Bio-Tech
You must have the Biotechnology Skill to use and repair these items.
TL7 |
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TL9 |
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Anabolic Steroids |
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Bio-Booster |
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Smart Drugs |
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Brainpop |
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TL8 | Braintaper |
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Averzine |
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Insect Agent |
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Biocomputer |
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Muscle Reinforcement |
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Bone Stimulation |
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NERV |
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Castrazine |
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Neural Augmentation |
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Catseye |
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Panimmunity |
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Cryocase |
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Sobriety Pills |
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Dryad |
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Super Pheromone Glands |
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Emotional Regulator |
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TL10 | |
Flesh Pockets |
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Cagnophage Nanites |
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Innocuous Bodymods |
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Cosmetic Virus |
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Lotus |
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Guardian Nanites |
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Material-Eating Bacteria |
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Pharmophage Nanites |
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Oblivio |
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Smart Bug |
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Portable Microsurgeon |
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Smart Mosquito |
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Rush Hour |
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Tail Graft |
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Sin |
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TL11 | |
Slammer |
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Arm Blade |
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Super-Steroids |
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Battle Jaw |
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Target-Seeking Pathogens |
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Biotech Fur |
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Xenostriker |
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Soul Collector |
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Zen |
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EQUIPMENT DESCRIPTIONS
Smart Drugs............................................3
Also known as nootropic drugs, these chemicals enhance brain performance,
especially the ability to memorize. Each dose lasts a game day and boosts
the user's Knowledge and Tinkering by +1 each. 1 dose in pill form.
TL8
Averzine............................................3
Drug that primarily offers aversion therapy for mild chemical addictions.
Each dose lasts one hour and boosts the user's Willpower by +1, or by +7
against his or her addictions (except sex addiction). 5 doses in pill form.
Biocomputer............................................1
A portable computer whose processing capabilities have been enhanced
with organic tissue. 8 megs, with 120 meg memory (about 300,000 pages
of information). Runs 6 hours on a battery charge; recharges in 2 hours.
Bone Stimulation............................................5
Treatment given the buyer that adds 1 to total Wounds (maximum).
Castrazine............................................3
Drug that supresses the user's sex drive, usually used on sex offenders.
Each dose lasts one hour and boosts the user's Willpower by +1, by +4 against
Seduction, or by +7 against his or her sex addiction. 5 doses in pill form.
Catseye............................................1
Transplanted eye that gives the user night vision, though he or she
appears to have cats' eyes.
Cryocase............................................1
Portable cryogenic storage case, normally used to transport organs,
embryos, etc. The Bioengineer must use this if he or she wants to purchase
and carry transplants from this list that he or she doesn't want already
transplanted. He or she will still need a Microsurgeon to transplant them
on a patient (see below).
Dryad............................................4
Powerful street drug that has the twin effects of making the user overconfident
and boosting his or her speed. It takes 15 minutes to take effect. For
the next 4 turns, the user can choose to make two moves per turn (even
two attacks) though he or she can only Dodge once during that turn, no
matter how many opponents attack them. 1 dose in pill form.
Emotional Regulator...........................................2
Hormonal damper that keeps bad tempers, rage and lust under control.
Each dose lasts 1 game day and boosts the user's Willpower by +2. 1 dose
in pill form.
Flesh Pockets............................................2
Transplanted hollow cavities within the user's flesh, basically hidden
holsters, like the pouches of marsupials. Pockets and their contents are
almost impossible to find (Very Hard Awareness roll) even with a full body
search. They are usually in the stomach area and can generally hold one
item. Purchasing this implant gives you 2 pockets (maximum).
Innocuous Bodymods............................................1
The Bioengineer selects any of a host of purely cosmetic modifications.
Horns, weird eyes, pointed ears, strange tatoos, etc. None of them have
any game uses except for their look. Purchasing this implant gives you
only one such modification. there is no limit to the number of bodymods
you can purchase.
Lotus............................................5
An endorphin derivative that makes the user very happy, so much so
that he or she doesn't want to do anything while on it. 2 seconds after
injection, the user must make a Hard Willpower roll or stop dead in his
or her tracks in a trance (and each turn for its duration). He or she is
aware of the world around them, but won't react to it. The trance lasts
10 turns in combat or 10 minutes outside it. 1 dose in injector.
Material-Eating Bacteria............................................3
Micro-organisms that once released, attack nonliving things. The Bioengineer
must pick what kind of material the bacteria eats: Explosives; Lubricants
& Fuels; Rubber; or Silicon chips. The materials usually degrade within
one hour of being exposed to the bacteria, depending on the amount. 1 test
tube (1 dose).
Oblivio............................................5
Drug that induces temporary amnesia. Each dose wipes out a month of
memories once injected (after 10 minutes of unconsciousness) for one half-hour.
After that time, the subject must make an Average Knowledge roll to get
his or her memories completely back (though they will have partial memories).
1 dose in injector.
Portable Microsurgeon............................................2
Compact and sterile microsurgical operating theatre that folds out
quickly and easily. The Bioengineer may purchase transplants and treatments
from this list, but not place them on him or herself. The necessary treatment
in programmed into the Microsurgeon, while transplants must be placed inside
a Cryocase. In any case, with the help of the Bioengineering skill, these
may be implanted in another person.
Rush Hour............................................3
Powerful metamphetamine derivative sold as a recreational stimulant.
While on the drug, the user feels so energetic, he or she cannot sit still.
The user is +1 to Melee Weapons and Hand to Hand, but -2 to Stealth for
a duration of 10 minutes. 1 dose in injector.
Sin............................................3
Hot designer drug, popular with party-goers. It acts as an anti-depressant,
aphrodisiac and uninhibitor without causing a hangover. User's Tinkering
and Willpower are each -2 (-4 against Seduction attempts) for a half-hour.
3 doses in injector.
Slammer............................................6
Violent, psychoactive combat drug. The user is all combat skills +1,
Dodge +1, +1 damage class for melee weapons and hand to hand, and +3 Awareness
for initiative purposes for 10 rounds. 1 dose in pill form (takes 5 minutes
to take effect).
Super-Steroids............................................3
Advanced synthesized protein that is like anabolic steroids, but without
the health risks. Each dose lasts one game day and boosts the user's Athletics
by +2, and adds +1 to any Hand to Hand or Melee Weapon damage made by user.
1 dose in pill form.
Target-Seeking Pathogens............................................3/7
Virus bioengineered to attack only individuals with certain genetic
markers (Bioengineering is required to program it). Targets within a small
area suffer as per Mild Poison (2 Wounds per hour) for the 3 points version,
or as per a Deadly Poison (3 Wounds per turn) for the 7 points version.
At TL8, it can be programmed with a fairly clear-cut genetic trait (blond
hair, men only, etc.). At TL9, a specific racial group or members of a
certain family. At TL10 a specific individual. 1 dose in test tube.
Xenostriker............................................3
Implanted biological weapons, with your choice of claws or teeth that
do Light damage. Similar to Cyberfangs, but won't show up on a metal detector.
Zen............................................3
Neurotransmitter that enhances the ability to concentrate on a task.
For a duration of a half-hour, the user is Awareness and Tinkering +2.
1 dose in pill form.
TL9
Bio-Booster............................................10
Adrenal pump implant that stores and releases adrenaline for emergencies.
User can activate at any time to gain the equivalent of Amazing Hyper-Strength
(lift a ton, tear Medium Armor, Critical damage) for a single turn per
use. Stores 4 uses.
Brainpop............................................3
Mind-expanding psychochemical drug that enhances any imaginative or
creative task. For a duration of a one hour, the user is +3 to any
Performance and Engineer skill. 1 dose in pill form.
Braintaper............................................2
Recorder that stores the sum of a person's brainwaves, personality
and memories (takes 10 minutes to make a tape) and can later download them
into a clone body, the person's braindead body, or a machine (there must
be an interface to do this with).
Insect Agent............................................3
Insect or arachnid (your choice of mosquito, ant or spider) genetically
altered and implanted with biochips to make it an effective covert-operations
device. The Bioengineering skill is used to program its orders and internal
clock. The insect comes with a remote in which it may be stored and from
which to communicate with it and/or see what it sees. The mosquito can
fly and deliver chemical/nano payloads (any drugs or nanites also pruchased)
trhough its sting. Ants can bring back larger samples, cutting them with
their mandibles. Spider can spin a web and jump fairly far.
Muscle Reinforcement............................................20
Nanobots implanted into the user give him or her the equivalent of
permanent Amazing Hyper-Strength (lift a ton, tear Medium Armor, Critical
damage).
NERV............................................4
Drug that chemically alters the neuro-endocrine system to improve reflexes
and coordination. For a duration of 5 rounds, gives the user +1 in Melee
Weapons, Ranged Weapons, Hand to Hand, Dodge, and any Fighter skill.
Neural Augmentation............................................10
Nanobots implanted into the user give him or her faster reflexes and
a permanent +1 in Melee Weapons, Ranged Weapons, Hand to Hand, Dodge, and
any Fighter skill. (Up to a maximum of +3.)
Panimmunity............................................3
Artificial organisms implanted into the user's bloodstream tailored
to attack all poisons, toxins and diseases (but not invasive nanites).
Basically gives the user +6 to Athletics to fight off the effects of such
things.
Sobriety Pills............................................1
Drug that nulllfies the effects of alcohol and any drug in the user's
system within 3 seconds (or one turn). 4 doses in pill form.
Super Pheromone Glands...........................................4
Glandular implant that makes the user irresistibly charismatic to anyone
in his or her presence thanks to genetically-tailored pheromones. The user
is +4 to all Performance skills that act on the opponent's Willpower (or
+2 to Willpower when those skills are not present).
TL10
Cagnophite Nanites...........................................8
Injectable nanites that basically mindwipe a subject very selectively.
After injection, the subject must make a Very Difficult Willpower roll.
If he or she fails, the subject falls into a trance during which any question
asked him or her will erase the answer, the number of questions being equal
to the amount the Willpower roll missed by. 1 dose in injector.
Cosmetic Virus............................................2
Virus that once injected into a subject, creates a simple innocous
body modification within 15 minutes (changing skin color, grow hair, etc.,
nothing too exotic and nothing harmful or especially useful). The Bioengineer
programs the virus with his or her skill. 3 doses in injector.
Guardian Nanites............................................2
Nanites implanted into user that attack all invasive nanites and mechanical
devices (including non-voluntary cybernetic implants). Basically gives
the user +8 to Athletics to fight off the effects of such things.
Pharmophage Nanites............................................3
Nanites implanted into user that attack all poisons, toxins and diseases.
Basically gives the user +8 to Athletics to fight off the effects of such
things.
Smart Bug............................................3
Similar to an insect agent, the ant variety can sabotage small circuitry
it has access to using the Bioengineer's Tinkering skill -1. The spider
can deliver chemical/nano payloads like the mosquito agent. In other ways,
they are insect agents.
Smart Mosquito............................................4
Similar to an insect agent, the mosquito can also mark a target with
a scent it can later track (Tracking 5). In all other ways, it is an insect
agent.
Tail Graft............................................3
Tranplanted tail that can be used to handle an extra Melee Weapon,
or fight Hand to Hand (Light damage as per a kick), to attack or defend
against an opponent behind the user.
TL11
Arm Blade............................................7
Implant that, when you make a fist and extend your index finger, morphs
your arm into a lethal, serrated fighting blade. Serious damage.
Battle Jaw............................................6
Implant that, when you bite your tongue and grin, morphs your jaw and
face into a powerful snake-like mouth. You cannot speak while the transformation
is in effect. Serious damage.
Biotech Fur............................................2
Implanted fur that keep the user warm even in arctic conditions and
also doubles as Very Light Armor. Fur color is of the purchaser's choice.
Soul Collector............................................5
Machine that captures a character's soul after his or her death (for
deaths that occured some time ago, a Bioengineering roll may be required),
producing a braintape of the subject (see Braintaper).