Anyway...
Information Node
True experts in Bridge skills have accessible information
bundles in their brains, updated wirelessly when they enter a space with a new
update (it also stores the last 3 updates, so no worries about being hacked
with bad data) and stores personal experiences in their specialty. This biomod
lets you ignore any penalties for a single Bridge skill, and gives you
photographic recall inside that skill.
Bio Spend: 1
point to immediately intuit a key piece of information on any puzzle in your
field. You can either ask the GM to provide it or develop it yourself as a new
plot point/future plot hook with GM approval.
Muscle Modification (Marine, Army, Resources 100)
You large muscle groups have been upgraded to produce
greater bursts of spring strength. Each shtick boosts your Body score by 2 for
any lifting, jumping or damaging factors.
Bio Spend: 1
point spend to lift, shift, move or break anything. You can shift a space ship,
lift a grav car off the ground, throw a human several yards, bend steel bars,
pry open doors, whatever.
Physical Rewriting (Resources 400)
The truly wealthy and decadent have bio-mods that give
them incredible control of their bodies. They can reduce or reverse their
physical aging (though neural degeneration caps human lifespan at 125 years),
change genders, change hair, eye or skin pigmentation and various other feats.
These are all slow processes – it takes weeks to change apparent age, 6 months
to a year to alter gender, days to change pigmentation – but the miracle is
they can be done at all. With this biomod you can engage in these tricks, but
also gave a +3 on any roll to resist Seduction attempts or the negative effects
of drugs.
Bio-Spend: 1
point to reveal how much older you are than you appear – for one scene you gain
any Bridge skill at either a 10 or 1 point lower than any PC in the scene with
that skill.
Never Misses (Navy Officers)
Navy Officers can be trusted to have a gun on the ship
because they will never miss when they pull the trigger – this biomod linking
their hand to their eye insures that. If you fails in a guns attack they simply
don’t pull the trigger. This still takes 3 shots (even if you were trying for a
snapshot) but no round is fired.
Bio Spend: 1
point to make a 3 shot attack that hits the target with an outcome of 5.
Regardless of how ridiculous the shot is it will hit and either drop a mook or
do a lot of damage to one named opponent.
Sensory Shift
This biomod lets you control how your brain processes
sensory information. The baseline use is shutting off your color vision to
enhance your nightsight and distance vision, so you can see in the dark with
20/5 vision, and reducing your ongoing pain sense to avoid imparement. In
addition to these basic effects, each Stick gives +2 on any Mind check to
perceive things, and a -1 on Imparement caused by pain
Bio Spend: 1
point to automatically have detected an ambush or other surprise that just
occurred. Tell the GM your intentions right after any damage is rolled and
we’ll rewind as you explain some heightened senses reason why you saw the
attack coming.
Resistant Skin (Army, Resources 100)
Your skin automatically redistributes kinetic energy,
acting as armor vs. guns and blunt attacks (blade damage isn’t reduced). Each
shtick gives 2 pts of armor vs. these attacks.
Bio-Spend: for
1 Bio point and 3 shots you can eliminate the damage from any attack that
pushes your health loss past Imparement. You instead lie ‘dead’ for those three
shots before you tear open your shirt to reveal your armored skin and get up to
keep acting.
2.3.2 Healing
A was implied above, biomods help explain the (normally for
Feng Shui cinematic conceit) insane amount of damage named characters can take.
It also explains the healing rules – as long as the PCs get to a medical
facility more or less alive they are 100% healed by next session. Isn’t modern
medicine wonderful?
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