Eudaimonia Implants

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Overview

Technology Overview

Special Rules

Social Implants

Appearance

  • Striking Looks [1/2/3]: Although most people on Eudaimonia are traditionally attractive thanks to good medicine and engineered bodies, some people go over the baseline via some combination of genetic treatments, plastic surgery and blood-borne nanomachines which purify the metabolism and improve skin health. Characters with this implant add the (Rating) of this implant to social rolls against valid targets i.e.: people that can be attracted to them.
  • Kemonomimi [0/1]: Animal features are especially common in the tropics, but are usually limited to ears, tails and sometimes eyes. This implant is free, although a character may choose to upgrade one sense appropriate to their race (smell for dogs, eyesight for cats, hearing for bunnies, etc), giving +1 to Perception rolls with it.
  • Chameleon Skin [3]: A modification which works identically to Chameleon Polymer used in armor, save that the user must be naked or in a properly customized outfit. The user automatically wins rolls against non-alert security or guards, and gains +1 (non-stacking with Chameleon Polymer) to contested rolls against them. As a bonus, characters with this implant can change their hair, skin and eye color on a whim, fake tattoos and other sorts of decoration.
  • Face Dancer [6]: A slew of complex biological alterations allows a character to alter their facial features, body structure, voice range, hair length and even physical sex on a whim. Additionally, a modified character can change pigmentations in skin, hair and eyes as easily as Chameleon Skin, minus the normal benefits. Characters with this modification are usually sterile via normal means, although this is optional.

Rapport

  • Pheromones [2/4/6]: Each purchase (up to three) grants the character a pheromonal cocktail that adds +2 dice when trying to evoke a specific emotion, such as fear, lust or trust. Being aware that another character is making use of pheromones is usually of small benefit in resisting, reducing this bonus to +1.
  • Empath/Telepath [4/8]: The Mysterious Starfish Aliens were known to have numerous mental powers deriving from their mastery of so-called 'quantum brainwaves', and their relics have been known to bestow similar abilities to humans modified to carry certain gene sequences taken from them. Empaths can gauge emotional responses by rolling (Perception or Integrity) versus the target's (Integrity/2, round up), while Telepaths are able to do the same with surface thoughts. This implant has other applications, such as detecting targets through walls or attempting to initiate silent communication or sympathetically inflicting pain on a target to incapacitate them. There are even rumors of the MSA having experimented with war machines controlled by thought alone, many centuries ago before they too left.
  • Mind Shield [3]: Mind shields are commonly found on former THE special operations teams who needed to avoid detection by psionic sweepers deployed by the Mysterious Starfish Aliens. They remove the usual Integrity penalty, allowing a character to defend against probing with their full Integrity value.

Combat Implants

Action

  • Hyperskill Implants [3]: Hyperskill implants are expensive neurological modifications that allow entirely superhuman expressions of ability. These allow a character to buy skill ratings higher than 3, although these cost double the points and cap at 5.
  • Reflex Booster [3/6]: Reflex boosters add +4 to Initiative rolls. The 2-point version does not extend this increase to the character's Speed rating, though the 4-point version does, granting 1 extra Speed.
  • Extra Limbs [5]: Each purchase of this modification grants a character an extra set of functional limbs as well as the neurochemical modifications to use them with deft precision and speed. This grants +1 Speed, but does not change a character's initiative. Hypothetically this mod could also be used to represent extremely powerful modifications of a character's nervous system, but this isn't nearly as flavorful.
  • Simultaneity [1]: This modification allows a character to time their actions precisely with another character's without needing to roll. Combat actions still require they expend one of the actions accorded by their Speed, but allows for clever stunts like shooting bullets out of the air.
  • Stability Driver [2]: Sometimes called 'catlike reflexes', Stability Drivers allow characters to trace over and navigate precarious terrain without conscious thought, usually via internal expert systems or changes to neurology that make the responses automatic. A character with a Stability Driver never has to roll to run across walls or walk on the top of a fence, although dodging fire or making particularly long jumps might require a roll just the same.
  • [Element] -kinesis [10]: Implants which allow the user to manipulate a variety of zero-point fields allows for the rare and poorly-understood ability to shape their environment. Some of those modified demonstrate the ability to launch gouts of flame or spontaneously cause explosions, while others can decelerate molecules and induce rapid chilling. In practice, -kinesis allows a character to generate a variety of appropriate effects dependent on the nature of their gift. Offensive effects involve a roll of (Grace or Perception) for accuracy and (highest 2 of Power, Integrity and Smarts) for raw damage. Appropriate kinesis types include:
    • Telekinesis: Lifting, throwing, projecting kinetic force, 'distortion' effects.
    • Pyrokinesis: Setting/snuffing flames, causing explosions, heating.
    • Cryokinesis: Snuffing flames, chilling, freezing, weakening through supercooling.
    • Electrokinesis: Creating static, jamming electronics, generating ball lightning/electric shocks.
    • Magnetokinesis: Moving magnetic objects, jamming electronics.
    • Gravitokinesis: Creating environmental hazards, lifting/dropping.

Survival

  • Implant Armor [2+]: Each purchase adds +1 Protection.
  • Specialized Protection [3+]: Each purchase adds +3 Protection or +3 dice to resist a specific form of attack such as impacts, fire, cold, slashing attacks, or poison, disease, hard radiation, etc.
  • Regenerator/Strong Will [5/10]: Regenerators recover 1 Willpower lost through physical damage each round of combat, while Strong-Willed characters recover 1 point lost through social or mental sources.
  • Huge [2]: Huge characters are considered to have Size 3, with the Willpower benefits that brings. Unfortunately, being one and a half times the size of a normal human has the downside of being very recognizable and easier to hit in ranged combat, giving a penalty of -1 Protection from ranged sources.

Utility Implants

Environmental

  • Gills [5/0]: A character with Gills never has to worry about suffocating underwater unless the water is anoxic from effects like red tide (which is incredibly rare). Being able to breathe water is incredible valuable on a planet that is mostly ocean, with its various valuables still mostly underwater, so the implant is much in-demand. Defective versions which remove the user's ability to breathe air are free.
  • Wings/Fins [3/5]: Wings and fins allow a character to swim or fly at twice their normal running speed, but are of otherwise limited value. Wings or fins which double as the other are discounted for cost, but probably look a bit strange.

Sensory

  • Additional Spectrum [1+]: Grants an additional spectrum of vision (such as infrared, ultraviolet, radar, x-ray) per purchase. Most residents of the planet are resistant to genetic damage from radiation, so x-ray vision will in fact not cause cancer.

Misc

  • Babel Link [0/1]: A common (and free) implant allows characters to understand most spoken languages. A version with codexes for the archaic languages of the Founders, True Human Empire and Mysterious Starfish Aliens are available for one point.