Monday, October 27, 2014

d20 Rifts - Races pt 2, Augmented Humans

Augmented humans, also known as Modified Men or M&Ms, are ordinary humans that have been “enhanced” through the power of technology. They come with a number of advantages, but also several drawbacks.




Juicer:
ECL: 3
Cannot take psion or caster levels
+4 Dex, +2 Str, +2 Con, -2 Wis
One extra half-action per round. Gain an additional half-action every 5 levels.
Auto-dodge
Auto-dodge is equivalent to “bullet time.” A juicer’s reflexes and senses are tweaked up to such a level that they can dodge not only bullets, but lasers. Anytime a juicer is successfully struck by a targeted attack (i.e., not merely within the effect of an area attack), he may make a Reflex save to avoid the attack entirely. The DC of the save is equal to 10 plus the damage that would have been taken. Note: Evasion does not apply to this saving throw.
+20 to base speed
+1 to Initiative, +1 per 4 levels
+1 to Fortitude save, +1 per 4 levels
Heals at 4 times the standard rate
Feat: Combat Instincts
Skills: Balance, Climb, Demolitions, Driver, Escape Artist, Hide, Intimidate, Jump, Move Silently, Spot, Sport, Surveillance, Survival, Swim, Tumble
Drawback: 5-year lifespan

Variant Juicers include MegaJuicer (adds Supernatural Strength and MDC DR, ECL 4), Hyper (additional +20 to base speed, additional +2 Dex, lose Strength bonus and Fortitude bonus), Titan (adds Supernatural Strength, Large, only gains +10 to base speed), and Delphi (can take psion levels, gains psion feat instead of Combat Instincts).

Crazy:
ECL: 3
Cannot take caster levels
+2 Str, +4 Dex, +4 Con, -4 Wis
+2 to Spot, Listen, and Concentration checks for unusual senses
Bio-regeneration
The crazy can enter a special meditative trance, in which their body’s recuperative abilities go into overdrive. While in this trance, the crazy is oblivious to pain. In addition to normal healing, the crazy heals 4d6 vitality per hour, and 1d6 wounds per hour.
+1 to Reflex saves, +1 per 4 levels
Enhanced Senses
The crazy’s senses are heightened to an inhuman level. They are considered to have the scent ability, and to benefit from the cybernetic standard sensor suite, at no cost.
+1 psion level, +1 per 5 levels
Feat: Basic Psion
Feat: Basic Combat
Skills: Bluff, Concentration, Disguise, Hobby, Innuendo, Intimidate, Knowledge, Listen, Perform, Read Lips, Search, Sense Motive, Spot, Surveillance, Survival
Drawback: Insanity


Partial-conversion Borg:
ECL 2
Cannot take caster levels
+2 Str, +2 Dex, +2 Con, -2 Cha
Add 2 to the Cybernetics rating. Add 1 per 4 levels
+1 to Fortitude saves, +1 per 4 levels
+1 to wounds, +1 per 4 levels
Feat: Cybered
Feat: Basic combat
Skills:


Full-conversion Borg
ECL 4
Cannot take caster or psion levels
Does not gain PPE
+6 Str, +2 Dex, +4 Con, -4 Cha
Immune to toxins and disease
+1 to Fortitude saves, +1 per 4 levels
Add 4 to the Cybernetics rating. Add 2 per 4 levels
Feat: Cybered
Feat: Any combat or gear
Feat: Any combat or gear
Drawback: Does not heal from wound damage. Wound damage must be repaired.

Variant Borgs include Scout, Sniper, Hawk (with the ability to fly), and Rail Gunner. The variants have some changes to ability bonuses, but mostly have different default selections of cybernetic gear.

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