Author Topic: [PoC] Power of Cybernetics Preview  (Read 6966 times)

Offline Garryl

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[PoC] Power of Cybernetics Preview
« on: November 22, 2011, 11:03:40 PM »
Last December (wow, almost a year), I got the chance to actually play a Metroid as Incarnum character. This was the first time I had actually sat down and taken a good hard look at how the system worked in practice. Some things looked too strong, others too weak. Some of my design decisions seemed unnecessarily restrictive when dealing with actual characters. Some assumptions I used turned out to be incorrect, thus invalidating things based on them. And then there were just some things that bugged me for other reasons.

So, I've started working on a number of changes to the system. Their scope involves changing enough at the core of the system, combined with separating the fluff of Metroid from the default of the system (to be used as an option, rather than a requirement), that I felt like it also deserved a name change. Hence, Power of Cybernetics (working title). I hope to work on this revision over the next few months. In the meantime, I'll be posting parts that I feel are completed (or close to it) here. Most of the core mechanics, such as the Incarnum-like mechanics, will remain the same. Enjoy.

Conversion Notes
This is just a short list of some of the simpler changes from Metroid as Incarnum.
- Sockets are the new hard-points. It's just a name change.
- Activating is the new suit-forming. It's just a name change.
- Save DCs are 10 + energy + stat, instead of 12+. The extra +2 in the MaI rules came from a misunderstanding I had of Incarnum's save DCs and essentia investment.
- Like Incarnum, energy capacity will probably rise with character level instead of activator level (still undecided, though).
- Power suits are no longer needed to use modules and hard-points, nor are they automatically granted by activating classes. Instead there is a Power Suit module for characters interested in a suit of Cybernetic armor.
- The Cyberneticist is a base class based on the Pirate Trooper, albeit with a healthier balance between modules and sockets. This class has some Intelligence-based abilities, but isn't forced to invest in the ability score, particularly if you primarily use modules that don't allow a save. This class is a master of using modules and sockets, just like the Pirate Trooper.
- The Dreadnought is a new base class that inherits the front line, full BaB activator role from the Federation Marine. With some Charisma-based abilities (which, like the Warblade's Intelligence-based abilities, make the stat helpful but not required) and access to several modules that benefit allies, a Dreadnought also makes for a good leader. Their particular take on activating focuses more on making and using Cybernetic equipment. Battle Talents allow further customization between enhancing the character's melee and ranged combat skill, and other useful abilities.
- The Energy Warrior is essentially the Chozo Warrior, and is probably the class that will have the least changes. Their Energy Beam can be used as either a melee or ranged weapon, and is intuitive to use, allowing a character to use his or her Wisdom score in place of Strength or Dexterity.
- Phazon is not in the default rules of Power of Cybernetics, but will instead be part of the Metroid adaptation. It'll also be more than just evil Cybernetics, and will have actual mechanical effects on characters who try to use its power, and benefits for those who surrender to its corruption.
« Last Edit: December 20, 2011, 05:57:09 PM by Garryl »

Offline Garryl

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Re: [PoC] Power of Cybernetics Preview
« Reply #1 on: November 22, 2011, 11:18:40 PM »
New Modules: Make your own stuff!

Arc Staff
(click to show/hide)


Polar Star
(click to show/hide)


Thermal Lance
(click to show/hide)


Vibroblade
(click to show/hide)


Disruption Crescent
(click to show/hide)


Riot Shield
(click to show/hide)


Power Suit
(click to show/hide)
« Last Edit: March 12, 2012, 07:23:23 PM by Garryl »

Offline Garryl

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Re: [PoC] Power of Cybernetics Preview
« Reply #2 on: December 13, 2011, 01:11:40 AM »
Table 2.1.1: The Energy WarriorHD: d8


Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
Base
Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5

Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12

Ref
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12

Will
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6


Special
Energy Beam (intuitive aim)
Energy Emitter Socket (+1 capacity)
Energy Beam (enhancement bonus)
Protected Emitter
Least Socket Access
Energy Emitter Socket (+1 DC)
Energy Beam (intuitive focus)
Energy Filter (2 modules)
Lesser Socket Access
Energy Absorption (resistance)
Combined Energy Emission 1/day
Energy Filter (3 modules)
Combined Energy Emission 2/day
Greater Socket Access
Combined Energy Emission 3/day, Energy Emitter Socket (+2 capacity)
Energy Filter (4 modules)
Combined Energy Emission 4/day, Shielded Emitter
Core Socket Access
Combined Energy Emission 5/day
Energy Flare
Energy
Beam
Damage
1d6
1d6
1d6
1d6
2d6
2d6
2d6
2d6
2d6
3d6
3d6
3d6
3d6
3d6
4d6
4d6
4d6
4d6
4d6
5d6
------Activating------
Active
Modules
Energy
Pool
Socket
Attachments
210
321
321
431
431
442
552
552
562
673
683
693
7103
7114
7124
8134
8144
8165
9185
9205


Class skills (4 + Int modifier per level): Balance, Climb, Computer Use, Concentration, Craft, Jump, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (history), Knowledge (the planes), Listen, Profession, Ride, Spot, Survival, Swim

Weapon and Armor Proficiency: Energy Warriors are proficient with all simple weapons and with light armor. Energy Warriors are also proficient with their energy beam, regardless of what form it takes.

Activating: An Energy Warrior's primary ability is activating modules, which are drawn from the Energy Warrior module list. You know and can activate any module from this list. Your activator level is equal to your Energy Warrior level.
   An Energy Warrior can activate only a certain number of modules at once. Your base concurrent allotment is given on table 2.1.1.
   At 1st level, you gain access to a pool of energy, which can be allocated to your active modules to increase their effects. If you already have a pool of energy, combine the two to determine the total amount of energy available. Your character level determines the maximum amount of energy that can be allocate to any given module at one time, as indicated on table 3.1.1.
   As a swift action, you may reallocate your energy allocations amongst your active modules once each round.

Energy Beam (Su): You can use your energy emitter to emit a destructive beam of energy. This can take one of two forms, either a hand-held blade of energy, or a long-range beam cannon. You can only use your energy emitter in one of its two forms at any given time, although you can freely switch between them as the situation demands. You must have a free hand to enable your energy emitter and project your energy beam, and the action required to do so or to switch between the emitter's available forms is equivalent to that of drawing a weapon. Releasing your energy emitter is a free action, the same as dropping a held weapon. Your energy beam counts as a masterwork manufactured weapon (although as a transient energy field, it cannot be permanently enchanted), regardless of its form. Also regardless of its form, your energy beam's base damage depends on your level, as given on table 2.1.1. Damage values are the same for all Energy Warriors of a given level, regardless of size. You can choose your energy beam for feats and other options that require you to choose a specific weapon, such as Weapon Focus. Such options apply to all uses of your energy beam that could have been selected as valid options were they distinct weapons. Your energy beam cannot be sundered or otherwise damaged, and if it leaves your grip for any reason, it simply disappears, allowing you to create a new one with your subsequent actions. You can have as many energy beams in existence at once as you can hold.
   As a blade, your energy beam functions as a one-handed melee weapon, although you can use it with Weapon Finesse and similar feats. By default, it deals magic, slashing damage affected by damage reduction, and has a critical threat range of 19-20/x2.
   As a beam cannon, your energy beam functions as a one-handed projectile ranged weapon with a range increment of 100 feet. By default, it deals magic, piercing damage affected by damage reduction, and has a critical threat range of 20/x3.
   Lacking the bulk of physical weapons, and being integrated with advanced targeting systems, energy beams are intuitively easy to use, regardless of their form. You can use your Wisdom score in place of your Strength or Dexterity scores when determining your attack bonus with energy beam attacks. At 7th level, you can also you to add your Wisdom modifier (if positive) as a bonus on all energy beam weapon damage rolls (even if you do not use it for attack rolls).
   Beginning at 3rd level, your energy beam gains an enhancement bonus equal to the amount of energy allocated to the module attached to your Energy Emitter socket (if any). If you have multiple modules attached, use only the one with the most energy allocated.

Socket Attachments: Beginning at 2nd level, you can attach active modules to the sockets that you have available. The number of socket attachments that you can have in effect at any one time depends on your level (see the Socket Attachments column in table 2.1.1). At 2nd level, you can attach modules to your Energy Emitter socket (see below). Beginning at 5th level, you can attach modules to your Least sockets. At 9th level, you can attach modules to your Lesser sockets. At 14th level, you can attach modules to your Greater sockets. At 18th level, you can attach modules to your Core socket.

Energy Emitter Socket: At 2nd level, you gain access to a unique socket: the Energy Emitter socket. This socket is not directly associated with any location on your body, although it has a strong connection to the energy emitter that you use with your Energy Beam ability.
   Any module attached to your Energy Emitter socket has an energy capacity 1 higher than normal. At 15th level, any module attached to your Energy Emitter socket instead has a capacity 2 higher than normal.
   At 6th level, the save DC of any module attached to your Energy Emitter socket is increased by 1.
   Unlike normal for modules and sockets, you can suppress the effects of attaching any of your modules to your Energy Emitter socket as a move action. The module is still attached to the socket, it just provides no extra benefits for doing so and receives none of the benefits of being attached to your Energy Emitter socket. You can resume its effects as a move action. This ability is primarily used when a module alters the damage type of your Energy Beam ability to something unfavorable for the current encounter, such as fire damage against a red dragon. The basic Energy Beam, while never ideal, is effective against most opponents.

Protected Emitter (Ex): An Energy Warrior's energy emitter provides resistance against supernatural effects that would disrupt its function. At 4th level, your modules that are attached to your Energy Emitter socket gain a bonus equal to your Wisdom modifier to their activator level to resist being suppressed. This ability counts as the Protected Modules ability for the purpose of feat prerequisites and other options. However, any such feats or options qualified for in this way only function with respect to your Energy Emitter socket and the modules attached to it.

Energy Filter (Ex): Starting at 8th level, you can attach additional modules to your Energy Emitter socket. You can only choose to have one such module benefitting from the attachment at one time, but you can switch between them as a move action. Regardless of how many modules are attached to your Energy Emitter in this way, these attachments only count as a single attachment when determining effects based on your number of socket attachments, including your limit of concurrent attachments.
   At 8th level, you can have up to 2 modules attached to your Energy Emitter socket this way. At 12th level, you can have up to 3 modules attached this way. At 16th level, you can have up to 4 modules attached this way.

Energy Absorption (Su): In addition to releasing destructive energies, your energy emitter can be turned inwards to protect you from them. Starting at 10th level, while you have a module attached to your Energy Emitter socket that modifies the type of damage dealt by your Energy Beam, you gain resistance to that type of damage, even if the damage type is not normally subject to resistance. Effects that explicitly ignore resistances still ignore this resistance. The resistance granted by this ability is equal to 5 times the energy allocated to the module. If you have multiple modules attached to your Energy Emitter, you gain each resistance separately. If multiple attached modules would grant you resistance to the damage source, use only the highest value.

Combined Energy Emission (Su): Starting at 11th level, you can gain the benefits of all of your modules attached to your Energy Emitter with your Energy Filter ability at once. Using this effect takes a swift action, and it lasts for 1 round. You can use this ability once each day at 11th level, and one additional time per day every 2 levels thereafter.

Shielded Emitter (Ex): Starting at 17th level, your energy emitter becomes so potent as to even function inside an anti-magic field. You can attempt a DC 15 Will save each round to maintain the function of your Energy Beam ability, and any active modules attached to your Energy Emitter inside an anti-magic field. The save DC increases by +2 each round, and you may not make subsequent Will saves if you fail until your modules have been reactivated by leaving the field. Other magic items and supernatural abilities (such as the Combined Energy Emission ability) are still suppressed as normal.

Energy Flare (Su): At 20th level, you gain the ability to channel great reserves of power and energy into your Energy Emitter. For the duration of this ability, the energy capacity of any module attached to your Energy Emitter socket is doubled. Every point of energy invested in a module attached to your Energy Emitter socket counts as 2 points. In addition, you can activate your Combined Energy Emission ability and switch between modules with your Energy Filter ability each as a free action once per round while this ability is in effect.
   Activating this ability is a free action and can be used once per day. It lasts for a number of minutes equal to your Constitution modifier (minimum 1).


Class Features (New and changes from MaI)
(click to show/hide)
« Last Edit: September 24, 2012, 09:38:48 PM by Garryl »

Offline Garryl

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Re: [PoC] Power of Cybernetics Preview
« Reply #3 on: December 13, 2011, 01:27:39 AM »
Table 2.2.1: The DreadnoughtHD: d12


Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
Base
Attack
Bonus
+1
+2
+3
+4
+5
+6/+1
+7/+2
+8/+3
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
+16/+11/+6/+1
+17/+12/+7/+2
+18/+13/+8/+3
+19/+14/+9/+4
+20/+15/+10/+5

Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12

Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6

Will
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6


Special
Combat Intuition (initiative), Weapon Aptitude
Battle Talent
Combat Intuition (awareness), Without Dread
Least Socket Access
Battle Talent, Protected Equipment
Share Intuition (1 aura)
Combat Intuition (coordination)
Equipment Bond (+1 capacity)
Battle Talent
Lesser Socket Access
Combat Intuition (opposition)
Hardened Warrior
Battle Talent
Mettle
Combat Intuition (assault)
Greater Socket Access
Battle Talent
Shielded Equipment
Combat Intuition (opportunity)
Equipment Bond (+2 capacity), Share Intuition (2 auras)
------Activating------
Active
Modules
Energy
Pool
Socket
Attachments
210
310
320
321
331
431
441
441
452
562
572
582
592
6103
6113
6123
6133
7143
7154
7174

Class skills (4 + Int modifier per level): Bluff, Computer Use, Climb, Concentration, Craft, Diplomacy, Intimidate, Jump, Knowledge (history), Knowledge (local), Knowledge (nobility and royalty), Profession, Ride, Sense Motive, Spot, Survival, Swim

Weapon and Armor Proficiency: Dreadnoughts are proficient with all simple and martial weapons, with light, medium, and heavy armor, and with shields (other than tower shields).

Activating: A Dreadnought's primary ability is activating modules, which are drawn from the Dreadnought module list. You know and can activate any module from this list. Your activator level is equal to your Dreadnought level.
   An Dreadnought can activate only a certain number of modules at once. Your base concurrent allotment is given on table 2.2.1.
   At 1st level, you gain access to a pool of energy, which can be allocated to your active modules to increase their effects. If you already have a pool of energy, combine the two to determine the total amount of energy available. Your character level determines the maximum amount of energy that can be allocate to any given module at one time, as indicated on table 3.1.1.
   As a swift action, you may reallocate your energy allocations amongst your active modules once each round.

Combat Intuition (Ex): Your finely honed instincts give you an almost supernatural awareness of the battlefield around you. This allows you to add your Charisma modifier (minimum +1) to various rolls, checks, and statistics, based on your level. This bonus can never exceed your Dreadnought level. If multiple aspects of this ability would ever apply to the same roll, they do not stack.
   Initiative: At 1st level, you add your Charisma modifier to your initiative checks.
   Awareness: At 3rd level, you add your Charisma modifier to your Listen, Sense Motive, and Spot checks.
   Coordination: At 7th level, you add your Charisma modifier to your weapon damage rolls against targets you flank.
   Opposition: At 11th level, you add your Charisma modifier to all opposed checks made to resist disarm, bull rush, sunder, trip, feint, and grapple attempts made against you. This does not grant any bonuses to your rolls when you attempt to use these combat maneuvers on others.
   Assault: At 15th level, you add your Charisma modifier to your weapon damage rolls made while charging.
   Opportunity: At 19th level, you add your Charisma modifier to your attack and weapon damage rolls made as part of attacks of opportunity.

Weapon Aptitude (Ex): Your training with a wide range of weaponry and tactics gives you great skill with particular weapons. You qualify for feats as if you had a fighter level equal to your Dreadnought level -2 (minimum 0). These effective fighter levels stack with actual fighter levels and effective fighter levels granted from other sources. For example, a Dreadnought 4/Fighter 3/Warblade 5 would have an effective fighter level of 8.
   You also have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus). You must have the newly designated weapon available during your practice session to make this change. You can adjust any number of your feats in this way, and you don't have to adjust them all in the same way. However, you can't change the weapon choices in such a way that you no longer meet the prerequisite for some other feat, prestige class, or other option you possess.

Battle Talent: Depending on your personal training regimen, you can improve your abilities in various ways. At 2nd level, and again at 5th level and every 4 levels thereafter, you can select a talent of your choice from the list below. If a talent has any prerequisites, you must meet them in order to select it and gain its benefits. Unless otherwise stated, you can gain a given talent only once.
(click to show/hide)

Without Dread (Ex): Beginning at 3rd level, you are immune to fear.

Socket Attachments: Beginning at 4th level, you can attach active modules to the sockets that you have available. The number of socket attachments that you can have in effect at any one time depends on your level (see the Socket Attachments column in table 2.2.1). Beginning at 4th level, you can attach modules to your Least sockets. At 10th level, you can attach modules to your Lesser sockets. At 16th level, you can attach modules to your Greater sockets.

Protected Equipment (Ex): Dreadnoughts are known for taking better care of their equipment than of themselves. Starting at 5th level, any energy receptacles from objects you wear and any of your active Equipment modules gain a bonus equal to your Charisma modifier to their caster or activator level to resist being suppressed.  This ability counts as the Protected Modules ability for the purpose of feat prerequisites and other options. However, any such feats or options qualified for in this way only function with respect to the energy receptacles that you wear and to your Equipment modules.

Share Intuition (Ex): Starting at 6th level, you can lend your insights to the soldiers you fight alongside. You can project a single Combat Intuition you possess as an intuition aura, granting affected allies (including yourself) the same bonuses that you gain from you Combat Intuition ability. These bonuses are circumstance bonuses that stack with those granted by Combat Intuition, but not with other intuition auras.
   Projecting an aura is a swift action. The aura remains in effect until you use a free action to dismiss it or you activate another intuition aura. You can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before you take your first turn. Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. You size up the enemy, allies, and the terrain, then give your allies the direction that they can use to do their best. Your aura affects all allies within 60 feet (including yourself) who can hear you. An ally must have an Intelligence score of 3 or higher and be able to understand your language to gain the bonus. Your aura is dismissed if you are dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by your allies.
   At 20th level, you can project two intuition auras simultaneously. You can project or change either or both auras as part of the same swift action.

Equipment Bond (Ex): Beginning at 8th level, any energy receptacles from objects you wear and any of your active Equipment modules have their energy capacities increased by 1. At 20th level, their energy capacities are instead increased by 2.

Hardened Warrior (Ex): Starting at 12th level, you gain hardness equal to half your Dreadnought level, reducing the damage taken from any source (regardless of the type of damage).

Mettle (Ex): Beginning at 14th level, you learn how to better resist effects that would batter your body and mind. If you succeed on a Fortitude or Willpower save against an attack or effect that would normally produce a lesser effect of a successful save, you instead negate the effect. You do not gain the benefits of this ability while you are unconscious or sleeping.

Shielded Equipment (Ex): Starting at 18th level, your customized personal equipment becomes so potent as to even function inside an anti-magic field. You can attempt a DC 15 Will save each round to maintain the function of any energy receptacles from objects you wear and any of your active Equipment modules inside an anti-magic field. The save DC increases by +2 each round, and you may not make subsequent Will saves if you fail until your modules have been reactivated by leaving the field. Other modules, magic items, and supernatural abilities are still suppressed as normal.

« Last Edit: October 30, 2012, 10:43:58 AM by Garryl »

Offline Garryl

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Re: [PoC] Power of Cybernetics Preview
« Reply #4 on: December 13, 2011, 01:37:20 AM »
Table 2.3.1: The CyberneticistHD: d6


Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
Base
Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5

Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12

Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6

Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12


Special
Technical Knowledge, Tinkering Activator
Integrated Module Focus +1, Least Socket Access
Reattach Module 1/day
Protected Modules
Extra Attachment (2 sockets)
Lesser Socket Access
Reverse Engineering
Reattach Module 2/day, Repurpose Module 1/day
Improved Energy Capacity +1
Expanded Sockets (2 modules)
Greater Socket Access, Reverse Engineering
Repurpose Module 2/day
Reattach Module 3/day
Extra Attachment (3 sockets), Shielded Modules
Integrated Module Focus +2, Reverse Engineering
Core Socket Access, Repurpose Module 3/day
Expanded Sockets (3 modules)
Reattach Module 4/day
Reverse Engineering
Cybernetic Apotheosis, Repurpose Module 4/day
------Activating------
Active
Modules
Energy
Pool
Socket
Attachments
210
321
331
332
342
452
463
473
484
594
5104
5125
5135
6156
6166
6176
6197
7217
7238
7258

Class skills (4 + Int modifier per level, x4 at 1st level): Bluff, Computer Use, Concentration, Craft, Disable Device, Gather Information, Jump, Knowledge (all skills, taken individually), Profession, Ride, Search, Use Magic Device

Weapon and Armor Proficiency: Cyberneticists are proficient with all simple weapons and with light and medium armor. They are also proficient with shields (other than tower shields) and a single martial weapon of their choice, chosen at 1st level.

Activating: A Cyberneticist's primary ability is activating modules, which are drawn from the Cyberneticist module list. You know and can activate any module from this list. Your activator level is equal to your Cyberneticist level.
   A Cyberneticist can activate only a certain number of modules at once. Your base concurrent allotment is given on table 2.1.1.
   At 1st level, you gain access to a pool of energy, which can be allocated to your active modules to increase their effects. If you already have a pool of energy, combine the two to determine the total amount of energy available. Your character level determines the maximum amount of energy that can be allocate to any given module at one time, as indicated on table 3.1.1.
   As a swift action, you may reallocate your energy allocations amongst your active modules once each round.

Tinkering Activator: You receive Tinkering Activator as a bonus feat, even if you don't qualify for it. This allows you to use your Intelligence modifier to determine the save DCs of your modules. If you already have the Tinkering Activator feat, you instead gain any one Cybernetic feat you qualify for as a bonus feat.

Technical Knowledge (Ex): A Cyberneticist must always stay on top of current technological developments. This ability functions as the Bard's Bardic Lore ability using your Cyberneticist level in addition to your levels in other classes that grant Bardic Lore and similar abilities, except that it only applies to topics related to technology in some way. You can also determine whether or not an object is magical or not by handling and observing it for 1 minute. If you succeed on a Technical Knowledge check against a DC of 10 + the object's caster level, you also determine its magical properties, as per an identify spell. If you fail, you cannot retry this check until you gain a new Cyberneticist level.

Integrated Module Focus (Ex): Starting at 2nd level, any module attached to one of your sockets has an energy capacity 1 higher than normal. Beginning at 15th level, any module attached to at least two of your sockets instead has an energy capacity 2 higher than normal.

Socket Attachments: Beginning at 2nd level, you can attach active modules to the sockets that your suit has available. You cannot attach modules to sockets with integrated equipment.
   The number of socket attachments that you can have active at any one time depends on your level (see the socket Attachments column is table 2.2.1). Beginning at 2nd level, you can attach modules to your Feet, Hands, and Utility sockets. At 6th level, you can attach modules to your Back, Helmet, and Visor sockets. At 9th level, you can attach modules to your Arms and Shielding sockets. At 12th level, you can attach modules to your Support socket. At 15th level, you can attach modules to your Core socket.

Socket Attachments: Beginning at 2nd level, you can attach active modules to the sockets that you have available. The number of socket attachments that you can have in effect at any one time depends on your level (see the Socket Attachments column in table 2.3.1). At 2nd level, you can attach modules to your Least sockets. At 6th level, you can attach modules to your Lesser sockets. At 11th level, you can attach modules to your Greater sockets. At 16th level, you can attach modules to your Core socket.

Reattach Module (Su): Once per day, starting at 3rd level, you may detach one of your modules from a socket and attach any module that you have active to the same or another socket. The socket attachments must be valid, as if attaching modules normally. Using this ability is a standard action. You can use this ability one additional time each day for every 5 Cyberneticist levels you have beyond 3rd.

Protected Modules (Ex): Your technical skill and custom modifications provide resistance against supernatural effects that would disrupt your modules' functions. At 4th level, your modules gain a bonus equal to your Intelligence modifier to their activator level to resist being suppressed.

Extra Attachment (Ex): Starting at 5th level, your modules can be attached to multiple sockets. At 5th level, each of your modules can be attached to up to 2 sockets at once, granting the benefits for each. Each additional attachment this way counts against your total socket attachments, as normal. At 14th level, your modules can each be attached to up to 3 sockets at once.

Reverse Engineering (Ex): At 7th level, and once more every 4 levels thereafter, you can permanently add any one module to your Cyberneticist module list, even if that module is not normally on any class module list. This does allow you to activate more modules than normal. It only increases the options you have when activating modules.

Repurpose Module (Su): As your cybernetic skill advances, you learn to jury-rig modules in the field using parts of other active modules. Once per day, starting at 8th level, you may deactivate one of your active modules and activate another module in its place. The newly activated module must be a module you could activate normally, and you can attach it to some number of sockets as though attaching modules normally, up to the number of attachments the deactivated module had. Using this ability is a standard action. You can use this ability one additional time each day for every 4 Cyberneticist levels you have beyond 8th.

Improved Energy Capacity (Ex): Beginning at 9th level, your energy capacity for all energy receptacles, such as modules and System feats, is 1 higher than normal for your level.

Expanded sockets (Ex): Beginning at 10th level, each of your sockets can accommodate up to 2 attached modules at once, instead of one. At 16th level, you can instead have up to 3 modules attached at once.

Shielded Modules (Ex): Starting at 14th level, your modules become so advanced as to even function inside an anti-magic field. You can attempt a DC 15 Will save each round to maintain the function of your active modules inside an anti-magic field. The save DC increases by +2 each round, and you may not make subsequent Will saves if you fail until your modules have been reactivated by leaving the field. Other magic items and supernatural abilities are still suppressed as normal.

Cybernetic Apotheosis (Su): At 20th level, your mastery of cybernetics reaches its peak. Once per day as a free action, you can activate this ability. For a number of rounds equal to your Intelligence modifier (minimum 1 round), all of your active modules are considered to be attached to all of your accessible sockets at once, regardless of your, your modules', and your sockets' normal limit of concurrent attachments.



Class Features (New and changed from MaI)
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« Last Edit: November 06, 2012, 12:38:55 AM by Garryl »

Offline Garryl

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Re: [PoC] Power of Cybernetics Preview
« Reply #5 on: March 12, 2012, 07:05:09 PM »
More modules, updates of the old stuff.

Assassin Teleportation
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Astral Shift
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Biofeedback
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Corrosion Inducement
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Cryo Core
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Energy Weapon
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« Last Edit: March 12, 2012, 07:23:42 PM by Garryl »

Offline Garryl

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Re: [PoC] Power of Cybernetics Preview
« Reply #6 on: April 10, 2012, 07:57:17 PM »
Incarnum to Cybernetics dictionary. Some of the nuances are different between the two systems, but the general principles are the same.

IncarnumCybernetics
EssentiaEnergy
SoulmeldModule
Chakra BindSocket
MeldshaperActivator
ShapeActivate
BindAttach
InvestAllocate
ChakrasSockets
FeetFeet
HandsHands
CrownHelmet
ArmsArms
BrowVisor
ShouldersBack
ThroatSupport
WaistUtility
HeartShielding
SoulCore

Offline Amechra

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Re: [PoC] Power of Cybernetics Preview
« Reply #7 on: April 22, 2012, 12:56:44 AM »
Damn, you know what?

I totally would run an Iji campaign with this stuff; it would be badass.

I have to beat the game first, though...
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."

Offline Garryl

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Re: [PoC] Power of Cybernetics Preview
« Reply #8 on: April 22, 2012, 01:28:18 AM »
Oh, man, that brings back memories. Ciretako!

I had the beginnings of an Iji adaptation for the original MaI somewhere. I don't think it amounted to much more than the Resonance Detonator module (which made it into the main thing's modules) and a personal nanofield ACF. It's on the to-do list for PoC when the basis of the revised system is done (at the current rate I'm working on it, that should be somewhere around 2027).

Where are you at so far in Iji? Are you going the pacifist route or blowing things to kingdom come?
I can never remember if I beat Iji on Ultimortal or if I stopped in Sector X. I think I still have one or two of the Sudden Death sectors left (one small mistake and poof goes the last ten minutes in one gut-wrenching scream).

Offline Amechra

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Re: [PoC] Power of Cybernetics Preview
« Reply #9 on: April 22, 2012, 03:56:55 AM »
I actually just got past the first boss when my computer wiped my save; I can't play it at the moment, since I have oodles of homework, but afterwards, I'm actually planning on trying to do a Let's Play of either Iji or Sigma Star Saga.

But I was playing with the whole Kill Everything! mode; after I beat it the easy way, I was going to go back and try out a pacifist run.

It's kinda like how I constantly try to find time for my Monk run of Powder(i.e., no equiped armor or weapons except for Rings and Amulets, and limiting my spells to self buffs and spells that require me to be adjacent. It ends up being nigh impossible, let me tell you), but I can never find the time.
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."

Offline Ziegander

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Re: [PoC] Power of Cybernetics Preview
« Reply #10 on: July 27, 2012, 12:13:33 PM »
Awesome, as to be expected, I just have one minor cosmetic concern: I preferred the "Hard-Point" terminology over the "Socket" terminology. *pout*

Offline Garryl

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Re: [PoC] Power of Cybernetics Preview
« Reply #11 on: September 13, 2012, 04:22:28 PM »
Hey, guess what I did? I finally finished the three base classes. Look up to see them in all their glory.

Offline Nanshork

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Re: [PoC] Power of Cybernetics Preview
« Reply #12 on: September 13, 2012, 11:23:08 PM »
Hooray!

Offline Garryl

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Re: [PoC] Power of Cybernetics Preview
« Reply #13 on: September 14, 2012, 12:45:17 AM »
Cybernetics

A Quick Overview
   At the beginning of the day, or at any point of it that you have a free hour, you can refresh your energy. When you do so, you may choose which modules you want to have active for the day and which socket attachments you wish to have for the day. Which modules you activate, and how many of them, are limited by the classes that grant them. Which attachments you can make, and how many of them, are pooled together from all of your classes that grant them.
   Once you have activated your modules and made your attachments, you can allocate your energy to them. allocating your energy is a swift action, and you can add, remove, and move your energy when you do so.



Modules
   A module is a persistent cybernetic effect. The various activating classes allow you to activate a number of cybernetic modules, granting you improved skills and new abilities, depending on the modules used. Modules are also energy receptacles, and their benefits usually improve as you allocate more energy to them (see below for more information about allocating energy to modules).
   Whenever you refresh your energy, you can choose to deactivate any of your modules and activate any number of modules you know, up to your limit of active modules. Usually, this is limited to the number of modules granted by your class levels, but some feats and other effects can grant you additional active modules.
   If you have the ability to activate modules from multiple sources, track them separately. You can only activate modules that you know from a given source with your limit of active modules associated with that source and your activator level for that source. If you know a module from more than one source, you choose which source it counts as being activated from when you activate it.
   Unless otherwise stated, an active module remains active until you deactivate it, usually as part of refreshing your energy. However, if you lose the ability that allowed you to activate the module in the first place, that module is suppressed until you deactivate it or you regain the ability to activate it.
   You can only have a given module active once at any given time. If you would activate a module a second time while it is already active, you can choose to have it supplant the previous instance, causing that module to be treated as from the newer source. If you don't the new activation has no effect.
   Modules are supernatural abilities, unless otherwise stated. The save DC against the effects that your modules produce (if any) is equal to 10 plus the amount of energy allocated to them plus their your Constitution modifier, although some activating classes allow you to use a different ability score for their modules. As supernatural abilities, the effects of modules usually do not allow spell resistance. If they do, use the module's activator level in place of the effect's caster level.

Suppressing Modules
   As supernatural abilities, the effects of modules cannot simply be dispelled by a dispel magic or similar effect. However, the modules themselves can be suppressed, much like a magic item. Any effect that could suppress a magic item can also suppress an active module in the same way. Similarly, effects that permanently remove the magic of a magic item (such a mage's disjunction) can deactivate modules, although modules deactivated this way can still be activated once more later on.
   Effects that would suppress (or deactivate) a module as an item use the module's activator level in place of an item's caster level and its activator's saving throws in place of an item's saving throws. Where relevant, the module's spell level is equal to the amount of energy allocated to it, its hardness is equal to 10 plus one half its activator level, and its hit points are equal to its activator level (minimum 1) times its activator's primary activating ability modifier (minimum 1), using the ability score that controls save DCs if its activator uses multiple ability scores to determine his activating ability. Use other statistics as appropriate. Despite having effective hardness and hit points, modules cannot be sundered or damaged. These statistics are only used to determine interactions with other effects.
   Suppressed modules grant no benefits and have no effects other than those already produced. Any constant, passive effect that a suppressed module normally produces stops. Any active effects that require concentration end as though concentration was broken (although effects that continue on after concentration ends continue as normal). Any effect that ends when the module is deactivated, or that only lasts while it is active, is suppressed as long as the module is suppressed, but returns as soon as the module is no longer suppressed (assuming that it is still active when that happens). Suppressed modules are not energy receptacles, so energy allocated to them is returned to your energy pool.



Sockets

Types of Sockets
   There are ten normal sockets, divided into four grades based on the power and versatility of the effects they can enable. The effects granted by attaching modules and other cybernetic effects to a given socket aren't necessarily stronger for higher grade sockets, but they are generally either more versatile or provide options not available at lower grades.
   The lowest grade of sockets are referred to as Least sockets. The three Least sockets are the feet, hands, and visor sockets.
   The second-lowest grade of sockets are referred to as Lesser sockets. The three Lesser sockets are the back, helmet, and utility sockets.
   The second-highest grade of sockets are referred to as Greater sockets. The three Greater sockets are the arms, shielding, and support sockets.
   The highest grade of sockets are referred to as Core sockets. The sole Core socket is the aptly named core socket.
   Certain other, special sockets exist, such as the energy emitter socket. These sockets are generally restricted to specific classes and provide extremely focused effects. Special sockets are not considered to be part of any given grade of sockets.

Attaching Modules to Sockets
   While activating your modules as part of refreshing your energy, you can also attach them to any sockets that you have access to. Even if you do not activate any of your modules, you can still add and remove socket attachments while refreshing your energy. Some other cybernetic effects can also be attached to your sockets, usually in the same way.
   The number of modules (and other cybernetic effects) that you have have attached to your sockets at once is limited by your class levels, although certain other feats and effects can grant you additional attachments. Like activating modules, you cannot have more total attachments at once than the amount of allowed attachments granted to you. Unlike activating modules, the attachments you make ignore the source that granted them. You can attach any module you have active to any socket you have access to, regardless of their respective sources. You can use any number of attachments with any of your accessible sockets, even if they are from different classes. Each module-socket attachment counts against your total limit of attachments from all sources, regardless of the source of the module.
   A given module (or other cybernetic effect) can normally only be attached to a single socket at once. If you have the ability to attach a module to more than one socket at once, each such module-socket attachment counts against your limit of attachments. The actual limit is not of how many modules you may have attached to sockets at once, but how many unique module-socket attachments you have.
   You cannot attach a module to the same socket more than once. Doing so has no effect, but neither does it count more than once against your limit of attachments.
   A given socket cannot normally have more than one module attached to it at once. Only effects that explicitly function otherwise can allow you to attach more than one module (or other cybernetic effect) to a given socket at once. Despite being associated with a body slot, having a socket attached to a module does not impact your ability to use its corresponding body slot in other ways, be it for wearing magic items, shaping and binding soulmelds, or other purposes.
   If you lose the ability to attach modules (or other cybernetic effects) to a given socket, anything attached to that socket is immediately detached. If your limit of socket attachments is reduced below the number of attachments you already possess, you must choose which of your attachments are detached.



Energy
   Energy is the universal term for the power that allows cybernetic modules to function. Many other cybernetic effects also rely on energy to determine their effects. All characters, even those without any energy, have an energy pool where unallocated energy is stored.

Energy Receptacles
   Energy receptacles are cybernetic effects that use energy. Energy can be allocated to energy receptacles. Each point of energy can only be allocated to a single energy receptacle at once.
   Energy receptacles have limited energy capacities. You cannot allocate more energy to a given energy receptacle than its energy capacity. If the receptacle's energy capacity or allocated energy changes such that the energy allocated to it is in excess of its capacity, the excess is returned to your energy pool (you choose which energy is returned if multiple types are allocated). Unless an energy receptacle has a specific energy capacity, you treat its capacity as indicated in Table 3.1.1.

Allocating Energy
   You can allocate energy to your energy receptacles. Some receptacles have specific ways of allocating energy to them and dealing with allocated energy, but unless otherwise stated, you can add, remove, or shift any energy you possess between your energy pool and any energy receptacles you possess. Doing so (called reallocating your energy) is a swift action that can be performed at most once per turn, even if you gain additional swift actions. Unless it specifically states otherwise, no effect allows you to reallocate your energy more than once between the beginning of one of your turns and the beginning of your next turn.
   If an energy receptacle ceases to exist, if it stops being an energy receptacle, or if you lose access to it as an energy receptacle, any energy allocated to it returns to your energy pool. If the receptacle's energy capacity changes such that the energy allocated to it is in excess of the new capacity, the excess is returned to your energy pool (you choose which energy is returned if multiple types are allocated).
   If multiple creatures have access to an energy receptacle at once, only one of them may allocate energy to it at once. If there is any energy allocated to the energy receptacle, no creatures (other than the current allocator) may allocate energy to it. If multiple creatures attempt to allocate energy to a receptacle at the same time, an opposed activator level check determines who can allocate to it. The character with the highest check can allocate to it, while all others have their allocated energy returned to their respective energy pools. A creature can pass the ability to allocate energy to the creature with the next highest check if he so chooses. Some special cybernetic effects can accept energy from multiple creatures. In such a case, an opposed activator level check does not remove any energy already allocated, but merely prevents more energy from being allocated from the same action.

Allocating Energy to a Module
   You can allocate energy to a module. allocating energy to a module functions as normal for an energy receptacle, except that it is not considered to be an energy receptacle while it is suppressed, and thus any energy within it is returned to your energy pool. When a module is deactivated, it also stops being an energy receptacle.

Allocating Energy to a System
   You can allocate energy to a system only as part of refreshing your energy. Energy allocated to a system is expended (although it is still considered allocated). Any energy allocated to a system remains allocated (and expended) until you refresh your energy, at which point it is returned to your energy pool, where you can use it once more (even to allocate it back to the same system). You cannot allocate temporary energy to a system.

Expending Energy
   Expending energy (such as for allocating it to a system) makes that energy unavailable until you refresh your modules. It's similar to spending power points to manifest a power or expending a spell slot to cast a spell. Simply reduce your available energy pool by the indicated amount. You can remove energy currently allocated to an energy receptacle if you don't have enough in your pool. You can't expend energy that is already expended.



Types of Energy
   There are several types of energy. The most common type, referred to just as energy, has no special properties. It can be allocated to energy receptacles and expended, as described in their respective sections.

Temporary Energy
   Some effects grant a temporary spike of energy, allowing a cybernetic creature to access more energy than normal. Temporary energy usually only lasts for a short time before disappearing. Temporary energy functions just like normal energy while it lasts, for the most part. Temporary energy cannot be allocated to systems. If it is expended, temporary energy disappears permanently. It does not return when you refresh your energy.

Phazon Energy
   Phazon energy is a special kind of energy used by some classes and modules in the Metroid adaptation. Phazon energy functions as normal energy for the most part. However, at the beginning of each of your turns, you suffer Phazon damage equal to twice the amount of unexpended Phazon energy you have allocated to energy receptacles (this damage may be reduced by Phazon resistance or immunity, as normal). In exchange, certain energy receptacles (primarily those with the Phazon descriptor) grant additional benefits when Phazon energy is allocated to them. Phazon energy can sometimes be temporary energy, too. If so, use the rules for temporary energy over the rules for Phazon energy to adjudicate any contradictions between the two types of energy.



Activator Level
   Your activator level is a numerical representation of your skill at activating and using modules and other cybernetic effects. Few cybernetic effects directly use your activator level, and it primarily serves to determine how difficult your modules are to suppress. Your activator level for different activating classes is tracked separately. Your modules use your activator for the class you used to activate them. Modules activated from sources other than class features indicate what activator level they use.



Refreshing Energy
   Refreshing energy requires 1 hour of concentration or meditation. Refreshing energy requires enough peace, quiet, and comfort for proper concentration. Your surroundings need not be luxurious, but they must be free from overt distractions, such as combat raging nearby or other loud noises.  Exposure to inclement weather prevents the necessary concentration, as does any injury or failed saving throw you might experience while refreshing your energy. You do not need access to any materials to refresh her energy. You can refresh your energy any number of times per day, as long as you spend the required amount of time each time you do so.
   The effects of refreshing your energy are multiple. First, you regain any expended energy. Energy lost in other ways, such as energy drain or energy burn, is not recovered. Energy regained in this way is placed directly into your energy pool, from which you can later allocate it as you see fit.
   Second, you can activate or deactivate any of your modules. This allows you to change which modules you have active for the day. You needn't activate your maximum limit of modules if you so choose, but you must still respect your maximum limit of modules active.
   Third, you can attach or detach any of your modules to or from any of your sockets. Certain other cybernetic effects can also be attached to your sockets. You needn't form all of your possible socket attachments if you so choose, but you must still respect your maximum limit of socket attachments. You can only form socket attachments with sockets you have access to.
   Finally, you can allocate your energy among the energy receptacles you have access to. For the most part, this functions as allocating your energy normally, although certain energy receptacles (such as systems) can only have energy allocated to or from them as part of refreshing your energy.
   The above steps are all considered to occur simultaneously. Thus there is no time between deactivating one module and activating and attaching another.

Offline Merchant

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Re: [PoC] Power of Cybernetics Preview
« Reply #14 on: September 19, 2012, 01:12:51 AM »
Sorry, i couldn't determine is the power suit made of energy, nanobots, or do they simply auto equip when you call them? I was just trying to figure out how you got bonuses (fluff wise) with out the suit activated.

I like it though. Very good adaption for a good technological feel. Im not sure if i missed a prc or module that allows you to absorb energy attacks to boost their energy supply. Just seems like a nice anti-blaster.

Offline Garryl

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Re: [PoC] Power of Cybernetics Preview
« Reply #15 on: September 19, 2012, 06:20:24 PM »
I'm glad you like it. Absorbing energy attacks into your pool sounds like a great idea, I'll be sure to include it.

I can't give you any set fluff for the Power Suit module. Just remember that it's still a distinct thing, even when the armor isn't formed. How else could it recognize and accept your commands to form itself? Think of the socket abilities as extensions of that. Maybe it just keeps up an energy shield at a lower power level. Maybe it's an alternate function of a network of subdermal implants that turn your skin diamond-hard when charged. Maybe it's a Power Ranger suit and you keep your main character plot armor even outside of it for the sake of the action. The possibilities are endless!

Offline radmelon

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Re: [PoC] Power of Cybernetics Preview
« Reply #16 on: October 01, 2012, 07:24:00 PM »
Man, how did I lose track of this project? It's been one of my favorites ever since I discovered it earlier this year but I lost track of it around the beginning of july. Either I never posted in this thread before or my notifications are bugged.