Exhuman Augmentations: Difference between revisions

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==Bioware==
==Bioware==
'''Neural Restructuring (Neurode)''' [Expensive, 30,000+]: Experimental neural restructuring greatly enhances cognitive ability and strength of will, giving +5 COG, +5 INT, and +5 WIL, as well as one mental disorder. The thermal load created by such modifications require implanting of radiator fins along the spines and therefore users can only use custom built armor to ensure that heat transfer is unimpeded, increasing the cost of all armor save smart skin and second skin by 1 cost category.
A star (*) represents bioware available to synthmorphs as well.


'''Neural Restructuring (Predator)''' [Expensive, 30,000+]: A Predator Exhuman has his neurons restructured for extremely rapid and precise response, giving +5 INT, +5 REF, and +5 COO, and one mental disorder. Like Neurode restructuring, armor costs increase by 1 category.
'''Neural Restructuring (Neurode)*''' [Expensive, 30,000+]: Experimental neural restructuring greatly enhances cognitive ability and strength of will, giving +5 COG, +5 INT, and +5 WIL, as well as one mental disorder. The thermal load created by such modifications require implanting of radiator fins along the spines and therefore users can only use custom built armor to ensure that heat transfer is unimpeded, increasing the cost of all armor save smart skin and second skin by 1 cost category.


'''Digitigrade Legs''' [High]: Digitigrade legs alter the exhuman's movement mode to one far more efficient, adding a +10 to all freerunning tests and doubling base movement speed (to 8/40). This modification is extremely unusual but not exclusively exhuman due to the occasional marketing of satyr-styled morphs.
'''Neural Restructuring (Predator)*''' [Expensive, 30,000+]: A Predator Exhuman has his neurons restructured for extremely rapid and precise response, giving +5 INT, +5 REF, and +5 COO, and one mental disorder. Like Neurode restructuring, armor costs increase by 1 category.
 
'''Digitigrade Legs*''' [High]: Digitigrade legs alter the exhuman's movement mode to one far more efficient, adding a +10 to all freerunning tests and doubling base movement speed (to 8/40). This modification is extremely unusual but not exclusively exhuman due to the occasional marketing of satyr-styled morphs.
 
'''Toxic Metabolism''' [High + 1 cost category higher than base toxin]: The morph's cellular receptors, metabolism, and production are altered so that its very blood is toxic to all (choose a toxin). In close combat, when struck, the morph's blood is poisonous and must be evaded with a Fray roll. A morph with this modification can use Exotic Ranged Weapon: Spit to attempt to spit or bleed on an enemy and expose them to this toxin. This modification grants all the benefits of toxin filters. The low, low cost is a drastic alteration of pheromone profiles (the Uncanny Valley effect).
 
'''Spines''' [Moderate]: The morph is equipped with reinforced spines, adding 5 kinetic armor against collisions and an additional 5 damage when charging an enemy. Grappling the morph does 1d10 damage to the grappler on a failed attack, 1d10/2 on a successful one.
 
'''Catalytic Spray''' [Moderate]: The morph is equipped with an organically integrated weapon based on the bombardier beetle's defense mechanism, using a binary chemical combination to generate an incendiary spray. Treat this as a Torch in all respects.


==Cyberware==
==Cyberware==
'''Cyberskeleton''' [Expensive]: The near-total replacement of a skeleton is not done lightly, but it is possible to do. A replaced skeleton includes the bonuses from Hardened Skeleton, but also includes heavy-duty cybermotors and additional reinforcement, adding an ''additional'' +5 DUR and +10 to strength-based tests, as well as +2 DV and -1 AP to all unarmed attacks. The additional cybermotors and heavily reinforced skeleton make the bones significantly more prominent, though, and alter the shape of joints. This modification is necessary for further heavy modifications.


'''Weaponized Cyberlimb''' [High]: A weaponized cyberlimb is an cyberlimb built around a weapons system. Common weapons systems it is built around include Seeker Rifles, Assault Rifles, or various types of energy or melee weapon. Weaponized cyberlimbs are heavily associated with exhuman predators and grant the relevant Social Stigma. Melee weaponized cyberlimbs have a +2 DV and -1 AP bonus beyond the weapon's standard, and ranged ones automatically come equipped with a smartlink. Both act as Cyberlimb+ equivalents (+5 SOM) as well.
'''Weaponized Cyberlimb''' [High]: A weaponized cyberlimb is an cyberlimb built around a weapons system. Common weapons systems it is built around include Seeker Rifles, Assault Rifles, or various types of energy or melee weapon. Weaponized cyberlimbs are heavily associated with exhuman predators and grant the relevant Social Stigma. Melee weaponized cyberlimbs have a +2 DV and -1 AP bonus beyond the weapon's standard, and ranged ones automatically come equipped with a smartlink. Both act as Cyberlimb+ equivalents (+5 SOM) as well.


'''Exomuscle''' [Expensive, 30,000+]: The exhuman in question essentially sheaths himself or herself in synthetic muscle and diamondoid structural members, adding 2/3 Armor, 10 DUR, and an additional 1d10 damage and -2 AP on all physical attacks due to the brutal strength granted by the sheathing of electroactive polymer. This modification grants the relevant Social Stigma and renders the exhuman in question extremely obvious, with rippling bands of muscle and plastic, reinforced skin to prevent tearing under strain.
'''Exomuscle''' [Expensive, 30,000+]: The exhuman in question essentially sheaths himself or herself in synthetic muscle and diamondoid structural members, adding 2/3 Armor, 10 DUR, and an additional 1d10 damage and -2 AP on all physical attacks due to the brutal strength granted by the sheathing of electroactive polymer. This modification grants the relevant Social Stigma and renders the exhuman in question extremely obvious, with rippling bands of muscle and plastic, reinforced skin to prevent tearing under strain.

Revision as of 06:09, 23 September 2010

Base Rules

Installing any Exhuman modification gives the morph the "Uncanny Valley" flaw due to their obvious and inhuman nature. Many of these modifications also are closely associated with exhumans, giving "Social Stigma: Exhuman" as well. These mods will be noted in their description.

Bioware

A star (*) represents bioware available to synthmorphs as well.

Neural Restructuring (Neurode)* [Expensive, 30,000+]: Experimental neural restructuring greatly enhances cognitive ability and strength of will, giving +5 COG, +5 INT, and +5 WIL, as well as one mental disorder. The thermal load created by such modifications require implanting of radiator fins along the spines and therefore users can only use custom built armor to ensure that heat transfer is unimpeded, increasing the cost of all armor save smart skin and second skin by 1 cost category.

Neural Restructuring (Predator)* [Expensive, 30,000+]: A Predator Exhuman has his neurons restructured for extremely rapid and precise response, giving +5 INT, +5 REF, and +5 COO, and one mental disorder. Like Neurode restructuring, armor costs increase by 1 category.

Digitigrade Legs* [High]: Digitigrade legs alter the exhuman's movement mode to one far more efficient, adding a +10 to all freerunning tests and doubling base movement speed (to 8/40). This modification is extremely unusual but not exclusively exhuman due to the occasional marketing of satyr-styled morphs.

Toxic Metabolism [High + 1 cost category higher than base toxin]: The morph's cellular receptors, metabolism, and production are altered so that its very blood is toxic to all (choose a toxin). In close combat, when struck, the morph's blood is poisonous and must be evaded with a Fray roll. A morph with this modification can use Exotic Ranged Weapon: Spit to attempt to spit or bleed on an enemy and expose them to this toxin. This modification grants all the benefits of toxin filters. The low, low cost is a drastic alteration of pheromone profiles (the Uncanny Valley effect).

Spines [Moderate]: The morph is equipped with reinforced spines, adding 5 kinetic armor against collisions and an additional 5 damage when charging an enemy. Grappling the morph does 1d10 damage to the grappler on a failed attack, 1d10/2 on a successful one.

Catalytic Spray [Moderate]: The morph is equipped with an organically integrated weapon based on the bombardier beetle's defense mechanism, using a binary chemical combination to generate an incendiary spray. Treat this as a Torch in all respects.

Cyberware

Cyberskeleton [Expensive]: The near-total replacement of a skeleton is not done lightly, but it is possible to do. A replaced skeleton includes the bonuses from Hardened Skeleton, but also includes heavy-duty cybermotors and additional reinforcement, adding an additional +5 DUR and +10 to strength-based tests, as well as +2 DV and -1 AP to all unarmed attacks. The additional cybermotors and heavily reinforced skeleton make the bones significantly more prominent, though, and alter the shape of joints. This modification is necessary for further heavy modifications.

Weaponized Cyberlimb [High]: A weaponized cyberlimb is an cyberlimb built around a weapons system. Common weapons systems it is built around include Seeker Rifles, Assault Rifles, or various types of energy or melee weapon. Weaponized cyberlimbs are heavily associated with exhuman predators and grant the relevant Social Stigma. Melee weaponized cyberlimbs have a +2 DV and -1 AP bonus beyond the weapon's standard, and ranged ones automatically come equipped with a smartlink. Both act as Cyberlimb+ equivalents (+5 SOM) as well.

Exomuscle [Expensive, 30,000+]: The exhuman in question essentially sheaths himself or herself in synthetic muscle and diamondoid structural members, adding 2/3 Armor, 10 DUR, and an additional 1d10 damage and -2 AP on all physical attacks due to the brutal strength granted by the sheathing of electroactive polymer. This modification grants the relevant Social Stigma and renders the exhuman in question extremely obvious, with rippling bands of muscle and plastic, reinforced skin to prevent tearing under strain.