Talk:Aberrant 2.0 Body Modifications

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Templates

Homo Caelum

Physical 19 xp

  • Blood Hyperoxygenation
  • Environmental Adaption: Microgravity
  • Environmental Adaption: Vacuum
  • Small
  • Manipulator Feet

Mental 10 xp +1 bp

  • Improved Kinesthesia
  • Rangefinder
  • Weak Sense (touch/hearing): perception rolls based on touch or hearing are made at +1 difficulty
  • Something about rule assimilation

Social +2 bp

  • Intolerance (flaw): people who flagrantly violate social norms or established procedure

Physical

Survival

Biochemical Furnace (5/10 XP) The character's digestive system has been converted into a sort of high-efficiency biochemical furnace. While generally indistinguishable from the standard organ architecture, they might have obvious differences such as glowing kidneys or a pulsating stomach covered in heated nodules. The 5 XP version of this body modification doubles the starvation modifier and halves the virulence of food-borne or water-borne toxins and diseases, while the 11 XP version allows a character to consume and digest any form of biomass without rolling, ignoring penalties from incorrect protein chirality or excesses of heavy metals. In addition, both versions allow a character to resist extremes of temperature, adding 2 automatic successes to resist extreme cold. On the downside, this also gives -1 Dif to locate the character using thermal imaging or infrared, and adds +1 Dif to Medical tests involving their digestive system.
Internalized Reactor (6/12 XP) The character's digestive tract cannot even be thought of as being similar to that of a human being, and is seemingly based on the processing of something other than biological matter. This body modification is especially common among full-conversion cyborgs and Novas with exotic diets, and grants the character effectively unlimited runtime, granting them the effects of the Tireless Enhancement, as well as the 2 XP version of Bioelectric Dynamo for free. The 6 XP version is a stable reactor that will continue to provide power to the character until it has been hit with a number of +1 Dif called shots that deal at least (Stamina -1) levels of damage. The 12 XP version is either far more stable, adding +2 Dif and requiring (Stamina x 2) levels of damage to be rendered inoperable, or incredibly unstable, in which case a reactor breach will eject a blast that deals (Stamina x3)L damage in a (Stamina x4) meters radius around the character. Nuclear reactors might instead deal half that damage in Aggravated levels (soakable with Lethal) with double the radius.
Redundant Nutrient Caches (2 XP) The character can store an additional (Stamina) days of food before starvation (calculated after the effects of Photosynthesis or Biochemical Furnace, and can be purchased (Stamina -1) times. Characters with Internalized Reactor instead gain a day of activity or (Stamina) rounds of combat where they may continue functionning after a reactor breach.

Utility

Spinneret (6/10 XP): The character can generate high-strength fibre, whether due to an internal cable extruder or a silk secreting organ. When well-fed the organ can generate up to [stamina] metres of fibre per round to a maximum of [stamina x10] metres per day. The fibre can hold weights as if it had strength and might ratings each equal to the character's stamina. Spinneret fibre can also be used to bind a target; to break free they must roll strength + might against a difficulty of the character's stamina. This difficulty can be as much as tripled by increasing the amount of silk used from simple cuffs to a full cocoon. For 6 xp the spinneret is an obvious additional organ at least the proportional size of a human head, for 10 xp the spinneret can be concealed inside the body in a location such as the forearms or neck.