mistakes,
and those the character questions are
reluctant to withhold information.
Feared Protection: Replace Harmʼs Way with Feared
Protection.
Once per round, the Street Bodyguard may stand
adjacent to an ally (but not necessarily in the path
of an attack) in a threatening posture. If the Street
Bodyguard succeeds at an Intimidate check against
an attacker, add his or her Reputation and Charisma
bonus to the Defense of the adjacent ally. The attacker
is too frightened by the consequences of attacking to
aim true.
Feared Stalking: Replace Improved Charge with
Feared Stalking.
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Soldier Variant: Cybersoldier
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Modified for combat, the Cybersoldierʼs military
training incorporates his or her enhanced capabilities.
The characterʼs modifications are just another weapon
to use with maximum efficiency.
Requirements: Add Cybertaker. The character must
also possess at least one cybernetic attachment.
Tactical Neural Implant: Replace Tactical Aid with
Tactical Neural Implant.
Long term VR training combined with subtle
modificationʼs to the Cybersoldierʼs brain allow
the character to pump action points as if he or she
has participated in scenario training (see “Scenario
Training,” later on in this book). The Cybersoldier
may increase the die type used to determine action
point benefits by one step (normally from a d6 to a
d8), once during any combat.
Beyond Specs: Replace Improved Reaction with
Beyond Specs.
The Cybersoldier may exploit his or her cybernetic
attachments to do more than the attachment normally
allows. If the Cybersoldier has an artificial limb, he
or she may spend an action point to increase his or
her Strength by 4 for a number of rounds equal to
his or her Constitution bonus. If the character has
artificially implanted feats that improve his or her
combat abilities, he or she may spend an action point
to increase his or her Dexterity by 4 for a number of
rounds equal to his or her Constitution bonus. The
character may combine both benefits in the same
round.
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