Physical Body Modifications

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General

Superhuman (Attribute) (3 XP): A character with this body modification has genetic or other enhancement that allows them to function at a weakly superhuman level of ability in a certain attribute. A character with this body modification increases the minimum value of the enhanced attribute by 3, and the maximum value is increased by 1 (so the character must have a minimum of 4 in the attribute, but gains a maximum of 6). If bought ingame (as a nova, for example), the character must have sufficient XP to increase the attribute to at least 4 before buying this body modification.
Physical Structure Enhancement (4/8 XP): The character gains +1 to a physical attribute. In Novas, PSEs manifest themselves in a variety of ways, from the scientifically plausible to the totally supernatural. PSEs cost 4 XP if raising Strength, or 8 XP if raising Stamina or Dexterity. A character may not have more than +5 in a single attribute from Physical Structure Enhancement.
Long-Lived (2/3/4 XP): The character has a significantly longer lifespan. At 2 XP, the character's lifespan is doubled (to ~160-200 years with 21st century medical care), increasing the time in his or her prime by ~70-90 years. At 3 XP, the character's lifespan is quadrupled (to ~320-400 years with 21st century medical care), and most of this increase is again, in the prime of his life. At 4 XP, the character is biologically immortal and will stay in their prime forever, aging ceasing as soon as they hit biological maturity at around 20-25. This body modification also provides the benefit of improved disease and cancer resistance, adding +1 to Stamina to reduce the effects of diseases or toxins.
Augmented Strength (8 XP): The character has drastically superhuman strength from non-quantum sources-an example would be a full conversion cyborg using nanotube actuators. Each purchase of Augmented Strength adds [1] to the character's strength, giving 1 success on Strength rolls involving brute force (but not for attack accuracy) and adding +2 to Strength for weapons handling purposes, and increases the character's lifting capacity by 100%-one purchase doubles it, two triples it, etc. Every 2 purchases adds a damage add of [1] to unarmed attacks made by the character. A character may only purchase this body modification if their normal Strength is above 5, and may purchase this modification only once per dot of Strength above 5.

Environmental Adaptation

Environmental Adaptation (6 XP): The character is adapted to a type of environment, chosen at the time of purchase. Example adaptations are listed below. This modification can be purchased multiple times, each time adapting the character to a different environment.
Aquatic: The character gains a pair of gills along the side of her chest which allow her to breathe underwater normally as long as the gills are exposed to water (a simple modification of most swimsuits will allow for this, as will loose-fitting clothing), and the ability to drink saltwater without harm. The character is also streamlined, losing all body hair save on her scalp and eyebrows, gaining slightly webbed feet and hands and elongated toes. This allows her to swim at her normal running speed.
Arctic: The character is extremely resistant to cold due to antifreeze in his blood and additional heat-storage capacity, adding +1B/1L soak against cold-based attacks and adds +1 success to any roll made to resist extreme cold.
Desert: The character becomes particularly efficient at storing food and water, doubling the intervals which dehydration and starvation affect him. In addition, the character adds +1 success to any roll made to resist extreme heat.
Forest: The character's arms are elongated and strengthened, allowing him to swing through trees at his normal running speed and adding +1 strength for the purposes of climbing, grasping, or crushing. The character also is made more resistant to most toxins, adding +1d to any roll made to resist toxins, and has somewhat toughened skin which has no mechanical effects but is more resistant abrasion and other minor abuse, such as splinters and thorns.
Microgravity: The character is adapted to low or zero-G, halving (round down) all difficulty penalties from microgravity due to alterations to their sense of balance. Characters with microgravity adaptation are immune to nausea from sudden changes in acceleration (or gravity) as well.
CBR Resistant: The character is much more resistant to radiation, disease and poison damage, gaining +1 automatic success to resist diseases, poisons, or radiation damage. Self-repairing chromosomes and superior error-checking mean undirected radiation damage is generally considered to be one level lower (Aggravated to Lethal, Lethal to Bashing, Bashing stays unchanged). Intense radiation, such as the neutron flux of a enhanced radiation warhead or standing inside a reactor core without protection, is still aggravated.
Vacuum: The character's skin becomes thicker, tougher, and smooth to the touch, a vacuum sealed poreless membrane, and the character gains membranes which can seal the lungs and eyes off. The character may recycle oxygen from carbon dioxide, allowing him to hold his breath for up to (Stamina * 30) minutes. The character is also hermetically sealed, making them largely immune to skin contact agents, and adds +1 automatic success to resist the deleterious effects of radiation due to better radiation shielding.
Manipulator Feet (2 XP): The character's feet are designed with opposable "thumbs" and elongated digits which allow them to be used for fine manipulation and tool use.
Photosynthetic (2 XP): The character can photosynthesize. This may, but does not always, turn the character a shade of green-a Nova's physiology can adapt melanin to photosynthesize if it has to. With sufficient water, a photosynthetic character doubles all intervals for starvation.
Broadened Diet (2 XP): The character's diet is broadened via alteration of the digestive system, reducing the difficulty of all Survival or Endurance rolls to avoid the effects of hunger/thirst by 1, as the character can subsist on more sources of water and food without issue (tainted/brackish water, rotten food, grass cellulose, etcetera). Each further purchase broadens the character's diet further, adding an additional -1 difficulty per purchase.
Chromatophores (4 XP): This augmentation adds rapid color-changing and pattern-matching ability to the character, giving her +2d to all stealth rolls as long as she is either essentially naked or wearing clothing/equipment which can also blend into the surroundings. Chromatophores can be purchased twice to add a further +1d to all stealth rolls (due to faster and more precise color-matching) and the ability to display fast-moving patterns, turning the character into a living video screen.
Metabolic Reactor (16 XP): This augmentation provides a character a very small fusion reactor (~50 kg) in their body, as well as various methods of converting its electrical power to recycle waste products. Functionally, a character with this modification can survive essentially indefinitely on the hydrogen in water and needs very little else. Furthermore, the reactor provides a few dozen kilowatts of spare power, allowing the character to power various internal or external systems up to a small electric scooter. This body modification does not exist as a cybernetic implant in Aberrant-only in the Trinity era is it available for non-Novas.

Movement

Glider (4 XP): Characters with gliding wings can glide at their normal running speed. This allows them to descend from any distance safely, move long distances without touching the ground, and other aerial movement. A character generally descends 3.3 meters a second (10 meters a turn) when using these wings.
Reaction Control System (6 XP): A character with this body modification can slowly maneuver in zero-G without the need for an external source of thrust. Peak thrust for this system is generally somewhere around 0.1G maximum, disallowing powered flight. However, they give the character an additional success on rolls related to jumping.
Wings (12 XP): A Nova with flight ability can fly to a limited extent-not nearly as fast as a Nova with the Flight power, and with an obvious and easily visible cause (such as internal rocket thrusters, gigantic feathered wings, or the like), but fly nontheless. A character with 1 purchase of Flight may fly at their normal running speed, and if the Nova has the Flight power, the Nova gains a further +1 to the power's rating for speed and maneuverability. Each purchase of flight increases the character's flight speed by her normal running speed (so 2 purchases means double normal running speed, 3 means triple, etc). and adds another +1 to the effective rating of the Flight power for speed/maneuverability.
Adhesive Grip (6 XP): A single purchase of this body modification allows the character to crawl up walls at his normal walking speed. Purchasing this body modification twice allows the character to move more or less normally on said walls and even ceilings, running up them at full running speed.
Enhanced Movement (2 XP): The character's legs are augmented, adding +1 to dexterity for movement purposes. A character may stack this enhancement up to (Dexterity) times, additional purchases adding ever more inhuman qualities to the character's legs.
Springs (4 XP): This body mod adds spring-like structures to the character's limbs. The character halves fall damage from controlled falls, adds +1 to unarmed damage, and doubles jumping distances.

Offense

Armor Piercing (1-10 XP per weapon modified): The character's natural weapons are equipped with superior armor penetrating characteristics, adding 1 point of Armor Piercing per point of AP. Remember that AP affects non-Impervious power-granted soak and armored soak, but not natural soak.
Fangs(1 XP): The character has semi-retractable fangs, which can retract partially to look like cute little fangs or extend to puncture skin. These fangs allow the character to make a Brawl-based bite attack at +1 difficulty dealing (Strength + 0L) damage. A must for your Nova vampire wannabe.
Strike Faces (2 XP): The character has hard and dense solid plates over the knuckles, knees, and elbows, adding +1 to unarmed strike damage.
Retractable Blades (1-5 XP): Implanted (or ingrown) retractable blades cost 2 XP per every +1L damage they do. Str + 1L damage blades are worth 1 XP, while Str + 5L damage blades are worth 5 XP and tend to be the length and mass of longswords. Retractable blades are difficulty +2 to detect when retracted and have AP:1 by default. Retractable blade damage is considered armed and does not stack with unarmed damage increasers.
Predator Jaw (6 XP): The character's jaw and teeth are modified and optimized for tearing through flesh and crushing bone, allowing the character to make bite attacks with Brawl, which are at +1 difficulty and deal (Str + 4L) damage with AP:2. Bite attacks can also be used in the middle of a grappling attack. The strengthened, hardened jaw is generally obvious.
Shears (3 XP): The character's jaw can dislocate and has augmented musculature and hardened, sharpened teeth, allowing the character to bite through most materials. If the character can bite a target (during a clinch, for example), these shears take 1 turn to set up and cannot be used as part of a multiple action (they are designed for power rather than speed) but deal (Str + 5L [2]) damage with an AP rating of (Strength). Mega-Strength adds +2 to the AP rating per dot.
Integrated Weapon (4/8/12 XP): Baselines with cybernetic replacements and Novas which desire it may end up installing or outright growing integrated weapons. The character may have to reload the weapon from a hidden port, or may generate ammunition in his or her body. The former allows quick reloading and ammunition variety, while the latter requires no feed port to load magazines into, but the character only regenerates (Stamina) rounds of ammunition per hour and chooses a single ammunition type to use. It costs 4 XP to integrate a pistol or SMG sized weapon (conceal J or below), 8 XP to integrate a long arm such as a shotgun or assault rifle (anything conceal O or below), and 12 XP to integrate something completely absurd such as a heavy machine gun or anti-tank missile launcher. Any weapon significantly larger than a HMG (i.e. with a mass more than 50 kg) cannot be integrated due to size reasons. Integrated weapons are difficulty +2 to detect when retracted.
Quills/Spines (5 XP): A Nova with this has a coating of spines on his body, is naturally edged, or otherwise can easily cause harm to someone he or she touches. The Nova's unarmed attacks now deal lethal damage, and anyone who touches the Nova more than casually takes (Stamina)L damage (up to 5L). Repurchasing this enhancement once either makes the damage voluntary or increases the damage cap to 10L. Repurchasing this enhancement twice adds both benefits.
Caustic Blood (4/6 XP): The character has blood that is hostile to people around him and the environment as well. His blood may be acidic, full of flesh-eating enzymes he alone is immune to, or smart nanotech that spontaneously combusts when it touches an enemy. Whatever it is, if he takes lethal damage, his blood sprays (levels of damage taken) meters, dealing a base of 8L damage with AP:2 to everyone inside the radius. At the ST's discretion, certain types of lethal damage such as lasers or fire may prevent this from happening. Toxic blood costs 4 XP if indiscriminate, 6 XP if it only damages things the Nova wants damaged (the aformentioned combusting smart nanos). It may be stacked up to (Stamina/2, round up) times, each additional purchase adding +1 to AP and +4L damage.
Toxin Generation (6 XP + 2 XP/additional): The character possesses the ability to generate and store a deadly biotoxin. The character is immune to his own biotoxin, and generates (Stamina) doses per day, storing up to (Stamina * 2) doses. Upon purchase, a single biotoxin and method of delivery are chosen. After purchase, the character may choose additional toxins or delivery methods for 2 XP each. Delivery methods are listed below.
Nematocysts: Transfers toxin upon skin-skin contact.
Bodily Fluid: Transfers toxin upon exposure to bodily fluid (saliva, blood, etc.)
Envenomed Weapon: Toxic natural weapons (e.g. bite, claws, etc). Each purchase of this delivery method envenoms a single natural weapon.
Toxin Effuser: Can exhale the toxin.
Bioelectrical Dynamo (2/8 XP): The character generates a surplus of electrical power, which may be conducted through the body. The cheaper, 2 XP version is useless for attacking, but allows a character to damage or reset exposed circuitry, power a lightbulb, recharge a laptop, or other useful minor tricks. A character with the 8 XP version generates more power and can channel more of it, allowing her to deal either Str+6B damage (up to 2xStamina times/hour), or Str+6L damage + 6d EMP (once/hour). Using the lethal damage mode deals 2 unsoakable bashing health levels to the user. The more expensive variant also adds +2B/2L soak against electrical attacks and an immunity to tasers due to improved insulation.

Protection

Hyperdense Skeleton (6 XP): A hyperdense skeleton is abnormally heavy and solid, whether from cybernetic bone lacing or an alteration in bone composition. Characters with hyperdense skeletons add +1 damage to unarmed melee attacks, gain 2B/1L armored soak, and doubles safe fall distances. This enhancement may be repurchased, giving the character +2 damage with unarmed blows, as well as tripling safe fall distances and adding 4B/2L armored soak.
Flexible Skeleton (6 XP): A Nova with a flexible skeleton has a skeleton that bends rather than breaking under extreme stress, which grants increased blunt trauma tolerance. If the Nova would take bashing damage, that damage is reduced by 1 level (minimum 1 level) after soak as bones bend momentarily rather than snap. Furthermore, as only soft-tissue damage is inflicted, the Nova heals Bashing damage as if it was 1 level lower.
High Tissue Density (3 XP): A character with this body modification is roughly twice as dense as the norm, which is inconvenient if you want to swim but otherwise useful for survival. High tissue density grants +1B/1L soak from tougher internal tissues. Unlike most other body modifications, this is natural soak. This enhancement may be purchased twice, increasing the soak bonus to 2B/2L and tripling the character's mass.

Dermal Armoring

A character may only have one type of dermal armoring at any one time (with the exception of Reinforced Armor, which modifies any protection)-they are not compatible with each other.

Thick Skin (1 XP): The character's skin is toughened, adding +1B/1L armored soak. Thick skin's soak is only useful against melee attacks, and does not work against bullets, energy weapons, or other sources. This body modification can come from heavily callused skin, extensive scarring, or other relatively low-tech sources.
Armored Skin (3 XP): This body modification allows the character's skin to ward off small-caliber bullets and glancing knife blows, adding 1B/3L armored soak. Armored Skin does not increase penalties for wearing additional armor.
Subdermal Armor (6 XP): A character's skin is heavily reinforced by interwoven protective layers or subcutaneous armor plating, adding 3B/5L armored soak. This armor is not inherently visible, but greatly alters the texture of the skin, meaning that it can be discovered by touch (upon success of a normal difficulty Awareness roll).
Body Plating (6 XP): A character with Body Plating gains 5B/5L armored soak, but the armor is obvious to onlookers (with a normal difficulty Awareness roll) if the character wears skintight or revealing clothing, as it takes the form of heavy bone, metal, or chitin plates under the skin.
Exoskeleton (8 XP): A character with this body modification has no visible skin, replacing it with hardened metal or chitin plates that give him 7B/7L stackable armored soak, but has a -1 armor penalty.
Reinforced Armor (3 XP): This body modification adds additional armoring to the character, thickening and hardening the character's armor protection. Reinforced armor adds +2B/2L to the soak provided by any armor body modification, but the increased armor (especially around joints) restricts movement, giving the armor an effective penalty of -1.
Low-Profile Armor (6 XP): The character's armoring is altered to look and feel natural. Transforming the large plates of dermal plating into dense intramuscular and subdermal meshes with the same texture as human tissue, allowing low-friction skin or sharkskin to be turned off, and other modifications allow the character to disguise their modifications, adding +2 to any Awareness roll difficulties to detect them. Exoskeletons may not be disguised.

Dermal Enhancements

These dermal enhancements may be taken in any number.

Low-Friction Skin (2 XP): The character's skin on all parts of the body save the soles, fingers, and palms is modified to be extremely slippery to the touch and hard to get ahold of. Mostly useful for martial artists, this enhancement adds +1 difficulty for any attempts to hold the character, and +1d to slip through tight spaces or restraints, if it should be necessary. This generally gives the character's skin a "wet" or "oily" sheen to it which is distinctive close-up.
Sharkskin (2 XP): The character's skin is covered in hard sharp ridges, allowing for better grips on objects. Attempts to disarm the character are at +1 difficulty, as well as any attempt to knock her down or move her as long as she is barefoot. The character may also cause distracting and painful surface wounds (no damage) by roughly brushing against someone, and gains +1 to Dexterity for swim speeds due to superior hydrodynamic qualities.
Energy Shunts (6 XP): The character has implanted thermal superconductor shunts which evenly distribute and disperse the heating effects of energy weapons, reducing damage from energy attacks by 1 success after soak.
Thermal Capacitor Mesh (6 XP): The character's skin is impregnated by a thermal weave that can store and safely jettison excess heat, reducing damage from flame-based attacks or environmental conditions such as fire by 1 success after soak.

Power

Adrenaline Overproduction (4 XP): The character has the ability to flood his system with stimulants, increasing movement speed and strength for a short period of time. This body modification allows a character to gain +1 strength and +1 dexterity for a combat round. Using adrenaline overproduction deals 1 unsoakable bashing level of damage per activation to the user. A repurchase of this body modification doubles all bonuses but causes each activation to deal 2 unsoakable bashing levels instead.
Burst Strength (8 XP): The character is enhanced to have extreme levels of short-duration strength and speed. As a cybernetic or biotech modification, this can be done by drastic alterations to muscle contraction speed, artificial muscles, or more exotic methods such as electromagnetic rams. Novas have their own explanations and drastic physiological alterations to support them. The character adds +2 to Strength for the purposes of movement, throwing, and melee damage.
Foot Anchors (4 XP): The character has powerful spring-loaded barbed spurs in his feet which are primarily used to anchor the character to any surface with a soak rating less than (Strength + 5). When anchored, any attempts to move or knock back the character are at +1 difficulty with one foot anchored, or +2 difficulty with both feet anchored. In addition, these anchors can be initiated immediately after connecting with a physical attack, adding an additional +1 difficulty to a kick attack but adding AP:2 and a damage add of [1] to the kick itself. If a foot anchor is used as a weapon, damage is lethal.
Improved Lifting/Crushing Strength (8 XP): The character's musculature and skeleton are configured to bear greater stresses and augmented with slow but powerful actuators, increasing their ability to lift objects and crush them (due to better grip strength), but with no benefits to mobility or striking attacks. This Enhancement adds 1 automatic success to rolls made to control a grapple, adds +1 to the damage adds of any Crush attacks or Grappling Smackdowns, and increases a character's lifting capacity by 100kg per purchase. This Enhancement may be purchased once for every 2 full dots of Strength.
Physical Overclocking (6 XP): The character's physical abilities are overcharged, pushing her close to the redline at any given time. The character gains +2 to Strength and Dexterity but any attack which successfully penetrates the character's soak deals an additional level of damage, as her body is close to breakdown and any damage could send it over the edge. This may be bought twice, giving a character an enormous +4 to Strength and Dexterity but causing any attack to deal an additional two levels of damage if it pierces soak.
Ultralight Body (6 XP): A character with an ultralight body has high-efficiency muscle tissue and porous bones that halves his weight, which reduces his natural soak by 2B/1L (min 1B/0L) but halves all falling damage, adds +2 to dexterity for movement purposes, and doubles jump distances. If bought twice, the character masses 1/4th as much, using tissues comparable to carbon nanotube or aircraft composites in strength/weight ratio. This eliminates the soak penalty, adds +4 to dexterity for movement purposes, quarters falling damage, and quadruples jump distances.

Survival

Enhanced Antibodies/Filtration System (2 XP): The character gains +1 automatic success to resist poison or disease. This may be repurchased to double its bonus.
Extra Health Levels (1 XP, replaces Redundant Organs/Vital Organ Shielding): The character has additional toughness from redundant systems, shielded vital components, superior trauma management ability, or any other non-quantum source. A character with this body modification gains 2 additional health levels. Characters may have no more Extra Health Level purchases than their (Stamina + 2). Novas do not count Mega-Stamina for this purpose.
Cardiovascular Enhancement (2 XP): Characters with this body modification can utilize airborne oxygen more efficiently, adding an automatic success to endure strenuous physical activity, and quadruple the time they can hold their breath. This Enhancement may be repurchased to grant the character an additional health level (due to being more resistant to blood loss) as well as allowing a character to hold his or her breath for 10 times normal duration.
Regenerator (4 XP): A character with this body modification heals faster than normal, reducing healing times by 1 category. Baselines with this body modification may heal crippling injuries (such as those from aggravated damage) without the need for prosthetic replacement or cloned body parts.
Dispersed Organs/Invulnerable Skeleton (6 XP): A character with this body modification gains improved resistance to called shots. Called shot bonus damage is halved. Purchased twice, the character takes no additional damage from called shots. Each level of Dispersed Organs adds +1 difficulty to all medical rolls to treat the character.
Trauma Tolerance (8 XP): The character has fast-clotting blood, a multiple redundant circulatory system, a decentralized heart, and other adaptations that provide additional survivability. The character automatically stabilizes himself when dying (with no need for assistance) unless wounded further, and gains 2 additional health levels, as well as 2 extra Incapacitated health levels.
Unliving (20 XP): The character is no longer mostly made of something with the same properties as a human body. Unliving characters may no longer spend WP on physical tasks, as their bodies are no longer capable of functioning at anything other than peak normal performance at all times, but instead may pay 1 lethal health level to overstress their bodies for the same effect. They also soak lethal damage with full (rather than half) Stamina, convert all Dying health levels into Incapacitated ones, and automatically succeed all fatigue rolls. Unliving characters also are resistant to hostile environments, with an immunity to toxins and diseases, do not need to breathe, and go inert rather than die from insufficient nutrition. Unliving characters may choose a different source of nutrition and a different 'medicine' skill, such as a Frankenstinian monster which uses Art (Sewing) to repair itself or a full-body cyborg which uses Engineering (Mechanical) for repairs and requires electrical power.

Size

Large (6 XP): A character with this modification is roughly twice the mass of an average person and about 25% taller, or about 180 kg and 2.25 meters tall, adding +1 to strength and +1 to Size. Large characters gain +2 to Dexterity for movement purposes only.
Huge (12 XP): A character with this modification is four times the mass of an average person and around 2.5 to 3 meters tall, gaining +2 Strength and +2 to Size. The size of a huge character is both an advantage and a disadvantage-they gain gain +50% to movement speed and lifting capacity, but are much more obvious.
Humongous (18 XP): A character with this modification is eight times the mass and twice the height of an average person, gaining +3 Strength and +3 to Size. Furthermore, their size doubles their lifting capacity and movement speeds.
Gargantuan (24 XP): A character with this modification is sixteen times the mass and 2.5 times the height of an average person, gaining +4 Strength and +4 to Size. Due to their huge size, they triple their movement speeds and their their lifting capacity.
Small (6 XP): A character with this body modification is about 1/8th normal mass and roughly half as tall/wide/thick, reducing Strength by 2 and halving movement speed and encumbrance/lifting ability. Small characters gain -3 to Size.
Tiny (10 XP): A Tiny character is roughly 1/64th normal mass and 1/4th normal dimensions, reducing Strength by 4 and reducing movement speed and encumbrance/lifting ability to 25% normal. Tiny characters gain -6 to Size.
Miniscule (16 XP): A miniscule character is 1/512th their normal mass and 1/8th their normal dimensions, reducing Strength by 6, also reducing both movement speed and encumbrance/lifting ability to 1/8th normal. Miniscule characters have -9 to Size.
Lilliputian (20 XP): Lilliputian characters are roughly 1/12th height and mass pretty much nothing, reducing Strength by 8 and reducing movement speed and lifting ability to 1/12th normal. Liliputian characters have -11 to Size, making it extremely difficult for such characters to pose a direct combat threat. At the ST's discretion, Lilliputian characters may be vulnerable to "attacks" which do no actual damage to normal-sized people, like being pelted with pebbles, having a thumbtack dropped on you, and so on.

Utility

Climbing Claws (1 XP): Small, catlike retractable claws are terrible weapons (Str - 2L damage, minimum 1L) but useful as tools. Not only do they make great can openers, but also add 1 automatic success for climbing rolls.
Concealable Pocket (1/3 XP): A small concealed compartment is built into the character. The 1 XP version can store a tiny tool such as a syringe, a PDA, or a magazine of ammunition, while the 3 XP version can store anything with conceal J or below. This Enhancement may be purchased multiple times to give the character additional storage.
Bioluminescence (1/3 XP): The character can emit light. The basic, 1 XP version allows for the character to emit any color of light at a brightness enough that they can fully illuminate a dark room as if it was daylight. The enhanced, 3 XP version allows the character to selectively emit light, allowing for the use of bioluminescence for countershading (reducing stealth difficulties by 1 in brightly-lit areas) and communication by projected light patterns.
Drug Glands (4/10 XP): A character with this modification possesses the ability to produce drugs, chosen with the purchase of this modification. The character may generate up to (Stamina) doses a day and may store up to (Stamina * 2) doses, using them as desired. The 4 XP version allows for the use of any conventional drugs (such as stimulants, nootropics, and so on), while the 10 XP variant allows the production of Nova-based pharmaceuticals such as Red 7, Mite, and Soma.
Multitools (4 XP): A character with this modification possesses an integrated set of precision tools for various purposes, reducing all penalties from insufficient tools by 2, to a minimum of 0.
Tentacles (4 XP): Tentacles are flexible appendages which extend up to (Stamina) meters. Each purchase of this body modification grants 2 or more tentacles, which either do Str + 4B or Str + 2L damage, depending on their makeup, and can grasp and manipulate objects at (Dexterity - 2). Repurchasing this bodymod increases the number and flexibility of these tentacles, adding +1 meter to their maximum extension per repurchase and an additional +1B damage, as well as making them slightly more supple (reducing the manipulation penalty by 1). Tentacles may not have manipulate objects with a dexterity dice pool higher than the Nova's own.
Multiple Arms (8 XP): A Nova with multiple arms reduces multiple action penalties by 1 per pair of additional arms he or she possesses. A Nova may support up to (lower of Stamina or Wits) sets of multiple arms, which does not count Mega-Attributes for the total.
Multiple Legs (4 XP): A Nova with multiple legs adds +5 to Dexterity for purposes of ground movement speed. Like Multiple Arms, a Nova may support up to (lower of Stamina or Wits) sets of multiple legs, and Mega-Attributes do not count for limb support.
Hyper-Flexible (4 XP): The character can bend and dislocate her limbs in disconcerting ways, which add +3d to any roll which may benefit from this superhuman flexibility. Rolls which are generally valid include Stealth, Legerdemain (for contortion or escaping restraints), and certain types of Performance rolls.