Dream Park

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Bio-Tech
You must have the Biotechnology Skill to use and repair these items.

TL7
COST
TL9
COST
Anabolic Steroids
3
Bio-Booster
10
Smart Drugs
3
Brainpop
3
TL8 Braintaper
2
Averzine
3
Insect Agent
2
Biocomputer
1
Muscle Reinforcement
20
Bone Stimulation
5
NERV
4
Castrazine
3
Neural Augmentation
10
Catseye
1
Panimmunity
3
Cryocase
1
Sobriety Pills
1
Dryad
4
Super Pheromone Glands
4
Emotional Regulator
2
TL10
Flesh Pockets
2
Cagnophage Nanites
8
Innocuous Bodymods
1
Cosmetic Virus
2
Lotus
5
Guardian Nanites
2
Material-Eating Bacteria
3
Pharmophage Nanites
3
Oblivio
5
Smart Bug
3
Portable Microsurgeon
2
Smart Mosquito
4
Rush Hour
3
Tail Graft
3
Sin
3
TL11
Slammer
6
Arm Blade
7
Super-Steroids
3
Battle Jaw
6
Target-Seeking Pathogens
3/7
Biotech Fur
2
Xenostriker
3
Soul Collector
5
Zen
3

EQUIPMENT  DESCRIPTIONS

TL7
Anabolic Steroids............................................3
Strength-boosting drugs synthesized from the natural sex hormone testosteone. Each dose lasts one game day and boosts the user's Athletics by +1, and adds +1 to any Hand to Hand or Melee Weapon damage made by user. 1 dose in tablet form.

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).


Dream Park TM Tower of Night Enterprises; Dream Park: The Role Playing Game TM R.Talsorian Games.