Showing posts with label bioware. Show all posts
Showing posts with label bioware. Show all posts

Sunday, March 5, 2017

Shark Skin

As noted under Spinneret, many forms of bioware and other augmentations are inspired directly by the abilities of animals and plants in nature. Genehackers and implant doctors carefully tailor and design new genes, new biological structures and how to implant and maintain them in the system. The end result is with enough experimentation, many unusual characteristics may be added. Of course, many of the more extreme implants may automatically relegate themselves to niche uses - though the prevalence of new Exhuman clades often breathes life into many theoretical implants.

Shark Skin: Requires an armor implant (such as bioweave). This bioware implant mimics the natural scale configuration of sharks, skates and rays by integrating dermal denticles into the skin. It requires anchoring to a skin which has been strengthened or toughened already - and the physical structure of the denticles resembles teeth. The scales are not dense or hard enough on their own to provide additional armor, but can provide benefits similar to that of their original species. This morph gains a +10 bonus to Swimming tests while their skin is exposed, as the shark skin makes it much more hydrodynamic. There is also a secondary benefit - the denticles are sharp and rough, like an enhanced sandpaper, which can make physical contact with the skin unpleasant. This grants the morph a +20 on checks to break free from a grapple (reducing the normal penalty to -10) and whenever this character is targeted by a subdual attack, the attacker takes 1d10/2 DV in the scuffle. A cyberware variant which is compatible with synthmorph shell armor, or with the surfaces of body-covering armor is also available. [Low]

Shark Skin is mostly seen in either directly aquatic or converted humanoid morphs - as people find the additional hydrodynamism helpful and the added defenses useful in the confined, close spaces of underwater. Some even take it as a point of pride to remind others of their "superiority" over aquatic uplifts, who competed with several species of shark in their native habitats. Uplifts occasionally utilize the implant as well, but most purists and mercurials find it unpleasant or unusual to add to their biology based on a competing species. While submersion is not common outside of certain planetoid bodies, those who engage in close combat may also prefer the implant simply because of the "discouragement" it provides in grappling - and some people simply don't care to be touched.

Saturday, February 11, 2017

Spinneret

Bioware is often build on emulating the abilities of other animals. And humans have long been fascinated with the properties of silk, especially of spiders. Depending on the breed spiders can produce enough silk to cover multiple square meters, with fibers which are as strong as steel or twentieth century body armor. All while maintaining adhesion and elasticity. It's also remarkably sturdy to varied temperatures, much more than a spider might encounter in nature. This has made spider silk a bit of a hallmark for both natural and synthetic polymers for quite some time, and the target of genetic engineering projects for decades. Ultimately, genehackers are able to implement this idea into various morphs.

Spinneret: This implant adds an artificial gland based on spiders, which naturally produces a silken polymer. Usually located in the wrist, mouth or torso this appears to be a single pore or patch of skin but is a more complex organ underneath. The gland produces enough silk to cover an area of about 30 square meters a day, or a strand might have a maximum length of up to 100 meters, though this would take several hours of work to create and prepare, and at a maximum rate can extrude a meter every couple of minutes. The silk is a genefixed blend which takes the best qualities of many spiders into account, it retains strength and shape between -40 C and 220 C in temperature and if attempting to cut or destroy has a DUR of 50. The silk is adhesive (though the biomorph which produces is makes an enzyme in their skin which prevents it from sticking to them), and requires a SOMx2 or COOx2 check to escape, and a properly braced and woven strand can support the equivalent of several metric tonnes. The only real weakness is that the silk's durability is damaged by contact with water and other liquids - contact with water deals 1d10 damage to it. A character with this organ must maintain a diet of supplements to make the special proteins for the silk, or re-ingest the silk they produce when they are done with it.  [Moderate]

While still a fairly niche and advanced bioware, the Spinneret has many uses. Some socialites utilize special blends of it to make their own silk clothing, even weaving it on the spot before an event, or they produce beautiful woven art with it. Some of those who like to have self-reliance can even shape it into armor (Can make the equivalent of Armored Clothing with Hardware: Armorer or an appropriate Art check in an hour) or they use it in place of tech like a Spindle to produce fibers for climbing, tying and binding. Some Ego Hunters advertise their ability to produce silk in order to capture targets and bring them in unharmed. And of course, Exhumans of the Predator clade have been known to adopt several spider-like qualities, including weaving traps and alarms from silk.

Tuesday, February 7, 2017

Acid Gland

Utilizing implants, Transhumans have been able to weaponize their bodies in a number of ways. Claws (p. 305 EP) are most common, or implanted blades, but there are more exotic implants, such as poison glands, mounted weapons, and even some exotic morphs have hardened cybernetic teeth and jaws. While this suits most self-defense or utility needs, there are some (particularly Exhuman clades) who seek to mimic or implement even more defensive/offensive tactics - one of the most obvious and easiest is the Acid Gland - as nearly all biomorphs already produce acid naturally.

Acid Gland: This implant adds a new gland in the throat or mouth area which naturally produces and stores a small amount of acid of similar composition to stomach acid. With the appropriate stimulation or reflex, the morph can spray a jet of acid from their mouth at an enemy. This uses the Exotic Ranged Weapon: Acid Gland skill, and on a hit deals 2d10 DV and will deal an additional 1d10 DV each Action Turn for 3 turns, or until the acid is removed or canceled (such as by a chemical reaction). The damage is reduced by Kinetic armor, but the AV of that armor is reduced by the damage until repaired. This is a Cone attack with Range 5/10/15/20. Unfortunately, the gland suffers from metabolic limitations, and can only be used with this range and effectiveness roughly once per day. It does, however, also typically involve protecting the innards of the morph from acidic damage so they are not harmed by their own spit. [Moderate]
Bombardier Gland variant: This version of the implant was developed by Genehackers on Fortean, still trying to get around the "fire-breathing problem". While not necessarily able to project fire like a Torch, this version of the gland functions the same but instead of acid, it produces chemicals which when mixed and spat out produce a chemical reaction for intense heat, like certain insects use. It uses the same skill, has the same range, and inflicts the same DV, but this is reduced by Energy armor. If the attacker scores an excellent success, the target will be set On Fire, taking 1d10 DV each action turn until they can put it out. While not as useful as a last-ditch mechanism by Exhumans, for those who live in atmospheres regularly and would like a surprise that doesn't eat through the deck plates, it is an alternative. [Moderate]

The Acid Gland tends to be restricted in most enclosed habitats, due to their ability to inflict lasting collateral damage on people and infrastructure, noted above. Even some anarchist collectives have managed to vote to ban them completely. Thus, the implant is usually seen as something for antisocials or counter-cultures, either romanticised rebels or predator exhumans. They also take great skill to get used to for most humanoids, which means their accuracy is usually poor, but octopi have shown some natural aptitude for it. This has led to recent reports of possible Hidden Concern agents who shoot clouds of acid ink at pursuers, which is very unpleasant (though not able to cause severe damage as the acid is diluted).

Tuesday, January 24, 2017

Joint Augmentation

Getting "stronger" is fairly easy. Muscle Augmentation (p. 305 EP) applies a quick bonus to the strength of a morph for a decent cost, completely sculpting and restructuring muscle fibers for better strength and fitness. Being more flexible is tougher. While some morphs (such as the Bouncer) are inherently cultivated for great flexibility (Modeled via the Limber trait (p. 146 EP)) this option is very resource intensive, requiring specific cultivation of a morph from it's inception to generate the desired genetic traits. For those who wish to rapidly improve flexibility and fine joint control, there are other options.

Joint Augmentation: The morph's joints have been comprehensively modded to have more elastic cartilage and stronger joint fibers - allowing more inherent flexibility and control over minute adjustments at points of articulation. Apply a +5 modifier to COO. Also adds a +10 to any test where flexibility would help - this bonus does not stack with the Limber trait. [High]

Despite it's simplicity, Joint Augmentation is actually fairly rare. While it is known or suspected to be used by several high-profile escape artists, it generally does not get wide use. It's primary market is actually to help those with joint damage or degradation, due to aging or a hard lifestyle. While Healing Vats can repair most damage and alleviate symptoms, damage can still persist - for those who still require frequent use of their joints in a singular biomorph, or are against resleeving or healing vats, it is a common therapeutic proceedure done over longer courses of gene therapy. On the less savory side, many mercs and assassins utilize Joint Augmentation on top of natural morph aptitudes to grant additional flexibility and emphasis the "hand" part of hand-eye-coordination.

Sunday, January 22, 2017

Shepherd's Gland

Enhanced Pheromones (p. 305 EP) are a fairly standard social implant, which refines native biochemistry for natural pheromone releases to have more potency - improving social skills through affection and trust, but does not affect those with a different biochemistry system. Scent Affinity (p. 148 EP) is an implantation for Smart Animals which modifies them to be receptive to a particular scent of an individual. This is good for singular animals or a worker who works with many animals, but does not necessarily have field utility. For those who need a more utilitarian tool for animal handling, there are other options which mimic the utility of Enhanced Pheromones.

Shepherd's Gland: Utility bioware modeled after Enhanced Pheromones. This system allows a user to produce a number of common scent and pheromone cues for a variety of smart animals. These can be used to help push an animal to specific behaviors or emotional states. This grants the user a +10 to all Animal Handling rolls, assuming the animal can smell them and is in the gland's library. By default, the gland contains the ability to influence most extant mundane animals and their smart variety. An upgrade to handle specific exotic or neogenetic animals may be procured at a [Trivial] cost. A variation of this upgrade is made to handle uplifts - those who smell, anyway, and functions identical to Enhanced Pheromones, though many uplifts are not happy with the idea of being "handled" [Low]

Because of it's utility and lack of lead-time, many freelance animal trainers and handlers utilize it to have more flexibility than installing Scent Affinity and Cybercortexes in every animal. While not common, some habitats even have enough "wild" life in their regions to warrant animal control officers, who may also prefer this implant. And of course, there are less than scrupulous uses, such as for intrusion specialists who may need to work around guard animals who are predisposed to be hostile.

Monday, October 24, 2016

Shock Tolerance

Shock Attacks (p. 204 EP) are an incredibly potent weapon against biomorphs and pods, able to completely incapacitate them or seriously hamper them long enough to subdue or engage with conventional weapons. The effectiveness of shock weapons is one of the primary reasons, combined with disabling pain sensors, that Synth morphs are considered the top tier of combat morphs. But, one cannot count out transhuman ingenuity, and so attempts have been made to improve biomorph's resistance to Shock effects, and they have some limited success.

Shock Tolerance: This bioware comprehensively strengthens the body to resist or dampen the effect of a Shock attack on the body. This involves improving interbody insulation, toughening certain nerve clusters and muscle groups, and actually improving muscular control so that one can maintain conscious control of the body even though some debilitating effects still occur. While impossible to completely alleviate the effects of a Shock attack (which many users note is still discomforting or even painful), Shock Tolerance makes it so morphs are statistically less likely to be completely incapacitated - though this involves many variables (physical location of the shock, overall health, etc) to nail down as a complete immunity. A morph with Shock Tolerance rolls (DURx2)+Energy Armor when struck with a Shock weapon to resist its effects. [High]

Shock Tolerance is sometimes used by habtechs who work with electrical gear to help prevent dangerous injuries when working with live cables or wiring, but the most common is in morphs with combat or security duties to resist a debilitating incapacitation, such as police in the LLA where synthmorph rights agitators often deploy Shock weapons en masse due to Synths' inherent immunities. On the other hand, Shock Tolerance occupies a place of dubious legality in many polities due to law enforcement's frequent use of Shock weapons. The legislature in the Titanian Commonwealth, for instance, has gone back and forth on if Shock Tolerance should be available to the average citizen. The resistance to non-lethal takedown by police not only makes things more dangerous for officers and other civilians, but also means police may have to endanger the life and limb of a suspect as well.

Sunday, September 18, 2016

Bioelectric Sense

Many aquatic animals (and some in other environments) possess a passive ability to sense minute electrical fields, such as those generated by the muscle impulses of living things. This ability is primarily used to supplement other senses to detect nearby creatures - predators or prey. Naturally, such a sense can be replicated using bioware, in addition to the ability of Cyberware to outright build a detector specifically for electric current, the Electrical Sense (p. 306 EP).

Bioelectric Sense: This implant installs passive electroreceptor organs in the skin of the morph, which detect electrical fields that get close. This has a range of approximately 5 meters in air, but goes up to 20 meters in water (especially salt water). Unlike Electrical Sense cyberware, the Bioelectric Sense only roughly gives a direction and distance to an object generating an electric or magnetic field, and may not sense such fields through certain shielded materials. The primary advantage of this implant is that it is sensitive enough to detect minute electrical fields generated by muscle contractions and other nerve impulses in living creatures, and does so passively. Due to the fact that their internal systems do not completely mimic biomorphs, this augment also gives a +20 to any perception check to observe if someone is a Synthmorph using a Synthetic Mask (p. 311 EP) in range. [Low]

Saturday, September 3, 2016

Enhanced Touch

In terms of bioware, the concept of enhanced senses is very common in the Transhuman Future. Enhanced Vision and Enhanced Hearing (p. 301 EP) are such common augmentations that many lines of morphs even come with them naturally. While not as common, Enhanced Smell (p. 301 EP) is similarly a useful modification with many applications for transhumans. However, the augmentation of Enhanced Touch can be seen as more exotic.

Enhanced Touch: In simple terms, this implant greatly increases the density, sensitivity and complexity of various cells in the skin responsible for tactile and haptic feedback, usually around 5x increase in sensitivity. This means that morphs with this implant have a much better sense of "fine touch", and are able to tell details about an object through simple touch much better than before, possibly even being able to get a sense of an object as good as with (unenhanced) vision. This augmentation also tends to give morphs a more detailed sense of small ambient details, such as shifts in airflow and temperature. However, this enhancement in sensitivity is invariably bonded to other aspects of the sense of touch, such as pain responses. The implant offers a +20 bonus to any purely touch-based Perception test, and a +10 modifier on any Skill Test which involves a fine touch (so long as you're using your bare hands), but a -10 on all tests related to pain, such as the WIL test caused by a Microwave Agonizer's "Pain" setting. [Low]

Many people who utilized Enhanced Touch operate in Socialite circles, the increased detail and fine touch sense are useful for many artisans, especially in the fashion industry. Others simply enjoy the novelty, or even pleasure generated from the enhanced sensitivity. Technicians, escape artists and cat burglars are the other most frequent users of Enhanced Touch, as it has great uses for manipulating small objects, or doing precise work on things you cannot see. Many criminal outfits make use of Enhanced Touch in certain morphs, either for purposes of interrogation or as an extremely "ghetto" version of Tasping if they cannot afford or perform conventional Psychosurgery. Enhanced Touch is also available as a Robotic Enhancement, and quite popular for Synths which may normally experience a certain dullness in their tactile sensors. The fact that all Synthmorphs can disable pain feedback make this option even more appetizing for them. For biomorphs, use of Sense Filters (p. 149 Panopticon) is recommended to avoid any unwanted side-effects.