Friday, June 9, 2023

Dragonborn at a Glance [Hackmaster]

Dragonborn at a Glance

+2 Strength
-1 Wisdom
-1 Dexterity
No Looks Attribute
+1 Charisma


Dragonborn Pros:

*Breathe Fire. Once per day, a Dragonborn may breathe fire, as if they cast the Scorch spell at the basic level of effect. After breathing fire, they suffer from 6 seconds of spell fatigue. Note that this is a natural ability; Dragonborn Mages do not automatically know the Scorch spell, nor can their breath weapon be enhanced by spell points. Those in the area of effect may Dodge for half damage, against the d20p+the dragonborn’s Dexterity.

If the Dragonborn wishes to increase the power of the breath, or breathe fire again, they must make a physical saving throw against the total cost of the spell divided by 5. Failure on this saving throw inflicts a wound equal to the total cost of the spell divided by 10.


***
Breathing Fire: An example

Ignus Rex breathes fire; for the first breath of the day, he inflicts 1d3p+6 damage, and suffers 6 seconds of spell fatigue.

The next day, Ignus Rex breathes fire again, but wishes to make it very hot, doing 1d3p+10 damage. As this is his first fire breath of the day, the initial cost of Scorch is discounted, but since Ignus increased the damage by 4 points (which would be 40 SP), he must make physical saving throw against d20p+8 (40/5). If he fails, he will take a 4 point wound (40/10). Unless the wound kills him, he breathes fire and suffers 6 seconds of spell fatigue.

Later that same day, Ignus Rex wishes to breathe fire a second time. He must make a Physical saving throw against a d20p+10; the base cost of Scorch is 50. If he fails, he will take a 5 point wound. Unless the wound kills him, he will breath fire for d3p+6 points of damage, and suffer 6 seconds of spell fatigue).
***


*Resist Fire and Heat: Dragonborn naturally resist fire and heat. They receive -1 point of damage per die rolled of fire damage, and a +2 to saving throws to resist effects based on fire or heat. This includes dodge bonuses against fire attacks.


*Size Medium for Hit Points (+10)


Dragonborn Cons

*Dragonborn, while largely humanoid, do not fit in most medium or heavy armors. These must be specially made, or altered by an armorer of at least Journeyman ability, requiring 25% of the cost. This does not apply to shields, or to light armor.


*Dragonborn are a rarity, and often mistaken for lizardmen. As such, their base encounter reaction with other races is Dislike.


Fighter 30
Ranger 50
Barbarian na
Thief 40
Rogue 35
Assassin 35
Mage 60
Fighter/Mage 45
Fighter/Thief 35
Mage/Thief 50

***
Sidebar: Life with No Looks

Dragonborn do not have a Looks attribute as is conventionally understood. This is not to say that they don’t recognize differences in appearance or attractiveness amongst themselves, nor to say that an individual Dragonborn cannot be beautiful to look at. It is simply that the variation in their looks has no effect on humanoid perceptions of them; humans don’t instinctively trust “pretty” dragonborn the way they do pretty elves or dwarves. As such, those two races have neither Charisma nor reaction modifiers due to looks. Only two skills key off of Looks, but these have very different reactions to this lack of an ability. Mastery in the Acting skill for Dragonborn keys solely off the Charisma attribute; a Dragonborn can attempt to act, though they face some limitations in getting others to believe that they’re not Dragonborn (though they may, for example, convince people that they’re some other Dragonborn or something similar). Seduction, however, must be taken twice… once for saurians, and once for humanoids. For saurians, Seduction is considered to have no looks component. When interacting with humanoids, the Looks of the Dragonborn is considered to be 1; -5 to all Mastery die rolls, with a base mastery score of 1. It’s hard to make them think you’re sexy when you’re 7 feet of claws and scales.
***

Organizational Note:

 I've started ensuring that the name of the system involved is in the subject line of the post; I'm still putting tags to aid in searching, but I find it frustrating to browse through posts that don't identify their fandom clearly, and so I decided to make it easier on anyone browsing.

Houstown Cyberworks [Savage Rifts]

[Excerpted from my larger Savage Rifts Houstown post]

... The first is Houstown Cyberworks. This small company has absolutely no connection to Archie III, the insane computer built by the pre-Rifts company, Cyberworks Network, but chose the name because it seemed appropriate for their products. They make use of cybernetic and bionic technologies in ways that non-cybernetic individuals can use; glasses with the capabilities of a cybernetic eye, breathing systems based on cybernetic lungs, and reworked versions of common robotic and cybernetic technologies used in innovative, and non-invasive fashions (see new equipment for some of their creations); they also manufacture cybernetics and bionics for implantation. Though they don't actively support cyber-snatching, they are in the market for unique cybernetic devices. One of Archie's reconnaissance robots came across this corporation in the late 90's, and he has sent several robots to work there over the years, borrowing technology and trying to determine what connection they have to his creators (which is absolutely none, but Archie refuses to believe this). There's a 15% chance that a robot from Archie will be working at Houstown Cyberworks at any given time; most remain only a short while before returning data to Archie.

Houstown Cyberworks

Optical Enhancement Sunglasses
OpEnS utilize cybernetic technology in an external form, allowing the benefits of cybernetic vision for the average human being. Furthermore, there are special options that make them even more useful to those who already have cybernetics.
The theory behind OpEnS is simple. Cybernetic eyes have are a long proven technology, and their enhancement potential is undeniable. Most importantly, though, their small size proves that you no longer need clunky, visor-style goggles to gain the benefits of telescopic and macroscopic sight, thermographic vision, and even light amplification-based passive nightvision. Houstown Cyberworks, however, has taken the technology that allows cybernetic eyes to maintain their awesome clarity and versatility, and installed it into the lenses of stylish sunglasses, but without compromising the wearer's ability to see when our features are turned off. A small console, easily held in one hand or built into a suit of armor, allows the user to switch freely between any options installed, or between them and normal sight, just as if he had cybernetic vision installed.


Basic OpEnS System: 6000cr
The basic OpEnS System includes the glasses, which we will be happy to calibrate to match your vision; if you have any vision deficiencies, these glasses will correct them to 20/20, and even function as multi-focal lenses for those who require it.


Basic OpEnS Options:
Thermo-Imaging: 2000cr
Accurate to 1600 feet (480m)
Passive Nightvision: 2000cr
Allows vision clearer than any conventional image enhancer to 2000 feet (610m), 25% further than conventional systems.
Telescopic Vision: 1200cr
Adjustable to 8x magnification.
Microscopic Vision: 1200cr
Objects within 3 feet (.9m) can be digitally enhanced up to ten times their usual size and detail.
Computer Interface: 1500cr
The OpEnS system can access and display information from any computer attached to it by a universal plug (comes with 5 feet of detachable cord), including our cybernetic internal computers. Text and images are displayed in a Heads Up view.

With a Headjack plug installed in the temple piece of the OpEnS system, complete cybernetic control is possible of the system, removing the need for the controller (requires a cybernetic Core Electronics Package). In addition, there are more options that can be installed, including a tracking crosshair, a micro-radio, and even an anti-theft Device. Also, if you have a Optic Video Nerve Implant, the OpEnS can be modified by a qualified technician (or ordered from the factory) to transmit the images that come across their lens, whether the OpEnS are on your head or not!

OpEnS Cybernetic Options
Targeting Crosshairs: 4000cr
The image of the crosshairs is projected on the lens, and tracks to the chosen target. When combined with one of our image-enhancement options (nightvision or telescopic vision), the target can even be highlighted against the background! These require a headjack plug in order to use. (These add a special +1 to Shooting)

Built-in Radio: 8000cr
Much like the headjack option, this builds a small radio into the opposite temple piece from the headjack plug, and transmits what it receives to your headjack on a special, low-power frequency. A small receptor is built into a collar, allowing you to send messages as well as receive them. The range of the radio is 3 miles. This, of course, requires a headjack.

Ultrasonic Option: 3500cr
This small receptor is built into a temple piece of the OpEnS system, allows you to understand ultrasonic transmissions through your headjack, without having additional surgery.

Molecular Analyzer: 15,000cr
Much like the lung implant, this temple-piece mounted microchip samples the air around the OpEnS system and transmits alerts to you through your headjack. Equivalent of Environmental Sensor (TLPG, p. 102)

Visual Data Transmitter: 1500cr
This is a simple, narrow-band transmitter that will, when combined with one of the image-enhancing options, send whatever your OpEnS system sees to your Optic Video Nerve Implant, allowing you to see whatever your OpEnS system does from up to a mile away (1.6km).

Explosive Temple Piece: 1000cr
This is the ultimate in anti-theft devices! If someone else attempts to plug into your OpEnS system, the difference in their headjack's electronic signature will cause a small fusion charge to explode in the temple piece, killing any mortal instantly (4d4 Mega-Damage).

Clean-Breathe Environmental Systems
The Clean-Breathe line of gas and oxygen masks is based on cybernetic lung implants. Using chemical cells, oxygen is stored from normal breathing, and gradually released for inhalation. Meanwhile, micro-robotic scrubbers and a series of filters cleans incoming air, greatly extending the usable air in any environment.


Basic Oxygen System: 25,000 credits
This system, consisting of a nose and mouth-covering mask and an oxygen cell, provides sufficient oxygen for 30 minutes of breathing. Without a special pump (only 500 credits more), one hour of normal breathing through the mask is required to recharge the cell between uses; with the pump, the recharging can be done automatically.

Advanced Oxygen System: 30,000 credits
An enhanced version of the basic system, this dual-cell system provides enough oxygen for up to an hour of breathing. Recharging the chemical cell requires two hours of normal breathing, but this system is available with a single pump or double-pump system to allow recharging when not wearing the mask. The double-pump system is only 800 credits, and recharges the system in only an hour.

Basic Air Filter System: 5,000 credits
Don't let the price put you off… this is no simple air filter. The nose and mouth mask uses micro-robotics and filters to remove more than 80% of all inhaled pollutants from the air! This is proven to reduce the suffering from allergies, as well as protect from weapons-grade chemical poisons. Filters need to be replaced every 120 hours, but new ones are only 100 credits each. (The system adds +2 to tests against inhaled poisons and fumes, but is ineffective against tear gas and other chemicals which work by irritating the skin and eyes.)

Clean-Breathe Gas Mask: 40,000 credits or 45,000 credits for the dual-cell system.
Clean-Breathe Gas Masks are the best on the market, combining air filtering systems and oxygen storage systems with a tough, protective, hood. Special seals allow them to be integrated into fully environmental armor or used on their own, providing top of the line environmental protection. By engaging both toxin filters and oxygen systems, the system can last for three times as long as the oxygen systems alone when in hostile environments, or work purely off of stored oxygen in airless environments! Since the hood is specially treated to resist weapons-grade chemicals, they also provide complete protection from tear gas! This system can be customizes to include the advantages of our OpEnS system, for only 4000 credits, plus any other options you may choose! (The system adds +4 to save vs. inhaled poisons and fumes while the air filters are engaged. The hood itself has +2 M.D.C., but that only applies if the head is specifically targeted. Like the basic air filter, filters must be changed every 120 hours.)

Complete Clean-Breathe Environmental System: 60,000 credits
A complete body glove (available in several colors), made of the same tough fibers as Triax's Plainclothes Armor, it includes not only the advanced oxygen system, but also integrates it with the basic air filter and eye and skin protection to form an environmental suit which can even be worn under military and civilian armor! The integration of oxygen and air filtering systems can provide up to five hours of breathable air, or an hour running on completely sealed systems! Built into the system is a double-pump recharging system, allowing the system to recharge on its own when not in use, and can even recharge while the system's air filters are engaged! (The body glove has +1 MDC, but otherwise functions as a fully environmental suit of armor. Can be worn with other, non-environmental, suits of armor. When running partially on filter, the wearer has a +4 bonus to save vs. poison gases and fumes, including nerve gases. Like the basic air filter, filters must be changed every 120 hours.)

Molecular Analyzer Option: 15,000 credits
Any of the Clean-Breathe line of environmental protection systems can be enhanced with a molecular analyzer. As efficient as the version on our OpEnS system, the data can be transmitted either to a headjack, cybernetic hearing augmentation, or to a wristwatch style receiver.


Robotic Aid Systems
Based on the same Pre-Rifts technology as the Robot Medical Kit, the Robotic Aid Systems are each designed with to perform a single task. Each system consists of a tough case (6 M.D.C.), approximately 3 inches * 12 inches * 9 inches (or 7.62*30.48*22.86 centimeters) which contains between six and thirty tiny robots, each about the size of a shirt button. These robots are programmed to perform very specific functions. Each case is covered in solar cells, allowing the system to recharge simply by sitting in the sun; cords are also available for constant use, or recharging when sunlight is not available


Robot Demolitions Kit: 60,000 credits
The case of this system is specially reinforced for those who will be working on the front lines (15 M.D.C.). The system and its robots are perfectly capable of examining and defusing explosive materials; all they need is someone to activate them and direct them toward their work! The system handles most human-made explosives at Demolitions d10, but has some trouble with more complex explosives (-1 to -3 to work on alien explosives, unless very similar to those created by humans; Game Master's discretion).


Robot Diagnostic Kit: 30,000 credits for power armor or motorcycle-sized vehicles, 50,000 credits for giant robots or larger vehicles; information disks cost 7000 credits each
Each Robot Diagnostic Kit is programmed with one specific model of power armor or vehicle. Upon activation, it releases a number of our special robots (twenty for the smaller sized machines, thirty for the larger) which seek out damaged systems and report back to the case, providing a mechanic with a complete diagnosis of the machine's status, all within only 30 minutes! While the robots do not repair the damage, they are highly accurate, and provide invaluable information for a mechanic.
While each kit is only programmed with the information for a single vehicle or power armor, the system can be reprogrammed with information disks; each different model of commercial power armor, robot, vehicle, or 'borg chassis costs 7000 credits and is accuracy is somewhat reduced. Remove the disk, and the RDK returns to full efficiency for its original unit.
(Any mechanic making use of this diagnostic tool receives a special +3 bonus to repair the vehicle or power armor; this is reduced to +2 if the system has been reprogrammed. Attempting to use the RDK on a design for which has not been programmed, or a design which is too large for it, reduces the bonus to +1D4-2; penalties are possible, and the new penalty or bonus must be determined each time the RDK is used. Someone with Repair of d10 or higher can program an effective information disk; takes 1D4 days of work.)


Robot Electronics Kit: 30,000 credits
More closely based on the Robot Medical Kit, the Electronics Kit can be used to repair computers and basic electronic devices, or provide more in-depth diagnoses for problems it cannot repair. Upon activation, up to a score of microbots will enter and inspect the target system, to either repair or diagnose the damage. Equal to a Repair skill of d10, or can provide +3 to a skilled Repair check


Robot Hygiene Kit: 20,000 credits
The Robot Hygiene Kit is great for those who spend a long time away from the comforts of civilization. Upon being activated, six tiny robots are released from their housing and begin to traverse the body, removing dirt, cleaning hair and fur, and even polishing teeth and applying medication to acne and other skin blemishes. In only fifteen minutes, you can be once again clean and ready to face the day, whether that brings Brodkil or a state dinner!


Cybernetic Systems

Bio-Comp
Most people are familiar with a bio-comp as an integral part of the Juicer Augmentation process; indeed, that's where the concept originated. Within the past five years, however, the cyber-technicians at Houstown Cyberworks have experimented with using a Bio-Comp in conjunction with only the hundreds of microscopic sensor implanted in the body, rather than a Juicer's drug harness. Rather than optimizing the system to work with synthetic chemicals to create a superman, the reprogrammed Bio-Comps are designed to make the most of the bodies natural resources. This increases a person's capabilities, making them stronger, faster, and healthier without the negative side-effects of Juicer augmentation (most notably, the implants actually increase the individual's life span and prevent the sexual and emotional problems so common to Juicers).
The system works by constantly monitoring the body's state, and by storing any surpluses of the body's natural hormones until they might be needed. This allows the body to operate at peak, natural, efficiency, quickly shed excess weight, and resist a variety of diseases and drugs by optimizing the body's resources. The end result is an exceptionally healthy human being, who is faster, tougher, and better able to meet the challenges of the modern world, but still falls within the normal range of human abilities.
The system is infinitely simpler and safer than that used by Juicers, as it deals only with the body's own products. Additionally, since it works only with natural chemicals, an unlikely malfunction will have almost no negative effect. This simplicity and safety means that only a single processor is used in the basic system. Systems are available with fail-safe processors, to ensure that, no matter how great the injury, the Cyberworks Bio-Comp keeps working. The Bio-Comp also comes with an external system monitor (usually a wristband), so its modifications can be monitored and important information can be relayed.
Currently, the device is limited to augmentation of a normal human being. However, the cyber-technicians at Houstown Cyberworks are working hard on other uses for the device. Within a few months, they expect that they will have perfected a program optimized for psi-stalkers, and the Bio-Comp shows great promise in aiding in the detoxification of Juicers, by slowly changing the program to wean them away from the drugs. Early tests have shown that it increases the chance of a successful detox by as much as 30%, and make the effects of withdrawal less harsh on older juicers.

Bonuses:
+1 Toughness
+1 to Agility, Strength, and Vigor rolls
+1 to Natural Healing rolls
+1 to Running Tests
Though it hasn't been tested (due to the recent use of the technology in this fashion), it is thought that people implanted with this device will live 10% longer than normal, due to their health being minutely controlled.
Strain: 1

Cost: 250,000 credits, at minimum; 50,000 credits for each additional fail-safe processor installed. At the present time, this cybernetic device only works on pure-blooded humans (not ogres, psi-stalkers, or any other offshoots), but within three months there will be a version optimized for psi-stalkers. The system will also require a slight retuning for each new cybernetic or bionic device is installed, to take into account that new system; this costs 3000 credits.
Juicers who undergo the still-experimental Bio-Comp modification process will be hospitalized for a full month while the system is constantly monitored and adjusted, but have a greater chance of a successful detox (+2 on all rolls associated with the detox; medical rolls, Burn resistances, Spirit check). The cost of such a procedure is 100,000 credits (but includes room and board for the month). After that time, they will add the benefits of a "tuned" bio-comp to their post-juice attributes.

IRMSS Full-Life System
This system is implanted into one of the body cavities of a human being; usually placing it between two reinforced ribs, right next to the heart. It functions exactly like the IRMSS system implanted in a juicer. Upon being activated by four strong strikes to the chest (four was chosen since the default for most pulse laser rifles is three; originally the plans called for a single strike, but many found that any weapon impact to the chest would activate the robots, whether they were needed or not), the implant injects twelve microscopic robots into the character's bloodstream, which will quickly seek out any source of blood loss and seal it closed. Once the damage is repaired, the robots will return to their housing for recharging and repair. The entire system runs off the body's natural bio-electricity, and so is very energy efficient. Service is recommended every three months (or 30 activations, for those who like to live on the edge) to replace microbots and refill its store of expendable supplies. As an option, the system can be linked to our reprogrammed Bio-Comps; the system becomes much more efficient, and no longer requires external activation (i.e. no longer requires chest strikes to turn on). If linked to a Bio-Comp, the system requires service only once a year (or 120 activations).

Cost: The basic system costs 85,000 credits, with each service costing from one to four thousand credits (variable as some bots might or might not need to be replaced). Linking the system to a bio-comp will cost only 5000 credits.

(The system is equivalent to a surgical skill of d8+2. For every activation beyond the recommended maximum without service, there is a -1 penalty, as they run out of supplies and bots need replacement, the system begins to fail. If the percentage ever falls to -8, the entire system will need to be replaced. Service visits cost 2D4*500 credits)


Other Systems

DT-WLT-04: Written Language Translator: 9500 credits for basic system with one language, 100-1500 for additional languages/alphabets
Although illegal in the Coalition, the Written Language Translator is quite popular in Houstown and Lone Star. Consisting of a small computer (about the size of a paperback novel) and a detachable optical scanning wand, the Written Language Translator comes programmed with one language of choice. By simply passing the optical scanning wand over the text, the computer will decipher the symbols and read them back, in a second language. The system has Knowledge (Language) of d10.
Each unit is permanently programmed to speak in one language. However, data disks with additional languages may be purchased, allowing the system to read up to 10 languages. The computer can freely swap out these languages just as quickly as you can swap out data disks.
Available languages are American, Spanish, Demongogian, Euro, Dragonese/Elven, and Techno-Can. Houstown Cyberworks is always interested in hiring those with unusual linguistic knowledge to help develop more languages for this system. The default spoken language is American, but Spanish is also available.

DT-WFC-03: Weather Forecasting Computer: 20,000 credits for the entire system (including 3 globes and 9 parachutes), 1500 credits for each sensor globe, 100 credits for self-deploying parachutes.
The Weather Forecasting Computer is a large case, about 3ft x 3ft x 1.5ft (1m x 1m x .5m), weighing almost 85 pounds (40kg), with a detachable, hollow tube on one end, and a tube sealed on one end on the other. Opening the case reveals that the entire bottom is filled with a complex computer and receiver for narrow-band transmissions. The top has space for nine globes, each about a 10 inched (25cm) in diameter, and the detachable tube attaches to the partially sealed tube, forming a long, upright, barrel.
When turned on, the WFC begins collecting atmospheric data; air pressure, relative humidity, wind speed and direction, as well as requesting some information from the user about conditions the past day. From this information, the WFC has the equivalent of a d6 in Knowledge (Meterology) with which to make a prediction; success indicates that it's mostly accurate for the next 6 hours, with each raise adding an additional 6 hours of accuracy. In order to get more accurate information, the system will prompt its user to load one of the sensor globes into the barrel, then give it three feet (one meter) as safe firing clearance.

The barrel is actually a quite simple Gauss cannon, consisting of some 30 rings of electromagnets. This Gauss cannon will fire the sensor globe just over half a mile (one kilometer) into the air, where it will gather more atmospheric data, including brief radar scans, more accurate upper-level wind speed, and visual images. All of these are fed back to the central computer on a narrow-cast feed. The globe will then deploy a small parachute, and float back to the ground, transmitting its data as it goes. It takes about 30 minutes for the entire procedure to complete, from set-up to firing the sensor globe to finishing the data analysis. Even with the parachute, the globe takes 1d4 damage on landing, against a toughness of 5. If it is damaged, it will need to be repaired. The parachute is not reusable (it uses a time-release gas caplet to rapidly expel and expand the chute, which cannot be easily replaced without a large facility).
If the sensor globe is deployed, the accuracy of the reading raises the effective skill to d10 for the next 24 hours, with each raise adding another 6 hours of accuracy. However, since the sensor globes make use of active radar and transmissions, anyone using this is very easy to spot using either active or passive sensors. The system's batteries contain enough power to be used 3 times without the sensor globe being deployed, or once if the sensor globe is deployed. It takes about 6 hours for the system to fully recharge using solar power (the top panel is always a solar panel), or about one hour from a nuclear power plant. While an e-clip can be jury-rigged to provide power, the entire process will completely drain two e-clips.

Incidentally, the Gauss cannon makes a lousy weapon; it is -3 to strike, and will inflict only 1d12 damage to those hit by a sensor globe (but the target will have to make a Strength test to remain standing). Some mercenaries have experimented with using the Gauss cannon, in an emergency, to hurl grenades or other bundles of joy incredible distances (negating strike penalties by using range finders), Houstown Cyberworks is not currently planning on releasing any weapons specifically designed for the Gauss firing system; they concentrate on sensors, cybernetics, and robots, not weapons of war. Bandito Arms, however, is reportedly interested in using Gauss cannons as man-portable mortars.

Houston Cyberworks [Rifts]

 [Excerpted from the larger Rifts: Houstown post]

...Of special note in Pasadena are three businesses. The first is Houstown Cyberworks. This small company has absolutely no connection to Archie III, the insane computer built by the pre-Rifts company, Cyberworks Network, but chose the name because it seemed appropriate for their products. They make use of cybernetic and bionic technologies in ways that non-cybernetic individuals can use; glasses with the capabilities of a cybernetic eye, breathing systems based on cybernetic lungs, and reworked versions of common robotic and cybernetic technologies used in innovative, and non-invasive fashions (see new equipment for some of their creations); they also manufacture cybernetics and bionics for implantation. Though they don't actively support cyber-snatching, they are in the market for unique cybernetic devices. One of Archie's reconnaissance robots came across this corporation in the late 90's, and he has sent several robots to work there over the years, borrowing technology and trying to determine what connection they have to his creators (which is absolutely none, but Archie refuses to believe this). There's a 15% chance that a robot from Archie will be working at Houstown Cyberworks at any given time; most remain only a short while before returning data to Archie.